
Welcome Traveller,
This guide will lead you through the intricacies of DA2 combat, starting at the basics so you can have a sound basis for utterly facerolling any encounter on any difficulty.
Contents
- Fun Facts (FAQ)
- General Principles
- CCCs
- Choosing a class
+ Abilities
+ Attributes
- Companions
+ Party Synergies
+ Tactics
- Specific Builds
FUN FACTS (aka FAQ when some questions actually get asked)
- What do you do when one of your team dies?
When a team member dies you can either choose to complete the encounter with your remaining companions or revive them. During the longer fights reviving companions can make a considerable difference.
Reviving companions can either be done via a spirit healer (hawke) casting revival or anders casting regroup or using the mythal's favour flask. Alternatively you could just reload a save and prevent your team from dying this time round.
After a companion gets dead they will gain an injury when they are wake up after combat or are revived. Injuries take up a portion of your health pool, sort of like a sustain but without the plus side. You can fix injuries with injury kits and elfroot potions.
- and how do you prevent this?!
Somewhat like real life you can (somewhat) prevent dying by not getting injured in the first place and by getting healed when you do. However, unlike real life healing can be found in spells and potions.
The mage creation tree contains a 'heal' which hawke (mage), bethany, and anders have access to. Spirit healers (Hawke and Anders) have access to an additional 'group heal'.
Health potions, elfroot potions and restorative potions will heal your health. Lifeward potions can be used to automatically revive characters.
Setting Health Poultice and healing tactics can reduce the pressure of needing to pay attention to your companions hp. Spells and potions have reasonably long cooldowns however, so you shouldn't rely totally on getting healed.
Reducing damage can be done through armour, defence, elemental resistance, magic resistance, damage resistance, and good combat strategies (details further down).
Armour will reduce the amount of damage from physical sources, elemental resistance will protect against elemental damage, damage resistance reduces overall damage and good combat strategies will mean enemies die faster- and been dead has been known to reduce damage output.
Your armour-rating is a percentage score of how much physical damage reduction your current armour-score provides. Increasing your armour-score by equipping good armour is important as higher levelled enemies are more powerful and will be able to get through more armour. This is seen by a reduced armour-rating (percentage) as you level up.
Resistances can be increased by certain abilities, equipment and runes.
Equipping elemental warding runes and/or certain sustains can be useful during fights involving elemental damage, e.g. dragons and the ARW.
Damage resistance reduces damage from all sources and adds greatly to durability. While damage resistance from equipment is usually restricted to high-end gear, abilties like stone-wall and barrier can provide 100% damage resistance for limited amounts of time. Such abilities can provide the extra few seconds needed to get in a heal or potion and can prevent the near-dead from dying. This also can be set into tactics.
- What are runes and how to I get some?
Firstly you need to speak to Worthy in Hightown. He'll deal you in on the runes. From then on you can either get your runes from him or order it from home.
Runes basically are magical items which can convey special properties to your weapons and armour. And as such, they come in two types, weapon runes and armour runes. The magnitude of the effect they convey will depend on the quality (item level) of your weapon. Better armour and weapons will gain greater bonuses from runes. In order to make runes you need to have the rune recipe and the crafting materials.
You will find rune recipes scattered all over the place:
Weapon Runes
Armour Runes
Once you obtain a rune you can get Sandal to "enchantment" them into your weapons and armour. During Act 1 Sandal is in Hightown with the Deep Roads Expedition team and from Act 2 onwards he resides in your estate.
- Which runes should I use?
The best weapon rune is the primeval lyrium rune. The large increases to attack-speed makes your damage output jump up by a lot. The only problem is that there is only one of them. This means that the primeval rune should be reserved for your best end-game weapon, whether that be an evolving weapon (useful if you reach higher levels) or one of the uniques (useful if you don't have as high a character level).
The second best rune is the rune of devastation. Luckily you can make as many as you want, so you should idealy dump one of these runes into all the weapons you and your companions use. Unfortunately, this rune is only available in act 3 and has some rather exotic ingredients that you'll have to hunt down.
For the majority of the game you will only have access to elemental runes and runes of striking. Runes of striking will be superior in almost every case- the increase to critical chance does more than the extra bit of tag on damage. However, pre-runes of striking you might as well use the basic elemental runes. Every bit of damage counts.
The best armour runes will depend on the fight you're facing. Generally speaking it's nice to have a rune of valiance (+2 all attributes) but like the rune of devastion this is only available late-game. This means that it's a choice between armour, defence, elemental resistance and money. Depending on your priorities, it's usually recommended to equip appropiate elemental resistances for certain fights and leave in runes of fortune/whatever for other occassions.
All dragon and rage demon fights are a lot easier with Runes of fire warding
The Ancient Rock Wraith and Qunari fights are easier with Runes of lightning warding
Fights with lots of abominations are easier with Runes of spirit warding
- How do I make money?
Making money is a generally a happy by-product of doing lots of quests and fighting lots of fights (and digging through their corpses). However, there are a few things you can do to increase the amount of gold you have.
The main method you should consider is using Runes of Fortune. They increase the amount of coin you pick up from containers and dead things (not the amount that drops) and will make quite a large difference over the course of the game. Equipping gear with 'enemies drop better equipment' properties will improve the value of the random items generated when you enter a new zone.
These methods and how to get started fast are detailed in SuicidalBaby's Money Guide.
Selling potions/draughts/injury kits can also help although in practice I found that it only gives you ~10-20g by the end of act 2. The drop-rate for potions etc is based on the number of potions in your inventory- the less you have the more likely they will drop. The extent of this increased potion drop chance varies between difficulties; For casual potions will continue dropping until ~10. At nightmare this is ~3.
This leads into the last thing you can do to have more money. Be thrifty (or an utter miser, depending on how you look at it). If you reserve your money for more essential items (e.g. upgrades, tomes and useful unique gear) and not spend it on weapons/gear/potions that will be useful for only a few levels you should be mostly fine money-wise. This is especially true for potions since unless you should get all you need from drops - if you don't it probably means that your party isn't fighting as effectively as it should be (and you're in the right place to learn how to fix it!)
It also means that you might not buy all your companions gifts unless you're a really nice person, in which case good on you!
- What do the shops sell and what should I buy (Part One)?
In general there isn't much need to buy weapons and armour as the item-drops you get will most of what you need. However, it is important to consider backpacks, companion armour upgrades, and stat boosting tomes as they do not carry across the acts so you only have one chance to buy them.
Backpacks increase inventory space by 10 and are worthwhile investments if you don't fancy having to clear your inventory as often.
In Act 1 there is one at Apparel Shop (Lowtown) and one at Robes by Jean Luc (Hightown).
In Act 2 there is one at Mage Goods (Gallows) and another one at Robes by Jean Luc.
In Act 3 there is yet another at Robes by Jean Luc.
Companion armour upgrades are found scattered around Kirkwall.
Aveline gets her armour from the Armour Merchant Shop (Lowtown) in Act 1 and Act 2.
Varric gets his armour from the Apparel Shop (Lowtown) in Act 1 and from Shady Merchandise (Docks) in Act 2.
Anders gets an upgrade from Mage Goods (Gallows) and Lirene's Fereldan Imports (Lowtown) in Act 2.
Isabela gets a Rigid Boning from the Apparel Shop (Lowtown) and an upgrade from Robes by Jean Luc (Hightown) in Act 2.
Fenris gets his upgrades from Shady Merchandise (Docks) and Robes by Jean Luc (Hightown) in Act 2.
Merrill gets her upgrades from Master Ilen's Shop (Sundermount) and Robes by Jean Luc (Hightown) in Act 2.
Sebastian gets his upgrades from the Armour Shop (Gallows) and Oalf's Armoury Shop (Hightown) in Act 2.
It isn't necessary to upgrade all your companions, check the full list at the wikia to ensure that you don't miss any for the companions you use.
Tomes are awesome. Here's the list of all tomes, bought and otherwise:
In Act 1 you get a Tome of Technique (+1 ability) from Hubert's Fine Goods (Hightown) and Avernus's Experimental Draught (+2 Attributes) from the Dark Epiphany quest (if you imported a save Origins with Warden's Keep having spared Avernus).
In Act 2 you can buy a Greater Tome of the Mortal Vessel (+2 Attributes) from Trinkets Emporium (Lowtown) and a Tome of Technique (+1 ability) from Master Ilen's Shop (Sundermount).
During the Night Terrors quest you have the chance to obtain up to 10 attributes. You get one from catching a book and another three from doing two puzzles. You get the other six trading away your innocence.
You also get the recipe for the Elixir of Heroism (+1 Bonus Level) from a corpse found just after the Carta fight during the Demands of the Qun questline.
In Act 3 you can get an Arcane Tome of the Mortal Vessel (+3 Attributes) from Korval's Blades (Hightown)
From Act 1 you can get a Greater Tome of the Mortal Vessel (+2 Attributes) and two elixirs (one +1 ability for mages and one for non-mages) from Crafting Materials if you have The Black Emporium. These tomes will not disappear between acts (but won't reappear either).
- What do the item stars and colour mean?
Before we get on with shopping, here's a quick explanation as to what you're finding and buying.
There are two types of items: Randomly generated generic items and unique items which can always be found there.
Items are assigned an item-level and a quality/rarity rank. The item-level is seen through its star-rating, where the number of stars relates to the difference between the item's level and your character's level. As you level up the difference will decrease and the star rating will drop.
The item-rank is denoted by its colour. From lowest to highest rank/rarity:
- What do the shops sell and what should I buy (Part Two)?
Both unique gear and generic gear have their uses. For warrior and rogues it is usually preferable to equip unique weapons and armour while mages may find having staves of a greater variety of elemental type useful and gear which fits the elements they are more focused in.
While you usually can get by on item-drops alone (which are a good source for useful uniques and generics), here is a short list of some of the more useful unique items that may be worth buying:
Act 1
Enchanted Silverite Chain Belt: +1 to all attributes - Bonny Lem's Wares (Disused Passage)
Amulet of Serenity: +8%healing - Formari Herbalist (Gallows)
The Fallen Star: +1 to all attributes, +1% xp gain, +7% damage resistance - The Black Emporium
Staff of Primal Order: Best cold staff - Bonny Lem's Wares
Desdemona's Blade: Nature Longsword - The Black Emporium
The Anderfel Cleaver: Fire Greataxe - The Black Emporium
Arlathan Replica Bow: Best Bow (non-dlc) - The Black Emporium
Thrice-Bound: Bonus to Lockpicking and Disarm Traps - Weaponsmithy (Lowtown)
Act 2
Poisonwood Locket: +12% nature damage - Bonny Lem's Wares
Etched Ring of the Twins: +9% critical damage, +2 strength, immunity to knockback - Nexus Golem's Wares
Puzzle Ring of the Black Fox: +9% critical chance, +2 dexterity, +2 cunning, bonus to lockpicking - Bonny Lem's Wares
Cold-Blooded: Cold Staff - Magnus's Wares (Wounded Coast)
The Heavens' Answer: Best Bow (non-dlc) - Bonny Lem's Wares
Stealth Boots (rogue only): +21% critical damage, +2 all attributes - The Black Emporium
King Something the Forgotten's Armour: +5% attack speed, +3 constitution, +20% damage resistance, immunity to stun
Act 3
Seven Deadly Cinch: +9% critical damage - Magnus's Wares (Wounded Coast)
The Belt of Promise: +3 dexterity, +3 cunning, +1% xp gain, +10% damage resistance - The Black Emporium
Four-Fingered Eddie's Lucky Talisman: +8% critical chance, +4% attack speed, +2 dex, +2 cunning - Bonny Lem's Wares
Dull Brass Amulet: +1 all attributes, immunity to flanking - The Black Emporium
Ring of the Ferryman: +24% fire & electricity, immunity to stun - Magnus's Wares
Ring of No Wishes: +1 all attributes, immunity to critical hits, immunity to stun - The Black Emporium
Bardin's Folly: +3% attack speed, +6% physical damage, +2 strength - Nexus Golem's Wares
The Final Thought: Highest base damage nature staff - The Black Emporium
Blade of a Thousand Battles: Good Physical Damage Longsword - The Black Emporium
Sundering: Electrical Maul - Nexus Golem's Wares
Absolution: Best non-elemental bow - Nexus Golem's Wares
Robes of Unblemished Cleanliness: +24% fire, cold, electricity, nature damage, +28% healing, +2 all attributes
For all classes generic gear can be useful for increasing elemental damage (more info in the specific builds section):
Jean-Luc (Hightown): +fire apparel, +fire accessories.
Hubert (Hightown): +fire apparel, +fire accessories.
Trinkets (Lowtown): +fire accessories.
Apparel (Lowtown): +fire apparel.
Shady Merchant (Docks): +cold apparel.
Bonny Lem (Disused Passage): +cold accessories.
Formari Herbalist (Gallows): +spirit accessories.
Mage Goods (Gallows): +spirit apparel, +spirit accessories.
Craftmaster (Sundermount): +fire apparel, +fire accessories, +nature accessories.
Magnus' Wares (Wounded Coast): +fire accessories.
Nexus Golem (Recently Discovered Passage): +fire accessories.
Bodahn (Hightown/Deep Roads, Act I): +electricity accessories.
Source: Generic +X% elemental dmg gear
Modifié par mr_afk, 22 août 2011 - 07:34 .





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