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#1
Squidmaster

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I am about to finish my first playthrough using my "druid" mage concept.  Tons of fun.  Once that happens I am probably going in for a second round given the many choices and origins to make it different and interesting.  I am thinking about trying out a dwarf team, using Oghren, Shale, my dwarf PC (presumably a rogue to cover the bases), plus Wynne to provide support.  It wouldn't have to be Wynne, but I figure I should have a mage, right?

I figure bard is probably the best choice for my character for a first specialization given the team makeup.  Would that be correct?  How does Ranger stack up?  I don't see any guides that mention it on the board here.  I could see using assassin or even duelist, although Leliana in my current team is a bard/duelist already.

I am also concerned about how to tackle my rogue abilities.  How much lockpicking do I need early on?  Should I invest early in stealth?  I like the idea of stealth trapping, but I also figure I want coersion, and the points aren't growing on trees.  The skill and talent choices seem somehow more pressing on a rogue character, so I could use some tips.

I would like to make this guy a melee rogue since I just came off using Leliana from range.  Is double dagger the only way to roll or can I play with axes to fit the dwarven theme or something like that?  If so, how would I go about building it, and would it work well with the team?  If I wound up using a cunning build, how would I survive in situations where I was stealthing in to take out a caster?  Wouldn't that just leave me in a pile-on situation with the rest of the enemies until the tank could arrive?

I would also love some team building advice as far as the other characters are concerned.  I figured I would choose Wynne and concentrate on her buffing and healing role so I could let her really enhance the rest of my team.  I might even have her take arcane warrior to try out a full melee team, but I imagine that could really mess with her support role, so perhaps not.

How early can I get Oghren as well?  It felt like I had to do a lot to get him to be a real team member in my current playthrough.  Until we had done all the dwarf stuff he wouldn't really communicate or anything.

Thanks!

#2
gandanlin

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I've used the Ranger spec. a few times and been reasonably happy with the result. Going for the Master level in that tree is well worth it. It makes the summoned creature considerably stronger.

DW rogues can be built by strength, allowing them to equip full-size swords and axes. They won't do the same in armor penetration as they would with daggers, but there are other ways to increase armor penetration. Tradition would probably say build with daggers, but if you are role-playing a dwarf the strength build might be the way to go. The rogues I have build on strength went all out on strength, constitution, and dexterity. I didn't worry about cunning or the lethality talent. The points I might have put into Stealth I put into the Ranger skill instead. It was sort of a warrior-type of rogue, I guess.

Just a few random thoughts....

#3
caradoc2000

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Squidmaster wrote...

How early can I get Oghren as well?

While not necessarily recommended, you can go to Orzammar right after you leave Lothering.

#4
Tapkoh

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Squidmaster wrote...
It wouldn't have to be Wynne, but I figure I should have a mage, right?


Mages always help, but you don't necessarily need one. If you're fine with using defensive skills and poultices a lot, then you don't need a healer (depending on the difficulty and your skill of course).

I figure bard is probably the best choice for my character for a first specialization given the team makeup.  Would that be correct?  How does Ranger stack up?  I don't see any guides that mention it on the board here.  I could see using assassin or even duelist, although Leliana in my current team is a bard/duelist already.


Depends on what you want to do with your rogue. Ranger just adds a pet and is very straightforward. There's nothing to really spec for. There is just more finesse involved (read: some) in getting the most out of bards, assassins, and duelists. Duelists are more defensible, assassins are for dps, and bards are for group buffing/support. Pick whichever goes with what you envision.

I am also concerned about how to tackle my rogue abilities.  How much lockpicking do I need early on?  Should I invest early in stealth?  I like the idea of stealth trapping, but I also figure I want coersion, and the points aren't growing on trees.  The skill and talent choices seem somehow more pressing on a rogue character, so I could use some tips.


Rogues are the most pressed for talent points, especially if you are trying to make one to do everything. Stealth, lockpicking, specializations, weapon trees...it all gets to be a bit much. They get skill points more often though than warriors and mages so you should have little trouble maxing out combat training and coercion early on. You could run into trouble if you also want more like stealing, survival, crafting, etc.

As far as tips go, I would say you don't need a ton invested in deft hands right away, but then again, the game isn't linear and there are chests with higher-level locks in all areas. A point or two invested here would get you a lot if not all chests early on, especially if you are also investing in cunning. You can go back and get harder ones later in most areas. If stealth is just something fun you want to do, then invest in it whenever you want. If it's going to be a core ability for you, then early would be best. Just keep in mind that you cannot always stealth. Rogue mechanics: social.bioware.com/forum/1/topic/66/index/243304 The best advice I think though is to buy any and all talent and skill books you can find. That will help you out quite a bit with a rogue.

I would like to make this guy a melee rogue since I just came off using Leliana from range.  Is double dagger the only way to roll or can I play with axes to fit the dwarven theme or something like that?  If so, how would I go about building it, and would it work well with the team?  If I wound up using a cunning build, how would I survive in situations where I was stealthing in to take out a caster?  Wouldn't that just leave me in a pile-on situation with the rest of the enemies until the tank could arrive?


If you want to use axes, then you need to invest in strength as that is a prereq for equipping those. Dexterity is the prereq stat for daggers. Dual-wield talents require certain dexterity levels and you need to be level 12 and get to 36 dexterity in order to dual-wield full-sized weapons like axes. If you want to dual-wield axes, then get 36 dex by level 12 so you can max out the passive line in the DW tree. Invest heavily in strength since that's where your damage will come from. You can skip lethality until much later since then it's only a melee critical increase and not vital (thus not worth investing 3 points in that line right away). If you want / need to be the lockpicker, then you need to eventually max out the deft hands line and get 30 cunning. You won't be very evasive however.

If you go the dual dagger route, then you need to get strength to 20 to equip armour, then the rest into a mix of dexterity and cunning, depending. Lethality becomes much more important, but deft hands less so the more you invest in cunning (at 40 cunning you only need 3 in deft hands, at 50 you need 2, etc.).

I don't really have much advice for stealth play since I have not yet done it. If your team was far away and you walked past a lot to hit an enemy mage, then yeah, you would get swarmed. You could stealth, get in position, and then send your tank in to get start off the fight, leaving you free to deal with the caster. Fights behind doors would not work that way however.

#5
Ferretinabun

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For my money, there are two ways of playing a DW - a sneaky, backstabby one, and a front-line one. Basically, stab enemies in the back or battle them from the front. For the former, you'll want to do as much damage as quickly as possible - Cripple, Momentum and the Assassin and Stealth trees are all great here, while the second needs a little more crowd control - Whirlwind, Coup De Grace and Duelist work very well, and it'll serve you well to put a ot of points into dexterity too to get your defence up.

Chests have a difficulty score to pick. To see if you can pick one, your Cunning plus ten point for each talent in lock-picking you have needs to meet or excede it. The hardest chest in the game is 70 points, so with all 4 lock-picking talents, you don't need any more than 30 cunning.

If you want axes over daggers, don't bother getting Lethality. Your strength will probably be higher than your cunning, and evade isn't that great, really.

Rogue also offers a chance for you to play around with traps. This, along with poisons and grenades, often gets overlooked, but they can be handy if you have the patience for them so try not to forget about them.

You CAN go to Orzammar right after Lothering, but it'll be very tough. It's the hardest treaty misson. The bandits outside are a 'gateway encounter' - that is, they're there for you to judge if you're tough enough to do the level. So don't feel bad if the level seems very difficult.

Finally dwarves get innate 10% spell resist, so you can capitalise and build up spell-resist from equipment if you fancy it.

#6
Squidmaster

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Great info! I feel like I want to play a backstabby, stealthy rogue, both for something new that I don't fully understand yet and to use traps. I will need to be able to pick locks on this guy, which is annoying kinda. I am not sure what I want with pickpocketing. How worthwhile is that? I did it this run and felt sorta blah about it I guess, but I didn't do any math.

Am I right that daggers > axes just based on the reality of the stat allocation? If I am putting all points in one stat as opposed to half points in two, that's going to net better results, right? Am I further correct that cunning rogues can save slightly in talent points ultimately, but that dex rogues are better able to handle and connect with direct attacks?

I am currently thinking about trying out a dex rogue with ranger and assassin specs. Seem good? It's either that or bard/assassin cunning rogue. :)

#7
10cents

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"Am I right that daggers > axes just based on the reality of the stat allocation? If I am putting all points in one stat as opposed to half points in two, that's going to net better results, right? Am I further correct that cunning rogues can save slightly in talent points ultimately, but that dex rogues are better able to handle and connect with direct attacks?"

You are right on all points. Though the talk about "dex > cun for daggers" comes more from a powergaming perspective, I think. Unless you use difficulty enhancing mods, even Nightmare is fairly easy - so do what suits yourself best, you can't possibly skill wrong in this game. Im currently playing a rogue with close to equal distribution of points in strength, dexterity and cunning and enemies die just as fast as with a full dexterity/cunning rogue. Plus, with 2 axes/longswords in your hands, those whirlwinds and punisher moves really, really hurt.

Dexterity Rogues use the Dex bonus on daggers to do more damage. They have high defense and can save some talent points on the lethality line. Since Assassin and Bard are very focused on having a good amount of Cun, Duelist and Ranger seem good choices. Duelist further enhances defense and attack, while Ranger gives pets/meatshields that can make the early game (which is imo the most difficult stage of the game) a lot easier. Overall, I'd say a dex based rogue is more of a frontline fighter. The downside of having only minimum amount of cunning is that you need to invest more into coercion and stealing (and lock picking).

Cunning rogues rely more on someone else getting the mob's aggro, since their defense is a tad lower. If you have a good tank though, having a cunning rogue on a backstab frenzy buffed by Song of Courage and the Assassin line is sight to behold.

You already said what choices you prefer and judging from that, I'd say go cunning. Bard/Assassin is just plain brutal. Make sure you get Combat Stealth (stealth rank 3) to help you get out of sticky situations (or be a d*ck, go backstab their mage and then activate Captivating Song whilst being right in the middle of the group). Combat Stealth and trapping also work very well together and is the mainstay for many successful solo rogue runs. The plus sides of having a heavier focus on cunning are:
- need less points in lock picking (cunning factors in)
- need less points in stealing and coercion (lets you invest more in poison or traps)
If you focus solely on backstabbing, you won't even need most of the dual wield talents - the essentials are Dual Weapon Finesse and Momentum. Anything else is just icing on the cake (and can even lower your overall damage).

As for stealing: it is kinda useful early on to grab some items to sell or use (*cough* Duncan, Ostagar, day and night). You'll need at least one point in it to gain access to all the Crim Wave quests in Denerim. Sad thing is though, that while being useful in the early game, it is right at that time that you usually do not have enough skill points to spend - coercion and combat training are more important. Even worse: traps and bombs dominate early game due to them having fixed damage, so trapping and poison want to be skilled too.
You might want to consider the Respecialization Mod (http://www.dragonage.../file.php?id=14). To spend some more points in lock picking and stealing early on and to be allowed to later retrieve those talent points again once you dont need them anymore (wish there were potions like in BG2 that enhance your thieving skills for a time). If you go on a stealing spree, dont forget that every rank of stealth factors into the formula if you attempt your theft out of stealth. An alternative route would be to use one of the companions for stealing - overall, stealing is fun but not really worthit or a necessity.

Regarding your group setup, you can't possibly fail. Shale is so good overall, either as damage dealer, tank or for support (earthen grasp is the best spell in the game, think of it as a party friendly Paralysis Explosion, that can reliably stun dragons). Oghren as a 2H warrior is both a good damage dealer and a tank (stun immunity, lots of damage, 2h-sweep, inate spell resistance). If there were more dwarves in the game, you could do all-dwarf party with Sten... imagine 3 little dwarves buzzing around that giant. Your last companion is a freebie. You dont necessarily need a mage and could just go through every companion for the banter (Sten+Morrigan+Shale is hillarious). I would not recommend another melee fighter though; it can become very crowded sometimes having 4 guys hammering on a single enemy.

#8
Squidmaster

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Awesome! I hadn't read about the assassin's connection with cunning so that was a big one. Which specialization would you take first? Would it be bard for the increased hit chance with the 2nd song choice? I will save both duelist and ranger for a future non-dwarf character and have a whole new reason to play again.

Speaking of hit chance, how much do you need to have at various points in the game? In my current one I could never really get a feel for if people were hitting or missing regularly. I was winning fights but I had 2 mages, so it was not clear how my physical damage was stacking up.

I may try that mod you mention. I am actually planning to get some downloadable content for this run as well as a few mods that supposedly fix bugs, like the aim haste one (Dragon Age Rules Fix Pack v1.99). I didn't see a forum dedicated to mods here so I suppose I will have to hope they work well together.

Regarding stealing, the DA wiki is telling me I need an effective cunning of 38 to steal from Duncan. That seems impossible unless I take no skills *other* than stealing, and put no points in dexterity. What am I missing?

Modifié par Squidmaster, 04 novembre 2011 - 07:32 .


#9
10cents

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Quoting the wiki:
Note: With each additional rank of Stealing, you can reduce the required Cunning by 5 points. You also need 5 less points per rank of Stealth (if in Stealth mode).

You can have 2 points in stealing and rank 2 of stealth by then - successful theft would require 23 cunning then which you can easily have.

Screwing up your game by modding it, is fairly hard to achieve IF you read the mod's descriptions (and comments) carefully. You may use the DAO Mod Manager to help you find incompatibilities and properly install the mods.

Hit chance: you'll be investing heavily into dexterity early on even with a cunning rogue. That should suffice for Lothering & others. You'll find good equipment to boost your dex/hit rate soon enough (Dalish Armour is fairly good) and for endgame, you'll have Song of Courage + debuffs from your mages and other talents. The best armour for rogues generally give good dexterity or +attack bonuses anyway.

Whether you pick Assassin or Bard first isnt all that important.
Assassin: Mark of Death is an ok spell to get some more damage in on those nasty bosses. The 2nd talent doesnt become available until level 12 (which can be a good thing, since there are a few essential talents to pick before you go for the specialization talents). The +2 dexterity bonus is very nice to get you on the road faster.
Bard: Dont bother with the first two talents; Distraction can be useful until you have a warrior with taunt. +2 Willpower is nice to have early on since with each level up, you gain a certain fragment of your willpower/constitution as additional stamina/health - correct me on this one, if am mistaken.
So... either choose what you'd like to have early on (assassin: an activated talent for more damage + a weak passive unless backed up with high cun or bard: a weak activated talent for survival + a good sustainable for your whole party) or flip a coin.

#10
Squidmaster

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Gotcha. I installed 6 mods, 3 for conversation fixes (included instructions for how to be compatible with the others, which I followed), one for Sten to have a second specialization (installed with the game's installer), one for adding back the elven boots (also with the game installer), and the fix pack minus 2-4 components. So far I haven't had issues but I only just got through the dwarf starting area. I chose commoner and it was sweet! :) Perfect for what I had in mind.

I have a coercion question. It seems likely I will not need more than 2 points ultimately to cap out at 100. Will I be able to get away with 2 points early on and still have the options I want, or do I need to bite the bullet and take more than 2 points, not counting possibly using the respec mod you linked?

#11
Tapkoh

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Squidmaster wrote...

I have a coercion question. It seems likely I will not need more than 2 points ultimately to cap out at 100. Will I be able to get away with 2 points early on and still have the options I want, or do I need to bite the bullet and take more than 2 points, not counting possibly using the respec mod you linked?


Supposing you know which choices you'd like your character to make, go look at the wiki for different quests / people and see which choices require what amount of coercion. Depending on where you go and who you talk to at what level, you may not need more than 2 or you may need 4 (or the equivalent) right off the bat. Two or three equivalent will get you through a lot except some of the big persuasion attempts.

#12
Squidmaster

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Oh hey, do you still get the Lucky Stone DLC if you upload a character from the old character creator? I just saw that while looking for something else.

#13
Ferretinabun

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I believe so, though apparently it was a bit temporamental. I heard a few people had problems actually getting it. Servers up and down... I didn't bother. A lot of DLC equipment is rather overpowered and the game is significantly easier with lots of it.

#14
Squidmaster

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I am about to get Shale. Oghren will come later of course, and in the meantime I'm using Sten. I know how to build 2H warriors for dps. How would I build Oghren to tank? I am assuming I am going to have Shale tank, but depending on the points maybe I can flex with Shale. Speaking of Shale, how many points do I need in strength and con in reality to equip what I need? I know the number is 38/38, but that is not counting equipment, which might boost it for me without the need. More dex = more defense after all.

#15
Ferretinabun

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The only equipment Shale can use are the crystals. So yep, it's straight 38/38 Str/Con, and then keep pumping whichever you want Shale to be (Str for a DPS, Con for a tank). There's no need to put a single point into any other stat for Shale. Dead easy to build.

With Oghren, pump Str straight away. It'll obviously increase his DPS, but it also enables him to equip the best armour. Once you have enough to equip whatever awesome armour you want him to have, go straight Str for DPS, or Dex for tank. Con is infamously underwhelming in this game for anyone except Shale or (arguably) the Dog. If you want anyone else to tank Dex for the defence is always the better option. A smattering of it is okay if you really feel he is far too fragile, but even then the rule is: heavy on the Dex, light on the Con (if at all).

Since Oghren starts with a fairly low Dex score (I think, could be wrong) I feel Shale as tank and Oghren as DPS makes the most sense, but I shouldn't imagine there's too much in it.

Modifié par Ferretinabun, 07 novembre 2011 - 01:40 .


#16
Squidmaster

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Ah, so Con for Shale as a tank even though it isn't the usual play. Interesting. I actually have Dog right now on my way to get Shale. I can't get him to really hold any meaningful threat. Right now I have Sten doing that (with a mod to give him a specialization). He can hold on, but not take the hits. I remember it being the same for Alistair in the early game as well. How do you survive the early parts of this game on the higher difficulties?

#17
Ferretinabun

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Seriously, after a couple of runthroughs when you're pretty stable in what you're doing, you'll wonder why it ever seemed tough.

I believe on the console version Dog has access to the standard warrior talents as well as the special Dog ones, which does help with his tanking (Taunt, Threaten...). PC players like me have to make do with their Mabari being a bit of a runt. One of several reasons he sadly doesn't stay very useful very long.

And yes, Sten is a glass canon. In his early levels a gentle breeze knocks him onto his back. He might need a mage with Heal (or enough potions to sink a battleship) initially, but just keep pumping his strength and eventually tougher armour and the fact that he'll obliterate anything the moment it comes within spitting distance will more than compensate.

#18
Squidmaster

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That is interesting. I feel like the situation is the same. I would love to pick your brain about how you would deal with a fight like one of the Lothering bandit ones. If I take that one with the leader up near the north exit as an example, I have to be super careful and a little lucky for someone to not wind up dead in that fight. Morrigan doesn't have heal or anything other than her defaults by that time, so I have to hope that the cooldown timers with my regular and lesser poultices line up well enough, and that the boss doesn't land any major hits when they don't. I feel like the boss plus 2 cronies can down a player in 3 seconds there.

#19
10cents

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Honestly, just equip everyone with ranged weapons and fire away. Pick off one at a time. Some ppl call luring them to you one after the other cheating the AI, I for one think the first few battles (and the Scattershot spam later on in Denerim) are the most difficult ones and are nowhere near comparable to, lets say, those you fight in the Deep Roads with a decently equipped mid 10s level party. Bad balancing.

If you do not feel like cheesing your way through the first levels, you'll have to make perfect use of Morrigans Mindblast, her spider's web ability (fairly hard tor resist) and her Cone of Cold (use shattering abilities like Critical Shot, Overpower, Assault, Riposte, Mighty Blow (not sure if it shatters in unmodded game), etc. Ah, and you DID skill Dread Howl for dog, right?
Chaining your crowd control is the key here. If you have stunned someone with Dirty Fighting, dont try to stun him again - the stun duration will be greatly reduced if the target has already been stunned a few seconds ago. Use knockdown abilities instead -> stun, knock down, freeze, stun, knock down... you get the idea.

I suggest you opt for the Glyph line of spells for Morrigans next levels. Glyph of Warding adds a constant amount of Defense, etc - no spellpower scaling makes it perfect for early game. Place it on Sten after his taunt and he will be much more durable. Glyph of Paralsis + Repulsion are very powerful spells by themselves and even more powerful when combined. Glyph of Neutralization either renders a mage totally useless or protects your melees from any form of magic damage.
Alternatively you can use Taunt + Forcefield on Sten, but that is just as cheesy as kiting your enemies.

I suggest you go to Honnleath to grab the helmet, rescue Redcliffe and especially Owen's daughter to buy the Boots of Diligence off him and then make your way to the Orzammar Shaperate, where the Gloves of Diligence are waiting in a fairly difficult to pick chest. This equipment will give Sten +9 armor just by its bonuses (and requires only 34 str).

AND USE TRAPS for god's sake =D. If you know where an enemy is, lay out a few simple claw traps and watch how the enemies either dance for ~8 seconds or just outright die.

#20
Squidmaster

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I will remember your control chaining. I didn't know that one stun following another would reduce the duration but I did observe it and just assume it was chance. Is there a good trap guide somewhere?

My question about harder difficulties is mainly for that really early part. You don't have the abilities you mention at that time, except possibly for the one on Dog. No glyphs certainly, no cone of cold. I survived those fights by using dog's aoe, then Morrigan's mind blast, but those only work for a limited time after all. I didn't have trapping ability that early either, though I suppose I could have if I had chosen it instead of combat training or coercion.

#21
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Ah, I thought Morrigan was only one spell away from Cone of Cold. I play with a mod that lets you distribute the companions talent points and attribute points to your liking when they join you - so I really dont remember her full initial setup.
As I said, you still have the option of slowly advancing to where the enemy is until one of them becomes visible and then lure him to you with ranged weapons. Just make sure your tactics are setup accordingly, you dont want to make all the effort of sneaking up on a group just to see Alistair run off like a mad man because his tactics tell him to shield bash the nearest person - alerting the whole enemy group in the process.

I havent found a trap guide yet, maybe the wiki will help you: http://dragonage.wik...iki/Trap-Making
Unfortunately, by the time you can assemble the high tier traps, you wont be relying on traps that much anymore - although you could change your gamestyle to use more traps.

#22
Ferretinabun

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Totally agree with 10cents - Lothering bandits are probably some of the hardest fights in the game because you're low level. If you're a rogue, traps and bombs are very handy early on (though most effectively at choke points such as doorways, so again the fields of Lothering are a bit of a pain). I pretty sure there's someone in Lothering that sells a level 1 trap-making plan, so you only need one point in trap-making.

I also agree with luring - or at least fighting initially from range. Don't forget to give Alistair a bow as his second weapon (you'll be pumping his Dex chiefly, so he'll end up as a rather good archer almost by accident) and only switch him to his sword and shield when the enemies have come all the way over to you. You might obviously want Leliana rather than Dog for this tactic too.

#23
Squidmaster

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This is random, but is anyone else getting subscribed topic notifications in German all of a sudden?

I will try the archery method in the future. Right now I am in the fade, which is about 3x harder than it was on a mage for some reason. I think it has to do with the combo of having a poor survivability guy in a non backstabbing situation, plus the unavoidable (as far as I can tell) weapon drawing before and after every spell I try to cast from one of my forms. Wild. Is there a way around that?

I have been loving the stealth/trap thing. I actually need to do more of it than I currently am. Am I correct in my current avoidance of the pure-slowing trap variety given my heavy melee party? I could see using acid grease trap later or something like that, but I didn't even buy the regular grease traps at all.

You are correct that Morrigan is only one spell away from Cone of Cold. The problem is that the bandits and such in Lothering happen before you get 1 level, or at least they did for me. I did ok with them on normal. I was just curious about the higher difficulties. I must admit I don't like the idea of trying to take advantage of poor AI to get just a few guys, but the archery method sounds good. What is the best way to deal with *their* archers?

#24
Ferretinabun

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In the Fade, don't forget to shapeshift. There are certain puzzles where you HAVE to be in one form or another, but I recommend spending all your time in a form (I usually go for Burning Man. It's the fastest). It's basically a section of the game where it doesn't matter what you are - warrior mage or rogue, you can easily get through using just those forms.

As for archers, ideally you want to be behind a piece of cover and have the enemy in the open. This is especially good for your mages as their staves never miss. Again, this is hard in Lothering as cover is scarce cover. But with enchanted arrows each of your guys stands a good chance of winning a war of atrition with an archer.

#25
Squidmaster

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Wow, I didn't realize that I could shoot from behind cover like that. I just thought it was the same in both directions! Very handy.

I was shifting constantly in the fade, but getting mauled all the same. I think if I was to do it over again I would just not do certain fights till I had the next form. I bet that would have made a big difference instead of beating my head against it in burning man vs. like 6 guys who can either cast on me or stun.

I also have a poison question.  Let's say I am using a stunning poison that does nature damage.  Will that poison still stun a target that is immune to nature damage, like undead, or do I need to buy another poison for them?

I am also curious about the dual weapon talents.  I have been basically following the dual dagger rogue guide on this forum, with a few modifications for lockpicking and such.  It doesn't have you take the first line of dual weapon talents (to improve basic attacks and offhand damage) until well down the road.  Is this a good strategy or an artifact of an older patch where only the main hand backstabbed or something?

Modifié par Squidmaster, 10 novembre 2011 - 02:33 .