Melee characters are useless
#101
Posté 26 novembre 2009 - 04:29
If it's that easy, maybe you're doing it wrong. If you're not happy, maybe you ought not do it. This is what, the 4th or 5th of the same old same old. But no info to back it. I don't want them to gimp mages. You want to see powerful, try playing a rogue. I find 2 rogues, a healer and a tank very efficient at clearing a room.
#102
Posté 26 novembre 2009 - 10:26
Running with Alistair, Shale and either Morrigan or Wynne appears to be my strongest setup currently.
#103
Posté 26 novembre 2009 - 11:14
There really is no reason to take a warrior though.
Modifié par Love-Buzz, 26 novembre 2009 - 11:42 .
#104
Posté 26 novembre 2009 - 11:41
Wait... where do you get 3 mages? Aren't there just Morrigan and Wynne?
and... player
#105
Posté 26 novembre 2009 - 01:31
Zarenthar wrote...
Force field should be removed from the game tbh it's way too efficient.
Then how do you propose to save a party member from annoying abilities that are basically auto kill?
Ogre grabs, overwhelms, dragon munching and the such.
#106
Posté 26 novembre 2009 - 01:49
#107
Posté 26 novembre 2009 - 01:50
Modifié par Count Viceroy, 26 novembre 2009 - 01:51 .
#108
Posté 26 novembre 2009 - 01:50
Use an ability that stuns/knocks down or freezes it.Taciturnbob wrote...
Zarenthar wrote...
Force field should be removed from the game tbh it's way too efficient.
Then how do you propose to save a party member from annoying abilities that are basically auto kill?
Ogre grabs, overwhelms, dragon munching and the such.
I don't personally like using Forcefield because it makes normal too easy but I use it on friendly NPCs all the time just to keep them alive.
#109
Posté 26 novembre 2009 - 01:52
_Loc_N_lol_ wrote...
Anything that knocks down or stuns ? (which warriors and rogues have plenty of)
Those work on dragons?
Plus I don't like having my life saving stun/knockdown miss or resisted when I can simply bubble the character near death for an auto save.
#110
Posté 26 novembre 2009 - 04:27
Washell wrote...
Wait... where do you get 3 mages? Aren't there just Morrigan and Wynne?
and... player
Yeah, sorry... I had just had NyQuil before posting last night...
#111
Posté 26 novembre 2009 - 05:46
PatT2 wrote...
Same old thread. Play on a harder level where AoE gives you friendly fire. Then quibble. Not so easy if you're burning your own team to a crisp. Besides, Arcane warrior apparently has a glitch on PC, with regard to endless mana/fatigue. Not so on the 360 or ps3, from what I've read elsewhere around here.
If it's that easy, maybe you're doing it wrong. If you're not happy, maybe you ought not do it. This is what, the 4th or 5th of the same old same old. But no info to back it. I don't want them to gimp mages. You want to see powerful, try playing a rogue. I find 2 rogues, a healer and a tank very efficient at clearing a room.
I play on Nightmare tyvm and whoever has trouble with FF is no more than a noOb, considering the sheer amount of mezzes and CC available in this game.
#112
Posté 26 novembre 2009 - 06:03
#113
Posté 26 novembre 2009 - 06:15
#114
Posté 26 novembre 2009 - 06:24
Taciturnbob wrote...
Zarenthar wrote...
Force field should be removed from the game tbh it's way too efficient.
Then how do you propose to save a party member from annoying abilities that are basically auto kill?
Ogre grabs, overwhelms, dragon munching and the such.
Most of those abilities are not auto kill for a tank type. Annoying but not auto kill. And your tank in the group should be getting agro from creatues that can perform those ability.
I do find certain mage spells overpowered/exploitive ie force field. And overall too many mage spells seem to do fair amount of damage AND cc at the same time. And the cc time for mages seems 3 to 4 times longer than other classes. I believe that if a spell does decent damage than it should only have very short cc time and even than they seem very long. Often if a creature is ccby a mage they often are dead or near dead by the time they are can act again and that seem a touch excessive. On my second play through the game I am using a mod that downgrade a few of those spells and upgrade archery/two handed weapon.
Having said that, I think it is a far cry to saying that melee classes are useless. I have finish the game on normal setting with 1 tank (Shale) 2 rogue (me, and Leliana) and 1 mage (Wynne) without much trouble. And because I was lazy, I often did not micro manage Wynne spells thus did not use her spells to her fullest. The final dragon fight was also done with her out of it 80% of the fight. And most of the battle was fun and a few were downright nail biter (the first fight against the undead knight from the graveyard was one and the other one was an undead mage that for some reason like to agro my rogue and often two shot him so I was down a major damage dealer for much of the fight.) I think those fights would been entirely boring if I had use the force field trick/exploit but to each their own I guess.
#115
Posté 26 novembre 2009 - 06:27
Zarenthar wrote...
PatT2 wrote...
Same old thread. Play on a harder level where AoE gives you friendly fire. Then quibble. Not so easy if you're burning your own team to a crisp. Besides, Arcane warrior apparently has a glitch on PC, with regard to endless mana/fatigue. Not so on the 360 or ps3, from what I've read elsewhere around here.
If it's that easy, maybe you're doing it wrong. If you're not happy, maybe you ought not do it. This is what, the 4th or 5th of the same old same old. But no info to back it. I don't want them to gimp mages. You want to see powerful, try playing a rogue. I find 2 rogues, a healer and a tank very efficient at clearing a room.
I play on Nightmare tyvm and whoever has trouble with FF is no more than a noOb, considering the sheer amount of mezzes and CC available in this game.
Sorry for offending your 7331ness!!
FYI, force field is the only thing that can hold a boss for more than a few seconds on nightmare. And it's the only spell that can completely protect a party member without fail...
But of course, an incredibly intelligent person like you can never have problem with anything, right, right?
#116
Posté 26 novembre 2009 - 08:42
Mobisto wrote...
FYI, force field is the only thing that can hold a boss for more than a few seconds on nightmare. And it's the only spell that can completely protect a party member without fail...
By no means, Petrify will hold a boss for the full duration, as will paralyze, glyph combo and waking nightmare (great against the melee bosses). Of course it depends on whether the boss has a low physical resist (petrify) or magical resist (the others) . You're right about it protecting party members though, particularly during that slump between Ostagar and getting your first decent set of armor. It also has the highest chance of working, but if you land one of the others and have a rogue with good DPS it's typically game over for the boss.
#117
Posté 26 novembre 2009 - 08:51
Taciturnbob wrote...
Zarenthar wrote...
Force field should be removed from the game tbh it's way too efficient.
Then how do you propose to save a party member from annoying abilities that are basically auto kill?
Ogre grabs, overwhelms, dragon munching and the such.
Letting one of your party getting munched by the dragon is the tactic
#118
Posté 26 novembre 2009 - 08:55
When I started DAO I was a Mage fanatic and my first 3 playthroughs were all with mages.
So now i'm trying out a Rogue (Dagger Dex based) and at first I was "man this guy sucks I want my Mage!". But as he leveled he really began to come into his own. While there were some fights that were harder then on my Mage (the 'kitty' fight comes to mind) there were others that were much easier (bewitched Templer, anything with Undead).
Melee tend to be more gear reliant and a little one dimensional. But for simple mob killing speed they are rather good.
#119
Posté 26 novembre 2009 - 09:06
Zarenthar wrote...
I roll with 3 mages and a tank and tbh I only use the tank to round up everybody and taunt, then force field him while my 3 mages call down the wrath of AoE magic straight on the tank. There is absolutely no point in taking melee DPS or rogues and even archers for that matter because they all pale in comparison to the destructive might of magic.
My 3 mages are almost identical: spirit healer spec'd, heal, AoE heal, rez, fireball, cone of cold and arcane bolt. I just line my casters up nice and tight so they can chain CoC just about any1 who peels off Allastair.
So ya I just love the tip on the load screen saying" a stealthed attack is a guaranteed critical hit, provided the attack is successful"
I just enter a room and ROFLSTOMP everything by triple bolting fireballs GG. Allastair is but my pawn.
Come to think of it I should just go for blood magic and create a council of Apostate magi to decimate the Chantry and dominate the wolrd... Wait déja vu lol.
I think I fail at roleplaying.
Magic is very overpowered but only when you use it. In game enemy mages are not so tough. I actually like a tactical challenege so I only bring 1 mage with me. So far on hard 15 hours in with me(dual wielding tank), Leliana, Morrigan, & Alistair & no1 in my party has an injury. 3 Mages wouldn't be unf for me, no1 would ever even come close to dying. I prefer challenge over just walking through the game but thanks for the obvious statement i guess & telling us you play like a girl? lol just kidding, soem ppl just can't handle a challenge.
#120
Posté 26 novembre 2009 - 09:11
Few things more annoying then watching your Rogue prance around a headless Genlock while 5 others are stabbing him.
Now that I think about your could do something else: while your doing your 'death move' your immune to damage. The RTS Dawn of War does this. That way Melee could keep their flavour while gaining a slight survivability boost.
Modifié par themaxzero, 26 novembre 2009 - 09:13 .
#121
Posté 26 novembre 2009 - 11:39
Only warriors/rogues/dog/Shale.
Just in case you feel using mages makes game too easy ;-)
#122
Posté 27 novembre 2009 - 01:17
Mobisto wrote...
Zarenthar wrote...
PatT2 wrote...
Same old thread. Play on a harder level where AoE gives you friendly fire. Then quibble. Not so easy if you're burning your own team to a crisp. Besides, Arcane warrior apparently has a glitch on PC, with regard to endless mana/fatigue. Not so on the 360 or ps3, from what I've read elsewhere around here.
If it's that easy, maybe you're doing it wrong. If you're not happy, maybe you ought not do it. This is what, the 4th or 5th of the same old same old. But no info to back it. I don't want them to gimp mages. You want to see powerful, try playing a rogue. I find 2 rogues, a healer and a tank very efficient at clearing a room.
I play on Nightmare tyvm and whoever has trouble with FF is no more than a noOb, considering the sheer amount of mezzes and CC available in this game.
Sorry for offending your 7331ness!!
FYI, force field is the only thing that can hold a boss for more than a few seconds on nightmare. And it's the only spell that can completely protect a party member without fail...
But of course, an incredibly intelligent person like you can never have problem with anything, right, right?
Yes I am a l33T gamer but that's beside the point... This game promotes creativity in the way you use and combine spells and good players understand that. I'm aware that the only reason I can handle Nightmare on my first play through is because of my 3M/1T setup and clever spell combos and AoE placement and the fact that I'm a seasoned gamer. I dare not imagine the level of fail in a 3 melee 1 caster setup at nightmare =O
Title of the thread is pretty harsh, but it's fairly obvious that casters are simply superior to melee in most aspect of the game perhaps except bosses. Still, I admire ppl that can pull off 3 melee 1 caster setup on nightmare because it's probably exactly what it is... A nightmare =P
Sorry for the drama this thread should've died long ago.
#123
Posté 27 novembre 2009 - 01:49
themaxzero wrote...
One thing that I would think would be a nice boost for melee would be the ability to turn off the fancy 'death moves' or be able to limit them to boss only.
Few things more annoying then watching your Rogue prance around a headless Genlock while 5 others are stabbing him.
Now that I think about your could do something else: while your doing your 'death move' your immune to damage. The RTS Dawn of War does this. That way Melee could keep their flavour while gaining a slight survivability boost.
I really like that idea of getting rid of those retarded special kill animations. They get my solo characters pwned more than my own mistakes...but then again the devs probably weren't thinking of solo playthoroughs when they added them.
#124
Posté 27 novembre 2009 - 07:17
themaxzero wrote...
When I started DAO I was a Mage fanatic and my first 3 playthroughs were all with mages.
So now i'm trying out a Rogue (Dagger Dex based) and at first I was "man this guy sucks I want my Mage!". But as he leveled he really began to come into his own. While there were some fights that were harder then on my Mage (the 'kitty' fight comes to mind) there were others that were much easier (bewitched Templer, anything with Undead).
Melee tend to be more gear reliant and a little one dimensional. But for simple mob killing speed they are rather good.
Agree. rogues and warriors can do a lot more damage late game then a mage. And ffs stop complaining about how things are OP. this is a single player game so frankly i dont give a damn if something is OP. in nwn 2 they never fixed the ridiculous eldritch knight and i doubt they will change the arcane warrior( and aw are not op btw)
#125
Posté 27 novembre 2009 - 07:48
Zarenthar wrote...
Yes I am a l33T gamer but that's beside the point... This game promotes creativity in the way you use and combine spells and good players understand that. I'm aware that the only reason I can handle Nightmare on my first play through is because of my 3M/1T setup and clever spell combos and AoE placement and the fact that I'm a seasoned gamer. I dare not imagine the level of fail in a 3 melee 1 caster setup at nightmare =O
Title of the thread is pretty harsh, but it's fairly obvious that casters are simply superior to melee in most aspect of the game perhaps except bosses. Still, I admire ppl that can pull off 3 melee 1 caster setup on nightmare because it's probably exactly what it is... A nightmare =P
Sorry for the drama this thread should've died long ago.
My typical 3 melee party fight on nightmare looks like this:
And actually, it's actually quite EASIER than my playthrough with 2 mage party on hard.
I guess you're not so 1337 after all if you don't know how powerful melee can be





Retour en haut






