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Melee Swarm Party Build


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#1
Bjond

Bjond
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I just finished a DA:O compaign with a group that was a little unusual and a lot of fun.

3x dual-wielding 2xdagger melee, dual-striking & momentum on 100%
1x mage running haste + flaming weapons + frost weapons

All four are wearing Wade's Superior Dragonscale (using scale resale exploit).  This permits the mage to launch fireballs right on top of the team, which is is the really fun part.  You can even fight inside an inferno, though that spell has enough damage that you can't stay there for too long with high spellpower.

Dual-striking doubles up not only the weapon damage, but also the flaming+frost damage.  So, it's pretty much always better to have dual-striking on than to try for crits or backstabs even without the extra elemental damage.  For a short analysis of DS v. bs/crit, you can read To Crit or Not to Crit?.

For "tough" fights, you can hex the boss and double the elemental weapon output yet again.  Really only got a chance to hex the archdemon, though.  Other stuff dies before you have a chance to really land a hex.

With this team, Archdemon was dead in about 20~25s; couple secs lost while charging and taunting but it was dead before the first vulneralbility hex wore off (lasts 20s).

The DPS output of the melee is the biggest kill-joy of the party.  I wanted to make a melee team that my mage-warden could rain AE on while chortling with maniacal glee.  With stuff dying so fast, though, most fights were over before fireball's 10s CD was up again.  There were very few fights where I actually had to firebomb my own team; most were one ball while the team charged then everything dies as melee swarms over it.  Sometimes I turned off fire/frost weapons just so I'd have more time to firebomb the team.

Also, the mage spends a lot of time just plain chasing the melee.  They're killing so fast that in wide-open battlefields, the melee crew will slaughter as fast as it can move while the mage is left far behind staring at the fireball icon hoping it will go off CD again before everything is dead.

#2
MizarAlcor

MizarAlcor
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There is apparently an observed bug with Dual Striking sustain in that it will display attack animation but the game won't actually execute an attack roll, i.e. an automatic miss. From some people's observation, this can reach almost as bad as additional 25% or so misses, potentially counteracting all of the DS theoretical advantage of additional rune and elemental buff damage.