What talents are useless?
#1
Posté 27 novembre 2009 - 10:38
There probley is already a thread discussing this, but I've just got the game and playing the 6 origins and have already done three of them to the grey wardens part but none of these have really gave me a view on the talents.
I heard lockpicking is completly useless talent, but as I plan on building my own characters I am still wondering if I should tread carefully what I choose?
#2
Posté 27 novembre 2009 - 10:50
I would say Disengage is useless. What warrior needs to lose aggro? But you need to take it if you want Precision Striking...
#3
Posté 27 novembre 2009 - 10:53
I just can't see the use for it. It has terrible cooldown.
#4
Posté 27 novembre 2009 - 11:01
Silensfurtim wrote...
Feign Death.
I just can't see the use for it. It has terrible cooldown.
This
with high enough stealth that let you stealth in combat make that skill rather pointless.
#5
Posté 27 novembre 2009 - 11:05
I can't really think of a useless talent, tbh...
#6
Posté 27 novembre 2009 - 11:29
corb01772 wrote...
Disengage
Silensfurtim wrote...
Feign Death.
This & that.
Also :
Deadly Strike (pointless)
Aim (a sustained that makes your damage worse without any other benefit)
Lacerate (bleeding damage seems to be absorbed by armor)
4th lockpicking talent. By the time you consider it you should have enough cunning to not need it.
Critical Strike (2handed), way too limited.
Modifié par _Loc_N_lol_, 27 novembre 2009 - 11:29 .
#7
Posté 27 novembre 2009 - 08:33
Critical Shot is useless though, the extra damage it does isn't worth the long time it takes to fire.
Lockpicking... Well my character without any rogues in the party for most of the game ended up at the same level as my rogue character but perhaps marginally poorer. I'd take it anyway though, locked chests are just annoying.
Telekinetic weapons is largely useless, it appears to do the same damage as fire/ice weapons and the number of high armour, ice/fire immune enemies is rather low.
Modifié par Xiphias, 27 novembre 2009 - 08:35 .
#8
Posté 27 novembre 2009 - 08:38
corb01772 wrote...
Lockpicking is not useless. Some people argue it's not useful because there are no rare items in those locked chests. But all that generic loot will net you a ton of cash. Not to mention experience for picking each lock.
I would say Disengage is useless. What warrior needs to lose aggro? But you need to take it if you want Precision Striking...
Disengage is more usful than Precision Striking. Not every warrior is a tank, and you may be wearing wade's medium armor set for the huge skill discount. Or you may like to use blood thirst, and already take enough damage from that considering it stacks the damage over time effect from DWE on yourself. By the time you get Precision striking, you already basically never miss.
People will highly disagree with me on this, but I find the entire primal spell school lacking compared to all others. I'm not impressed by mage damage at all, and I find grenades, and dual weapon skills to be better AE than the primal spells, along with the walking bomb, line and blood wound.
Modifié par Nooneyouknow13, 27 novembre 2009 - 08:41 .
#9
Posté 27 novembre 2009 - 09:07
Nooneyouknow13 wrote...
corb01772 wrote...
Lockpicking is not useless. Some people argue it's not useful because there are no rare items in those locked chests. But all that generic loot will net you a ton of cash. Not to mention experience for picking each lock.
I would say Disengage is useless. What warrior needs to lose aggro? But you need to take it if you want Precision Striking...
Disengage is more usful than Precision Striking. Not every warrior is a tank, and you may be wearing wade's medium armor set for the huge skill discount. Or you may like to use blood thirst, and already take enough damage from that considering it stacks the damage over time effect from DWE on yourself. By the time you get Precision striking, you already basically never miss.
People will highly disagree with me on this, but I find the entire primal spell school lacking compared to all others. I'm not impressed by mage damage at all, and I find grenades, and dual weapon skills to be better AE than the primal spells, along with the walking bomb, line and blood wound.
I try hard to be toughtful and never condescending on these forums; people who've read my posts can probably vouch for me. But this post is a big fat ROFLWHAT for me.
Disengage is terrible given how easy it is to maintain aggro with taunt alone (you don't even need threaten). Any mobs peeled off of the tank through damage must by default be critically wounded and therefore won't be hitting anyone for long.
Mage damage is through the roof, mage CC is through the roof, and primal offers both. Winter's Grasp? Cone-of-Cold? Fireball? Are you playing the same game as the rest of us? Primal offers some of the most broken spells in game outside of the telekinesis and glyph lines.
You must be playing normal or easy. Missing is a huge problem on nightmare or nightmare+ mods.
Modifié par Bluesmith, 27 novembre 2009 - 09:08 .
#10
Posté 27 novembre 2009 - 10:00
I also go out of my way to avoid cone of cold. There's no way you aren't going to convince me that it freezing completely frost immune creatures no matter what is intended. If the target can be frozen, CoC will freeze it, 100% of the time.
How the hell can you actually be missing anyway? I don't care what difficulty you play on, it's stupidly easy to 200ish attack from bard song, rally, and mage support spells. even if you are having accuracy issues, precise striking would take care of it, the attack speed reduction is more than offset by massive crit gain.
#11
Posté 27 novembre 2009 - 10:19
#12
Posté 27 novembre 2009 - 10:21
Korva wrote...
Death Blow. Either it's bugged or "a portion" means somelike like 1 stamina per kill. Either way, it does eff-all for me and I reloaded after trying it out, and spent the point elsewhere.
Honestly, I could swear Deathblow restores HP and not Stamina.
#13
Posté 27 novembre 2009 - 10:23
However, if you already have damage from other sources, yet, you don't need Primal (My first playthrough was Wynne/Leiana on support, Alistair on tank; my Mage did all of the real killing through Primal. Primal did not feel *weak* in any way.).
Modifié par konfeta, 27 novembre 2009 - 10:25 .
#14
Posté 27 novembre 2009 - 10:25
Telekinetic weapons is largely useless, it appears to do the same damage as fire/ice weapons and the number of high armour, ice/fire immune enemies is rather low.
Telekinetic Weapons is very useful against high armor bosses like Revenats and High Dragons, the damage increase against those enemies is much higher than that of fire/ice weapons.
#15
Posté 27 novembre 2009 - 10:27
konfeta wrote...
Primal School is lacking because CC is inherently superior to damage in almost every game in existence unless the damage spells are absurdly powerful by themselves. Despite that, damage wise, Primal is still incredible, but only if you max out Spellpower and use +% elemental damage gear. And it still does CC well (Blizzard, Earthquake, CoC, Petrify.)
However, if you already have damage from other sources, yet, you don't need Primal (My first playthrough was Wynne/Leiana on support, Alistair on tank; my Mage did all of the real killing through Primal. Primal did not feel *weak* in any way.).
Cone of Cold is pretty much the best CC spell in the game.
#16
Posté 27 novembre 2009 - 10:31
#17
Posté 27 novembre 2009 - 10:35
#18
Posté 27 novembre 2009 - 10:35
(Critical Shot's main use is to shatter frozen/petrified opponents. Really, that's it. Well, and being your opener attack until you have Arrow of Slaying.)
Modifié par konfeta, 27 novembre 2009 - 10:36 .
#19
Posté 27 novembre 2009 - 10:44
konfeta wrote...
I know. But he finds CoC distasteful, so not part of my argument.
(Critical Shot's main use is to shatter frozen/petrified opponents. Really, that's it. Well, and being your opener attack until you have Arrow of Slaying.)
Yep. It's great for shatters. If I have Wynne CoC, I can critical shot with Leliana, Overpower with my PC, use Critical Blow with Sten, and Stonefist with Wynne for 4 kills in a few seconds.
#20
Posté 28 novembre 2009 - 02:27
Good for following up Pinning Shot if there is only 1 enemy around. Rather than shooting them twice while they run at you for one of those shots, you get a guaranteed critical before they can start running at you.Must have name wrote...
I've just started playing an archer rogue through, and Critical Shot seems absolutely useless. Because of the ability's delay, i'm doing one critical where I could be doing two regular shots.
#21
Posté 28 novembre 2009 - 02:56
Think of it this way. Cold damage won't hurt them on its own, because they're made of ice/snow, or whatever other reason you want, etc. But they can still be restricted from moving if you freeze them in a block of damned ice, same as if you had 6 guys tackle them and hold them down.
I think it's as intended. Makes sense to me. People are so weird.
#22
Posté 28 novembre 2009 - 04:10
#23
Posté 28 novembre 2009 - 04:20
#24
Posté 28 novembre 2009 - 04:46
As a D&D player (pen and paper, NWN 1/2, BG series, etc) DA has been an improvement on the mage balancing issue from my perspective. Yeah, they're still stronger than your warrior and rogue types, but coming from a system where you are god smiting ants this is quite the upgrade in difficulty.
Ultimately a mage should be stronger than a warrior or rogue (we're talking endgame here), simply because of what they are. The question is how much stronger and how to balance it out. They don't start out weak enough because of how quickly you can advance up the spell lines and some good low level picks in certain lines, and potion abuse gives them infinite endurance instead of just a high burst damage/control/both potential.
#25
Posté 28 novembre 2009 - 05:19





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