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Best Party for a SH Mage Hawke?


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13 réponses à ce sujet

#1
Father_Jerusalem

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I'm returning to DA2 after some time away, and haven't played any of the DLCs (though I own them all) and haven't been around for any of the patches.

Currently, I plan on playing a Spirit Healer/Force Mage Hawke, and I was wondering what the best party composition is for that type of Hawke, as well as wondering if a tank is even necessary anymore.

Thank you in advance for any suggestions you may have.

#2
Davillo

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How I look at it is that I must have a party set up so that all 4 specs can use each others cross class combos.

#3
SuicidalBaby

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If you're going SH, you have to make up for it in damage from your other 3 group members.
Vengence Anders - Nightmare go primal/creation - anything else go elemental/creation

Isabela/Varric - doesn't matter really as both do very good dps - Isa is a step ahead of Varric when you control her.

Merrill - Go bloodmage, if you wait till after friendship or rivalry you can save 1 point for the prerequisites. Should spread her talents around as she makes a very good Archmage. Primal will be her bread and butter if you want to go full tree in something.
crushing prison + winters grasp = enemy does not move; -50% movement speed from both spells= 100%
Hex of torment
Full Primal - you dont need rock armor, but if shes loading sustains it doesn't hurt.
elemental weapons
walking bomb; spirit strike (enemy: paralyzed: walking bomb) 
work off disorients from pinning shot(act 1) or fatiguing fog(act 2)

with pull of the abyss, gather everything; Anders will Glyph of Paralysis on 2-3; Merrill will walking bomb
enemy: paralyzed: pinning shot/fatiguing fog
enemy: paralyzed: use current contiditon for next tactic
enemy: target of Merrill: attack/Rhyming Tripplet/fireball/ w/e

Modifié par SuicidialBaby, 17 avril 2012 - 02:40 .


#4
Father_Jerusalem

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Just the guy I was hoping to respond. I've been reading your other guides, and was just wondering how much things had changed with the patches. So 3 mage/1 rogue is viable now? Sweetness.

#5
cJohnOne

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Well Aveline makes Staggers that you can use with Chain Reaction. And I think Aveline can take advantage of Varric's Disorientes.

#6
SuicidalBaby

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Father_Jerusalem wrote...

Just the guy I was hoping to respond. I've been reading your other guides, and was just wondering how much things had changed with the patches. So 3 mage/1 rogue is viable now? Sweetness.

always was.  You just need to have your chain lightning on free flow with 4 ranged, upgrade is godly.

clustered 3: chain light
clustered 4: chain light
enemy short-medium range: tempest
enemy attacking Anders: stonefist
enemy attacking hawke: knockback


and leave the rogue with something like this at the end of the tactics set so they are not the one being attacked
enemy attacking hawke: attack
enemy attacking anders: attack
enemy attacking merrill: attack

go with varric if you're going nightmare
use gravatic ring to cut off pathing to your group from spawns.
use aggressive behavior

click the Arelex's mage guide in my sig and watch the videos.  most if not all are 4 ranged characters

btw. 40 cunning before Magister's Orders in Act 1 - save it till last or near last.
stack varric with precision, and his personal song.  anders will have valiant aura. @ 21  dex hes at 100% with 1pt every 3lvls or so and he stays capped even vs elites/bosses.  takes very little to keep Varric at 100% hit vs everything with those buffs running.  +atk/+phys dmg items for him will assist this build

check lesson 1 in my tactics guide to see how to run the SH tactics while you're busy with merrill/anders/varric

the walking bomb build is vicious with 4 ranged as no one is near the boom.

anders has glyph of paralysis and walking bomb
varric has pinning shot to disorient & rhyming triplet and set to attack ander's target when enemy is paralyzed

anders:
self: hp <50% health potion
ally: hp <50% heal
enemy: paralyzed: uccfnt
enemey: rank is normal: walking bomb
enemy: paralyzed: use current condition for next tactic
enemy: target of anders: spirit strike(upgraded) (if WB is first to the target, this detonates the disorient)
enemy: clustered w/2-3 Glyph of paralysis
enemy: attacking Hawke: stonefist

varric:
self: hp <25% health potion
enemy: paralyzed: uccfnt
enemy: target of anders: pinning shot/fatiguing fog (disorient)
enemy: paralyzed: uccfnt
enemy: target of anders: Rhyming triplet/attack
enemy: attacking anders: knockback

you can add merrill in the mix as well
enemy: paralyzed: uccfnt
enemy: target of anders: fireball(not upgraded) fireball got a +40% damage boost in 1.03, well worth it now.
enemy: attacking varric: stonefist

with you setting up piles of enemies with pull of the abyss and telekinetic burst to lob in random guys who come in after the glyph of paralysis so more of them get thrown into the bomb.

also feel free to go full tree elemental when you use force as the control and non moving allies makes the set up relatively safe, hence aggresive behavior not ranged.

Modifié par SuicidialBaby, 17 avril 2012 - 02:36 .


#7
Father_Jerusalem

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Yeah I'm not going Nightmare so I was going to use Isabella, I just like her interactions with Merrill more, but I'll definitely set those tactics up and may go ahead and use Varric, just because 4 ranged is easier to handle than 3 ranged 1 melee.

varric:
self: hp <25% health potion


I thought I read in your tactics guide to not have use items in the tactics slot because if you run out, it deletes that tactic? Or was that fixed... or am I imagining the whole thing...

Anyway, thanks a ton for the help, VERY much appreciated.

#8
Arthur Cousland

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I'm also fond of the ranged party setup because melee characters tend to take arrows/magic from all angles and always need healing...if they're not Aveline with her plentiful damage resistance.

Aveline is good at staggering enemies to set up ccc with Chain Lightning and Crushing Prison. Her weapon+shield talents also take advantage of Disorient.

#9
SuicidalBaby

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Father_Jerusalem wrote...

Yeah I'm not going Nightmare so I was going to use Isabella, I just like her interactions with Merrill more, but I'll definitely set those tactics up and may go ahead and use Varric, just because 4 ranged is easier to handle than 3 ranged 1 melee.

varric:
self: hp <25% health potion


I thought I read in your tactics guide to not have use items in the tactics slot because if you run out, it deletes that tactic? Or was that fixed... or am I imagining the whole thing...

Anyway, thanks a ton for the help, VERY much appreciated.

the tactic item issue has been fixed. updated tactics guide to reflect this.


You will get more coin throughout act 1 with varric and still have disorient.  This amounts to about 12.5 gold.  Isa can have fatiguing fog in act 2 at lvl 13.  She is devistating in this current version.  there is a hands free version of her in the Blood Mage Compendium.

since you are not on nightmare, go ahead and have 2 mages full elemental before deep roads.  Merrill is a great elemental mage, allowing anders to go for a majority of the creation tree. (dont get glyph of repulsion)

Modifié par SuicidialBaby, 17 avril 2012 - 12:18 .


#10
Father_Jerusalem

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SuicidialBaby wrote...

Father_Jerusalem wrote...

Yeah I'm not going Nightmare so I was going to use Isabella, I just like her interactions with Merrill more, but I'll definitely set those tactics up and may go ahead and use Varric, just because 4 ranged is easier to handle than 3 ranged 1 melee.

varric:
self: hp <25% health potion


I thought I read in your tactics guide to not have use items in the tactics slot because if you run out, it deletes that tactic? Or was that fixed... or am I imagining the whole thing...

Anyway, thanks a ton for the help, VERY much appreciated.

the tactic item issue has been fixed. updated tactics guide to reflect this.


You will get more coin throughout act 1 with varric and still have disorient.  This amounts to about 12.5 gold.  Isa can have fatiguing fog in act 2 at lvl 13.  She is devistating in this current version.  there is a hands free version of her in the Blood Mage Compendium.

since you are not on nightmare, go ahead and have 2 mages full elemental before deep roads.  Merrill is a great elemental mage, allowing anders to go for a majority of the creation tree. (dont get glyph of repulsion)


Awesome, for 12.5 more gold, and the benefit of that glorious chest hair, I can work with Varric for at least Act 1, and I'll definitely take a look at the Blood Mage compendium as well for how to use Isabella in act 2, as well as the tactics guide again.

Out of curiosity, what is the best overall class/companion setup for Hawke? Blood Mage? 2Handed Warrior? Dual Rogue? I was thinking about those, but... I just don't like relying on terror-boy (surely that's not a spoiler at this point) to be the only healer.

Hm. Would Spirit Healer/Blood Mage work?

#11
SuicidalBaby

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dw rogue makes nightmare seem like normal, you will actually check the difficulty to make sure you're still on nightmare. happens to almost everyone.

warrior hawke is dynamic in that you dont need attack abilities. if you stick to vanguard/battlemaster/reaver/serker you can use any weapon and wipe the floor with anything. you can drop a few talents to pick up sunder/mighty blow/assault if you want, but not really needed.  Just did a playthrough where I had Avaline with upgraded taunt, pommel strike, shield bash, assault, vanguard passives (upgraded Might), upgraded rally + bolster.  Never needed mana on my mages and they were getting massive damage buffs, plenty of staggered targets for chain lightning and crushing prison and always had control of the enemies.  Also using Isabela so I had Shattering Blow for the staggers as well.

Mage hawke can do anything, Force is the key to all encounters. simplifies everything and works well with Elemental's area attacks.

spirit healer/bm is rough, you cant have both activated anymore. SH is a reactive spec. BM is a proactive spec. Force is proactive. IMO dead enemies do no damage.

SH does nothing until its needed. If you can avoid needing it, why spec it. Everyone has their personal choice and all that crap, but it's not what I would pick for a spec unless you are RPing any non BM mage. Even then I would go full elemental/force/arc mage, maybe even full entropy or spirit before I even bothered taking SH beyond the spec point for more mana.

click IN1's Jui Jitsu guide for locations of +% elemental gear.  You dont need it, but having more than +30% fire damage from items is rediculous and well worth it if you're going elemental.

Modifié par SuicidialBaby, 18 avril 2012 - 02:32 .


#12
Drudgep

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I just finished the game the first time with a SH Hawke, beat it on hard with no difficulty whatsoever.

My group consisted of:
Avaline- Tank
Fenris-
Varric
Hawke

Avaline tank with Const build = No damage
Me= Heal the 2 dps and CC and do dmg
= Win

#13
mr_afk

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With a force mage on the team you should hardly require much healing let alone a tank. Just stick enemies in perpetual crowd control while your companions kill them off. Having two people on the team dealing no damage is making the game a lot harder/longer than it has to be.

And if you were going have hawke dealing no damage you could quite easily turn hawke into some sort of quasi-tank. Just pump everything into constitution and wear a stack-load of damage resistance then laugh as your health regen is higher than the damage enemies can deal.

#14
Drudgep

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Yea, it was my first play through of DA2 I was used to DA:O where a good healer was a necessity