so, im looking on the wiki and they actually have quotes from bioware stating that they "believe" tanks should focus primarily on constitution and strength and that dextarity is important for some abilities but should not be a focus.its on the wiki under tips if you want to check it out.i think i will try it this way then since thats clearly how it was intended. they state that each class is supposed to provide pivotal roles to the group. and if they are all doing their part each battle is more then doable apparently. The game is supposed to be played with at least one of each class as they rely on each other to do their jobs.
Rogues are supposed to dish the damage, warriors are supposed to keep the attention off of the rogues to keep them dishing damage and mages are basically warrior back-ups, there to keep the "tank" alive. Mages are there to do whatever it takes to ensure the warrior stays able to take damage, just as the warrior should do whatever it takes to keep the hate from the rogue.
this could include stunning multiple enemies, buffing the tank, or helping the rogue deal damage. Mages are advised to experiment with all of the four "schools" of magic as each one provides a vital essance to a group, primal is the meaty damage essance, creation is the buffing essance, spirit is the more debuffing essance, and entropy is the controlling essance, each of these schools have their own ways of buffing, debuffing, damage, and controle as well. All of these are necessary however, a mage should have access to all of these abilities fairly quickly. Without the ability to control the battlefield you will quickly be outmanned by the enemies that await you, a tank is NOT meant to go in headstrong and take on a horde of enemies at the same time, no matter their health or defense.
it was intended that mages would use some of the many diffrent kinds of stuns we've provided in each school to control a horde so that a tank was not being pummled by many enemies.
this was said by a bioware employee in an interview concerning the games party mechanics.
also, if your intrested to know how healing was meant in the game here is what was said;
"There is no dedicated "healer" in our game. Healing is also part of a mage's job. Healing comes in two forms in Dragon Age: Origins. One being the classic healing spell, which is a first tier spell to encourage accessibility. The second option is for someone (presumably the mage, as that is the reason they come with this skill) to use herbalism to make their "heals" before the battle.
There are two areas (both immediately accessable upon leaving the beginning stages to choose your destination) where we, literally, give the player these healing methods in full potency. We give them the ability to buy all the tools for herbalism and a full fledged spirit healer, the player may choose to accept these gifts of course.
It is for this reason that we encourage players to explore our world. If the player decides to follow the trail without exploring these places they will miss out on the full power of both of these healing options. The player should still be able to manage but it will be tough going until at least one of these options are employed.
Through certain choices both of these "gifts" can be destroyed. Whether that means you have turned down the spirit healer or you have destroyed your access to the potion making rescources.
Though both of these gifts are great ways to heal your party, they are not mandatory, nor is the game balanced to make them seem mandatory. A player with an average understanding of party mecanics and a healthy mix of damage, buffing, and stun spells along with the heal spell we've provided is sufficient. One does not "need" a spirit healer, we've provided enough stunning spells and abilities that only the one healing spell will due should you not want a spirit healer and make certain decisions to hinder your herbalism abilities."
so there we have it i suppose.
Modifié par Steel Majere343, 14 décembre 2009 - 09:16 .