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How do I pull?


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18 réponses à ce sujet

#1
Herakleia

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I've noticed this a number of times.  Typically, the first enemy I see when combat mode is initiated are archers, who always have longer range than mine.  I've learned that charging them is an invitation to disaster: there are usually half a dozen mobs around them that I could not see at first.  I end up surrounded and the result is ... less certain than I would prefer.

My main is a warrior, specialized in sword and shield; I don't now have a rogue in the party.  I am just starting, and currently on the second floor of the Tower of  Ishal.  Party members are Alastair, Dog, and the spectacularly useless Circle Mage.  Mostly melee, in other words.  I'm down to my last lesser injury kit, and I'm not certain that at this stage there's an opportunity to return to the quartermaster and get more.

How do I avoid taking on the entire army at once?  I've tried breaking line of sight, but often the archers refuse to budge.  I did manage to get the Hurlock Emissary on the first floor to follow me by breaking line of sight, but he ran away randomly as soon as I closed with him. 

#2
Dark83

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The Circle Mage is awesome, and key to the battle at the top of the tower.

Pulling is simply shooting at the nearest enemy so that he rushes you, leaving his dumb AI allies behind. You have ranged weapons, use'em.

#3
CID-78

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you can also retreat backwards to pull them further away, if you want to go into melee with those archers.

#4
Sarevok Anchev

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The Circle Mage is important for Warrior Chars.



You can use a Bow with normal attacks very effectively as Warrior/Rogue, even if you dont have Bow-talents.

#5
Varenus Luckmann

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How you pull? You simply shoot things at a range and make them attack you.

#6
Invalidcode

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Use line of sight, if they don't follow turn shield cover on and shoot at some melee type mobs, and run back to your party, your party should be out of LOS (like waiting in another room). Your mage is very useful...flaming weapon is very powerful at that level. Paralysis should be your greatest CC atm. Flame burst make short work of the weaker DS.



Dog have the AOE stun that should get you out of most tough spot. Chain (don't spam it all at once) shield bash & shield pummel should lock a few DS out of action.


#7
metatrans

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put your party on hold with the "H" key. then select your tank and use the "/" key to swap to their second weapon. you should have a bow equipped as your second weapon. move to the extreme of visual range of an enemy and fire one shot with your bow. then switch your weapon back to melee weapons and run back to your party. the enemy you shot will follow you (usually). once the enemy arrives press the "H" key again to take your party off of hold so they can freely engage the enemy. 

Modifié par metatrans, 16 décembre 2009 - 07:59 .


#8
cartolis

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in the tower the best thing to do is toggle the party to stay and then run in and get the attention of the mobs. once you have done that you can use line of sight to make them come back.



corners and doors are great for this, just make sure the mobs cant see you and they will follow you into the room.



once they do unload on them.



also choke points are good. stick your warrior in the door and he will block most of it.



also, if you dont have it yet get taunt.



when the mobs get close to you, blow taunt and they will all turn and focus on you.



there are some great posts about tactics on the boards, see if you can search for them.

#9
Sarevok Anchev

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Another tactic against the emissary and the archers is:

Going through the entrance with PC and Alistair, both with Bows.

Stay in the gate and snipe 1 enemy after another.

The Mage heals you both; Dog stays ready, when s.o. wants to charge them.



The Emissarys Fireball will be the only danger for you. Just sip a drink each and heal + continue

#10
Herakleia

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Thanks, all. It seems I need to work on the mage and persuade him to actually heal sometimes.

Modifié par Herakleia, 16 décembre 2009 - 08:14 .


#11
Dark83

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Remember that pulling out isn't actually an effective form of- no wait, nevermind. :innocent:

The mage's paralysis was more important to me. Also, remember to strip him of his stuff before lighting the beacon. :whistle:

Modifié par Dark83, 16 décembre 2009 - 09:03 .


#12
cartolis

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Dark83 wrote...

Remember that pulling out isn't actually an effective form of- no wait, nevermind. :innocent:

The mage's paralysis was more important to me. Also, remember to strip him of his stuff before lighting the beacon. :whistle:


morrigan set to controller makes the game soooo much easier. having her lock down mobs so I can kack them at my leisure is just too much fun.

sleep and waking nightmare are my favorites right now. seeing the mobs killing each other makes me smile

#13
OneBadAssMother

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Pulling mobs?



I just simply hide my party behind cover, then get the tank to run up to them, beat his chest, show his behind to the enemy and slap it... and then running like a lunatic back to my party where they are all waiting for ambush. It's a nice tactic especially in indoor areas, plenty of cover.



Only problem is if there are mages there with holding spells, or they spam pinningshot or scattershot at the tank. Then thats a problem...

#14
Chragen

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You either take Alistair or your player character. Who ever is the best tank. Place your companions behind a corner, press H then just run your tank towards the mobs and use taunt (If you do not have taunt then learn it ASAP). Now all you got to do is either run them towards the corner or attack with your companions.



Even easier way is to do what I mention above. Keep your companions at a corner. Take your tank and just run towards the NPCS till they attack then turn around. Your basic body pull.

#15
Ambaryerno

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FYI, it's been my experience that there's really no such thing as a "choke point." It doesn't matter if you have a path completely blocked, enemies will STILL be able to push through your line to get at the units in the rear as if they don't exist. Which oh yeah, the instant you start laying down your more powerful attack spells that's what EVERY enemy melee unit is going to do....

#16
Chragen

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Ambaryerno wrote...

FYI, it's been my experience that there's really no such thing as a "choke point." It doesn't matter if you have a path completely blocked, enemies will STILL be able to push through your line to get at the units in the rear as if they don't exist. Which oh yeah, the instant you start laying down your more powerful attack spells that's what EVERY enemy melee unit is going to do....


That is why the all warriors come with a handy little spell called Taunt.
As long as enemies are in range of it you will have a really hard time losing agro :wizard:

#17
football_punk64

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If you play on a PC spread out their line with your two warriors, Mage at the rear and take the dog around the group and flank the archer. If your playing on a platform liek the Xbox, dont bother with planned strategies, they never do much for me there, just stay alive hahah.

#18
RobotXYZ

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How do you get dog in ostagar?  In my game I just give the healing flower to the guy but he says the dog hasn't recovered.   Then I find dog on the road later, after ostagar.

#19
Herakleia

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My first character is a human noble. I had the dog before Ostagar; human nobles get one at the old home place if you do a small quest to kill rats in the pantry.