MODS
The most prominent mods I installed was lock bash, 3 of the 8 nightmare 2.4 packages and the better archery mod. All of which I installed after my first play through.
Difficulty:-
I have not played the game with a difficulty less than nightmare. Personally I found the “stock”
nightmare setting to be rather easy. The game is effectively broken through a combination of attack speed, elemental damage, armor penetration and crowd control. Nightmare 2.4 and the better archery mod makes nightmare mode moderately harder.
Rogues
Rogues are designed to be a critical damage class but what I found relatively early on was that critical hits are essentially useless for anything short of shattering frozen enemies. This is because rune and flaming weapon damage does not seem to be added to a critical hit.
Daggers are the only option for a dual wield build as they synergy well with dexterity and have the fastest swing in the game. The bulk of your damage will come from runes, flaming/cold weapon, dual striking and momentum talents. Very high Cunning + lethality will allow your rogue to eat through the toughest armor. My rogue would hit for around 140 damage per swing.
The only aspect of a rogue I found lacking was that you were forced to go the assassin line or sacrifice cunning/dexterity for willpower just to make use of talents. I ended up not using any of the talents.
Warriors
There are really only a handful of differences between a warrior and a rogue. The most prominent is the lack of armor penetration. This is offset by the bravery talent and berserker rage. My only pet hate about this situation is that berserker rage is not a sustainable. It is repeatedly turned off and thus I ended up leaving it off unless I came across a boss with a high armor rating.
Warriors gain Death blow at level 12. This talent is probably the most useful warrior talent in the game. It allows you to use all your talents continuously. It synergies best with a dual wield warrior as any dual wielder will be the most likely to be awarded the killing blow.
Two-handed warriors are truly punished in this game. The most obvious reason is the incredibly slow swing time. The talent lines do increase damage but at the cost of defense. This means you must bump up dexterity to compensate. This completely nullifies the usefulness of the talents. The remainder of the talents are based around de-buffing. These are only of use against boss creatures and only if a dual wielder has not dispatched it before the two-hander can complete a swing.
Bioware could fix this by making the 4th tier two handed sweep a passive attack or assign a 3rd or 4th tier
talent to speed boost.
Sword and shield warriors are good at what they were designed to do. Unfortunately they suffer from a similar fate as the two-hander. That is, they are unlikely to beat a dual wielder to the killing blow and so require more willpower to make use of their talents.
Dual wield warriors have the best synergy of any melee class in the game. High dexterity and strength allows them to tank. Their Superior DPS in unison with the “Killing blow” talent allows them full use of all talents
without wasting points in willpower.
Archers
Archers only really have 2 good talents. Arrow of slaying and Scattershot. Nightmare difficulty makes scattershot for the PC rather useless as the stun time only lasts a few seconds on enemies. The NPC’s stun effect from scattershot works differently and has the capacity to keep your party continually stunned. Arrow of slaying is my favorite archery talent. It instantly slays most mages before they can cast a single spell. It's cheesy but oh so fun!
Mages
Mages are the most useful class in the game, easily the most powerful and arguably the most fun to play. You can build them any way you like.
I found all the shape-shifting forms to be quite useless. This is a shame because the fade shape-shifting forms stone golem and burning man were quite useful.
Arcane warriors make the best tanks in the game. They do more damage than Two-handed or sword and shield warriors in melee combat but are very much an auto attack character unless coupled with blood magic.
Spirit healers are great but only really have 1 talent I found useful (group heal.)
Blood mages are easily the most overpowered class. As a blood mage you can pile every single point into magic. You can cast spell wisp, spell might and all your necessary buffs. There are two items in the game which when used in conjunction give +22 constitution. By end game you’ll have a 400 HP magic pool and a spell power of 130 – 140. Glyph of repulsion will ensure you will never be attacked by melee. Glyph of repulsion + glyph of paralysis combo will give you the 2nd best crowd control in the game. Blood control will allow you to keep enemies locked in your AOE damage spells indefinitely. Your massive spell power will nuke everything with minimal effort. The only real issue with playing this type of mage is “not” accidently wiping out your entire party.
Voice acting and Music
Brilliant, especially Loghains voice acting!
Origins
I’ve only fully completed 2 origins, Noble and Dwarf Noble. I really enjoyed the dwarf noble origin. Bioware did a brilliant job of weaving the origin into the overall story. My only regret was killing Trian for the additional XP as it seemed to have a vast impact on my return to Orzammar
The Noble origin was not so brilliantly done. The origin had very little to do with the story itself. It really only had bearing at the beginning and end of the game. There was no return to your roots interaction like the dwarf noble
origin had probably due to the fact that you never return to highever.
End Game
The final battles had me scratching my head a bit. The story was good except for all the soldiers cheering me on, but the game play was very lackluster. Luckily this is easily addressed. The bulk of the dark spawn you face in the final battles have dismal hit points. They are all 1 hit kills. I first thought this was a bug but later realized that it was intended to be this way. All those hoards need to have their hit points adjusted to the level of regular dark spawn. This would provide an actual use for the army you raise. After all you spend the entire game raising an army to face the arch demon and then the battle is completed without ever summoning a single ally into the battle.
Favorite Battle
The best battle in the entire game was crossing the bridge in the Dead Trenches. Seemingly endless hoards of dark spawn to mow through and I loved it! I wished there were more battles like it! Infact this is what the End game battle should be like IMO but on a grander scale and requiring the use of allies in order to survive.
Modifié par Jack-Nader, 17 décembre 2009 - 01:33 .





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