I’ve seen many, many threads talking about how hard Dragon Age is on Normal difficulty. Yet so
many of us laugh at how easy Nightmare is. Hopefully this guide will help
people struggling with the game, or teach new tactics to more experienced
players.
Many less experienced players will be intimidated by Nightmare, and
probably think it requires intense strategies and micro management, which isn’t
the case. Realise this; there aren’t actually too many different ways to
approach most battles, in most cases, a very simple tactic like kiting or
backing into a doorway can make the battle go from ridiculous, to easy.
1. Positioning your team
One of the most important parts of combat in Dragon Age (or any type of
tactical game) is positioning. As Hitler will tell you after attacking the
Russians, you shouldn’t spread yourself too thin. Generally, take control of
your tank, and make sure they’re the first character the enemy can see, as this
will mean they’ll take the aggro from the start. Have your Mages/Archers back,
and have your Rogue follow your warrior, so they don’t get aggro.
Flanking, in general, is a bad idea in Dragon Age. Sure, it works in
movies, and in a real life battle, but not here. This is because enemies take
multiple hits to take down, and thus, you should focus your fire. Note, I don’t
mean Flanking as in a Rogue attacking from behind the target, but in, say,
splitting your party in two and attacking from multiple sides. The reason’s for
this are multiple. Firstly, it’s much harder to focus on one enemy, when you’re
split up, thus, you’ll take twice as long for each enemy. Also, fighting in a
group means that melee enemies will be all bunched, so any crowd control spells
on your mages can affect most if not all of the enemies. Secondly, there are
only so many enemies that can attack your tank at once, thus you’ll take less
damage.
Continuing from the last principle, you want the least amount of enemies
attacking you at once. So, fighting at chokeholds like doorways is always a
good idea, as only a few enemies will be able to attack you at once. Also,
fighting from around a corner is also a good idea, so that the enemy archers
can’t attack you.
2. Target Priorities
Perhaps the most important part of combat is simply prioritising your
targets. There are some very simple guidelines for this:
a) always have all of your party members focusing on one enemy (for DPS
concerns, crowd control by its very nature ignores this)
might be able to kill 1 strong enemy. In that same time, you might be able to
kill 5 weak enemies instead. Chances are, that 1 strong enemy was doing about
20% of the DPS in a group of 10 enemies. The 5 that you could kill instead
would probably do about 40% of the DPS. This is important, because when you’re
taking less damage, you don’t die as much.
c) always target the mage first. Mages are frail, but not only do great
DPS, but also have healing, crowd control, or other nasty stuff like Crushing
Prison. If you cannot get to it quickly, cast crowd control spells like force
field or paralyze. Better yet, simply Mana Clash for an easy kill, or Glyph of Neutralization
to stop it destroying you while you approach.
If you do the above, you should have no problem: take out the mage,
focus on the lackeys, THEN focus on that Ogre. Target priorities are probably
the single most important part of combat. If you want to have your tactics do
the work, have the tactic: Enemy: Nearest Visible Mage. Then, for the rest of
your moves, have the tactic: Enemy: Lowest Health.
3. Handy Moves
There are a lot of simple tactics that make winning battles a lot
easier. As you can see, most of these are spells, a reason why Mages are so
good. Don’t be fooled though, they aren’t the be all and end all. Dual Wield
Rogues/Warriors do more DPS, and in some cases, that is just as important, or
more important, as you can quickly DPS down all the weak foes resulting in much
less DPS.
Force field. Force Field is an awesome spell. Some say it’s overpowered.
The only thing over powered about it is that enemies still attack Force Fielded
allies. If this was not the case, it would be fine. Save your Tank from the
High Dragon’s Grab attack, but as a result, you’re tankless for the next 15
seconds or so. Force field has two main uses. The first use is on enemies.
Enemies rarely ever resist a Force Field. Force Field allows you to stop enemy
mages in their tracks. This can be vital at low levels when you don’t have Mana
Clash or Glyph of Neutralization. The second use of Force Field is on allies.
It can truly be a lifesaver. It has an incredibly short cast time, so you if
your tank has a slither of health left and gets overwhelmed/grabbed, you can
cast it and stop him from dieing in an instant. He cannot attack, but enemies
will still attack him doing no damage, and chances are when it wears off, most
if not all the enemies will be dead and your heal spell(s) will be off
cooldown. Also, keep in mind that casting Force Field on an ally or enemy with
Crushing Prison cast on them will cause a spell combo called shockwave (I
think). This instantly dispels both spells, and does AoE damage to enemies. This
is awesome, for when your tank gets Crushing Prisoned. Being a very strong
move, it will often kill your Tank if nothing is done, so this allows you to
save your Tank. Also, a final use for this spell is quite cheesy, I’d consider
it broken, but if you’re really struggling here goes. Charge into the middle of
a group of enemies with your Tank, with all your party members hidden out of
sight. Taunt, and they’ll all start attacking you. Then, cast Force Field on
your Tank, and enter the battle with the rest of your party. The enemies will
attack your Tank, so they’re free pickings for the rest of your party.
Glyph of Repulsion. Glyph of Repulsion is an awesome spell. There are
two great uses of this spell. The first is, run into a room, and cast Blizzard
or any continuous AoE spell (Grease/Fireball could work too). Then retreat from
the room and cast a Glyph of Repulsion in the doorway. Now the enemies will be
trapped in the room suffering from Blizzard. When the Glyph is about to wear
off, simply cast Glyph of Paralysation and you’ll trigger the Paralysis Explosion
spell combo, and you can now enter the room with the enemies paralysed. The
second use for this spell is great when your Mage(s) are the only party members
left. Bunch them together, and cast a Glyph of Repulsion at your feet. Now you
can nuke away while the melee enemies can’t touch you.
Hope this helps anyone struggling with the game, on any difficulty. Feel
free to ask any questions you have. Any comments/suggestions appreciated.
Modifié par dkjestrup, 24 décembre 2009 - 09:26 .





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