Aller au contenu

Photo

What am I doing wrong? (Tiers, Tactics and Spells)


  • Veuillez vous connecter pour répondre
34 réponses à ce sujet

#26
SusanStoHelit

SusanStoHelit
  • Members
  • 1 790 messages
The respec mod is great. You've been given lots of good advice here.

I agree that the cold line is great (almost all my mages, including companions, have it). The first three lightning ones are worth it if you want to do storm of the century. The rest of the elemental spells, not. Only the first skill in the heal line is worth it, imo. You definitely want the line leading up to crushing prison. And almost all of entropy is good. The hex line is great for weakening bosses, and the sleep/nightmare line is brilliant crowd control. Glyphs are also very good. Mages have the least restrictions with regard to skills, because there's just so many, and you don't have to stick to one 'school'. Very flexible. A team with two mages who both have crowd control, and between them have varying buffs/debuffs, hexes, and straight damage - rock the casbah.

Check out the character/class builds forum for good ideas on how to build your characters and companions. Not everyone will agree, but if you read them you'll start to see the shapes of the possibilities.

Modifié par SusanStoHelit, 03 janvier 2010 - 05:53 .


#27
Sharkiza

Sharkiza
  • Members
  • 21 messages

SusanStoHelit wrote...

The respec mod is great. You've been given lots of good advice here.

I agree that the cold line is great (almost all my mages, including companions, have it). The first three lightning ones are worth it if you want to do storm of the century. The rest of the elemental spells, not. Only the first skill in the heal line is worth it, imo. You definitely want the line leading up to crushing prison. And almost all of entropy is good. The hex line is great for weakening bosses, and the sleep/nightmare line is brilliant crowd control. Glyphs are also very good. Mages have the least restrictions with regard to skills, because there's just so many, and you don't have to stick to one 'school'. Very flexible. A team with two mages who both have crowd control, and between them have varying buffs/debuffs, hexes, and straight damage - rock the casbah.

Check out the character/class builds forum for good ideas on how to build your characters and companions. Not everyone will agree, but if you read them you'll start to see the shapes of the possibilities.


Great advice! I got some nice ideas now on which lines I should follow. I feel silly for following the mage line, but the boost to spellpower seemed like a nice thing to have at the time.

So here's what I'm thinking of doing so far...

Spirit Healer:
Group Heal>Revival

Primal:
Winter's Grasp>Frost Weapons>Cone of Cold

Creation:
Heal
Glyph of Paralysis>Glyph of Warding>Glyph of Repulsion

Spirit:
Mind Blast>Force Field>Telekinetic Weapons>Crushing Prison

Any other suggestions?

#28
Cybercat999

Cybercat999
  • Members
  • 920 messages
Just mind how you use Glyphs, Paralysis and Repulsion on top of each other give 20 sec long Paralysis Explosion. If someone in your party gets in range of it you will disable them along with the enemy.


#29
Sharkiza

Sharkiza
  • Members
  • 21 messages
Oh I know that one, lol. It has been very useful so far.

#30
SusanStoHelit

SusanStoHelit
  • Members
  • 1 790 messages
Yeah, be careful of combos. All those look great, but don't go just on what anyone else (including me) says, because you have to take personal preferences and playing style into account.



Blizzard is the bomb, you can cast it into a room full of foes through a closed door, just wait until the AoE dies down before you let your team go in (unless you've got great cold resistance). Some other AoE spells work the same way. *evil grin*



The whole spirit healer line is worth it, imo, in fact I've found the last two more useful than the first two by far. And the AW line is generally awesome.



The Mana Alteration line starting with Mana Drain can be useful if used carefully, I'm not a big fan myself, but that's personal preference for you. The Death line that starts with walking bomb I feel the same about. They are good spells, many swear by them, but they are not my first choice.



The Hex line starting with Vulnerability Hex is great for elite foes and bosses weakening them for you dps types to pound to mush or slice n dice. The Sleep line, starting with Disorient, is truly awesome for crowd control. Those are two of my absolute favourites.



The Draining line, beginning with Drain Life is very nice (I usually run that on Morrigan, makes her less vulnerable). The Debilitation line starting with Weakness is also good.



Like I said, though, choices will depend on personal prefs and playstyle. And how many mages you'll have in your team.



Some people use Cone of Cold and spec into Earth for Stonefist, but I prefer Crushing Prison - and, of course, your warriors can do the shatter once a foe is frozen if they have the right skills.



The thing to remember is that you want your team to survive as much as possible, damage is nice but survival is important too. And the biggest problem, for me at least, is coping with large numbers of foes all at once. Hence the focus I place on crowd control.

#31
Haplose

Haplose
  • Members
  • 1 262 messages
If Alistair is dying too quickly you could help his survivability by setting a tactic that makes a mage cast Glyph of Warding on him whenever he's in combat.

I always use Wynne and have her cast Heroic Defence + Glyph of Warding on him when he's below 90% health. That hugely boosts his survivability. Then he just has to Taunt, Wynne heals him occasionaly and all you have to worry about are some ranged enemies that are further away.

Use Crowd Control methods to deal with them.



Of course I make sure to max Alistair's Dexterity to improve his Defence rating and equip him with Dex and Defence boosting equipment.

#32
Sharkiza

Sharkiza
  • Members
  • 21 messages
Holy cow!



I respec'ed all my characters and the difference is... staggering. Especially with Alistair.



I went back to Jarvia and one shot the fight! I can't believe how horrible auto-level is for gameplay.



I wanted to let the auto-level for the story-line, but jeez... doing it yourself makes the game so much easier!



Thanks everyone!

#33
SusanStoHelit

SusanStoHelit
  • Members
  • 1 790 messages
You're very welcome Sharkiza!

#34
stribies

stribies
  • Members
  • 1 144 messages
I like goats

#35
stillnotking

stillnotking
  • Members
  • 923 messages
Jarvia can be the hardest fight in the game for some comps, even harder than the High Dragon or the Archdemon. You need either a lot of ranged damage or good CC. If you are relying on melee characters for damage then you will get torn up by the traps and archers in Jarvia's room. And the boss herself hits like a truck, of course, one- or two-shotting cloth wearers if she comes out of stealth behind them.



The hardest fights are always the ones where you can't choose the ground. I hate having to start in a nice little convenient-for-the-bad-guys cluster when the dialogue ends.