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Cun Rogues are just auto attack?


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#1
Nossaki

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Hello!!!

Just bought DA:O. It's an awesome game, but I'm stuck in Ostagar. Everytime I star a new character, after a while I can't decide myself which class is better for me.

I want to play something that is complex, fun and hard.

Looking for cunning rogues. Aren't they mostly autoattack? Ok, I have to move them to backstab but... beside that and a very few abillities, that's it?

Warrior seems too straighforward for me, and mages are too powerful. Even on nightmare they oblitarate everything, including the fun of hard battles.

I could just make a ****ty build (magic rogue lol) for hard battles, but I wish would be possible to have a nice build and challenge.

Any advices? :)

Thanks!!!

Edit: I wish I could micromanage more (not TOO much, but some decent levels). PC version!

Modifié par Nossaki, 22 décembre 2012 - 01:09 .


#2
Gunnaka

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Yeah, mages will seem pretty overpowered, if you're only going to Ostagar.

I will admit, they are the strongest class, but it by no means makes the game too easy, in my opinion at least.

Cunning rogues are mainly backstabs, you use a stun every now and then, but not too much outside of that.

Maybe try a dual wield warrior?

#3
Nossaki

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Hmm...
But although raising difficult because DW warriors don't do so much damage as a cun DW rogue, wouldn't they be way less micromanage since I don't even need to position to backstab?

Damn this overthinking! hahaha

Thanks for the reply! :)

#4
Blazomancer

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If you want a micromanagement nightmare, respec one of your mages as an arcane warrior tank, another mage built as a blood mage, a backstabbing rogue, and your warden as another cunning based backstabbing rogue; and then disable tactics. And then moderate things as you get pissed off with micromanagement.

Modifié par Blazomancer, 22 décembre 2012 - 09:48 .


#5
dainbramage

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Solo with a warrior (2H or DW - wouldn't recommend a SnS due to how boring they are) without using DLC items.

Not endless micromanagement but a lot of fights take a decent amount of thought



EDIT: Oh, and DW warriors outdamage cunning rogues, contrary to popular opinion.

Modifié par dainbramage, 22 décembre 2012 - 11:44 .


#6
Nossaki

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But since it's my first time, I want to have a group. Latter would be nice to make a solo. :)

Think I'll stick with Blazomancer's suggestion, although I'll probably make my warden the AW (prefer to walk around with the warden).

Out of the topic: anyone know how to install Personal Annoyance Remover on a MAC? Can't figure it out. Wrote PC, but it's not. hehe

#7
Blazomancer

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@Nossaki - Sorry, no idea about macs. I'm sure someone else here will know of it.

@dainbramage - How so? Don't cunning rogues get lots of backstab damage bonus and still maintain a good enough attack rating?
I'm guessing you are referring to talent damage rather than dps. Well, of course without backstabs things may change, but why wouldn't someone who's playing a cunning rogue won't keep backstabbing all the time?

#8
termokanden

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I find it a myth that mages are overpowered. They are fun and great at melting masses of trash mobs, but those were always easy to kill. When it comes to bosses, I find rogues and warriors better damage dealers overall (unless it's a mage boss of course). I'm not saying mages are bad, but correctly built warriors and rogues can do some serious sustained DPS and are not to be underestimated.

I recommend not ever using an Arcane Warrior, at least with a tanking build. They are absurdly hard to kill if built correctly, but I nearly fell asleep the first and only time I tried playing one. BORING. I'll take AW as a specialization just to wear non-mage gear, but that's it. I much prefer pure casting with a blood mage.

#9
Nossaki

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I thought that. But aren't all tanks boring anyway? I would then micromanage the others of the group.

Can't decide if I should use fireball. Good aggro to start the battle, but I would have to sheath my weapon, cast it, draw weapons again...

Still couldn't figure it out the Personal Annoyance Remover thing. Hope it works cause the effect are so... well, annoying. :)

#10
Blazomancer

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@nossaki - You may consult the wiki page on arcane warrior spellcasting to see which spell can be cast with your weapons drawn. Many of these are good for drawing aggro. As for starting the fight with a fireball, you can just bring out your staff with the press of a button, cast fireball then immediately switch to melee weapons.

Most people including me find tanking boring. But some forms of quasi-tanking focussed on damage dealing are lots of fun, such as a 2Hander in origins and those vanguard-reavers in DA2.

#11
Nossaki

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I share your opinion about tanking. But (in others RPG's at least) I always liked to have one.
It's very recommended have one, right?

Think I'll make my warden or a AW or even a SnS warrior, and micro the others...

Manage to make the mod work! \\o/

#12
termokanden

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You don't need a tank in DA:O.

That's not to say they are bad. If I had to make a tank, I'd make a DW warrior with massive armor, daggers and lots of dex. That gives you high armor, makes you hard to hit, and you could still deal good damage.

Modifié par termokanden, 22 décembre 2012 - 06:40 .


#13
Blazomancer

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@Nossaki - I don't know if it's recommended or not, but having a tank of any sort is useful for people who are new to the game. It makes managing threat easier and the battlefield becomes less chaotic.

SnS tanks have the most survivability and by endgame, are near invincible. They become immune to flanking (including backstabs even when stunned/paralyzed) and knockdown, get a little armor bonus and with a very large defense score (especially a dex tank) hardly anything other than a special attack will hit. But they deal lesser damage than other tank builds possible. So the choice is between damage dealing and survivability. If you can manage to tank without a shield and remain alive even with all the hate, DPS wise, such sort of a tank would be a better choice.

So a tank is not necessary, but useful, yes. Three team members can deal constant barrage of pain, while the tank stands ground surrounded by most of the enemies.

#14
dainbramage

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Blazomancer wrote...

@dainbramage - How so? Don't cunning rogues get lots of backstab damage bonus and still maintain a good enough attack rating?
I'm guessing you are referring to talent damage rather than dps. Well, of course without backstabs things may change, but why wouldn't someone who's playing a cunning rogue won't keep backstabbing all the time?


There are a few reasons.

Talent spam as you mentioned. Rogues are welcome to backstab, but hitting 4 enemies with a sweep still does a ton of damage. Cunning rogues have horrendous attack - like it tops out at just over 100, while a warrior's at 130 or more. My cunning rogue only had an 85% chance to hit at the end of the game, despite having Wynne's tactics permanently set to spam heroic offense on my rogue. My warrior was at 97% with no outside help. But then even if you do have a 100% chance to hit rogues are only slightly ahead - but you can't backstab 100% of the time. Anything holding a shield, anything you draw aggro from and turns to face you, or simply the time taken to position yourself is time you're not backstabbing while a warrior would be doing full damage.

But the main reason is that dual striking is really weird, and if you abuse it properly, even with both parties never missing (apart from the buggy animation in dual striking) and not using talents, a front-attacking warrior will quite easily outdamage a backstabbing rogue in idealized situations. And yes, that is taking into account the tendency of dual striking to miss. Mostly, it's because the game only checks the speed of your main weapon when dual striking - so with a dagger in your main hand and a large weapon offhand, you attack twice as fast as if you were dual wielding daggers. A third of those attacks miss and you can't crit, but that's compensated for by making 4 hit checks per second.

Modifié par dainbramage, 22 décembre 2012 - 08:42 .


#15
termokanden

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Conventional forum wisdom around here only says that cunning rogues do the most damage under ideal conditions, assuming a 100% hit rate (which is more or less doable while backstabbing). Some people have misinterpreted this and think cunning rogues do the most damage overall. I can certainly agree with dainbramage that this is not the case. I have experienced ingame that this is not the case.

I don't think it's fair to say that DW warriors flat out outdamage rogues either. In Awakening, yes, but not in Origins. I certainly see what dainbramage is saying and I agree with pretty much every argument, but It's just too situational. For example, you mention positioning problems. Well, I actually consider it a big bonus that a rogue will nearly always start the fight in the ideal position. While a warrior has to run, under fire, to the enemy, a rogue starts out obliterating high-value targets, often before they can retaliate. Setting this up will require (slightly) more real time, but that setup time has no impact on your success because combat hasn't begun.

But I agree that the cunning rogue WILL draw aggro and be facing mobs, now without any bonuses at all and with a low attack rating. No matter how much I have tried to sort out my tanking, it happens sometimes. I have gone whole fights where everything was smooth too though. Anyway, this to me is the serious downside to cunning rogues. Dex rogues give up some DPS in the ideal situation but are more versatile in return and won't be in trouble if they are facing an enemy.

Ultimately I think warriors and rogues are pretty well-balanced in Origins. The trouble begins in Awakening with the ill-conceived Spirit Warrior (sorry, but that's what I think it is!).

Modifié par termokanden, 22 décembre 2012 - 09:40 .


#16
Nossaki

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Thanks for all the replies!!! :)
Just made a SnS warrior. Although very straightforward, it's also very solid. It's fun!

Now I just need to fix a new problem... Every time my mage makes paralyze explosion, the game crashes... :(

Also, the Personal Annoyance Remover, although working, didn't allow me to name my dog. Not sure what else it would may affect, so I delete it. Too bad!

#17
Blazomancer

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dainbramage wrote...
There are a few reasons.

Talent spam as you mentioned. Rogues are welcome to backstab, but hitting 4 enemies with a sweep still does a ton of damage. Cunning rogues have horrendous attack - like it tops out at just over 100, while a warrior's at 130 or more. My cunning rogue only had an 85% chance to hit at the end of the game, despite having Wynne's tactics permanently set to spam heroic offense on my rogue. My warrior was at 97% with no outside help. But then even if you do have a 100% chance to hit rogues are only slightly ahead - but you can't backstab 100% of the time. Anything holding a shield, anything you draw aggro from and turns to face you, or simply the time taken to position yourself is time you're not backstabbing while a warrior would be doing full damage.

But the main reason is that dual striking is really weird, and if you abuse it properly, even with both parties never missing (apart from the buggy animation in dual striking) and not using talents, a front-attacking warrior will quite easily outdamage a backstabbing rogue in idealized situations. And yes, that is taking into account the tendency of dual striking to miss. Mostly, it's because the game only checks the speed of your main weapon when dual striking - so with a dagger in your main hand and a large weapon offhand, you attack twice as fast as if you were dual wielding daggers. A third of those attacks miss and you can't crit, but that's compensated for by making 4 hit checks per second.


Right, with talents warriors have lot more damage potential. What I'm wondering here is what is the correct way to compare DPS. To be honest, I have no idea myself. I mean, one can argue that a mage casting the 'Storm of the Century' combo outdamages everyone. Would that be wrong? For comparing DPS, should we use single target DPS, or rather AoE DPS? I don't know if it's right to say that one class outdamages another class flatly, as it seems to me, everything is situational. I mean, if there's a room full of enemies, and a mage casts SotC without even needing an LoS, he outdamages everybody. If suddenly ambushed and surrounded, a warrior can unleash Whirlwind, Sweeps, and outdamage his team members. A single target battle, say a revenant or an Ogre battle, an a rogue will strip down it's HP faster than his team members, and will outdamage them. So, what I'm getting to here is that we can theorycraft in a laboratory setup and calculate who has more damage potential, but doesn't it depend on the setup of the battlefield in a practical sense? I may be wrong, but it seems to me that cross-class comparasion is not really possible and will always remain ambiguous!

My personal experience with 'attack' and backstabs:
I know this will vary from person to person, but I had no problem stealing backstabs most of the time.
I had Alistair, Leliana, Wynne in my party the last time I was playing a cunning rogue. I spec'ed out Alistair from templer to Reaver, to augment his 'taunt'. Most of the time enemies were surrounding him. So, backstabbing was easy. Then of course, some critters would rush towards me every now and then, but all I have to do is use 'dirty fighting' or 'riposte' to eliminate them, and coup de grace ensured that these are counted as backstabs. Then carry on with the usual backstabbing of the ones surrounding Alistair. There is also the option to just stealth out if swarmed. I've set up Leliana to unleash scatter shot if I'm swarmed, and thus free Coup de graces. I don't take the Mass paralysis line generally, but for this very playthrough I got that tree for Wynne, for a couple of more backstab fodder. Positioning for backstabbing doesn't even come into the picture when someone's stunned or paralyzed. And the unusual thing is even Shield wielding foes can be backstabbed when stunned or paralyzed, unllike how upgraded shield talents available for a tank behaves, which provide immunity to backstabs. Even a revenant can be backstabbed when paralyzed. On top of that, I got the weapons enchanted with 6 paralyze runes of different tiers and used Conc.deathroot extract/Conc.crow poison. That is a considerable amount of paralyzing chance, and IIRC i got the high dragon to paralyze twice during the battle for a couple of seconds, in which a lot of backstabs can be stolen. I had 'tainted blade' sustained all the time, and by endgame that meant over 20 damage bonus for each hit.
Regarding attack rating, I topped out at 136 attack with two SoC's and Heroic Offense. When I'm in the tanks rally range, it went up to 146. So, no, I had no problems with attack rating.
As I said, this was a personal experience, and i can't really expect others to have similar experience.


If I may ask, what are you taking as the reference for calculating the % to hit? Doesn't it depend upon the enemy's defense rating?


That thing you mentioned about dual striking is not much clear to me. So please correct me if I am wrong. I don't get how is it really outdamaging a rogue. It seems to be situational. I mean for example, by the time a dual striker will undergo 12 attack hit checks, a rogue will complete only 6 backstabs. Because of 1/3 hits registered as miss, only 8 of those will connect. So we are essentially comparing 8 normal hits to 6 backstabs(or crits). Is it outdamging?
Of course, i understand this is just a laboratory test set up, ignoring all the time taken for target switching and positioning, etc.

#18
Blazomancer

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Nossaki wrote...

Thanks for all the replies!!! :)
Just made a SnS warrior. Although very straightforward, it's also very solid. It's fun!

Now I just need to fix a new problem... Every time my mage makes paralyze explosion, the game crashes... :(

Also, the Personal Annoyance Remover, although working, didn't allow me to name my dog. Not sure what else it would may affect, so I delete it. Too bad!



Yes, that happens with me sometimes. Even when using holy smite, mana clash, it crashes sometimes. I don't know if there's a fix for that.

#19
Nossaki

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Reading here and there, seems like there's no fix for it...

As for my SnS tank (dex based) I decided to go first with Champion. Would templar be recommended since I'll not use any of his abilities (don't want to keep crashing the game)? Does spell immunity is so important?

For looks only, Cailan's set is so awesome!!! hahaha

#20
Blazomancer

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Spell resistance doesn't matter if you can deal with mages before they can deal with you. There are other ways of dealing with mages than being 100% immune to spells and beating down on the poor buggers, laughing at them as they try casting everything they've got in their arsenal.

#21
termokanden

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Yes, it's only necessary if you don't know how to handle mages. It also makes mage fights boring. Mana Clash has the very same effect, but it's so much better that it makes Templar magic resistance entirely obsolete.

You could take Berserker instead. More damage is always welcome, even for a tank.

Modifié par termokanden, 24 décembre 2012 - 11:44 .


#22
Nossaki

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That's good! No templar then. Although I can't use mana cRash too... :(
Glyph of Neutralization would be an alternative for my mage dealing with other mages?

Berserker seem very cool indeed! Although final blow looks weird (in theory). Was thinking reaver because of the Frightening Appearance, but not sure if the +100 threat is that needed. Probably berserker ftw.

After my mage using Walking bomb, I got so interested on it. It's super fun!!!
Was even thinking remake my warden just to roll a mage using Walking Bomb. I just don't know if it's viable without Paralyze Explosion... :(

Modifié par Nossaki, 24 décembre 2012 - 03:54 .


#23
termokanden

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1. Never used that glyph. I usually use rogues with stealth or mages with Crushing Prison against enemy mages. A warrior spamming knockdowns (War Cry, Holy Smite, Pommel Strike, Two-Handed Sweep, ...) also works. I use my own mages to counter the worst abilities like Crushing Prison and Curse of Mortality (Force Field helps in both cases).

2. Final Blow is theoretically very powerful with a good willpower. However, if your willpower is that good, then your strength will be low. It can be made worth it... sort of. But I just ignore it. The first 3 points in Berserker are worth it though.

3. Walking Bomb is really good. You definitely do not *need* paralysis explosion. That's just one way of using it. If you play on normal or below, friendly fire damage is limited so you can even survive a bomb or two in the middle of your party and can use Walking Bomb all you want.

4. The extra threat from Frightening Appearance may not work (unless they fixed it and I didn't notice). There are a bunch of these extra threat effects that don't work as indicated. I believe that Frigthening Appearance does boost Taunt though.

Modifié par termokanden, 24 décembre 2012 - 04:17 .


#24
Blazomancer

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Nossaki wrote...

That's good! No templar then. Although I can't use mana cRash too... :(
Glyph of Neutralization would be an alternative for my mage dealing with other mages?

Berserker seem very cool indeed! Although final blow looks weird (in theory). Was thinking reaver because of the Frightening Appearance, but not sure if the +100 threat is that needed. Probably berserker ftw.

After my mage using Walking bomb, I got so interested on it. It's super fun!!!
Was even thinking remake my warden just to roll a mage using Walking Bomb. I just don't know if it's viable without Paralyze Explosion... :(


Right, mana clash screws up sometimes. Glyph of Neutralization can be an alternative if you wish it to be; the catch is that an enemy near the glyph also kinda becomes immune to follow up spells. So you have to take them out with melee or cast your spells if they change position. I haven't used it much, I guess it can be useful against boss level spellcasters with a melee-centric party, but I wouldn't know much.
Crushing prison, Horror, Blood Wound, Knockdown abilities are effective against mages. Just do anything to keep them from wiggling their fingers or delay them as long as possible. You can ambush from stealth, stunning with the very first hit, and then rip them apart. Leliana can slay or put serious hurt on mages from very far with arrow of slaying without getting noticed first, as that talent does has a very long range.

Final blow will actually turn off your sustainables. I don't know if that's wise in the beginning of a fight; may be with stamina draughts, it would have made more sense. Still, sometimes it's fun to see huge numbers, perhaps on the last poor soul left to kill.

About Reaver, like termo mentioned, it does improves taunt, which is good for tanking. Aura of pain is also great for constant aoe damage which helps holding threat. The health depletion is nothing a competent healer can't manage to counter.

Walking bomb needs a little careful placement, yes. Paralysis explosion is surely one way. You can also force field your tank, before denotating the bomb, although I guess at higher levels, a tank won't die out unless it's already at low health.

What weapon are you using? If you are focussing on dex, probably you'd like to consider a dagger.

#25
Nossaki

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Thanks for the help until now! :)
Very helpful!

Just started again my warden as a mage. My idea is to use VWB on every battle. For doing so, I thought going on the earth line. It's a good approach?

Maybe the debilitation line would also be useful, although I don't like it very much.

And how about using a party with a SnS tank, my VWB Warden, another mage (more support?) and an archer? This way I would only need to worry about my tank dying with the bomb (right now, takes 50% of Alistair's health - full magic build for my warden).

Christmas almost coming... =P

Edit: and yeah, latter on looks like a dagger would be a better weapon for the SnS. Just hope the best dagger will be "big". haha
And I'm playing on nightmare, so friendly fire ftw.

Modifié par Nossaki, 24 décembre 2012 - 09:36 .