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Playing DA2 again new game on Hard, Party With Mages and Varrick?!


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#1
samulin85

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Hello everyone, just started playing dragon age 2 again due to spare time during christmas. 
Forgot how much fun this game is and this time i'm going for the 100% quests etc...

This time playing on HARD 

Prefered Party includes;

Hawke: Mage
Anders
Merrill
Varric (for locks) sometimes switch between him and Fenris

Love the way Mages play in this game, loving the visiuals and the sounds + for me personaly spells are the coolest and most fun way to clear a room or fight a group of enemies!




Just finished " The  Bone Pit" with

Hawke Mage, Anders, Merrill and Fenris since there where no locks... Completed the ques in my first run only 1 potion used. So far I had no trouble with this set-up and a lot of fun...

My question is, will this party last to be this much fun/effective or do they once further in the game stop working as well as a team?  And are there any spells/tatics tips for running with 3 mages? Replies would be much much appreciated and I'm planning on doing every quest/side quest/rumor/dlc and companion so I wanna do it right...

Thanks for the help some of your post have been very helpful already but I was hoping I could get some answers regarding my party/playing style..?

Happy New Year and for now DA2 all the way and later this year DA3 ?!?! :D


ps praty members are currently level 9 + I've got all the dlc   (+all items pack 1 and 2) apart from legacy.


ps. I'm playing on the PS3.


Thanks guys and keep up the good work LOVE THIS GAME (series)

Modifié par samulin85, 31 décembre 2012 - 09:56 .


#2
mr_afk

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..I can't believe I'm on these forums on new years.

haha anyway, as you probably know, you usually want to have at least one rogue in the party to open locks/disarm traps.
Post-patch, rogues are also better at setting up Cross-class-Combos than warriors - so there's basically no reason not to go 3 mage + 1 rogue unless you have a particular party composition in mind.

That's not to say that there's anything wrong with your setup. The main reason why you might not see that sort of setup in the various guides/builds is friendly-fire issues on nightmare. Since you're playing on hard, you shouldn't have any problems in that regards - so the only real concern will be missing loot and xp from locks and traps.


The main tactics that a 3 mage party should use (regardless of the fourth party member) are:
- Dual haste: Giving hawke and anders haste will almost always make your party deal ridiculous amounts of damage. (That said, it may be slightly bugged on non-nightmare difficulties). Speccing Anders into vengeance with swift justice and martyr will keep his cooldowns low enough to provide perma-haste.
- Crowd control + aoe attacks: Especially if hawke's a force mage, there's nothing more effective than clustering all the enemies together (pull of the abyss), trapping them in place (grav ring), then having all your mages drop firestorms, tempests, and other nasty area effect spells on them.
- Crowd control of elites: Mages are kinda squishy, so you want to prioritise assassins and rage demons right from the start. The best way to do this is to use ice spells (e.g. winter's grasp) or petrify and try to kill them off before they recover. If they manage to stealth, mages can actually destealth them, which can be kinda fun.
- Elemental weakness: While not as much of a concern on hard, if you match the staff and spell elemental type with enemy elemental weaknesses, you'll deal double damage. This can be especially useful for certain battles (e.g. using cold against rage demons/dragons, cold/nature against qunari, cold/spirit against the rock wraith)


With fenris as your fourth party member, you might try to setup some STAGGER CCCs - basically, have fenris pommel strike an elite (or auto-attack with cleave/sunder), then zap that enemy with chain lightning, haemorrhage or crushing prison. Pre-patch (before they nerfed it), setups built around STAGGER CCCs were one of the most common and effective out there. Fenris was especially great at setting up lots of staggers due to his high crit-chance, but I'm not too sure how good he is post-patch.

The BRITTLE CCCs available to Fenris aren't amazing, but you might as well use them - after you freeze someone with ice/petrify, you can get fenris to whack them with a mighty blow or scythe.

The only other thing that you should consider using Fenris for is drawing threat/tanking. Abilities such as taunt and bravery - or simply having a high dps - will allow him to draw the attention of all the enemies and keep your mages safe.


Um, and that's about it really. The guides should have most of the information in regards to the attribute/ability allocation or the actual tactics you need, but if you need any more advice I'll be happy to help.

Well hope this helps and I'm glad you're enjoying the game!
Oh and Happy New years! haha.

Modifié par mr_afk, 31 décembre 2012 - 03:54 .


#3
mr_afk

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Whoops, I seem to have somehow misread your preferred party setup.

Anyway, 3 mages + varric is actually the standard nightmare setup that Arelex and I (and others) used.
In regards to strategy, it's pretty much the same as before except this time you get much more exciting CCCs.

The idea is to use fatiguing fog/confusion against clustered enemies and pinning shot against elites in order to disorient them. Typically this can be added into the 'crowd control + aoe attacks' section, where you disorient the enemies that you drag together and grav-ring.

Mages can then either use walking bombs and blow up everything, or get some extra single target damage from spirit bolt and stone fist. It can also be fun to add Aveline into the mix, but nevermind that.

Varric has two BRITTLE CCCs, but only one of them is particularly useful. Archer's lance is very helpful at killing off brittled elites you've frozen/petrified, and bursting arrow is an acceptable replacement for cooldowns I suppose.


The main difference between having Fenris and Varric will be 'tanking'. Like the mages, varric tends to be rather squishy. This means that the majority of your 'tanking' will have to be done by your dog (black emporium summon ability), and you will have to rely on the mix of crowd control and threat management to avoid damage.

Since your party is completely ranged, the enemies should hopefully never get close enough to deal any damage. Ideally you should be able to keep them perpetually in some sort of trapped/frozen/stunned state.

Any enemies that do get through should be redirected to your dog/hawke via Varric's armistice or goad abilities. Using armistice on your companions will drop threat and send enemies to another companion, while using goad will attract enemies towards a certain companion. Since you can't use goad on your dog, the next best thing will be to use goad on hawke and manually control him/her to avoid the enemy's attacks.


Check out either Arelex's elemental force/bloodmage guide or my crit-mage guide for vids/more information

Modifié par mr_afk, 31 décembre 2012 - 04:58 .


#4
Guest_krul2k_*

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haha u might be posting on new years eve but it sounds like it aint stopped you opening a bottle or 6 ;)

#5
samulin85

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mr_afk,

Thanks for your response! I looked into your pages and vids and they been helpful to say the least.

How ever I have a equation regarding my party members, trying out some stuff now also based on your information . Because i don't want to be asking for the perfect build/tactics..

But given my party, how should I set up the different members both build and tactics?

Currently all at level 10 with still to do before deep roads,

rumors:

act of mercy
enemies among us


secondary:
loose end
herbalist's task(spider part)
the first sacrifice


premium content
probably do mark of the assassin later?

side quests:
caste treatise and house accounting

rest is done and gone.

---------------------------------------------------------------------------------------------------------------------------------------------------------------

Right now Hawke is:

14 strength
15 dex
36 magic
15 cun
30 will
14 con

using

elemental:
winter's grasp + upgrade
cone of cold + upgrade

primal:
stonefist
chain lightning + upgrade
tempest+ upgrade

force mage:
fist of the maker
unshakable

tactics: behavior : ranged : custom

1 enemy: any = chain lightning
2 enemy clustered with at least four = tempest
3 nearest visible = cone of cold
4 enemy any = stonefist
5 enemy any = winters grasp
6 enemy: traget rank is elit = fist of the maker

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Anders

10 strength
10 dex
30 magic
11 cun
24 will
10 con

using

elemental :
winter's grasp

creation:
all
except haste upgrade


tactics: ranged : custom:

1 enemy: clustered with at least three enemies = glyph of paralysis
2 self any = activate heroic aura
3 ally using melee or ranged attack = haste
4 self health: <50% = heal
5 ally : health : < 25% = heal
6: enemy: any = winter's grasp
7: hawk: being attacked by ranged attack = haste
8: self: surrounded by at least two enemies = glyph of repulsion

----------------------------------------------------------------------------------------------------------------------------------------------------

Varrick

12 strength
27 dex
11 magic
27 cun
12 will
13 con

using:

bianca:
pinning shot + upgrade
bursting arrow +smoking arrow upgrade
hail of arrows + upgrade
archer's lance

specialist:

speed

scoundrel:
blindside

marksman:
authorized biographer
bianca's song

tactics: ranged : custom

1 self: any = activate = speed
2 self any = activate = bianca's song
3 enemy: traget rank is Elite = pinning shot
4 enemy: BRITTLE = acher's lance
5 enemy clustered with at least four enemies = hail of arrows
6 Anders being attacked by ranged or magic attack = bursting arrow

----------------------------------------------------------------------------------------------------------------------------------------------------

Merril

13 strength
13 dex
30 magic
15 cun
22 will
16 con

using: (no sigh used)

primal:
stonefist

spirit:
spirit bolt

entrophy:
horror
hex of torment
misdirection hex + upgrade
sleep
entropic cloud

dalish pariah:
blood of the first

Tactics: ranged: custom

1 enemy clustered with at least three = sleep
2 enemy target rank is Elite or higher = horror
3 enemy target is normal or higher = horror
4 enemy: any = stone fist
5 enemy any = spirit bolt
6 self health <25 = use health potion
7 self most enemies using ranged attack = entropic cloud
8 ally being attacked by male attack = misdirection hex
9 self being attacked by ranged attack = misdirection hex

----------------------------------------------------------------------------------------------------------------------------------------------------


So far on hard no casualties using this set up and only 1 potion vs. the dragon at "the bone pit"
do use the dog sometimes when entering rooms etc...


Any tips comments or teachings feel free to share.

so far only used on tome for Hawke and no runes, can't seem to find the enchantment dad and son any more, did meet them earlier on but where the heck are they? Read the rune of fortune could be something to consider?

Only party member armor upgrade is Varrick , 1x


So if i'm doing something wrong or good, let me know and hope everybody will have a great year and may DA3 be a success for both boiware/ea and for us fans!


Thanks,

Sam

Modifié par samulin85, 02 janvier 2013 - 05:35 .


#6
mr_afk

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If you're considering respeccing, you could consider putting all your points into magic for your mages. Unless you're having mana problems, you can generally get away with not increasing willpower. I can't tell if you've put any points into any of your other attributes, but it isn't really necessary, unless you plan on wearing the stalker's boar hide. I can't remember the exact numbers, but it's probably better (and easier) to go with the item dlc.

In regards to Varric, you should have at least 30 cunning by the Deep Roads Expedition (I think there may be one lock that requires 40), but otherwise putting everything into a mix of dex/cun like what you're doing should be ideal.

Ability-wise I personally would consider respeccing to get an upgraded haste for hawke and anders (at level 11), since dual haste is particularly useful at early levels. Otherwise it mostly boils down to personal choice, and what you're hoping to accomplish.

For hawke I think I usually went with winter's grasp (+upgrade), cone of cold (+upgrade), heal, heroic aura (+upgrade), haste (+upgrade), then focused on forcemage abilities (working to get an upgraded pull of the abyss and gravitic ring as early as possible).
Alternatively, instead of forcemage abilities I think I experimented with the spirit tree - but the primal tree, elemental tree etc are all just as viable.

Here's an example of the hawke build I was using for the early-game:

If you like living on the riskier side of things, you could consider speccing anders into vengeance rather than the various glyphs. I think a few of the others found quite a bit of use out of the glyph of paralysis but I never really used them. Otherwise what you've got seems to be reasonable - winter's grasp + haste is all you really need for early-game.

I'm not sure how useful you're finding the entropy tree, but usually a point into hex of torment and maybe horror is all that's needed. Misdirection, sleep, and entropic cloud are a little unreliable. That said, an upgraded hex of torment (which gives you +100% critical chance against it) does provide a considerable amount of pain for that enemy. I would probably get winter's grasp and an upgraded chain lightning and petrify instead. If you're using bloodmagic you might as well stack on sustains - rock armour will provide considerable durability anyway.

Varric seems to be set up pretty well - just be sure to upgrade his personal tree as soon as possible (since there's some amazing passives and sustains in there).


Tactics-wise I think you could improve certain things, although it looks like they could work.
I'm not the best person for tactics (check out suicidalbaby's tactics guide for more in-depth explanations), but from what I can tell, you might probably want to rearrange a few things.

I think 'ally using melee or ranged attack' may be a little buggy, so using 'self:any' or 'self:at least one enemy is alive' for haste will probably work better.
You should also probably target elites with your winter's grasps.


Bodahn and Sandal are in hightown (the dwarven merchant's guild, near the expedition area). And yeah, runes of fortune are good if you're planning on buying some of the top-end equipment. Since you've got all the item dlc it's not so important, but you could definitely consider getting a few runes of fortune so you can afford some of the act 2 gear for crit-mages!

The only other advise I would give is to pick up the staff of primal order from bonny lem's wares (underneath the docks).


Anyway, goodluck with everything. It sounds like you've got everything sorted - maybe you should consider moving to nightmare haha.

#7
samulin85

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mr_afk, thank you so much for the in depth help! I have been out for a while and I will start playing again today!

So maybe some more questions will follow but thanks for now and all the best!

#8
samulin85

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Hello everybody ,



I started playing dragon age 2 again (PS3), I have, finnsihed all my quests/ side quest/ premium content etc...



on level hard... now about to head into the deep roads and finnish act1 ...



I'm rolling with a three mage + varrick party... so far no casualties and only 1 potion used...



How ever I was wondering if some of you have same tips for for going into the deep roads and for after...

or comments on my buidls/tactics. It would be much appreciated !











Current party buids are:





Hawke: Mage Level 11



strength 10



dex 10



magic 48



cun 11



will 14



con 11









Abilities



wintersgrasp + upgrade



cone of cold



heal



heroic aura + upgrade



haste + upgrade



telekinetic burst



pull of the abyss



gravitic ring



fist of the maker





Tactics :



Self: any = atctivate heroic aura



self: at least one enemy is alive = haste



self: health <25% = heal



enemy: target rank is Elite or higher = winter's grasp



enemy: clustered with at least three enemies = pull of the abyss



enemy: clustered with at least three enemies = gravictic ring







Inventory



Staff of the prima order

http://dragonage.wik...he_Primal_Order



the helm of marterel



the gloves of the winter crossing



robes of the pretender + rune of fortune



orlesian silk boots



the irons



arlathan focusing crystal



ring of the minor canrips



ring of the magister



---------------------------------------------------------------------------------------------------------------------------------------------------------------







Anders level 11



10 strength

10 dex

30 magic

11 cunning

27 willpower

10 con


Abillaties

winters grasp


all in the creation tree incl. upgrades

eye to eye



Tactics


self: any = activate heroic aura

enemy: at least on is alive = haste

enemy clustered with at least three enemies = glyph of paralysis

ally: health < 50% = heal

self : <50 = heal

enemy: any winters grasp

hawke: being attacked by ranged attack = haste

self: surrounded by at least two enemies =glyph of repulsion

self: health <50% = deactivate heroic aura

self: health >50% = activate heroic aura

enemy: target rank normal or higher = glyph of paralysis



Inventory

chanter's staff

Renegade's coat

visionary's girdle

ring of he awakened

gallows slave finger-cuffs 2x


---------------------------------------------------------------------------------------------------------------------------------------------------------------


Merril level 11



strenght 15

dex 16

mag 30

cun 16

will 18

con 35




Abilties

winters grasp

rock armor

chain lightning + upgrade

tempest + upgrade

solidarity

blood of the first

wounds of the past

wrath of the elven + upgrade

ensare



Tactics

enemy: clustered with at least three enemies = chain lightning

enemy: at least one enemy is alive = activate: rock armor

enemy: clustured with at least four enemies = tempest

enemy: at least one enemy is alive = activate wrath of the elven

self: surrounded by at least two enemies = ensare

enemy: traget rank is elite or higher = winters grasp

enemy: using magic attack = wounds of the past

ally: being attacked by meele or magic attack = wounds of the past

self: health >50% = activate blood of the first

self: health < 50% = deactivate blood of the first

enemy: any = winters grasp



Inventory

Malcomlm's Honor

Vestments of the first

sturdy belt

sylaise's favor

air of confidence

the inner eye

-----------------------------------------------------------------------------------------------------------------------------------------------------------------


Varrick Level 11




strength 12

dex 28

magic 11

cunning 11

will 12

con 13



Abilities



bursting arrow + upgrade

pinning shot + upgrade

acher's lance

hail of arrows + upgrade

speed

blindside

authorized biograper

rhyming triplet

bianca's song




tactics


enemy: at least one is alive = activate speed

self: any = activate bianca's song

enemy: target rank is elite or higher = pinning shot

enemy: BRITTLE = acher's lance

enemy: clustreded with at least four enemies = hail of arrows

anders" being attacked by ranger or magic attack = bursting arrow

hawke: being attaked by melee attack = rhyming triplet



Inventory


Bianca

Varrick's tailored leahter duster + act1 upgrade

the refined gentleman's sash

eye of the bearder dragon

band of the stolen shadows

the ring of whispers




--------------------------------------------------------------------------------------------------------------------------------------------------------------------






Ps I've got all dlc incl... inventory packs...


2 runes of fortune used...

1 on hawke's staff and 1 on varrick's duster...




Thank you so much and the game/series is the best!


Sam

#9
Zacharia

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I tried, but was too hard.

#10
samulin85

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What was too hard?

#11
Magdalena11

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Have fun on the DLC. My suggestion if you're planning to use a maker's sigh or add skills just for Legacy would be to focus on setting up CCCs with the party you plan. You need 2 points in elemental and then can upgrade winters' breath to freeze opponents brittle then assign Varric a tactic to use archer's lance or bursting arrow on brittle targets. I wouldn't bother upgrading chain lightning for this because there won't be any warrior to stagger enemies. The upgraded walking bomb can really devastate groups of disoriented enemies, which Varric will set up for you if you ask nicely.

One nice thing about an all-ranged party is that if Varric leads the way to find traps in the passages you can usually finish combat and look for the ones scattered on the battlefield later.