I'm having a real hard time with the combat in this game. I've read a lot of the tip posts and one thing that keeps popping up is this notion of positioning your guys so as to avoid being flanked. I keep seeing things like "use choke points" and "set your warriors up to hold a line"
the problem I'm having is that I'm almost always outnumbered, and every time I engage an enemy with my warrior, every single other enemy wraps around to flank him...if i back out of this position, the enemies just resume it a few seconds later. standing in doors doesn't do any good, the enemies just slightly nudge me out of the way then wrap around me., even if i have 3 characters standing shoulder to shoulder in a doorway, the enemies have no problem getting through the door and getting behind me.
anyone have any advice?
I'm playing on normal difficulty
thanks in advance
Tactical positioning, HELP!
Débuté par
waturi
, janv. 08 2010 11:39
#1
Posté 08 janvier 2010 - 11:39
#2
Posté 08 janvier 2010 - 11:56
Often just having your back to a corner, or backing into group of rocks that surrounds you on two or three sides can help your tank avoid being flanked. I normally don't bother with it in a party, since mages with mass CC make it largely irrelevant. At a doorway don't try standing in the middle with a tank, the enemies will surround him, but if you have a mage with glyph of repulsion, cast that at the doorway and the enemies won't be able to pass through. It can still be useful to fight near a doorway, the enemies will be grouped together so it's easier to use cone spells to hit multiple targets. You can also generally keep the wall and the door frame to your back to avoid being flanked.
#3
Posté 08 janvier 2010 - 11:56
Is your warrior set to be your team's tank? If not, take control of your party tank at the start of each fight.
Move the tank forward towards the mobs and keep all other party members out of combat (preferably out of aggro range or stealthed, if any have that option) until you have enough threat built up. If you do this, then the only party member who should be taking any damage whatsoever is the tank, and there's a talent in the warrior's weapon+shield section that makes the tank unflankable.
If you're using a rogue or warrior as DPS, have him/her act as main assist and focus physical DPS on the mob that the tank is currently attacking. Keep your mages back and only use AoE after the tank lets off a Taunt. I've found it also helps if mages don't shoot at things with their staves.
Move the tank forward towards the mobs and keep all other party members out of combat (preferably out of aggro range or stealthed, if any have that option) until you have enough threat built up. If you do this, then the only party member who should be taking any damage whatsoever is the tank, and there's a talent in the warrior's weapon+shield section that makes the tank unflankable.
If you're using a rogue or warrior as DPS, have him/her act as main assist and focus physical DPS on the mob that the tank is currently attacking. Keep your mages back and only use AoE after the tank lets off a Taunt. I've found it also helps if mages don't shoot at things with their staves.
#4
Posté 08 janvier 2010 - 11:58
I always use doorways to my advantage in a way. I like to put my party "on hold" in a corner and out of view. Then I'll send my tank through the door and pull enemies back to my party and then let them walk/move and kill. Sometimes you won't even pull all the enemies in the room.
There are some skills you can get for your characters that can improve defense in all directions. Also, since many of the encounters as you go through are multiple enemies I like to give my tank AoE knock down abilities. Warriors have a couple, Templar has a good one. Mages have mind blast. Also mages can sleep and paralyze huge mobs of enemies. And then the party can just pick them off one or two at a time. Sleep is one of my fave AoE crowd control spells when there's a ton of enemies charging at you.
There are some skills you can get for your characters that can improve defense in all directions. Also, since many of the encounters as you go through are multiple enemies I like to give my tank AoE knock down abilities. Warriors have a couple, Templar has a good one. Mages have mind blast. Also mages can sleep and paralyze huge mobs of enemies. And then the party can just pick them off one or two at a time. Sleep is one of my fave AoE crowd control spells when there's a ton of enemies charging at you.
#5
Posté 08 janvier 2010 - 11:59
What kind of warrior are you? Are you a tank or dps? What level are you? What specialisations do you have (if any)? Who is the rest of your team?
#6
Posté 08 janvier 2010 - 12:03
chokepoints are good for cone shaped magic effects such as Cone of cold. if all you intend to do is wack them with your weapon, there isn't really a point to use choke points unless you can kill them off fast enough, since you don't have any area of control. (why bioware? why?).
avoiding backstabs is easy it's just side stepping unless your aren't completely surrounded in which case you should be using a ability to change that fact. flanking is hard to avoid if you are out numbered. but again it's about sidestepping until they are all in front of your character.
avoiding backstabs is easy it's just side stepping unless your aren't completely surrounded in which case you should be using a ability to change that fact. flanking is hard to avoid if you are out numbered. but again it's about sidestepping until they are all in front of your character.
#7
Posté 08 janvier 2010 - 12:11
One way is to stick a warrior in a narrow chokepoint such as a doorway and hit him with forcefield. Use another character to pull the mobs to the doorway and as they get there use the forcefield spell on the blocking toon. The AI will try to move the blocking toon, but cannot and the remaining party members can range at thier leisure.
This is particularly useful in the Brecilian ruins when you want to take out the dragon at lower levels. Stick Alistair in the doorway, have Leliana remove as many traps as she can while the other 2 are positioned at the top of the first set of stairs behind the door. Lel pulls the dragon, hit Alistair with forcefield from your mage or Morrigan and maintain the spell, takes around 3 forcefields to do it.
Ofc, there are scenarios where you cannot stop swarming, the back alleys in Denerim are one. You can taunt with your warrior and use forcefield again, or another way is to set Lel to Captivating Song and do forcefield on her, that works very nicely
This is particularly useful in the Brecilian ruins when you want to take out the dragon at lower levels. Stick Alistair in the doorway, have Leliana remove as many traps as she can while the other 2 are positioned at the top of the first set of stairs behind the door. Lel pulls the dragon, hit Alistair with forcefield from your mage or Morrigan and maintain the spell, takes around 3 forcefields to do it.
Ofc, there are scenarios where you cannot stop swarming, the back alleys in Denerim are one. You can taunt with your warrior and use forcefield again, or another way is to set Lel to Captivating Song and do forcefield on her, that works very nicely
#8
Posté 08 janvier 2010 - 12:20
If you run with mage use Glyph of Repulsion, its ridiculously good if you want to keep melee away.
#9
Posté 08 janvier 2010 - 05:11
thanks for all the responses, they've been a big help. sidestepping alot more during the battles and micromanaging more helps and I set everyone to passive so I'm always in control, not fighting their bonehead maneuvering.
Also noticed something weird...I switched to easy mode to see what a difference that would make. Huge. combat was boringingly easy, so I switched back to Normal. even after the switch, I'm doing more damage per hit and taking less damage and fights are now going much smoother. I think maybe even though I was on normal, the game was using hard mode numbers or something.
Also noticed something weird...I switched to easy mode to see what a difference that would make. Huge. combat was boringingly easy, so I switched back to Normal. even after the switch, I'm doing more damage per hit and taking less damage and fights are now going much smoother. I think maybe even though I was on normal, the game was using hard mode numbers or something.





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