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Denerim, Dark Alley: Are you kidding me?!


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#26
tranj84cl

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This here is an exercise in meta-gaming. While, it is true that having more mages makes the game easier, in this instance, having more than 2 mages makes the alleys harder. Mass stun and range attacks are the bane of mages. They are squishies.



I ran a 4 melee group right through Denerim at ~15 or so. If you built your tank correctly, you should be able to neutralize the melee completely. Remember, Scattershot does have an AoE range, so taunt the enemy so they attack your tank. Melee (not the main threat, of course,)will be going after your tank, and so will the archers. If your other party members are out of Scattershot range, e.g. in the back line, they won't be stunned by SS spam. Zevran/Sten/Oghren make quick work of lines of archers.

#27
ArmaVirumqueCano

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Thanks to everyone for their thoughtful replies. I will say that, as a complete rookie to rpg's of this complexity, I am heartened by how respectful and helpful replies are on these forums. I will post spells I have and specs shortly, and would appreciate any guidance from there. Unfortunately, I think I just built up my mages wrong from the start -- no "crowd control" spells, as you vets put it. (All these terms are new to me...) Is there a guide for which talents and spell trees to choose and which to avoid for the future? I may need to simply start again and or backtrack to a much earlier save, but the time commitment involved makes me shudder...

#28
soteria

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Arma, you could check out Valamir's Guide to Spells If you want to see what some different spells look like in action, you could check the link in my signature. I haven't done anything specifically on spells yet, but you can at least get an idea of how different spells can be used. Warning: Spoilers.

#29
Addai

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OP are you playing on Easy? There is no shame in it! Easy is not "easy" on this game if you are not used to such RPGs. Try that first rather than restarting. My first character was totally gimped, a disaster really, and I still finished the game with her and had fun.

#30
ArmaVirumqueCano

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Thanks for the links, soteria, to the guide and to your vids. I'll check them out. And Addai, I'm playing on normal, but the frustrations is that the game "felt" normal up till that point, then it became impossible. If I had an AoE spell to use against the bumrush in the beginning, it would all be okay I think...



Again, people on these forums are very helpful. My gratitude to all.

#31
TheRealIncarnal

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You know what made me really laugh later in the game when I thought back to this battle?



When I killed all of these people, I might have accidentally handed Denerim to the Darkspawn! I mean these people were bad ass, they could have been very helpful during the invasion! Had I not killed them all, the city might have withstood the attack.



Now that's hilarious.

#32
dkjestrup

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In the future, get these spells with Morrigan ASAP, then do what you want with her.



Cone of Cold

Sleep

Affliction Hex

Crushing Prison



I'd also suggest Blood Wound and Fireball, possible Bliz/Temp as well.

#33
ArmaVirumqueCano

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Thanks again. I went back to an older save file to rebuild my mages. Maxing out the glyphs and then working towards sleep spell. Also, forcefield seems a must from what I read -- you can have Alistair taunt, shield him, then plow into the enemies, right?

#34
dkjestrup

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You can, but it's considered cheap. I only use friendly fire forcefield for grab attacks, or to dispel Crushing Prison (if you use FF on someone with CP cast on them, then there is a spell combo called shockwave, which doesn't harm the person cast on, but does AoE knockdown to everything in the area and dispells CP).

#35
soteria

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I wouldn't call it a must, but if you're just banging your head against a wall trying to get past a hard fight, I'll just say that taunt + force field is a highly effective tool. To me, it gets boring, but we all play this game to have fun in our own way.

#36
Addai

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I use Force Field offensively myself. It is one way to neutralize a boss enemy while you take care of the peons. Once you're ready to go back and fight the boss, a templar warrior can Cleanse Area or a mage can cast Dispel Magic to dissolve the force field. Or, you wait it out.

Funny little mage story. I had a PC mage who right out of the jump cast Crushing Prison on a revenant. Bad idea. It doesn't root enemies that high, but man, that revenant did not forgive me the rest of the fight. He kept using his Pull power on me and no amount of Threaten or Taunt from my warrior got him off my back the whole fight. This was in the Brecilian forest, where there was a free-standing wall, and my mage had to alternate between casting Force Field on herself and then running in circles around the wall while FF recharged,  with the rest of the party chasing along behind. It was like a Monty Python skit. Good times.

Modifié par Addai67, 21 janvier 2010 - 12:01 .


#37
Destructo-Bot

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Hilarious anecdote Addai :)

I love it when Revenants decide to kick your mage's ass specifically. It actually seems like they have some intelligence that way :P

I think Revenants should be even more powerful. Bioware should give them Dispel, Force Field, Mana Clash, and a surly disposition.

Modifié par Destructo-Bot, 21 janvier 2010 - 07:41 .


#38
Giles_Warrior_Champion

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All the archers are raised up on the platform simply run underneath it well not underneath it but directly next to it the archers won't be able to hit you and you can kill the melees. Or right before the fight starts just cast a few aoes onto the ledge the initiate it

#39
Haplose

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ArmaVirumqueCano wrote...

Thanks again. I went back to an older save file to rebuild my mages. Maxing out the glyphs and then working towards sleep spell. Also, forcefield seems a must from what I read -- you can have Alistair taunt, shield him, then plow into the enemies, right?


If you want a gamespoiling experience, that is one way of getting it.

Myself, I would rather advise stacing Heroic Defence + Glyph of Warding on Alistair. With an occasional heal, that's almost God Mode, except against a few autohit skills and spells.

#40
Rrend

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Coldcall01 wrote...

This reminds me of the fight in Denerim where the gate comes down behind you and leaves some or all the group cut off. Though that is a very easy fight considering the circumstances.





I actually didn't have that one on my recent play through... disappointing really.

Regarding the main post, I agree that scattershot creates a step change in difficulty of the game and forces you to not ignore the archers so easily.  A group with two mages without an AOE damage or crowd control spell is going to have a tough time.  If you deliberately make your party "sub-optimal" or "underpowered" then how can you complain that a fight is too difficult?  ;-)

All the suggestions above are good... particularly pulling fighters around a corner so that archers have to move around and not shoot.  Blizzard or sleep are your friends.

#41
ArmaVirumqueCano

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Rrend wrote...

Coldcall01 wrote...

This reminds me of the fight in Denerim where the gate comes down behind you and leaves some or all the group cut off. Though that is a very easy fight considering the circumstances.





I actually didn't have that one on my recent play through... disappointing really.

Regarding the main post, I agree that scattershot creates a step change in difficulty of the game and forces you to not ignore the archers so easily.  A group with two mages without an AOE damage or crowd control spell is going to have a tough time.  If you deliberately make your party "sub-optimal" or "underpowered" then how can you complain that a fight is too difficult?  ;-)

All the suggestions above are good... particularly pulling fighters around a corner so that archers have to move around and not shoot.  Blizzard or sleep are your friends.



I certainly didn't deliberately make my party sub-optimal or underpowered: like I said, I'm NEW to rpg's of this depth, and was unaware of which spells to choose.  Chalk it up as a learning experience...