Denerim, Dark Alley: Are you kidding me?!
#26
Posté 19 janvier 2010 - 07:51
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
Posté 19 janvier 2010 - 11:43
#28
Posté 19 janvier 2010 - 11:48
#29
Posté 19 janvier 2010 - 11:57
#30
Posté 20 janvier 2010 - 04:24
Again, people on these forums are very helpful. My gratitude to all.
#31
Posté 20 janvier 2010 - 05:24
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
Posté 20 janvier 2010 - 05:47
Cone of Cold
Sleep
Affliction Hex
Crushing Prison
I'd also suggest Blood Wound and Fireball, possible Bliz/Temp as well.
#33
Posté 20 janvier 2010 - 10:25
#34
Posté 20 janvier 2010 - 10:59
#35
Posté 20 janvier 2010 - 11:15
#36
Posté 20 janvier 2010 - 11:59
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
Posté 21 janvier 2010 - 07:38
I love it when Revenants decide to kick your mage's ass specifically. It actually seems like they have some intelligence that way
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
Posté 21 janvier 2010 - 08:12
#39
Posté 21 janvier 2010 - 11:07
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
Posté 21 janvier 2010 - 02:40
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
Posté 22 janvier 2010 - 01:19
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...





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