All later encounters were much tougher than anything we had encountered before, except for the revenant in the mage tower and the Mabari hounds in Redcliffe Castle. Alistair doesn't have the Taunt ability yet, which means that Morrigan and my rogue are in trouble if they really put the hurt to someone (e.g. with Crushing Prison). On the other hand, it seems pointless to give Alistair the Taunt ability if he gets shredded in mere seconds. At least Morrigan is supremely suited to kiting a revenant with impunity, thanks to Winter's Grasp and Cone of Cold, plus Force Field as life insurance.
Alistair is wearing the massive templar armour from the Broken Circle; his abilities are: Shield Wall, Shield Tactics, Shield Pummel, Threaten (plus Precise Striking as precondition for Taunt).
Stats (base + magic bonusses):
STR 27
DEX 28
WIL 15+4
MAG 12+2
CUN 11
CON 13+6
hitpoints 224
armour 25
defence 67
attack 88
mental 35
physical 22
His stats were already b0rked when I got him around level 4; since then every attribute point has gone into DEX except for points into STR as needed for wearing armour.
For one thing, this means that his physical resistance is as good as it could possibly be without extra items. Yet he gets knocked about and stunned by everybody and their aunt. For another, the massive armour plus Threaten should mean that enemies perceive him as the main threat but enemies seem just as likely to fixate on Morrigan whom the blasted braindamaged cutscene teleport likes to put closest to the enemy (and Alistair always seems to end up farthest away). Lastly, his defence and armour are as good as they could possibly be at that point in time, barring major investments of nonexistent gold, yet they seem completely ineffective.
The only possible change with existing equipment would be to replace the creationist belt (+10% to healing effects) with a +3 defence belt that we found in the mage tower, but that doesn't look like an improvement. Combined with going back three levels to effectively respec to 20 STR and 35 DEX this would improve defence to 77 but damage reduction from armour would go down by about 10 points, and that would hurt more.
Anyway, some of the enemies were able to take Alistair for up to three quarters of his HP in a single strike (like the revenant or that Pjotr Putin guy or whatshisname). But even a pair of melee proving fighters or a handful of fanatics can tear through Alistair's armour and HP in no time at all. My guess is that the wet paper effect is probably due to the stacking of Sunder Armour and Shattering Shot, combined with criticals. Be that as it may, Alistair hemorrhages HP faster than Wynne can heal (even though all her points have gone into Magic), and his hitpoints have to be kept topped up at more than three quarters because that's how much he can lose in a single attack. So far we have gone through about half the health/lyrium potions that we ever collected, in just a few hours of gallivanting around in Orzammar. Even if it is just one or two potions per encounter, it adds up.
Shield Expertise will solve the problem with knock-down but not that of other stuns; Shield Mastery will improve the sub-par defence a bit. Incremental improvements, but no jump in quality. Have we come to Orzammar too early? I'm playing on PC at normal difficulty, so the enemies are nerfed already. Or perhaps the level designers have already taken the nerfing into account and just piled on more enemies at higher levels than the party...
As regards tactics: I usually have Morrigan open with Mind Blast (or Cone of Cold if the tactical situation allows it) *after* disabling the enemy mage, and if there is a particularly dangerous enemy then he gets parked in a Force Field while his guards are taken out. After that, Wynne and Morrigan both direct traffic by way of Winter's Grasp while otherwise doing their thing. My rogue deals DPS mostly in threat priority order. I.e. she helps neutralise special threats like mages if necessary but in general she just reduces enemy damage output capability as fast as possible.
I'll probably have to upgrade the threat level of archers now that they have Scattershot (and cutscene teleport deposits the party as a nice tight cluster, perfect for being Scattershotted and Fireballed), but apart from that I don't think I'm doing anything particularly wrong.
The problem is, with such a delicate tank every single encounter in Orzammar has to be orchestrated and directed blow by blow as if it were a boss fight, and the fun in the Proving Grounds has us hemorrhaging potions like there's no tomorrow.
Have we gone to Orzammar too early, or is it just that the tutorial phase is finally over and the fun has ended?
Modifié par DarthGizka, 10 décembre 2013 - 02:17 .





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