Normal difficulty seems easy... so far
#1
Posté 26 décembre 2013 - 05:17
My first question is: Is normal difficulty something to be passed over by someone who played Origins?
Also, it seems that personal experience from Origins is not going to cut it in this game. I chose to get Taunt for one of the characters. Absolutely useless because of the new arrangement for more and weaker foes.
My second question is: Are there respec potions in the game or does it require a mod? Because I've made some decisions for supporting characters that I think I will regret, such as choosing defensive abilities when I probably should have directed them at abilities for killing things as fast as possible or setting up combos, like Pommel Strike.
#2
Posté 26 décembre 2013 - 05:33
DA2 tends to be easier than DAO.b4ld5h3ph4rd wrote...
My first question is: Is normal difficulty something to be passed over by someone who played Origins?
Game mechanics got a complete overhaul for DA2, so you can't really rely too much on DAO experience.Also, it seems that personal experience from Origins is not going to cut it in this game. I chose to get Taunt for one of the characters. Absolutely useless because of the new arrangement for more and weaker foes.
Yes, if you have the Black Emporium DLC. It sells Maker's Sigh respec potions. It also has the Mirror of Transformation that lets you change your character looks.My second question is: Are there respec potions in the game?
#3
Posté 26 décembre 2013 - 07:42
I think taunt is more useful in DA2 since you don't need it in DAO. I've never had much use for pommel strike but other people have said that it is good. If you're talking about Aveline she has shield bash and doesn't need pommel strike. I'm not sure if Fenris needs it or not but it doesn't sound like your that far in to meet him yet. As far as taking offensive versus defensive. Everyone seems to like the offensive talents to kill things faster.
Oh I imagine that Carver would need Pommel Strike.
Modifié par cJohnOne, 26 décembre 2013 - 07:44 .
#4
Posté 26 décembre 2013 - 08:44
stagger -> electricity
freeze -> brittle -> stun -> stagger -> electricity
sleep -> paralyze
Thanks, guys! I will keep taunt instead of starting a new game, and just increase difficulty.
#5
Posté 26 décembre 2013 - 05:29
Anyhow, in answer to the original question, most reasonably effective setups will find post-patch normal rather easy, aside from the occasional fight. The only real dangers in the game are elite and boss enemies, especially if they are left to their devices. That's why if using a dps-orientated setup and targeting the dangerous enemies from the get-go can make hard and even nightmare rather easy.
That said, on harder difficulties directing the threat away from your weaker companions becomes more important. Given the nature of enemies spawning from multiple directions, abilities drawing, transferring, and reducing threat are quite useful. Clustering enemies (via threat management) is also has the additional benefit of allowing certain abilities to hit multiple targets. So in some regards taunt can be quite useful.
In regards to focusing on the offensive, as you seem to have noticed, they added a new system of cross class combos. Here's the CCC triangle I made a while back:

Increasing attack-speed with haste (ideally dual haste), dropping firestorms, and targeting elemental weaknesses (double damage) will also help dish out maximal amounts of damage.
The other important aspect besides focusing on the offensive/CCCs is crowd control - but you seem to have got that sorted with your status afflictions..? Mages are the best at this, especially forcemages.
Working all these aspects into a party setup can makes for very effective combos. For example, freezing enemy elite units (assassins) with a winter's grasp/petrify/cone of cold (brittle) --> archer's lance CCC, or stunning an enemies with pommel bash (stagger) --> chain lightning/haemorrhage CCC. With some threat management, enemies clustered around tank/dog or with pull of the abyss --> fatiguing fog (disorient) --> walking bomb for some explosive fun times.
Anyway, good luck and have fun!
#6
Posté 26 décembre 2013 - 05:33
I still can't believe the game doesn't do a better job of A) introducing cross-class combos earlier (you can't really unlock your first actionable one until around Level 9, I believe and
#7
Posté 26 décembre 2013 - 05:51
And yeah, the default tactics were garbage and I don't think they ever properly explained how to set proper tactics. Also, navigating the tactics menu on consoles was a pain. Lucky we had suicidalbaby et al. to figure all that stuff out for me to copy! I suck at tactics haha.
#8
Posté 27 décembre 2013 - 01:47
#9
Posté 28 décembre 2013 - 02:14
mr_afk wrote...
Yay, the dps mantra is sinking through! What is this sense of.. achievement I'm feeling?!
Anyhow, in answer to the original question, most reasonably effective setups will find post-patch normal rather easy, aside from the occasional fight. The only real dangers in the game are elite and boss enemies, especially if they are left to their devices. That's why if using a dps-orientated setup and targeting the dangerous enemies from the get-go can make hard and even nightmare rather easy.
That said, on harder difficulties directing the threat away from your weaker companions becomes more important. Given the nature of enemies spawning from multiple directions, abilities drawing, transferring, and reducing threat are quite useful. Clustering enemies (via threat management) is also has the additional benefit of allowing certain abilities to hit multiple targets. So in some regards taunt can be quite useful.
In regards to focusing on the offensive, as you seem to have noticed, they added a new system of cross class combos. Here's the CCC triangle I made a while back:
Increasing attack-speed with haste (ideally dual haste), dropping firestorms, and targeting elemental weaknesses (double damage) will also help dish out maximal amounts of damage.
The other important aspect besides focusing on the offensive/CCCs is crowd control - but you seem to have got that sorted with your status afflictions..? Mages are the best at this, especially forcemages.
Working all these aspects into a party setup can makes for very effective combos. For example, freezing enemy elite units (assassins) with a winter's grasp/petrify/cone of cold (brittle) --> archer's lance CCC, or stunning an enemies with pommel bash (stagger) --> chain lightning/haemorrhage CCC. With some threat management, enemies clustered around tank/dog or with pull of the abyss --> fatiguing fog (disorient) --> walking bomb for some explosive fun times.
Anyway, good luck and have fun!
Wow, this is awesome. Thanks! I'm copying your chart into my game notebook now. I use cross-class combos a lot but always have to go through each companion's skill trees to set up tactics.
To set up tactics for CCCs I make sure I insert the line for triggering status above the line where the skill would be used. For instance, I make sure Fenris will use Scythe on brittle targets before he uses it on any target at short or medium range. I just wish there was a way to include more than one qualifier for a tactic, for instance if multiple enemies are staggered then chain lightning. I know there's a jump tactic - if an enemy is staggered go to tactic 12 with tactic 12 being enemy clustered with 2 or more others-->chain lightning and tactic 13 being enemy staggered-->crushing prison. I just was never able to get it to work.
#10
Posté 29 décembre 2013 - 05:03
Yeah, tactics can be kinda tough to figure out. The easiest way to include two qualifiers is the "use current condition for next tactic". It pretty much works as an "and".
So for example, if you wanted to conserve your CCCs only against elite enemies, you could go:
1. Enemy: Target rank is elite or higher --> Use current condition for next tactic
2. Enemy: BRITTLE --> Scythe
And yeah, if you wanted to get your mage to crowd control/brittle an elite enemy without wasting an ability on an already brittled enemy, you can start skipping tactics:
1. Enemy: Target rank is elite or higher --> Winter's Grasp
2. Enemy: Target rank is elite or higher --> Use current condition for next tactic
3. Enemy: BRITTLE --> Jump to 6
4. Enemy: Target rank is elite or higher --> Petrify
5. Actual jump location because it's a buggy mess haha
However, while joining an "Enemy: Clustered with at least three enemies" with "Enemy: STAGGERED" would do what you want in theory, I don't think they can be joined. It's a pretty finicky system with certain conditions not working or unable to be joined intuitively, so it can be hard to get it to do what you want it to do.
Based on my rather limited knowledge of the tactics system, I think you would have to set a jump for "enemy clustered". Something like:
1. Enemy: Clustered with at least three enemies - Jump to 4
2. Enemy: Target rank is elite or higher --> Winter's Grasp (normal tactics affecting single targets)
3. Enemy: STAGGERED --> Chain Lightning
The only issue could be that if there are clustered enemies in addition to a separate staggered enemy, the AI would probably just fry that single enemy. But this is way past my understanding of the system, so it's just a guess. You'll probably need suicidalbaby to work his tactics magic for this haha.
#11
Posté 31 décembre 2013 - 12:18
mr_afk wrote...
Haha no worries.
Yeah, tactics can be kinda tough to figure out. The easiest way to include two qualifiers is the "use current condition for next tactic". It pretty much works as an "and".
So for example, if you wanted to conserve your CCCs only against elite enemies, you could go:
1. Enemy: Target rank is elite or higher --> Use current condition for next tactic
2. Enemy: BRITTLE --> Scythe
Okay, here's a question (because the finer details of the tactics system still elude me).
In this example, wouldn't the character use Scythe on all Brittled enemies anyway?
Here is my logic: Imagine a battle with no elites - or even just no brittled elites. The AI goes down the tactics in order. But since the condition for number one is not met, it is not activated. Thus it goes down to number two. But maybe the condition for number two IS met (ie, BRITTLED enemies who are lower than elite). So it would activate... right?
Or does the 'use current condition for the next tactic' command somehow cause both tactics to be seen as a pair, causing the AI to jump straight from tactic one to tactic three?
Does that make sense?
#12
Posté 31 décembre 2013 - 07:49
#13
Posté 31 décembre 2013 - 12:41
#14
Posté 31 décembre 2013 - 03:51
#15
Posté 31 décembre 2013 - 04:42
#16
Posté 31 décembre 2013 - 08:23
I hope you're just talking about the Ancient Rock Wraith. Yeah you have to do something different there.luna1124 wrote...
I played on normal and it was easy until I got to the deep-roads. O_o
#17
Posté 31 décembre 2013 - 10:04
#18
Posté 02 janvier 2014 - 02:24
luna1124 wrote...
Yes, and profanes that attack you all at once. I died a few times until I got it right
Tell me about it. I wound up having Anders as the sole survivor running around in circles firing off a shot here and there until his regroup recharged on my nightmare run. I nearly killed another keyboard on that battle alone.





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