No Reloads and Constitution
#1
Posté 22 janvier 2010 - 10:14
Also, would your build be different if soloing instead of party?
#2
Posté 23 janvier 2010 - 08:45
#3
Posté 24 janvier 2010 - 12:34
#4
Posté 24 janvier 2010 - 02:21
I would definitely spec Templar though, or get Mana Clash on a Mage. Crushing Prison is dangerous.
#5
Posté 24 janvier 2010 - 07:47
Crushing Prison with several enemies hitting you can be death. I was fighting 2 ogres at once and went from 100% health to dead with a knockdown, followed immediately by a grab.
I recall dying from 100% health during a stun. In the final battle at one point I was jumped by 3-4 rogues. I believe one was a named elite and the others were alpha's.
My character didn't put many into constitution at all. A mage starts off with 10, I believe I increased that to 20, then had another 10 or so from gear. In my opinion high constitution is very important if your goal is never dying. If you skimp on constitution you will be fine the majority of the time, but every once and awhile face a grab or something and go from 100% to 0 health before you are able to move.
Modifié par Jono564, 24 janvier 2010 - 07:49 .
#6
Posté 24 janvier 2010 - 08:30
#7
Posté 24 janvier 2010 - 10:12
#8
Posté 25 janvier 2010 - 12:39
Forcefield your character (shockwave)
Kill the mage before they cast (Mana Clash)
Get 100% spell resist
Even an Arcane warrior would be just about unhittable from magic. Key to the city + runes + Spell ward is 40% resistance, not including Spell Shield.
#9
Posté 15 juin 2010 - 06:48
When No Reloading, it isn't what happens when things go right that determines the outcome of your adventure: it's what happens when things go WRONG. And that's exactly when Constitution can do some heavy lifting . It shouldn't be surprising then that Constitution can be helpful in No Reload games.
That doesn't mean that all characters should get more Con though. Again, the details matter.
For example, my current character, Alora, is a Druid (built for RP reasons and a challenge). She's a Shapeshifter/Spirit Healer with her spells drawn from the Creation school. She has soloed Nightmare and is now working on a Normal Solo No Reload (incidentally, the Normal No Reload is far more interesting and challenging). Given her abilities and battle plan, she really needs more Con points than a conventional "optimal" mage build would recommend. She is halfway through her adventure and the Con points have saved her twice already.
In general, I'd recommend allocating points to Con strategically. If you have a clear and specific reason for investing points in Con at a particular stage in the adventure don't be afraid to do so. If you are working with an unorthodox build, the points can be a life safer. Blindly dumping points into Con would work against you though. Think. Be flexible. Stay alive.
Best,
A.
BTW. As an aside, I'd caution against exclusive focus on high level spells and expensive items to protect you character in No Reload play. Remember: in No Reload games, the early encounters are just as important as the late ones and you have to think through the entire campaign. Don't ignore early game item sets and be sure that your build choices make sense in the present as well as the future.
Modifié par Alesia_BH, 16 juin 2010 - 12:00 .
#10
Posté 16 juin 2010 - 09:42
For No Reload, I'd suggest an Arcane Warrior / Blood Mage.
Start as a normal Mage, and stay as far from the front lines as you can. Snipe. Use Paralysis Explosion and other spells and combos that don't require Line of Sight to soften up the enemy. Don't just keep charging forward, and don't be afraid to use a scout or have your Warriors Taunt if you're not soloing.
Take Arcane Warrior at 7, and be ready to switch between armor and robes according to circumstances. Don't try to melee; you're still a Mage, and still best off sniping. Take no spells at levels 11, 12 & 13, or save up tomes, or some combination. At level 14 take Blood Mage and fill out your AW & BM lines. Take no spell at level 15 and finish both lines at 16.
Once you hit level 16, your character will be very hard to kill with his defenses up and runing. Now's the time to equip Lifegiver if you have it.
On No Reload, your character should be aware that he can die. Play him cautiously, and use every dirty trick he knows to stay alive.
I don't invest in Con, but if I did it would be 4:1:1 Magic:Will:Con. Items and the fade will boost your Will & Con sufficiently, and a very high Magic score pays off for Mages in all sorts of ways.
#11
Posté 16 juin 2010 - 09:23
old book wrote...
I play Dead-is-Dead No Reload, and have completed the game that way.
That's how I play as well. It's fun. I'd really like to see us get an active No Reload Challenge Thread going here
a kin to the one that the Baldur's Gate Community enjoys.
For No Reload, I'd suggest an Arcane Warrior / Blood Mage.
Start as a normal Mage, and stay as far from the front lines as you can. Snipe. Use Paralysis Explosion and other spells and combos that don't require Line of Sight to soften up the enemy. Don't just keep charging forward, and don't be afraid to use a scout or have your Warriors Taunt if you're not soloing.
Take Arcane Warrior at 7, and be ready to switch between armor and robes according to circumstances. Don't try to melee; you're still a Mage, and still best off sniping. Take no spells at levels 11, 12 & 13, or save up tomes, or some combination. At level 14 take Blood Mage and fill out your AW & BM lines. Take no spell at level 15 and finish both lines at 16.
Once you hit level 16, your character will be very hard to kill with his defenses up and runing. Now's the time to equip Lifegiver if you have it.
I don't invest in Con, but if I did it would be 4:1:1 Magic:Will:Con. Items and the fade will boost your Will & Con sufficiently, and a very high Magic score pays off for Mages in all sorts of ways.
That makes sense to me Old Book. And I think you've given a fine example of a battle plan character build combination that wouldn't require additional Con points for No Reload Play. As an Arcane Warrior who fights from a distance I'd be reluctant to invest points in Con as well.
In contrast, my character spends a lot of time fighting in close quarters. And since her spells are restricted to the Base Arcane Tree, Creation School, Shapeshifter and Spirit Healer Lines, she misses out on a number of key
defensive tools such as Force Field, Rock Armor, Spell Shield, and Shimmering Shield . Further, since her offensive options are limited to Arcane Bolt, Stinging Swarm, Staves, and Shapechange forms, it's difficult for her to deal early knock out blows.
She's not as helpless as she sounds. Her defense score stays in Dex Rogue territory throughout the game thanks to items and spells. Elemental Staves allow her to do passable single target damage when boosted by items and layering Stinging Swarm in makes the damage respectable. That said, as you might imagine, there are times when she simply needs to weather a beating and her Light Armor + Salves aren't enough. That's when the Con points can bale her out.
It's not a power build by any stretch. But she's a fun character to play and the Con points help make her viable in No Reload games. There are probably other unorthodox builds that would benefit from Con points in No Reload play as well.
On No Reload, your character should be aware that he can die. Play him cautiously.
Agreed. Good tactics and simple caution are the best defense of all- much better then extra Health Points. There are times when a little toughness can come in handy though.
Best,
A.
Modifié par Alesia_BH, 19 juin 2010 - 07:18 .
#12
Posté 19 juin 2010 - 12:26
Alesia_BH wrote...
That's how I play as well. It's fun. I'd really like to see us get an active No Reload Challenge Thread going here
a kin to the one that the Baldur's Gate Community enjoys.
I'd love to see that as well.
Have you ever read Elmonster's story on Baldurdash? It wasn't a no-reload game, but it was a very interesting solo run by a mage. Some really interesting tactics (and luck) needed to finish the BG games that way.
That makes sense to me Old Book. And I think you've given a fine example of a battle plan character build combination that wouldn't require additional Con points for No Reload Play. As an Arcan Warrior who fights from a distance I'd be reluctant to invest points in Con as well.
In contrast, my character spends a lot of time fighting in close quarters. And since her spells are restricted to the Base Arcane Tree, Creation School, Shapeshifter and Spirit Healer Lines, she misses out on a number of key
defensive tools such as Force Field, Rock Armor, Spell Shield, and Shimmering Shield . Further, since her offensive options are limited to Arcane Bolt, Stinging Swarm, Staves, and Shapechange forms, it's difficult for her to deal early knock out blows.
She's not as helpless as she sounds. Her defense score stays in Dex Rogue territory throughout the game thanks to items and spells. Elemental Staves allow her to do passable single target damage when boosted by items and layering Stinging Swarm in makes the damage respectable. That said, as you might imagine, there are times when she simply needs to weather a beating and her Light Armor + Salves aren't enough. That's when the Con points can bale her out.
It's not a power build by any stretch. But she's a fun character to play and the Con points help make her viable in No Reload play. There are probably other unorthodox builds that would benefit from Con points in No Reload play as well.
Agreed. Good tactics and simple caution are the best defense of all- much better then extra Health Points. There are times when a little toughness can come in handy though.
Sounds like a fun build to play.
I've been thinking of trying a DEX 30 Dual Weapon Arcane Warrior all the way through some time. I've tried the early stages of the build, and had fun with it, but never finished the game that way. Looks very interesting.
#13
Posté 19 juin 2010 - 01:21
old book wrote...
Have you ever read Elmonster's story on Baldurdash? It wasn't a no-reload game, but it was a very interesting solo run by a mage. Some really interesting tactics (and luck) needed to finish the BG games that way.
No I haven't, but I've heard of it.
I'm an experienced BG player. I No Reloaded the Trilogy with Ascension installed using a Sorceress, Alanis, and my Bounty Hunter, Alesia. Both characters Soloed Ascension as well. (Alanis on Insane, Alesia on both Core and Hard). I also soloed SoA and ToB with Ascension using an Avenger Druid, Aliana, and a Transmuter, Alastria, plus Improved Anvil with a Fighter/Mage /Cleric, Alena. Some of my characters stories are on the old Bioware website. They're almost all unfinished though since I tend to get distracted by real life.
The Baldur's Gate No Reload Challenge threads from the old forums are still active and have a lot of interesting stories in them. You may want to check them out.
Sounds like a fun build to play.
It is. Untill you get Overwhelmed in Chasnid Robes without Rock Armor...
Seriously though, the Druid has hit a sweat spot for me character build wise. All the other Dragon Age characters I've built were either overpowered or incoherent. My Druid is stylish and well balanced for the adventure. She's fun.
Because of this thread, I did a little experimenting with her build using the Respec Mod. I gave her Rock Armor and Spell Shield (minor compromises of her Druidic idenitity) and also tried different balances between Magic and Constitution. I then soloed them from Landsmeet through the Archdemon on Nightmare.
Surprisingly, the 20 Strength, 33 Magic, Max Con build was the unstoppable beast amongst them- surprisingly untill you think about it that is. The Max Con version had a buffed defense score in the 160s, Armor in the 30s, 100% spell resistance while running Spell Shield plus ~400 Heath Points and a Lifeward. If you can dodge all normal attacks, resist all spells, and shrug off 2 Rams and a Grab from a Nightmare Ogre Alpha what - save your own stupidity- is going to kill you? That version No Reloaded the endgame using rather simple, deliberate tactics. Granted, there are more powerful builds, but I'm begining to think that my little Druid may have a higher power ceiling than I initially imagined. I can see a Hard Solo No Reload in her future.
I've been thinking of trying a DEX 30 Dual Weapon Arcane Warrior all the way through some time. I've tried the early stages of the build, and had fun with it, but never finished the game that way. Looks very interesting.
Sounds interesting- kind of like a Baldur's Gate Blade. I'd like to hear how it goes.
Alesia_BH wrote...
That's how I play as well. It's fun. I'd really like to see us get an active No Reload Challenge Thread going here
a kin to the one that the Baldur's Gate Community enjoys.
old book wrote...
I'd love to see that as well.
You know, one poster, Agni008, has been trying to get a No Reload Challenge thread going here but he's been posting them in the Story and General Discussion Forums. I think there may be more takers in the Tactics Forum. Perhaps we can encourage him to try it there? In the alternative, I can start the thread. I'd enter Alora. Would you be interested in entering your Arcane Warrior or some other character?
Best,
A.
Modifié par Alesia_BH, 19 juin 2010 - 02:42 .
#14
Posté 19 juin 2010 - 05:54
Morrigan is closer to Force Field.
The key to challenges like this is to find a way to assemble all the items you need in record time. Once you have something like Lifegiver + Reaper's Vestment's + Spellward etc. on a character, everything else should follow. Levels are easy to come by if you know where to go. The greatest danger would be from early game random encounters.
Modifié par TBastian, 19 juin 2010 - 05:59 .
#15
Posté 19 juin 2010 - 06:53
TBastian wrote...
No I wouldn't. And my party would be exactly like Soteria's, except I'd swap Wynne for Morrigan.
Morrigan is closer to Force Field.
PC Mage, Alistair, Wynne (or Morrigan), and Leliana is an excellent setup for a Party No Reload game. And with that group I'd be reluctant to invest points in Con as well: they have the ability to disable and win by decisive force.
If you are playing a Dead-is-Dead No Reload game on Nightmare, additional Con points MAY make sense though- I'm not ready to render a judgement on that yet.
I completed one play through that way with an Archer PC. The Archer had additional Con points early but the others didn't. Alistair ended up dying midway through the adventure. I lost a melee sub and later Leliana through carelessness as well (she should have Combat Stealthed).
I seriously doubt that added Con points would have helped keep them alive- indeed they could have endangered the whole party by blunting offense- but I'm not certain. I'd really have to experiment more to decide. Sometimes answers to question like this aren't as obvious as they seem at first glance...
After experimenting with my solo Druid -both in the early game and late- I can say that Con points really do help her: more than I would have guessed. Again, context matters and experimentation is often the best way to find answers.
The key to challenges like this is to find a way to assemble all the items you need in record time.
Agreed. Assuming you aren't using Infinite Gold Exploits, money management is a big part of the challenge. The expensive items are important, but if you skimp too much on early items and Salves in the interest of accumulating coin, you can invite disaster. My Solo Druid's early game Enchanters Footing, Buckle of Winds, Chasnid Robes (Dalish Armor when AC is needed), Torch of Embers, Rod of Lightning, Oak Branch, full Salve and Bomb spread was just as important as whatever she'll be using in the Deep Roads.
The greatest danger would be from early game random encounters.
Agreed: especially if you are solo. My Druid breathed a huge sigh of relief everytime she saw Old Tegrin...
Best,
A.
Modifié par Alesia_BH, 19 juin 2010 - 11:25 .
#16
Posté 19 juin 2010 - 08:11
Solo? PC Mage as AW/BM would probably be the safest and easiest in the long run, but getting up to speed would be tough.
Otherwise, I can't see any build being "safe" enough to try this on other than Warrior/Templar S/S max dex build. I think lots of people play solo on NM, but I would imagine the vast majority eat dirt every now and then.
Running solo there is no margin for error... lots of ways to get insta-gibbed in this game... especially on NM.
#17
Posté 19 juin 2010 - 09:33
Phaelducan wrote...
If you are playing on normal or lower it would be pretty easy with 3 mages and a rogue. I still wouldn't increase constitution though.
Absolutely. Normal difficulty with a Party could be a fun challenge for a first time or second time player- less so for experienced ones.
Solo? PC Mage as AW/BM would probably be the safest and easiest in the long run, but getting up to speed would be tough.
I'm not ready to comment on the best build for high level solo No Reload play yet. The Arcane Warrior specialization does have a lot to recommend it though- even if the Mana drain kick out and cooldown on Shimmering Shield can become an issue in No Reload play. I'd be reluctant to give up my Lifeward.
I'll also note that end game power and damage output aren't the best ways to judge a No Reload build: your character needs to be survivable throughout the entire adventure and more damage isn't always the answer.
In my experience, it make sense to focus on defense first and then layer in offense later. My Druid is a boutique build, but she didn't take her first offensive spell until level 9 and was very survivable up to that point. Her Staves and Bombs gave her enough offense. Were I to build a powergaming Arcane Warrior, I'd take a similar approach.
Otherwise, I can't see any build being "safe" enough to try this on other than Warrior/Templar S/S max dex build. I think lots of people play solo on NM, but I would imagine the vast majority eat dirt every now and then.
Templar makes sense- though I've always found warriors, well, dull.
Investing in Dex is the consensus answer when surviability is the issue. But go slow. There are a number of attacks in the game which can't be evaded and Dex does little for those. Plus, if you're an Arcane caster who uses items well, it's pretty easy to get yourself into the unhittable range. Using spells to boost your defense score, Spellward + Spell Shield against magicks, and Con to handle unavoidable physical attack and provde a general Margin of Safety may be a more comprehensive approach. Again, I need to experiment more but I'm leaning in that direction.
Running solo there is no margin for error... lots of ways to get insta-gibbed in this game... especially on NM.
Ageed. I can't comment on the console versions, but the PC one is pretty well balanced for Solo No Reload play. If it weren't for that, I most certaintly would have tired of it and gone back to modded Baldur's Gate play. This playing style has allowed me to continue to enjoy the outstanding art and ambiance of Dragon Age while still finding tactical challenges in the game world. It's worth trying.
Getting back on topic, you're right that there is very little margin for error as a solo No Reloader. For my build at least, Constitution does in fact widen it: noticeably so.
I'm begining to think of Con as being like any other stat: if you invest enough points in it and build your battle strategy around it, it can give your character a comparative advantage. And while Con isn't a sexy stat -and it certainly wouldn't help a character shine in Party with Reload play- there may be a high power ceiling there for soloers coming at the game from a No Reload angle. What are the most power items in Dragon Age? There are a lot of good answers to that question, but Potions and Poutices is one of the better ones. And which character could make the best use of them? A Master Herbalist with a high Constituion and a decent magic score. My Druid remains an RP build. However, I may experiment with some Con heavy Arcane Warrior builds once this game is complete. I'm not certain what the answers will end up being.
Best,
A.
Modifié par Alesia_BH, 19 juin 2010 - 11:22 .
#18
Posté 19 juin 2010 - 10:02
FWIW I see damage attributes the same way. Something is either dead or it isn't. If a target has 100 HP, and the attacker does 50 or 99 damage, the result is the same. Two hits for a kill. That's why pure damage builds I think can be sub-standard. If you are already killing enemies in one sequence of attacks... then any increase in damage is wasted.
For the type of game you are talking about, unless the constitution increase could reliably be counted on to be more effective for survival (literally, as in you would die from the attack without the increase), I have a hard time seeing *at least on paper* it being wiser to invest in than dexterity.
Of course, you still need to hit 100% spell immunity or it's moot.
#19
Posté 19 juin 2010 - 10:18
Phaelducan wrote...
The problem with Con isn't that it's not "sexy" it's that death is a matter of thresholds. The only way I see constitution being a key attribute is if the player knew very well the damage they would be receiving in each area of the game, and close to the amount of constitution they would need to increase in order to survive an extra hit.
You've got it. That's exactly how I budget my Druids Constitution points and precisely what I meant when I said that I suggest "allocating points to Constitution strategically" at different stages of the adventure a few posts ago.
FWIW I see damage attributes the same way. Something is either dead or it isn't. If a target has 100 HP, and the attacker does 50 or 99 damage, the result is the same. Two hits for a kill. That's why pure damage builds I think can be sub-standard. If you are already killing enemies in one sequence of attacks... then any increase in damage is wasted.
Agreed. And a fact that's often obscured in conventional play.
For the type of game you are talking about, unless the constitution increase could reliably be counted on to be more effective for survival (literally, as in you would die from the attack without the increase), I have a hard time seeing *at least on paper* it being wiser to invest in than dexterity.
I can understand your scepticism. But It's not too hard to see with some builds. Take my Druid for example. Her buffed defense score is already in the 150s-160s with no points in Dex- nothing hits her reliably except Rams and such. What would help her more? Dex or Con? (*)
The idea is to get all normal attacks to miss and also be able to shrug off the special abilities. With an Arcane class at least, it isn't either-or: you can have both. Con allows you to do that.
Of course, you still need to hit 100% spell immunity or it's moot.
Right. But that's not too tough fortunately- so long as you keep your eye on that Spell Shield.
Best,
A,
(*) Obviously, a No Reload Soloer shouldn't get anywhere near, say, an Ogre Alpha: he doesn't have a range weapon, you do. But it's nice to know you can take the beating if something goes awry.
Modifié par Alesia_BH, 19 juin 2010 - 11:29 .
#20
Posté 19 juin 2010 - 10:30
Option 1 would be S/S Templar/Champion With Max Dex after prereqs, and option 2 would be AW/BM. Of those two, I would wager that the Warrior would have the greater chance of living to maturity early on.
With the mage, Mana Clash would be #1 priority. Would be interesting though. If you end up running your scenario, I'd be interested to hear about it.
#21
Posté 19 juin 2010 - 10:54
Phaelducan wrote...
For the record I'm not saying you will die... or that your build won't work, I'm purely speaking about what I would be comfortable attempting.
Understood. And no offfense taken so you know. Death is the most likely outome in a Solo No Reload run. I honestly didn't expect my girl to get far.
Again, my character is 90% role play and 10% powergame.
She's almost to Landsmeet though. And I've already Solo No Reloaded her from Landsmeet to the Endgame on Nightmare at level 16 without difficuly in experimental runs. I think she may make it. We'll see. The last thing I want to do is get over confident: that's the quickest route to death- irrespective of your build.
Purely in the context of what I think would maximize chances for success, I'd be looking at one of two options.
Option 1 would be S/S Templar/Champion With Max Dex after prereqs, and option 2 would be AW/BM. Of those two, I would wager that the Warrior would have the greater chance of living to maturity early on.
Would be interesting though. If you end up running your scenario, I'd be interested to hear about it.
Once this game is done -either way- I'd like to get a No Reload Challenge Thread going here. I'll chronicle my next characters adventure and -hopefully- others will to. I'd love to see you run a character through. I'm sure I'd learn somethings.
Best,
A,
With the mage, Mana Clash would be #1 priority.
Mana Clash is tempting. But there is basically no way I can reconcile that with Alora's Druidic identity. Paralysis Explosion, Gylph of Neutralization, and Spell Shield are doing the job for her so far fortunately.
If and when I run an unrestricted Arcane Warrior, that will raise a really tough budgeting decision. It's a wonderful spell but the opportunity cost is high.
Modifié par Alesia_BH, 19 juin 2010 - 02:40 .
#22
Posté 19 juin 2010 - 11:29
#23
Posté 19 juin 2010 - 11:57
Phaelducan wrote...
Aye, I don't see it being a problem at the levels you are referencing. At 15+ most characters will have the skills and equipment they need to survive just about any encounter. I'd be most concerned from 4-7. Even that first Emissary in the Wilds can be brutal on NM if you don't have a way to neutralize it at range, not to mention that I think even at that level (4ish) the archers can use scattershot.
I pretty much have 1-7 down with Arcane classes at least. The Glyphs, Heal, Arcane Bolt, Arcane Shield, Rock Armor, Chasnid Robes, Enchanters Footing, Buckle of Winds, Salves and some good Staves plus Bombs are all you really need- along with a healthy dose of caution. The only thing that scares me in that part of the game is the Emissary, Hurlock Alpha, Archer Random Spawn. (My heart beats fast during the Spider one too.)
It's important to minimize area transitions. (Alora moved too much)
For my character at least, it's the mid game that gets dicey. You really start to appreciate Herbalism in that phase. Elemental Salves, Incenses of Awareness, and Rock Salves can be very helpful- almost as potent as the games big ticket items if used at the right times.
The steep increase in difficulty in the midgame is partially a function of the RP aspects of Alora's build though. She gets Rock Armor and Spell Shield but everthing else comes from the Base Tree and the Creation School plus the Spirit Healer and Shapeshifter lines. She can take Heal, Spell Wisp, the Glyphs through Repulsion, Rock Armor, and Arcane Shield. And up untill that point, they're all solid picks for a solo mage. Then what do you do given the restrictions? Staff Focus, sure, since you're going to have to rely on the Staves for damage. Spell Shield and Glyph of Neutralization are obvious picks once you're headed into mage territory. But what else? You have the Haste line, the Stinging Swarm line, and a couple of Spec lines that don't yield dividends untill late. I like the Haste Line actually- Heroic Defense is a great spell for her since the duration exceeds the cooldown and it pairs well with Glyph of Warding and Arcane Shield. Stinging Swarm does have nice synergy with Staff Focus too- especially if you are using a Glyph based defensive strategy. But it takes awhile to get those and the opportunity cost is very high- there are certainly more powerful lines.
Basically, she gets powerful quick, goes through a phase when advancement is slow, and then sees everthing fit together by around 15 or so. An unerfed build would probably have a very different experience.
Anyhoo, this is getting off topic.
Focusing back in, I'll note that I gave my Druid 5 Con points at creation. The lost Spellpower was basically recouped at level 2 when she took Spell Wisp.
Best,
A.
Modifié par Alesia_BH, 20 juin 2010 - 01:19 .
#24
Posté 19 juin 2010 - 01:01
#25
Posté 19 juin 2010 - 01:22
miltos33 wrote...
As far as survivability is concerned I think that crowd control is better than chance to dodge attacks and dexterity which is also better than armor and constitution.
As you've probably gathered by now, I'm a fan of all of the above.
I like a sky high Defense Score, I like a solid Armor Score, and I like a lot of Health Points. I haven't talked about crowd control here because of the thread topic, but I love that above all else.
Fortunately, you can have it all as a caster- especially if you are good at tactical positioning.
There is part of the cake that my Druid can't eat though- she does lose out on a lot of offense.
The RP restrictions actually made my build choice decisions easier in a sense since I really didn't have to confront the defense- offense tradeoff with her. That said, if it weren't for the restrictions, I can definitely see avenues for increasing her offense without compromising her defenses much. It wouldn't be too difficult to gooble up those last pieces of cake.
But constitution in general can be useful for certain specializations like the blood mage or the guardian.
I absolutely argee that it's a build and gaming situation specific decision. There are some characters and context where I wouldn't think about investing in Con. Others where it would be an important part of the build. It all depends on what your abilities are, what your game plan is, and what you are trying to achieve in the game world. I think the consensus view that Con is of minimal significance is spot on accurate in a wide variety of situations. There are intersting exceptions though and, personally, I'm interested in exploring those at the moment..
Best,
A.
(*) In my Baldur's Gate tactical mod solos, I used to use some pretty elaborate ~20 spell prebuff routines. I'm a fan of covering all the bases. You can see an example from a Improved Anvil modded solo run here.
http://forums.biowar...forum=18&sp=135
I'm still learning about the Dragon Age world, but I do see Con as a way to hedge against certain vulnerabilities. It's an avenue I'm exploring anyways.
Modifié par Alesia_BH, 19 juin 2010 - 01:51 .





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