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Solo God mode?


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10 réponses à ce sujet

#1
KingoftheZempk

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Alright, so I'm considering doing a new playthrough as a complete ******* and kill everyone in my party, etc. Any suggestions on class/specs? Should I grab party members as I go and then kill them off or force them to leave later, like Leliana in the Urn of Sacred Ashes? I've never soloed and not sure exactly how to go about it.



#2
themikefest

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I've never done that, but I too would like to know as well.



#3
caradoc2000

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Arcane Warrior is well-suited for soloing.



#4
Biotic

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By the end of the game most bioware protagonists are powerful enough to go through solo (ME 3 is an exception the final fight before the beam is tough). In DAO my arcane warrior was OP so that might deserve a look. Mages, once levelled up, are great for solos from my experience.

#5
DarthGizka

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Mages are great solos right from the start, period. And they can be fast. A soloing CC/nuker may already be done with Lothering when non-mages and their teams are still farting around in the Wilds or the Tower of Ishal.

There seems to be a common misconception that mages are slow and late bloomers. In truth it's the exact opposite; mages just have a steeper learning curve.

As regards soloing, only rogues and mages have the wherewithal to deal with all combat situations efficiently. Warriors are seriously lacking in the anti-mage department, and they tend to be more fun if they have someone around to clash mages for them.

Squishy mages have a problem with ambush situations that deposit the Warden within striking distance of melees with stun/knockdown capability, most notably the 'Slums House' encounter in Dust Town. Casting any spell takes time, enough for fast hitters like werewolves and dual-wielders to complete two attacks. Others can run a few steps and still take you off-line with Shield Bash, Pommel Strike, Riposte, Dirty Fighting, Overwhelm or whatever. Not to mention that it only takes one or two seconds more to kill you stone dead.

That's where the Arcane Warrior specialisation shines. Heavy/massive armour combined with Rock Armour and Lifegiver can get you over those critical seconds. And against enemies like revenants it can be more effective to wield metal implements instead of magic, since kiting tends to put a major crimp in the rate of spellcasting.

IMHO it isn't worth it to spend more than one point on AW abilities. To make an AW effective as a melee fighter requires heavy investment in terms of spell and attribute points, and all you get in return is the ability to out-tank everyone and bore enemies to death one by one.



#6
KingoftheZempk

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I've started as an AW elf on nightmare, about halfway done with the origin story, really trying to complete everything possible on this go around. But should I accept party members and then never use them, accept them, do companion quests and then kill them off, or just kill them outright?



#7
DarthGizka

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These are questions that only you can answer, unless you give some indication of what you want to accomplish.

 

Obviously, you can't do companion quests if you never hire the companions, which reduces the amount of things you can do. Shale's potential crisis point comes before the point where she can unlock Cadash Thaig, so you can either kill her or do her quest, not both.

 

All companions can be left unhired or be sent away; with Alistair you have to wait until the Landsmeet though (and then you get saddled with Loghain). Still, it makes for a very bare and spooky camp.

 

You'll love onions and Feastday Pranks. :devil:



#8
Pateu

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My Cousland Tankmeister is pretty insane at the moment.

 

I'm sporting a combination of gear ( not a set ) emphasizing on Stamina ( I keep Berserk, Threaten, Shield Wall, Precise Striking on ) and health regen.

 

At level 14 I will add the 40% 5 willpower Templar chest armor to the fray, raising my spell resist to about 60% ( 20% from Spellward ), in addition to the Ring of Ages ( 20% resist to all elements, which means 20% spell resist, right? ).

 

I'm pumping full STR after getting 26 Dex and 16 Cunning and my DPS is pretty sick.

 

So far, I'd say my Tank is better than the Arcane Warrior I had in my former playthrough.



#9
DarthGizka

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Mike has specced a mage with 100% spell resistance and 90% dodge in one of his posts in the video thread.

 

 

The templar chest piece gives only 20% (Reaper's Vestments 16%, Vestments of the Seer 12%); it's the Knight Commander armour that has 40% spell resistance.

 

Spellward adds 30%, Cinch of Skilful Manoeuvring (Witch Hunt travel sticker) 10%, Key to the City 4%, which brings you to 84%. Weapons can hold up to six Dweomer runes for increasing that score.


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#10
Mike3207

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Mike has specced a mage with 100% spell resistance and 90% dodge in one of his posts in the video thread.
 
 
The templar chest piece gives only 20% (Reaper's Vestments 16%, Vestments of the Seer 12%); it's the Knight Commander armour that has 40% spell resistance.
 
Spellward adds 30%, Cinch of Skilful Manoeuvring (Witch Hunt travel sticker) 10%, Key to the City 4%, which brings you to 84%. Weapons can hold up to six Dweomer runes for increasing that score.


I'll admit I'm not sure if the 40% dodge from Swarm stacks with existing dodge, or it's a separate check.

Ring of Ages only provides protection from elemental damage, not spell resistance.At least I don't think it provides spell resistance.Sort of like the Immunity runes in Awakening, though they only protect against fire/ice/lightning.

Fade Shroud will add 25% Dodge while Combat Magic is on.

#11
DarthGizka

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I checked, and the 40% dodge for Swarm are perfectly normal. They stack, and there's no underhand stuff going on as in the case of Evasion.
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