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Gameplay Tips & Tricks


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#1
Lenseflare

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A few observations I've made while playing (a lot) over the weekend. I think everyone should know about.

 

 

Positioning is way underestimated. 

Try to spread out, so at least one of you get flanking bonus at all times.

Only the tank, or the one that has aggro needs barrier.

 

Use cover to block arrows or spells. 

It is not auto hit on cast, you can actually block a magic projectile that is still in the air by hiding behind a nearby cover if your quick enough.

 

Did you know you can dodge arrows, by smart moving from side to side.

I see so many that are so focused on attacking their target, they don't seem to keep an eye on those archers up the hill that's aiming in your direction.

 

If you have aggro, and your not a tank, then kite. 

Don't stand still and facetank it, while waiting for it to die.

 

When your a tank, did you know that you can active block incoming attacks, it takes some practice to learn the animation of different enemies. But you get inn a few attacks between each guard, once you start to spot the attacking animations.

 

If someone signals a "come here", red blinking shield symbol, it probably means a locked treasure door.

You want to go back and open this, and so does everyone else.

It should be obvious, but I keep seeing people running past these doors.

 


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#2
Xevren11

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Very much agree about positioning.  See so many people just stand around with agro while still attacking instead of kiting which is incredibly silly.   I mean it's fine as a tank but when I see casters/archers doing it, just infuriating.



#3
randomfoo

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As an archer w/ the movement bonus I noticed that I can do pretty well avoiding arrows by strafing.

The flanking bonuses are key (as are the auto-crits). I can Long Draw for 3000 damage in Threatening even with a mediocre (120DPS) bow.

 

I'd add that mobility is pretty key. I respec'd my Archer on promotion to use the advanced evade (the 3s decoy is pretty awesome) which has very low stamina cost and I use it all the time when I draw aggro. (I gave up Long Shot, since I figured CC was more important). Working on other characters now, but once I get a decent bow, I think he'll be pretty killer.

 

Cross combos are great. Playing w/ an Elementalist, shattering frozen targets is awesome.



#4
tbxvividos

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Archers are bad and 3k Dmg single target with a cool down is nothing.

Even a good archer doing over 6k is of debateable usefulness.

Go roll templar and do that much, as aoe, with a stun and purge attached.

Go roll reaver and do that much, every attack, while also stealing health.

Go roll elememtalist and do that much, while also being able to knock everything down and keep it there, and/or freeze+chill stuff, and/or panic stuff.

I could go on.

Sorry I hate archers and infilteators

#5
Hiero_Glyph

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Combos are triggered by using an incapacitate effect and a cross-class combo ability.  Starter incapacitate effects are Stun for Warriors, Sleep for Rogues, and Freeze or Paralyze for Mages.  Combo abilities are Impact for Warriors, Precision for Rogues, and Eldritch for Mages.  This means if you Freeze an enemy as a Mage you need an Impact or Precision ability to trigger a combo effect.  The combo effects include Rupture (Sleep+Impact or Stun+Precision), Shatter (Freeze+Impact/Precision), Discharge (Paralyze+Impact/Precision), Nightmare (Sleep+Eldritch), and Weakness (Stun+Eldritch).  Basic combos can still be achieved by using the same class' incapacitate and combo ability (Freeze/Paralyze+Eldritch).

 

Let me know if you have any questions.


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#6
Beerfish

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From what I have played so far...tip number one; its not a damn race!

 

 

At least one player each game feels the need to race ahead to get to the next encounter thus mitigating all buffs, all team work etc.  It's bizarrly stupid.


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#7
Sterling

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From what I have played so far...tip number one; its not a damn race!

 

 

At least one player each game feels the need to race ahead to get to the next encounter thus mitigating all buffs, all team work etc.  It's bizarrly stupid.

 

This. 

 

I'd say a good 1/3 of the wipes I've encountered thus far have been the result of a player or two not sticking with the group, getting far ahead, or even opening up a secret room on their own while others are busy fighting elsewhere. 

 

I'll be honest though, I used to be one of them. Getting in front of everybody, trying to get the most kills, increase the efficiency of each dungeon in general, but when you get right down to it, this is just a game, take it easy and enjoy it, don't strain yourself over it. 



#8
Lenseflare

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Combos are triggered by using an incapacitate effect and a cross-class...

 

 

I would like more info on combos and status effects.

Has anyone made a list yet?

 

You also forgot fear, panic and burning.



#9
Hiero_Glyph

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Fear, Panic and Burning do not count as incapacitation effects that can setup a combo.  The only ones that do are Stun, Sleep, Freeze and Paralyze.



#10
kotli

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Only the tank needs barrier? Ideally you want barrier on the entire party or as much of it as possible due to the stamina/mana regen boost.

 

Personally when playing keeper I always try to get the barrier on the tank, myself and maybe an other player. Why because if I got barrier on myself and the tank I can use my other spells and still have enough mana to recast barrier.

 

Fear, panic and burning do have effects if classes have the right passives but its more on the line of regen stamina etc.



#11
andy_3_913

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From what I have played so far...tip number one; its not a damn race!


At least one player each game feels the need to race ahead to get to the next encounter thus mitigating all buffs, all team work etc. It's bizarrly stupid.



Oops.
Guilty as charged.

Although, in my defence, I'm still pretty much figuring out what I'm doing :(
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#12
Lenseflare

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I mean sure, if you can trigger barrier on the whole party, then why not,

but what I tend to see is that the keeper is holding back while waiting for everyone to huddle up (or..randomly get into position),

even while the tank taking damage. Or barrier the three in the party because the one melee has run of into the mob cluster.

 

I mean just throw the barrier up, your mage and archer have a much easier time to hide away from damage than your melees,

they just dont seem to do that yet. Call it an exercise in aggro management.



#13
Credit2team

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flanking is definitely good, especially for the alchemist and assassin, but you don't want to spread out too much or people will not be able to get to your corpse in time to revive you



#14
Cirvante

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Only the tank needs barrier? Ideally you want barrier on the entire party or as much of it as possible due to the stamina/mana regen boost.

 

Personally when playing keeper I always try to get the barrier on the tank, myself and maybe an other player. Why because if I got barrier on myself and the tank I can use my other spells and still have enough mana to recast barrier.

 

Fear, panic and burning do have effects if classes have the right passives but its more on the line of regen stamina etc.

 

Another thing to consider is the upgrade to barrier. It reduces cooldown by four seconds whenever barrier runs out. Does it work for all barriers? So far when I put barrier on all four teammates, I could cast it again a second after it ran out. When I just put it on one teammate, the cooldown takes forever.



#15
Credit2team

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also the biggest tip I can give is that if you are playing a tanking class know what "gaurd" is and how to regenerate it.. Also learn how to time your blocks  (example: shield wall" so you can you can avoid damage while maximizing threat.


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#16
Robbiesan

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Potions - Load up with potions, and if possible save them for use at level 5 (if needed).  They can make a difference for sure.

 

Min Down Time - Be careful as always, and try to avoid going down.  It's easy to forget in the heat of battle, but only 3 downs and you enter the Fade being of no use to the team.

 

Healing Fonts - Specifically for level 5, if the team has decent health (say at least 70%+) save the healing font for future use.  As we all know, even on Routine level the mobs/boss can be a pain.  When the team is taking a beating, that saved font will come in handy at just the right time.



#17
Hiero_Glyph

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Regarding Barrier, the upgrade reduces the current cooldown by 4s when any Barrier you cast expires.  This means that if a Barrier you cast affects all 4 players and they all expire you will get a 16s reduction in your current cooldown time.  To the best of my knowledge, if an active Barrier is removed via damage taken, it does not proc this effect (although Mana Surge could proc instead).  This also means that using Knight-Protector or a barrier ring that increases duration can actually be a bad thing as the chances of it being removed via damage is increased since it takes longer to drain (thereby giving enemies more time to attack a weak barrier).



#18
Scorpio989

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1. When defending on the final map go back to the entrance and defend at that location. This offers a very good choke point that can be exploited with grenades and AoE attacks for a very fast clear.

 

2. Do not waste high tiered crafting materials on crafting armors. Your going to want those materials for your gear later down the road.

 

3. Learn how to use class combos. Stun, Freeze, Sleep, and Paralyze start the combo, and then physical, projectile, and eldritch detonators finish the combos. Abilities that are detonators are labeled so under their skill descriptions. Classes such as Templar are very powerful as they can do a cross class combo all by themselves using "Wrath of Heaven" (stun) and "Spell Purge" (eldritch detonator). I should also note that cross class combos are more effective than same class combos.

 

4. Do not buy any other item box aside from the 1200 gold one... Any other item box is pointlessly wasteful.

 

5. Your party should break line of sight when fighting ranged enemies. This will cause the AI to rush forward for easy kills.


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#19
Robbiesan

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3. Learn how to use class combos. Stun, Freeze, Sleep, and Paralyze start the combo, and then physical, projectile, and eldritch detonators finish the combos. Abilities that are detonators are labeled so under their skill descriptions. Classes such as Templar are very powerful as they can do a cross class combo all by themselves using "Wrath of Heaven" (stun) and "Spell Purge" (eldritch detonator). I should also note that cross class combos are more effective than same class combos.

 

 

 

Thanks for this tip.  This is the part I still need to sort out.  I liked the combos they added to ME3MP and found them quite effective; I see this is similar here.  Just need to understand the different primers and detonators now.



#20
Nicegil2012

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Oh and on area 5 dont rush to place banner. Make sure the team is ready so everyone can get into position. 



#21
SoulRebel_1979

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Keep task manager open to kill the DAI process on the inevitable "joining host/session" never ending screen.....



#22
tbxvividos

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Keep task manager open to kill the DAI process on the inevitable "joining host/session" never ending screen.....


Because that's so much easier than pressing alt+f4 amirite?

And last night over 6-8 hours I never got that once. Maybe they hotfixed it to be less frequent.

#23
Deviija

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Tip that should be obvious but I see it a lot: squishies should let heavies enter a doorway/room/new area first.  I see a lot of rushing to squeeze through the door first and then aggro eats through the squishier people while the heavies are still trying to catch up and redirect aggro.  Entering into a 'defeat all enemies' room with 3-5+ archers makes for easy pincushioning.  

 

Be wary of the assassin demon.  It can almost down medium/light with its initial backstab and then it is fairly quick to continue with a combo chain.  Run (jumping is slightly faster and makes enemies miss swings sometimes, fyi) to your tank if it's chasing you.  High priority targets should be downed asap by the dps -- assassins, archers (fade elemental spirits in particular), mages (ice burst knockdowns) seem the most problematic.  Let tanks keep the melee busy and shield wall.  Sometimes a tank's best ability is just being a brick wall distraction while dps picks off targets.  Choke points are always a good thing, everyone doesn't need to rush or be out in the open field in the middle of mobs getting flank advantages.  

 

Demon Commander is a pain (for me).  One thing that has worked in a few matches is to mainly focus on burning down all the other mobs and reinforcing waves of mobs first so the DC is the last enemy on the field that everyone can coordinate and attack.  The DC doesn't move around that fast or much when it has popped out of the ground, which is why leaving it alone until later can be a good idea.  Just run away from where it is, continue dpsing other targets, and keep an eye out for when it goes back underground.  When it goes back underground, and I'm playing a squishy, I do a lot of bunnyhop and sprinting around to make sure I'm not an easy target for it to spring up on and insta-down.  Keep on the move, even if it's just circling around the entry room's circumference while firing off a skill or two before getting back on the move again.  Part of why party wipes happen, it seems, is that everyone or half the team start switching focus to dps the DC and then the mobs begin piling up to rush the safe haven, causing more chaos, more downed allies, and more wipes.  Trying to revive a friend is like being a sitting duck when DC is underground.  Or trying to revive an ally when they're insta-downed by the DC's popup attack.  Don't rush toward the DC and revive as the DC will often do its sonic scream attack and make you unable to do much of anything while your character is incapacitated for a long time and dies from the mobs nomming you.  Just my experiences, though.  Not saying it's the best strategy.  



#24
Catastrophy

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Keep task manager open to kill the DAI process on the inevitable "joining host/session" never ending screen.....

You can try to join a friend's game if one is available, the game will then try to connect to your friends session.



#25
Tang McGame

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-Make sure to ignore when a friendly icon changes to a red skull.  It has no meaning whatsoever except to alert you to a very trivial status affecting your ally.

 

-Likewise, if a friendly icon keeps flashing with a yellow circle it has no meaning and you should keep moving ahead.

 

-When you start a battle and you see a door to a treasure room you can unlock, open it immediately before finishing off your current enemies.

 

-When you see your allies unlocking a treasure room, feel free to split up and engage the next bunch of enemies solo.  It makes for a more efficient run.

 

-There is literally no reason to pay attention to your minimap.  If you happen to glance at it by accident and see white dots (players), red dots (enemies in engagement range), red arrows (enemies outside engagement range), diamonds (objectives), or question marks (treasure rooms), just ignore them.  Focus on moving forward at all times, at all costs.

 

-Save every potion you ever get.  They are extremely expensive and rare.  It's all but impossible to get more potions.  I cannot stress enough how important it is to never, ever use a potion.  Who cares that a healing potion can immediately stand you up or end a stagger animation allowing you to flee from what might surely be a kill and healing you in the process.  All that means is that you'll live a longer life filled with regret from having used your potion.

 

-Do not, under any circumstances, prioritize targets like stealth melee enemies, archers, or mages.  Instead, kill enemies from largest to smallest.

 

-Retreating is a sign of weakness.  If you retreat around a corner to end the LOS on ranged enemies or if you kite a melee enemy then every other player will assume you are a coward in real life and probably report you for cheating.


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