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Help needed w/ Terrors


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42 réponses à ce sujet

#1
idlethreats

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Does anyone have any good anti-Terror tactics? I'm playing on hard and they keep messing up my fights by teleporting all up in my mages/rogues' business and killing them before the warriors can do anything about it. Honestly, that teleport+knockdown combo of theirs is SO underhanded. Evade and Fade Step only work so many times. Any suggestions?

#2
Aguycalledhaney

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Assuming there's two Terrors, I generally CC one and burn the other down. I keep my party spread out, which makes Barrier less useful but ensures I always have someone still standing to interrupt the AoE after teleport (and that's really the key, if you can slam the bastard with something after his teleport, it breaks his AoE).

 

Generally the only times my party gets mauled by them is if I let the AI screw things up by bunching everyone together. If all four party members get knocked down at once, things will be grim.



#3
SomeoneStoleMyName

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Fire mine /w upgrade.

Place beneath yourself (or on the mage casting if you are not the mage)

 

Watch and laugh.

And / or: Set your party tactics to preferred on abilities with stun etc.


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#4
Guest_Lathrim_*

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Fire mine /w upgrade.

Place beneath yourself (or on the mage casting if you are not the mage)

 

Watch and laugh.

 

This, this, this and this.



#5
DLaren

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If you use the 'Advance Time' feature in Tac-Cam you can see the start of the animation that signals when the Terror is about to attack one of your ranged combatants.

 

As soon as the terror begins to submerge into the ground move all of your mages to any other location -- the Terror has some cheap tactics, but it will emerge where your mages were, not where they just moved to; making these encounters a little more bearable.



#6
Aeradom

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This, this, this and this.

 

Fire mine /w upgrade.

Place beneath yourself (or on the mage casting if you are not the mage)

 

Watch and laugh.

And / or: Set your party tactics to preferred on abilities with stun etc.

 

My fire mine does **** for damage so it's not help to me :( 



#7
Sylvius the Mad

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All rift summons can be Dispelled.

#8
Giantdeathrobot

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All rift summons can be Dispelled.

 

Eh, I wiped to a Rift that had 2 Pride Demons once, they spawned close to each other.

 

Reload, apply Dispel to ability bar, kill the two bastards with one cast. Back to the Fade with you, meanies.



#9
hugin7

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All rift summons can be Dispelled.

 

Does dispelling rift summons make you lose XP?



#10
Sylvius the Mad

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Does dispelling rift summons make you lose XP?

I think so.  No XP or loot from dispelled opponents.

 

Which is silly.  You defeated them; you should get XP.  Missing out on the loot makes sense, but you should get the XP.


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#11
hugin7

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I think so.  No XP or loot from dispelled opponents.

 

Which is silly.  You defeated them; you should get XP.  Missing out on the loot makes sense, but you should get the XP.

 

Pity... thanks for checking.  In my eyes, this invalidates the "dispelling" strategy.



#12
Sylvius the Mad

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Pity... thanks for checking.  In my eyes, this invalidates the "dispelling" strategy.

I didn't actually check - I just think that's the answer.

 

I could be wrong.  Someone should test it.

 

Or maybe BioWare could document their game.


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#13
Manki

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Regen Tonics, ALL OF THEM!

 

Seriously though, the only redeeming thing about these bastards is the fact that their damage output is actually quite low. The most dangerous part about these guys is if they have a lot of backup with them. As well, spreading out is key.



#14
Veruin

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Does dispelling rift summons make you lose XP?

 

You get XP but it seems to be a fraction of what you would normally get.  I dispelled a Night Terror & Wraith on Nightmare and got 4 xp for it.

I didn't actually check - I just think that's the answer.

 

I could be wrong.  Someone should test it.

 

Or maybe BioWare could document their game.

 

But that's what makes it tactical!



#15
Sylvius the Mad

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But that's what makes it tactical!

That lack of documentation reduces everything to guesswork.

Detailed mechanical information should have been released before the game was, not hidden from us forever unless we can find a way to decrypt the game files.
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#16
tmp7704

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I think so.  No XP or loot from dispelled opponents.
 
Which is silly.  You defeated them; you should get XP.  Missing out on the loot makes sense, but you should get the XP.

Technically you prevented them from materializing, not defeated. Locking the door so a pride demon can't get in doesn't really give you much experience in how to deal with one that's inside and about to eat your face.

On mechanical level it makes sense as an act of balancing risk and reward. Dispelling the spawn point poses no risk, and the reward matches that.

#17
DarthGizka

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Sylvius and Veruin were talking about dispelling enemies, not spawn points.

In any case I have difficulty matching your theory to the reality of the game. Where's the risk in one-shotting a nug that makes it worth 100+ XP, for example? Great Bears seem to give the same XP but there the risk is evident, i.e. you can easily die from boredom waiting for your toons to do 31k worth of bag punching...

P.S.: the game should always grant XP to the party whenever an enemy bites the dust while involved in combat with them. Even if the bugger dies from friendly fire, from colliding with a planet after you batted him off a cliff, or because you manoeuvered him into a burning house.

#18
Jester

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Fire mine /w upgrade.

Place beneath yourself (or on the mage casting if you are not the mage)

 

Watch and laugh.

And / or: Set your party tactics to preferred on abilities with stun etc.

Way to sacrifice a party member for some damage... Why would I do that?

I mean, I guess you can survive your own Fire Mine on barrier, but still.

 

As to dealing with Terrors, one is not a problem, just focus on him and keep him stunlocked (Stun/Freeze/Knockdown). When there are two or more, they will teleport around, so pause when you see that and move party members out of the way (Fade Step, Evade, Leaping Shot, Combat Roll). Try to focus on one to bring him down quickly. 



#19
Siham

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If you use the 'Advance Time' feature in Tac-Cam you can see the start of the animation that signals when the Terror is about to attack one of your ranged combatants.

 

:blink: Wait, what ? I play every combat with the Tac cam and I didn't notice this "advance time" feature ! What is it and what does it do ?



#20
brazen_nl

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Don't clump up. After he comes out of the ground, have a ranged damage it. That will stop it from doing the stun thingy.



#21
xelander

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... I play every combat with the Tac cam ....

Why would you do this to yourself?! :blink:

 

 

 

As for Terrors - three things - spread out, so only one or two party members get buggered; unload all your nukes and CC on one of them so you get rid of it quickly and repeat with the next; have a dodge ability like Leaping Shot/Combat Roll/Fade Step.

.

.

.

Or have a Templar in the party. :whistle:



#22
Sylvius the Mad

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Technically you prevented them from materializing, not defeated. Locking the door so a pride demon can't get in doesn't really give you much experience in how to deal with one that's inside and about to eat your face.

On mechanical level it makes sense as an act of balancing risk and reward. Dispelling the spawn point poses no risk, and the reward matches that.

XP should be awarded for overcoming threats, no matter how you overcome them.
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#23
Sylvius the Mad

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Why would you do this to yourself?!

I do the same; I vastly prefer the tactical mode.

But I also don't know what the advance time feature is. Is it a controller only thing?

#24
Adeph

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Yes, controller only.



#25
tmp7704

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XP should be awarded for overcoming threats, no matter how you overcome them.

Sure, and it is. Awarding XP doesn't have to mean awarding identical amounts no matter the approach.

re: advance time, it's right trigger on the controller. It allows you to advance action (at slightly reduced pace, I think) without leaving the tactical mode. When you let go off the button the action stops again. It's very convenient for playing entire fights in the tactical mode. I don't know what's the M+K equivalent key, if there's one.