I'm having a horrible time with my mage being swarmed by enemies. I know there is 'Peaceful Aura' in the Spirit tree...but any other suggestions for ways to reduce threat towards mages - or how to get tanks etc to defend mages without taking them over? Usually in DA and DA2 I had tactics set to deal with this, but I really don't know how to handle it in DA:I ![]()
Threat Reduction
#1
Posté 02 décembre 2014 - 09:57
#2
Posté 02 décembre 2014 - 10:08
Use Challenge from tank to taunt ranged enemies
#3
Posté 02 décembre 2014 - 10:26
If you want to play evasion then mind blast or fade step.
#4
Posté 02 décembre 2014 - 11:24
I swapped some things around and use this in party Behaviours: Cassandra defend herself, Solas defend Cassandra, Varric defends "me". Fade step when needed, shield when needed. Tactics: Cassandra, Challenge and War Cry are both set to Preferred, Body Guard is for me. and things are working well and smoothly for me on Nightmare (playing a mage).
#5
Posté 02 décembre 2014 - 11:53
I'm assuming you are letting AI controling the tank. In that case, it's fairly simple. DON'T attack enemies the tank is not attacking, and be ready for pain (or switch over and control the tank) when you start putting down barriers, doing AoE, or any other support activity that generates threat across all enemies.
- Navek aime ceci
#6
Posté 03 décembre 2014 - 09:44
How much threat reduction does Mind Blast actually give you? Does it only reduce threat for nearby enemies?
I love Fade Step but some enemies keep chasing my mages after they use it, even when my tank is nearby and is taunting them, even though they have Peaceful Aura. Thinking of respeccing.
#7
Posté 03 décembre 2014 - 10:29
Mind Blast affects only enemies in the bubble it creates, I believe 6 m in diameter. I used it offensively either to detonate or give my poor tank some breathing room and to throw Barrier on both of us. It has incredibly low cd and cost. In combination with Fade Step, for example, it can drop aggro from ranged by closing on them rather than avoiding them. IMO its for active play rather than purely defensive and situational.
- Ou_Deis aime ceci
#8
Posté 17 décembre 2014 - 07:41
I would like to recommend that you should always start combat with Rule 1: Have your tank go in first because whom ever initiates combat has aggro of all the enemies til said enemies are attacked.
For Example:
If mage/archer/ 2H warriors attacks an enemy the rest of the enemies party will attack/target you. If the mob is all melee should be no problem but if its 1 melee, 2 archers, 1 mage its going 2 be death by arrows. You ask yourself " Why didnt that tank get aggro or why they dive me." Simply put its because you threw 1st stone(attack).
Tank AI will try 2 grab aggro via war cry the closest targets normally whom are melee as for ranged assailants use challenge but the effect is comsumed if the shout hits a target on the path of the shout. Leaving you more or less on your own typically dead or consuming health pots.
This solution alone cuts down on your aggro and with said threat reduction skills for (Mage/rogue) you should be hardly touched and being struck is more like happenstance more that any kind of focused assault.
Exceptions and things to keep in mind:
- Doesn't always work on rifts after the 1st one if you party is near the center of the portal on spawn due to they all just attack the closest target. Would be wise to move you party to the outskirts of the wave.
- Ranged projectiles (arrows/magic projectiles) hit the 1st enemy target in its path. Meaning shots aimed at the tank may hit allies who are behind flanking enemies.
Hope this proves useful enjoy.





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