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#1
TheBigLebowski

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Ok, I need some help on my nightmare run. I will give you as much info as can about my party etc. Also in tactics menu you can set abilities for the ai (star means they will prioritize, cross means no use etc).

 

I have 2 mages (myself included) and Cassandra + Blackwall (2 warriors). I am level 11 currently.

 

For Solas I have;

 

Barrier/Dispel/Energy barrage/Immolate/Lightning bolt/Revival/Static cage

 

For myself I have:

 

Barrier/Chain lightning/energy barrage/fade step/Flashfire/Immolate/Winters grasp

 

Cassandra is shield+one handed (vanguard)

Blackwall is two handed (vanguard)

 

Questions;

 

1. Which abilties should I set to active/passive for ai to use or not to use in tactic settings?

2. What combo's shouls I use? 

3. I hate those terrors coming from the ground and indefinately bash my party, tips?

4. Can u use any staff? 

5. How should I set their behaviors? (like mana/stamina reserve/targeting behavior/healing behavior?

 

Thanks guys, I appreciate the help/tips. maybe you have any additional tips as well?

 

I really want to finish this game on NM.



#2
Selea

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1. The best strategy is to give defensives skills to party members that help them survive depending on their role. This means if they are ranged party members take skills that remove them from danger asap and put them to preferred (so the AI will use those before all the rest), and for melee party members defensive/evade abilities.

So, for Solas take and put as preferred Fade Step (to remove himself from danger) and Barrier (to protect himself and the party). These two are a must. After those two you can put preferred support skills (Dispel, Revival, Pull of the Abyss). 

For the tank the must are Shield Wall + Warcry, and then depending on which of the two is the off tank apply to him/her some damaging skills + challenge. For example when Cassandra will become a Templar you can put preferred to her Challenge (since Warcry will be for the main tank, Blackwall), Wrath of Heaven, Spell Purge, Lunge and Slash. Before that point you can go with Challenge + Payback Strike + Lunge and Slash

(N.B: These are examples: the choices for the active skills to use depends on the combos and skills you use most often; the must skills are defensive ones for the tank and the squishy party members).

2. Since Solas has Static Cage and you have Immolate and Barrage, a very powerful combo is Static Cage (upgraded) + Immolate + Barrage. When you acquire the specs it also depend on what you choose. Solas will have access to Pull of the Abyss, for example, and with it you can do also something like PotA + Fire Mine (if you take it).

When Cassandra will have the Templar spec you can easily create combos out of her with Wrath of Heaven + Spell Purge (by herself) or Dispel (Solas).

3. Fade Step is a life saver for yourself. Before Terrors come from the ground knocking you down a green circle appear in the zone they will do so for about 2 seconds. If you notice the circle appearing below you simply pause the game and then use Fade Step to go away. You will not be knocked down. You can do the same also for Solas. For Cassandra or Blackwall you can do the same with either Combat Roll, Charging Bull or Lunge and Slash (this last however requires you to have a target at a distance on which you can use the skill so as to go away).

4. The staff you use determines primarily the element used for auto attack. However it also defines the type of element used when you cast Barrage, and this can be quite useful against enemies that are vulnerable to a certain element to dispatch them quickly (as Barrage is a powerful single target damage spell, especially when it procs a combo).

5. IMO the best behavior to use is to simply have party members to follow themselves. In this way they will usually have less problems with line of sight (hence coming in melee range) because they try to follow or defend someone else. Alternatively another good route is to have the tank follow him/herself and all the others follow him/herself too (for example: Blackwall > follow: Blackwall, the others: > Follow: Blackwall).

As for stamina usage in my experience the best is to simply give no reserve at all and let they do what they want (if you plan on not managing them or the less possible). Potions I usually go with max of 1 for the tank and 2-3 for the rest.

Summary:

It is very difficult to give direction on preferred skills to use outside of defensive skills because they depend mostly on what you want to do and the way you play. I gave you some examples but you should really give what you find is best depending on the skills you use the most. The really important skills to put as preferred are defensive/taunting ones on the tank (that must take the most aggro and stay alive) and mobility ones to squishy party members (so they try to avoid getting hit and go away from danger ASAP).

For AI mages the must preferred skills imo are Fade Step and Barrier. For AI rogues they are Stealth and Evade. For AI S&S tanks they are Shield Wall and Warcry (plus Combat Roll if you go that route). For AI 2 handed tanks (imo not the best route to go on Iron Bull, much better to have him as an off-tank) they are Block and Slash and Warcry (and as in the S&S case Combat Roll, but here it is arguably more important).

It is also to take note that pre specializations skills to put as preferred can be even much different (depending on build) than after spec. Defensive skills, however, remains the same.
 


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#3
TheBigLebowski

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Thank you Selea! I will try to implement those tips!! 



#4
Selea

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However now that I think of it maybe it's best to give both the warriors Warcry since it builds guard much better than Challenge. If you are the off tank is different, but if you leave the role to the AI it is probably better to give them both Warcry as preferred (at last if later you don't give +guard on hit equipment on the off-tank).



#5
TheBigLebowski

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Just wanted to say your help worked. I just finished Haven and with 2 warriors and both with warcry and 2 mages and casting barrier back to back it was a cakewalk!

 

Now I can work myself to Knight Enchanter!



#6
Sully13

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BTW Blackwall works better as a sword and shield. 


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#7
TheBigLebowski

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Ah ok, that sounds reasonable, because Blackwall had the most trouble staying up! So do I make Cassandra 2 handed or shield as well?



#8
Sully13

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keep those two S&S those two are tanks ane do sweet damage. Bull should be a 2H but even then he makes a great S&S if need be.  



#9
TheBigLebowski

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What abilities did you give Blackwall as a S&S?



#10
Sully13

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others will have to help you there I just go whith whay comes up.



#11
JosieJ

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Ah ok, that sounds reasonable, because Blackwall had the most trouble staying up! So do I make Cassandra 2 handed or shield as well?

 

OMG, specced properly, Blackwall refuses to die.  I'd keep him S&S, and Cassandra, too.  I tend to alternate them in my party, since they're both pretty much pure tanks.  Cassandra I take when I'm expecting to run into more magical and magic-using enemies, since her Templar specialization works well against those.  Blackwall I take when I'm expecting more humanoid enemies.  Either can handle anything you throw at them, though.  If you want a 2h warrior in your party, take Iron Bull.  Expect him to go down more often, though.

 

For Blackwall, I give him Payback Strike, Warrior's Resolve, Lunge & Slash, Shield Bash, Shield Wall and Bear Mauls the Wolves from the S&S tree, War Cry (upgraded), Untouchable Defense, Charging Bull, and Cutting Words from the Vanguard tree, and Line in the Sand, Bulwark, Resilience, Counterstrike, Adamant, Unyielding, To the Death, and Walking Fortress (upgraded) from his Champion specialization.  

 

Keep in mind, I'm playing on Hard, not Nightmare, but I think that'll work equally well for you.  I mean, this guy tanked the Kaltenzahn dragon by himself after the rest of my party went down. 

 

And a tip for mage abilities: I tend to disable the skills I'd like to have available for combos on my mage(s).  When I was running a Rift Mage and also taking Dorian in the party, I'd disable Fire Mine on him so it would be available to combo when I wanted to throw Pull of the Abyss on a group.  I'd also set his mana reserve to 20% so he had enough to use it when I needed him to.


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#12
TheBigLebowski

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Yes Josie, but I had Blackwall two handed, and that's why he almost died. So I am going to spec him S&S. Thanks For all your helpful tips.  ;)



#13
Wolfen09

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There is a slight way to sort of keep your 2 hand warriors alive, but it means sacrificing 4 points into the sword and shield category...  go and get them turn the bolt and bears maul the wolves, this will help them not be as spongy.  when you get to skyhold, try and get some perks into secrets so you can get deft hands perk.  open a door in redcliff and a chest contains gold, 10 obsidian, and a fade touched obsidian that gives you 3 guard on hit.  If you want to use the chest cheat, take the fade touched obsidian and the gold or the obsidian, not both then go to another map like skyhold, then go back to redcliff and the chest will respawn.  2 hand warriors practically require guard on hit on nightmare


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#14
TheBigLebowski

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That glitch tip is very helpful :-)

 

Extra question

 

1) Which weapons should I bring to the fade? (there are mostly spirits and demons, so I need spirit resistance armor) But what are their vulnerabilities?