Aller au contenu

Photo

Perilous guidance


  • Veuillez vous connecter pour répondre
52 réponses à ce sujet

#1
NE2RK

NE2RK
  • Members
  • 3 messages

Hi MP friends,

With the last patch, I have true difficulty completing Perilous in Pugs. Currently attemptes on L20 Katari and Necro with most purple gear and amour.
I spent time on good builds and knowing my roles, but currently I complete way too few Perilous games, to my taste.

So, If you have a little time please share any general or class specific advices to Perilous you may have.
Or, link to good guides.

I am on Ps4, if you want to join up :)

Much appreciated,
Ne2rk

#2
TheMindKiller

TheMindKiller
  • Members
  • 48 messages

Well, maybe not since the last patch, but in general Katari and Necros have been considered pretty squishy for Perilous. Might try a class with more survivability like Keeper or Elementalist or Arcane Warrior. Get that Willpower up there cause I've found that's really helpful for surviving Perilous, just for the extended attack power.

 

I don't have a lot of resources at my disposal at the moment else I'd help more. But chances are if you're having trouble with Perilous, and gear isn't the issue, you probably just need to play some stronger characters to boost your promotions a bit more and get better that way.



#3
Beerfish

Beerfish
  • Members
  • 23 870 messages

I have found that class composition is the major thing in success or getting hammered in perilous.  I've had quite a few games with good players in which we just got destroyed on the later waves.  Then played in a group that was pretty good but far from elite and we won 3 in a row.  Barrier casters are important, having two of them is a nice bonus.  The opponent is also key.  Red Tramplers are so fast and aggressive that you can't keep the damn archers at bay for long.


  • CitizenThom aime ceci

#4
Jbrizzy84

Jbrizzy84
  • Members
  • 179 messages
Op, the armor stats don't make much difference when getting hit. Promotions to cunning and willpower will make you feel better. When using necromancer, if you get killed while you have a pet through spirit mark will bring you back. Also use walking bomb on the middle dude of a cluster or in the middle of a static cage or pota cast along with virulence Passive for mass doom. The horror skill is also pretty good cc for people charging at you or an Archer trying to take you out. There's lots of diversity to playing necromancer, it depends on your style.

#5
smooth_operator

smooth_operator
  • Members
  • 340 messages

My katari has 1,550hp with all of my consitution and unique belt of health/constitution.  I generate guard on each hit.  I'll still go down pretty easy if archers hit me just a few times. I even have the unique katar armor (bug?), and unique HOK ring.  My conclusion is that HP and armor just isnt worth much.



#6
DrKilledbyDeath

DrKilledbyDeath
  • Members
  • 1 222 messages

Perilous usually comes down to 1 thing, can someone on your team take damage? If no, you die. If yes, you might live, but also might die.


  • hellbiter88 aime ceci

#7
N7 Tigger

N7 Tigger
  • Members
  • 1 581 messages

It comes down to two things. Promotions and Gear. You need to grind to get both.

 

Then BioWare can go to EA and say "Look - players have, on average, spent 500 hours in Dragon Age Inquisition multiplayer. That proves that we are very talented and our customers love everything we do!"


  • CitizenThom et Kenny Bania aiment ceci

#8
Kinom001

Kinom001
  • Members
  • 2 575 messages

I agree with the class composition statement. Having a fairly balanced team, and depending on enemy faction, class composition can be crucial.


  • Drasca aime ceci

#9
Drasca

Drasca
  • Members
  • 2 574 messages

My katari has 1,550hp with all of my consitution and unique belt of health/constitution.  I generate guard on each hit.  I'll still go down pretty easy if archers hit me just a few times. I even have the unique katar armor (bug?), and unique HOK ring.  My conclusion is that HP and armor just isnt worth much.

 

I recently looked at my Katari. I have over 2k Health at level 19. Cue envy in lesser players, because better players don't get irritated by earned stats. I suspect the formula of health per constitution was altered for Katari, so perhaps you'll want to also consider +constitution items, armor upgrades and passives. I don't go down unless I do something foolish. "If archers hit me" is a condition that varies between players. The more you take cover, dodge arrows (especially with strafe), combat roll, and assess enemy attack timing correctly, the less damage you'll take.

 

In short, high health is amazing if you're able to take advantage of it, otherwise useless in the wrong hands. Before the whole 'taking damage arguement, there's the both team skill & individual skills involved not taking damage at all. If your team practices aggro management, you're better off. If not, you're worse off. AoE CC and establishing zones of control, and areas of denial is pivotal for clean smooth perilous operations.

 

Pugs may only understand damage done and taken. Pugs are idiots.

 

I also believe you're confusing terms. I believe you mean guard. That's the silver bar above the health bar that's worth a base 25% of health, which can be modified with passives. Armor is a different term and factors completely differently-- and is generally not very useful in Perilous because doesn't reduce enough damage.

 

 

Promotions to cunning and willpower will make you feel better. When using necromancer, if you get killed while you have a pet through spirit mark will bring you back

 

The first part is mostly subjective. The second part needs to be amended, that you need Heal on Kill equipment as a pre-requisite. Death Siphon passive alone is insufficient. Tears of the Dead and Jar of Bees are also persistent DoTs that may aid your self-revive. Walking bomb tends to end as you die, failing to revive you.  HoK can be obtained by staff upgrades if you don't have it already via rings or on staves. Heal on Hit Deathward Staff also revives.



#10
Beerfish

Beerfish
  • Members
  • 23 870 messages

"I recently looked at my Katari. I have over 2k Health at level 19. Cue envy in lesser players, because better players don't get irritated by earned stats."

 

I honestly don't think you remotely get the fact that you are the exception not the rule as far as builds and characters.  Pure fact, the game is much easier when you have a ton of promotions and your stats are much higher.  You may promote like there is no tomorrow which probably involves rampant speed running or playing only some classes but the vast majority of people do not.  It has zero to do with 'envy' and everything to do with giving advise tailored to the average player.

 

Group composition and cooperation are MASSIVELY important.  In most of the videos you post on how to have normally more vulnerable characters succeed really well you have a nice group composition willing to play in a logical fashion. 

 

You are obviously an excellent player that knows what he is doing but from what I've seen of you advise and how to videos in many cases they are not that helpful to the average player who you seem to want to make you audience.  They simply dont have the items, the weapons, the stats or many times even decent team mates when pugging.



#11
DrKilledbyDeath

DrKilledbyDeath
  • Members
  • 1 222 messages

Last time I checked when I got better gear the game became a lot easier. We can talk about group composition and player skills and all that other junk but guess which matches all weekend were the easiest? There are my threatening matches with a high level Reaver where I do so much damage and heal so much that I don't even try and get 75+ kills, or the perilous with 2 AW, a keeper and me as elementalist keeping firestorm up the entire wave 5. So experience tells me, if I can do ungodly amounts of damage and keep myself alive with healing/barriers, I will never lose. My promotions are 20/23/23, and if I had 50/50/50 or higher it wouldn't even be a challenge.

 

tl;dr - gear >>>> promotions >>>> skill



#12
Drasca

Drasca
  • Members
  • 2 574 messages

 giving advise tailored to the average player.

 

Group composition and cooperation are MASSIVELY important.  In most of the videos you post on how to have normally more vulnerable characters succeed really well you have a nice group composition willing to play in a logical fashion.

 

Oh I know I'm the exception in general. I'm doing my best to encourage changing that, and it has worked amongst my friends circle pretty well. There's lots of talented players out there, and their talent collectively outweighs promotes, gear, etc. Better builds being easy and available are step one. Teaching / Learning step two. I am happy to say, with no hesitation, that I made the game more enjoyable for several players by providing insight and guidance that directly resulted in more effective gameplay for them. "OMG the templar is enjoyable now" -- after teaching shieldwall attack-cancel pattern 1 . . . then subsequently demonstrating how to approach an enemy mob for alpha strikes.

 

Yes promotes matter, but guess what... there's a lot you can do outside of promotes, and they're immediately effective. Oh. I played with low promotes too like everyone else. Just because I didn't make videos, or hang around here much then, doesn't invalidate what I say or do.

 

There is no average player, and you cannot speak for that strawman, as we don't have the statistical data for that. There are only individuals, and we can only give generic advice in the public without getting to specific individuals. The individuals I like to keep around are those willing to learn, and yes tailor group composition to each other.

 

Do you have comments on the videos where I solo? I will admit that technically fulfills the "nice group composition and willing to play in a logical fashion" requirement, as it is a a group of one player with predictable aggro management. However, I have also advised that players themselves choose complementary kits tailored to the groups they encounter. There is only one situation where you cannot do so, and that situation is where you host and ready/start before anyone joins. In that case you still retain the option to choose a self-sufficient perilous class. Templars, Eles, Keepers, AW's, any kit you can solo with, etc.

 

My stance on pugs is that if they aren't willing to cooperate, let them die, befriend & win with those that are. Eventually you play with private games on a good friends list rotation. Being unwilling and unable to socialize in a multiplayer game is counter-productive.

 

 

They simply dont have the items, the weapons, the stats or many times even decent team mates when pugging.

 

Good strategy means you're guaranteed to win, no matter poor execution of tactics (or lack of all of the above). So what if you win slower than if you had a better start, you'll still win and win more than if you executed bad strategy. All of the missing elements come in time with the strategies I outline.


  • WebFoo aime ceci

#13
Drasca

Drasca
  • Members
  • 2 574 messages

tl;dr - gear >>>> promotions >>>> skill

 

No teamwork, No skill = Dead guy pincushioned by archer fire. Even AW's. I'd screenshot the players, but it is kicking a dead horse.

 

 

 2 AW, a keeper and me as elementalist keeping firestorm up the entire wave 5

 

Huh. Team composition + complementary skills at work, and you dare say skill isn't in play. Yes I have seen people bork this up.

 

"I saw a man fall in his own sword once. It wasn't pretty" --Hunter



#14
DrKilledbyDeath

DrKilledbyDeath
  • Members
  • 1 222 messages

No teamwork, No skill = Dead guy pincushioned by archer fire. Even AW's. I'd screenshot the players, but it is kicking a dead horse.

To a certain degree. Do I need to pay more attention on perilous, yes. But threatening and routine are jokes now. I could do them both with my eyes closed and using my feet to hold the controller. The biggest issue I find is that this game doesn't play like an MMO where you have specific classes, and need to use strategy. Those types of games, less is more. You only want to pull a few enemies, don't get in too deep. There are a lot of classes in DAMP that do better the more enemies are around. Most of my characters thrive when it is a giant cluster**** and will only go down when single enemies like archers are shooting me from afar. I want to be surrounded because I can kill that much faster, which doesn't leave much for strategy. Taking time to get set up and hit specific targets seems forced in this game, it feels best in the faster runs.



#15
Catastrophy

Catastrophy
  • Members
  • 8 484 messages

Don't get flanked, kill stuff fast, have a barrier, coordinate and have a plan for wave 5.


  • Drasca et hellbiter88 aiment ceci

#16
DrKilledbyDeath

DrKilledbyDeath
  • Members
  • 1 222 messages

 

Huh. Team composition + complementary skills at work, and you dare say skill isn't in play. Yes I have seen people bork this up.

 

"I saw a man fall in his own sword once. It wasn't pretty" --Hunter

I'll be honest, I don't even know what my team was doing. I was locked down in a room with a constant firestorm, fire wall and mines underneath me while I kept hitting myself with barrier. It was a mess, but things died fast. All skill can get you to a certain point, but when you reach the tipping point where your gear let's you smash everything without thinking, it becomes about your OP gear, not skill.



#17
Drasca

Drasca
  • Members
  • 2 574 messages

I want to be surrounded because I can kill that much faster, which doesn't leave much for strategy. Taking time to get set up and hit specific targets seems forced in this game, it feels best in the faster runs.

 

There are problems, though they're not necessarily the ones you currently believe. There's also more room for strategy if you opened your mind to them, instead of limiting yourself to your current situation.

 

Problem isn't that some classes do better scaled with more enemies, but that teamwork isn't encouraged. The latest patch made several changes that work toward addressing the goal. I need more testing, but preliminary results show the AW's overall barrier capacity has been reduced, and is thus more vulnerable to alpha strikes and potentially overwhelmed.

 

The spawn and font room changes have forced changes in gameplay as well, and I believe for the better. Post patch 6, setting up a choke-point as a team pre-zone 5 works better than running in due to better use of multiple alpha strikes with the added mobs spawning and streaming in.

 

I've done some videos where we've parked in front of the last mob, and performed clean alpha strikes after pulling. That took all of 10-20 seconds, as opposed to a minute or three of spirit blade individual enemies, chasing them everywhere, and "getting shot by archers" as you've stated. Formation strikes are more effective due to increased likelihood of being flanked if you chased them individually with the new spawn setup.



#18
JRandall0308

JRandall0308
  • Members
  • 1 688 messages

I'd like to see a video of the post-patch Zone 5 vs. Perilous Red Templars.

 

How do you handle the Knights, Horrors, and Archers? Does one person get designated to gank them and if so, who? (Assassin? Katari?)

 

Does someone take the Red Templar Commander for a walk? If so, who?

 

And like I said, video proof or GTFO. Everyone (including me) can talk theory, but executing it is the tricky thing.



#19
Drasca

Drasca
  • Members
  • 2 574 messages

I'll be honest, I don't even know what my team was doing. I was locked down in a room with a constant firestorm, fire wall and mines underneath me while I kept hitting myself with barrier. It was a mess, but things died fast. All skill can get you to a certain point, but when you reach the tipping point where your gear let's you smash everything without thinking, it becomes about your OP gear, not skill.

 

I did point out both individual and team skill, didn't I? If you're able to 'constant firestorm/wall/mine/barrier', that's individual skill that synergizes with the team. There is a tipping point, but it is combined individual skill / team skill / coordination / builds / gear / promotes. If you're able to mathematically prove the individual elements, you'd better have a solid proof that demonstrates every element backed up with solid data, otherwise you have no ground to stand on. I actually do have mathematical proof on the the effect of promotions. Unfortunately most people can't or won't math. They're usually lazy, stupid, or both.



#20
DrKilledbyDeath

DrKilledbyDeath
  • Members
  • 1 222 messages

I think the main thing Drasca, is that a lot of people will pug a lot of the time and a lot of pugs are really bad. I'd love to be more strategic but the teams usually don't allow for that; if you want to live in this scenario you better be good at killing things so that's what I worked at getting good at.


  • ParthianShotX et Teophne aiment ceci

#21
DrKilledbyDeath

DrKilledbyDeath
  • Members
  • 1 222 messages

I did point out both individual and team skill, didn't I? If you're able to 'constant firestorm/wall/mine/barrier', that's individual skill that synergizes with the team. There is a tipping point, but it is combined individual skill / team skill / coordination / builds / gear / promotes. If you're able to mathematically prove the individual elements, you'd better have a solid proof that demonstrates every element backed up with solid data, otherwise you have no ground to stand on. I actually do have mathematical proof on the the effect of promotions. Unfortunately most people can't or won't math. They're usually lazy, stupid, or both.

Well I hope I'm just lazy :) this is why I come here, I've learned a lot of my earlier ability choices sucked, and learned how to make some OP classes.

I just tend to go on what my eyes see, obviously not the best test but when I got my 100hp belt and 10% HoK, the game became so much easier. The tough thing with promotions is that it's hard to judge gradual increases. 5 hp at a time seems small but going up 100 on every character made level 1 threatening easily managed.



#22
Kalas Magnus

Kalas Magnus
  • Members
  • 10 357 messages

did someone mention use the Mighty arcane warrior yet?

 

he is so gud you can solo perilous while watching tv on the side. just hold down rb. win.

 

just stay away from the templar commander. 



#23
Drasca

Drasca
  • Members
  • 2 574 messages

I'd like to see a video of the post-patch Zone 5 vs. Perilous Red Templars.

 

How do you handle the Knights, Horrors, and Archers? Does one person get designated to gank them and if so, who? (Assassin? Katari?)

 

Does someone take the Red Templar Commander for a walk? If so, who?

 

And like I said, video proof or GTFO. Everyone (including me) can talk theory, but executing it is the tricky thing.

 

I already have one in my katari & reaver shennagans thread. I assume you didn't watch the video of me Solo'ing Perilous Red Templars as a L19 Reaver, and subsequently getting ganked at the end of Z3 by a Shadow when I forgot to account for it. L2P Reaver, don't forget the Shadow :D

 

Edit: I didn't see Z5 post-patch. Oh well.

 

There's multiple ways to accomplish all of the above. My favorite absolute favorite is fire wall directly on top of the enemy firing line.

 

Anyone can kite the RTC if they're aware of the attack patterns, and the team avoids attacking him. I wouldn't be against doing a short video, but you must realize there's already guides for Red Templar (with video).. The easiest way to deal with him however is to put him to sleep. KO Bomb, Powder, or Shock + Weaken Combo are the most popular methods.


  • Gya aime ceci

#24
Drasca

Drasca
  • Members
  • 2 574 messages

I think the main thing Drasca, is that a lot of people will pug a lot of the time and a lot of pugs are really bad. I'd love to be more strategic but the teams usually don't allow for that; if you want to live in this scenario you better be good at killing things so that's what I worked at getting good at.

 

Don't fall into new Spock's trap of no-win scenarios.  As with Kirk, when you don't believe in no-win scenarios, change the scenario

 

You really really need to work on building a friends list roster. I don't know if you have or can afford a microphone, but you should if you're playing this game and use it. I'd invite you to mine, but I think you're on console and I'm on origin PC. If you ever do play on PC DAMP feel free to look me up on origin and message me.

 

 

Well I hope I'm just lazy :) this is why I come here, I've learned a lot of my earlier ability choices sucked, and learned how to make some OP classes.

I just tend to go on what my eyes see, obviously not the best test but when I got my 100hp belt and 10% HoK, the game became so much easier. The tough thing with promotions is that it's hard to judge gradual increases. 5 hp at a time seems small but going up 100 on every character made level 1 threatening easily managed.

 

Gear, Builds, and Skill. Those all improved in time. "Obviously not the best test" = Not objective at all, and self-admittedly bad tests for comparison.

 

Promotions rate of return increased effect follow a specific mathematical formula. Unfortunately, it is a lot of work to actually go through learning the math, inputting and working with the data involved. Some of the work can be offloaded to computer assisted tools like spreadsheets and programmable scripts. However dealing with those also involves a high level of skill and time invested still not readily accessible to casuals.

 

I am mathematically correct saying that promotes have a highly diminished rate of return for their utility effect. Bioware Employee Andy Kempling has so said too.

 

In card game terms, promotes will only help you win more, when you're already winning. They will not win for you. They don't turn the game around nearly as often as everything I've mentioned previously all do. You yourself have mentioned the HoK ring as a game-changer. HoK is almost guaranteed available through weapon crafting once you play long enough, as it is not nearly as RNG dependent (though it is), it is very likely to salvage a form of cotton for HoK weapon crafting.



#25
Drasca

Drasca
  • Members
  • 2 574 messages
just stay away from the templar commander. 

 

Unless you use my Combo King AW build, linked in my signature, constantly putting the RTC to sleep with the constant shock and weaken combos.