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Overpowered team combinations


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8 réponses à ce sujet

#1
Kazhmo

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Disregard this post, consider this one: http://forum.bioware.../#entry19272777



#2
Mike3207

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I'm far from a experienced rogue player. Mages are more my line. I will say I think Shale might be a better choice on console for the Stone Aura. +10 attack and defense, -5 attack and defense debuff for enemies, 5% critical chance, +8 stamina regen, +12 health regen. All of that will help rogues stay alive.



#3
Kazhmo

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I think i'm just gonna go with 3 full dex rogues for now, test it and then prepare for my 3 mages playthrough. In this one (3 R 1 M) i intend to explore the Mage CC (petrify, glyph of paralysis, etc) capability which was not done that well in my first NM one (basically what i used was blood wound, meanwhile, Alistair and Warden proceeded to wreck all of them, but i could notice the diference from Al's and Warden's wrecking speed, as Warden was getting free backstabs).

 

I'm just not that confident at having Shale instead of Wynne because i'm gonna need that Force Field to stop Flemeth's and High Dragon's Grab.

 

And Wynne can get Petrify quite earlier than Morrigan. And she has SH spec, which allows me to simply choose BM as 2nd, allowing me to get one of the best CCs in this game. And she's quite a good healer on Auto Pilot o.o

 

Ty for the attention sorry for anything.

 

*edit*

 

As i'm gonna have 3 rogues dual wielding 2 daggers each, i need info for the best 6 daggers available in this game. According to my last gameplay and info i could collect, these are the following ones:

 

Crow Dagger (highest tier and highest number rune slots i can put my hands on [luckly i could get a tier 7 3 rune slots in my first playthrough o.o])

 

Fang from City Elf Origin

 

Dead Thaig Shanker from Shale's Personal quest

 

Thorn of the Dead Gods

 

The Rose's Thorn

 

Am i missing something here?



#4
Mike3207

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Either The Edge or Duncan's Dagger, not sure which one they're referring to.



#5
Kazhmo

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Well i'm not gonna do this 3 rogue playthrough because it was simply too boring @_@

I'm simply gonna head to the 3 mages playthrough, what sequence of spells do you recommend me to get the 3 mages to learn?

 

Consider that i'm gonna get Wynne first and then Shale. Or should i do the other way?

 

I only have Stone Prisoner DLC, what is a good staff aside from staff of the magister lord and wintersbreath?

 

Considering that i am aiming at the most OP combination, should i really stick with 3 AWs or make them 3 BMs with only Warden as an AW?

 

I already played mage many times just never finished any gameplay with one in Nightmare, but i was having a hard time fighting against reavers at brecilian. Oh god you would not want to see it.

 

I also have a question regarding the behavior mechanincs, what is the diference between them? I mostly used the agressive, but i wonder if this would lead me to some kind of chaotic situation.



#6
Mike3207

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3 mages with Aggressive would mostly lead to them ending up in melee situation a lot and possibly getting knocked out that way. i'd go with something like Ranged for mages.

 

With AW-I'd say a lot depends on whether or not you go full magic. Full magic leads to a lot of misses, at least if you run into  high defense foes like dragons or revenants. 4 ranks of Combat Training are a necessity for the attack boost of +6. Don't forget that mage foes can dispel Combat Magic. Very annoying for me when i run into foes that can do that. Staffs blasts are useful when you run into magic resistant enemies.

 

Morrigan-focus on Entropy and make a decision on whether you want to fill out her Shapeshift tree. I favor it, but you have to go all magic to make it pay off. Autohit can be useful if you equip a staff, and shapeshifters can also use critical/chance damage to overcome the problems with initial low strength/damage. You might also have one line in Destruction and the Glyphs with any remaining points.

 

Wynne-focus on Creation. I also give her Telekinetic Weapons and a few others, but I tend to add a few more spells than usual.

 

Your main PC-your choice really. Maybe Spirit and the elemental spells. Specs-up to you. I get most use from Arcane Warrior/Shapeshifter, but I will occasionally pick up Spirit Healer. Blood magic is a no-go for me, as I have moral issues with using it.

 

Staffs- I keep one of each elemental type. Most powerful of each elemental type-Lightning-Heaven's Wrath, Nature-Oak Branch or Sylvan's Mercy, Cold-Wintersbreath and Staff of Magister, Fire-Magister's Staff(get from attacking the werewolves and then killing the keeper.) Physical-with only one DLC Staff of Ephemeral order or Piece of Wood. You don't get Malign Staff until Battle of Denerim.

 

Shale-Wynne's spells will be more effective with Shale's Stone Aura, even with just one point. 



#7
rocsage

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only have PC, so I'm no expert on console regenerate rates, even if I know differently.

While having a well-rounded boost to the party certainly is nice, using the stone aura means you will have one team member out of the four literally inert throughout the fight.

So unless all three others are glass cannons with mana/stamina issues, the benefits are debatable.

---------------------------------------------------

having a mostly mage party really wouldn't be that bad if they all go arcane warrior.

Morrigan, for example, pretty much ends up a tank.

Wynne would start slapping people around with little possibilities of even activating her plot skill.

a main character mage would be dominating: arcane warrior for survival, blood mage for massive aoe with hard cc.

might keep zevran around as a receipient to elemental weapon buffs, and have him get ranger so the bear provides blood supply.



#8
Mike3207

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I've got warn you-full magic arcane warriors have a tendency to miss unless their magic is really high. When they hit, they do a lot of damage, but they might miss a lot before they finally hit the enemy. Wynne and Morrigan would be even worse than the PC mage because they don't have as high a magic score, but Wynee's ability does give her a bonus to spellpower.

 

That's why I think Shapeshifter/Arcane Warrior is the best. Shapeshifters have both the ability to autohit the high defense foes a arcane warrior would miss, and they scale strength/dexterity as they improve magic. If you do carry three arcane warriors, divert a few points into dexterity. 20 will suffice, but 30 will be better.

 

As for Shale-plus ten spellpower for your mages. That's worth him being paralyzed in my book, even if he had no other buffs provided. 



#9
Kazhmo

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only have PC, so I'm no expert on console regenerate rates, even if I know differently.

While having a well-rounded boost to the party certainly is nice, using the stone aura means you will have one team member out of the four literally inert throughout the fight.

So unless all three others are glass cannons with mana/stamina issues, the benefits are debatable.

---------------------------------------------------

having a mostly mage party really wouldn't be that bad if they all go arcane warrior.

Morrigan, for example, pretty much ends up a tank.

Wynne would start slapping people around with little possibilities of even activating her plot skill.

a main character mage would be dominating: arcane warrior for survival, blood mage for massive aoe with hard cc.

might keep zevran around as a receipient to elemental weapon buffs, and have him get ranger so the bear provides blood supply.

 

Stone Aura: 10 more spell power or 3 more levels (look at it the way you would prefer), 8 health/mana regeneration (reduces pot usage and helps Wynne keep party alive, it actually make things easier), makes Shale immune to everything but damage, allowing her to be used as a wall to avoid pulls from Mass Pull or Buffet, makes her a good Aggro Opener (build it with 32 str, 18 dex rest in con for a very tanky stat booster), and helps boost staff auto attack damage as well. Shale doing nothing and standing still in one spot through the entire fight is nothing compared to the benefits Stone Aura pratically (not theorically) brings. Just requires a bit of planning in regards to positioning, a thing you will get used to after a few encounters.

 

A tank is not needed in this game even in nightmare actually. I, currently, am at Denerim part of the game (already did the 4 main quests + DLCs) and never ever needed anyone to tank outside of the moment Shale was tanking because Stone Aura would aggro, but otherwise, Glyphs, Hexes, Petrify, triple Blood Wound, Mana Clash, Fire Ball, triple Entropic Death, etc, and many other damaging spells to help killing enemies. What you need is some positioning management, plenty of CCs, and a bit of healing. Full magic builds help healing with weak poultices and helps mana recovery with potions if ever needed.

 

I've got warn you-full magic arcane warriors have a tendency to miss unless their magic is really high. When they hit, they do a lot of damage, but they might miss a lot before they finally hit the enemy. Wynne and Morrigan would be even worse than the PC mage because they don't have as high a magic score, but Wynee's ability does give her a bonus to spellpower.

 

That's why I think Shapeshifter/Arcane Warrior is the best. Shapeshifters have both the ability to autohit the high defense foes a arcane warrior would miss, and they scale strength/dexterity as they improve magic. If you do carry three arcane warriors, divert a few points into dexterity. 20 will suffice, but 30 will be better.

 

As for Shale-plus ten spellpower for your mages. That's worth him being paralyzed in my book, even if he had no other buffs provided. 

Use Arcane Warrior for better armor options in regards to mana regeneration only. Keep AW as a spellcster mainly. Spells>auto attack even for an Arcane Warrior.

 

At least that is what is hapenning with my current 3 mages and a shale playthrough.