I must play bad then, because AI is usually better than me at turning it off.Charging bull on AI is still not good.
Which upgrade, or none?
I must play bad then, because AI is usually better than me at turning it off.Charging bull on AI is still not good.
On the plus side- the AI is now using Grappling Chain properly.
They use it sure, but i find AI to be retarded with control related skills. They still keep trying to grapple hook dragons. Problem is if you set up AI with W&S vs 2H i find em to do better with W&S set up. AI uses lunge and slash better than CB for example.
Infact i would not be surprised if the W&S AI usage was actually better, as Bio might have figured not everyone plays a tank so lets make the W&S be good with the AI so players can play their own classes properly. Looking at my tests and how warrior companions act with various skills this seems to be true atleast from my observations.
AI uses the horns nicely though so thats good and as distance closer it uses lunge and slash a LOT better than CB. Warrior companions tend to go more retarded with 2H setup than with W&S. Cassandra with W&S regularly does the templar combo but nearly refuses to do so with 2H i got no clue why and has a annoying habit of freezing up with 2H setup, i put her to W&S and i got no issues. All the warriors on AI do better with W&S skills than others in the sense that you do not have to baby sit them.
I believe early-game 2H requires a degree of finesse (i.e. timing) that the AI fails to achieve. 2H pre-skyhold is all about crowd-control via knocking people down. If an enemy isn't immune you can keep them perma knocked down fairly easily. 2H damage at the beginning heavily relies on knock down for extra damage. The AI just can't handle this, and it is the best for of damage mitigation (they can't hit you if they are always on their back).
Late-game things switch up and this isn't necessarily true, but that's only because you can shift away from the SnS/2H tree and more towards specializations.
Not damage issue, more of how AI handles the respective trees. I like to avoid micromanaging my companions and so try to set them up in a way that i can focus on playing my character.
Not damage issue, more of how AI handles the respective trees. I like to avoid micromanaging my companions and so try to set them up in a way that i can focus on playing my character.
I think we're saying the same thing.
Ah my bad, read it again and yes you are correct. But in general AI in games have issues with skills etc that relate to control.
Ah my bad, read it again and yes you are correct. But in general AI in games have issues with skills etc that relate to control.
I had to re-read my own post and was left wondering why I danced around the point so much.
The changes to Reaver are pretty nice. I actually like the new Ring of Pain; at least it makes the skill usable on boss fights since bosses move around a lot and also have a lot of skills that stun/throw your party members around. In any case, it's easy to toggle it on only for bosses.
The new Dragon Rage upgrade is pretty much a must-have for an AI Reaver. I'd still use the old upgrade for a player-controlled Reaver though, because I like to have the most possible damage and I also love using Devour. Which, by the way, heals a lot more with the new skill upgrade, so I'd definitely take that over the 25%+ crit for dragon strike.
Need serious help regarding to Wraith of Heaven and Spell Purge!
Which upgrade do you recommend? 600% damage for dispelling barriers is very useful! Same goes to mages being vulnerable to your skills!
10% heal for each enemy is amazing but 300% more damage and +2 seconds stun duration is helpful too!
Please help me decide!
i go for old updeates damage on spell purge and heal
you don't need damage on WoH since it hits only mages.so i prefer to do more damage to barriers because some enemies has very strong barrier.
Haeling for half life when you are in the middle of the fight i think it's very OP
Cassandra is my tank so i don't need her to do much damage
I tried the toggles for the poison cloud against some rifts. Holy, buttmonkey that elusive is awesome. Sera may be a mainstay in the party for rift-crushing.
Is there any way to track progress on the achievements for the Trials? Specifically the ones where the achievement is earned based on a number, such as killing 20 'promoted' enemies?
I know I can on my XB1. Not sure about PC though.
On PC, Achievements are in EA Origins. You can right-click the game cover in My Games and click on Achievements, but there are also other ways to navigate to them too.Is there any way to track progress on the achievements for the Trials? Specifically the ones where the achievement is earned based on a number, such as killing 20 'promoted' enemies?
Revival
This looks like it would be amazing when combined with encore to make your qunari rogues hit for a bajillion damage.
But don't you have to be dead for Desperation to work? Or it is glitched? That would be hilarious if you can cast it on live players with no penalty.Revival
This looks like it would be amazing when combined with encore to make your qunari rogues hit for a bajillion damage.
- Life Ward: Damage Resistance 25%, duration 15 sec
- Desperation: Damage bonus 200%, attack speed bonus 50%, duration 10 seconds, cost 30 mana (does not revive!!!!, gives 10 seconds of afterlife type effect like Simulacrum)
I find it hard to believe it only works on necromancers but I don't have the DLC to test.
The new combat roll upgrade is super dumb. Level 5 and Blackwall is hitting (or rather, rolling into) things for close to 1k with a ~115 damage rare maul I found (barbarian lord maul I believe). I'm pretty sure he puts out more damage by just rolling back and forth than actually doing any basic attacks. Definitely does if there are multiple enemies since it has "AoE" properties, in the sense that it's pretty easy to roll into multiples if they clump up. Even at the very end of the roll animation where the character is barely moving, if something touches you they still take the damage.
Not as OP for 1H since their base weapon damage is so much lower and their attack speed higher (so you're sacrificing more basic attack animations to do the ~2 second roll animation instead, which is not that much slower than a normal 2H swing anyways but still deals over twice as much damage), but it makes 2H a hell of a lot more effective early game than before.
But don't you have to be dead for Desperation to work? Or it is glitched? That would be hilarious if you can cast it on live players with no penalty.
Yep you do have to be unconscious (aka "dead"). This upgrade is still ridiculously good though, considering you can often manually revive your whole party even with only 1 person alive, so having the normal resurrect is not that important.
yeah maybe run a party with two mages with altering revive upgrade? or one really tanky mage with the beserk revive, and 3 suicide dps maniacs?Revival
This looks like it would be amazing when combined with encore to make your qunari rogues hit for a bajillion damage.
- Life Ward: Damage Resistance 25%, duration 15 sec
- Desperation: Damage bonus 200%, attack speed bonus 50%, duration 10 seconds, cost 30 mana (does not revive!!!!, gives 10 seconds of afterlife type effect like Simulacrum)
If those suicide maniacs are 2h templars, they can give full health and 50% damage boost to the rest of the party each time they die!!
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yeah maybe run a party with two mages with altering revive upgrade? or one really tanky mage with the beserk revive, and 3 suicide dps maniacs?