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Difficulty of the DLC Jaws of Hakkon


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#26
actionhero112

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Only mages in Hakkon are resistant to frost, even they can can still be frozen.
 
Winter skill tree is totally useable in the dlc. Ice Mine is one of the few things that can intterupt a Hakkonite Champion spin move. 
 
Just don't take it into the Gurd Olaffsen fight. 


#27
DAFerelden91

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Thank you mates for all your insightful suggestions! I haven't been able to fully utilise the grenades and that's exactly my main problems! Thanks, Forsythia77 and FredLC for pointing it out. And appreciate Bigdawg13 and zeypher for your meticulous calculation on the armour. 



#28
rayx

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I posted some advises before about JOH, you can see here: http://forum.bioware...ons-and-armour/

 

hope it helps.

 

Oh and you can try confusion bomb. credit to Cydh. this bomb can make hakkonites turn on each other and apply HW to each other, AKA "it's my turn to oneshot you, son of fxxk". 



#29
Cydh

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Rule of thumb: on your tank, use the armor with the most defense metal slots. Put Silverite everywhere for Stagger on Being Hit. Shoot for 60-70%, more is even better. The rest goes into Cold Resistance.

 

If you are really finding it hard, give everyone a silverite heavy armor with silverite stagger on being hit everywhere and high cold resistance. The idea is that if you get hit by something that applies a Hakkon's Wrath, you want it passively staggered so it stops applying Hakkon's Wrath and gives you time to react. Stagger on being hit works against everything, even archers, spies and mages, that hits you from close range. The only thing it doesn't work on are the Bruisers. For Bruisers, you absolutely need to run away whenever they attack and hit them from a distance.

 

As a side note, forget Magic Resistance, it's useless and wasted on a Tank, as it doesn't work vs spirit and poison damage, and nothing deals multiple types of elemental damage in Jaws, and you shouldn't really ever be hit by lightning or fire damage outside of the Prologue Pride Demon, Calpernia, Fereldan Frostback and Vinsomer anyway. Use Cold Resistance in Jaws, and Spirit Resistance everywhere else.



#30
Bigdawg13

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Are you sure magic resist has no effect against spirit damage? Where is a reference link?

#31
zeypher

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Are you sure magic resist has no effect against spirit damage? Where is a reference link?

Would like to know this as well. I know that spirit damage negates half of your resistance as thats how it has always worked in the previous games well.



#32
Cydh

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Are you sure magic resist has no effect against spirit damage? Where is a reference link?

 

There's no reference link since I'm the only one claiming this. I initially claimed Magic resistance didn't work at all, now I'm only claiming it doesn't work against spirit damage from Arcane Horrors, because I was met with conflicting experience from you guys :)

 

Anyway, against the two Arcane Horrors at the beginning of Trespassers, on Nightmare:

 

Without any specific magic/spirit resistance ("base" for my character is: 51% magic resistance and 19% spirit):

- multiple missiles front damage ~36-40 per projectile

Spoiler

 

With Plate of the Dragon Hunter and spirit resistance belt: 80% magic resistance, 34% spirit resistance belt

- multiple missiles front damage ~29-30 per projectile

Spoiler

 

With only Spirit resistance belt: 51% magic resistance, 34% spirit resistance

- multiple missiles front damage ~29-30 per projectile

Spoiler

 

With handcrafted Fadewalker armor set (38% magic resistance, 80% spirit resistance)

- multiple missiles front damage ~8-12 per projectile

Spoiler


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#33
zeypher

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Hmm if not mistaken magic resistance doesnt work against the alpha emmisary as well.



#34
Bigdawg13

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I've always wanted to know if magic resist and a specific resistance combined or only the larger value used. If combined is it additive or multiplicative.

It may be documented but I keep reading over it.

#35
TevinterMagister

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Just finished JoH for the first time yesterday as a mage (Necro spec) on NM. What I found most useful against Hakkonites was Static cage, Fire wall, Icy array and Frost step. Basically I just let my party operate independently without micro and let my PC mage handle the CC.



#36
Bigdawg13

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I do really think Necromancers are great at CC.  They love panic because of the damage buff, so often they come with wall of fire.  And even though Horror is expensive, it's another source of spirit damage.  I did read at one time that the upgrade of horror (with armor reduction) applies to any source of horror.  I.E. upgrading horror should have benefits for your physical damage dealers when you use wall of fire.  I can't confirm it though as i never tried.  I do like horror and wall of fire.  Especially if you throw down static cage first.  Then spread walking bomb.  Then wall of fire and horror.  They freak out, try to run out, and get zapped back in (standing in the fire again).  Then BOOM BOOM BOOM BOOM as the walking bombs go off.   WB also knocks enemies off their feet, another source of CC.


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