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Which mooks do you find most dangerous?


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#1
phishface

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For me, it's Arcane Horrors and Despair Demons.

 

Both have fast, heavy-hitting ranged attacks, which can outright kill you if you're caught. Both zoom around the battlefield, messing with flanking. I think the single most difficult fight is the four Despair Demons on the JoH island. If you're not prepared for it, they can quickly destroy the party.

 

Obv, being ready with fire attacks makes both enemies a lot easier.



#2
PapaCharlie9

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I guess we differ on the definition of "mooks". To me, mooks are super generic, like Outlaw #3 in a mob of 5 assorted. Arcane Horrors don't count as mooks in my book.

 

But if you just mean non-boss enemies, sure, those are bad.

 

I'd have to give "most dangerous" to JoH Hakkonite Bowman and Hakkonite Spy, since they can one-shot even high level characters.

 

For vanilla game, Outlaw Lurkers in the Hinterlands, pre-Skyhold, are pretty nasty. They can pretty near one-shot a low level character, even worse if they jump you while you are fighting a bear.


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#3
ComedicSociopathy

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Those Sha-Brytol bolters in Descent turned me into swiss cheese. 



#4
rayx

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I guess we differ on the definition of "mooks". To me, mooks are super generic, like Outlaw #3 in a mob of 5 assorted. Arcane Horrors don't count as mooks in my book.

 

But if you just mean non-boss enemies, sure, those are bad.

 

I'd have to give "most dangerous" to JoH Hakkonite Bowman and Hakkonite Spy, since they can one-shot even high level characters.

 

For vanilla game, Outlaw Lurkers in the Hinterlands, pre-Skyhold, are pretty nasty. They can pretty near one-shot a low level character, even worse if they jump you while you are fighting a bear.

 

With a high armor rating, Hakkonite spy basically can't hurt you at all. Hakkonite mage is much dangerous and annoying IMO...   



#5
Aeratus

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I think these are the most dangerous enemies:

 

1. Hakkonite Bowmen - I had a sword-shield champion with 1200 armor (with buffs), max guard, max health, and about 70% barrier up, and still got one-shotted by a group of bowmen on that island (nightmare with walking softly trial, of course). Not sure if a single bowman killed me, since there were a few of them, but I definitely died within 1 second even with all that armor. For comparison, the Sha Brytol bolters were only doing 1 damage per hit on this character. 

 

2. Hakkonite Spy - if you're not careful, they'll sneak around and back-stab you or your companions. Can definitely one-shot most characters if promoted to elite. 

 

3. Hakkonite Spellbinder - these guys are a hassle if your party doesn't have enough dps or dispels to deal with them. Fortunately, they don't do the massive spike damage that other Hakkonites do. 

 

4. Hakkonite Bruisers 

 

5. Hakkonite Warrior - not as dangerous as the above, but can still one-shot a rogue at max guard and max health in melee range, if promoted to elite. 

 

For the base game, I'd say that Arcane Horror is the most dangerous at early levels. At later levels, Venatori Gladiators, Venatori spellbinders, and large groups of wraiths/despair demons focusing fire on you are the more dangerous foes out there.



#6
rayx

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I think these are the most dangerous enemies:

 

1. Hakkonite Bowmen - I had a sword-shield champion with 1200 armor (with buffs), max guard, max health, and about 70% barrier up, and still got one-shotted by a group of bowmen on that island (nightmare with walking softly trial, of course). Not sure if a single bowman killed me, since there were a few of them, but I definitely died within 1 second even with all that armor. For comparison, the Sha Brytol bolters were only doing 1 damage per hit on this character. 

 

 

That's because your barrier gets you killed. Sounds weird? The debuff HW they apply to you has two effects: lower your cold resistance and multiply your damage taken, also it can be stacked. With barrier on, every attack easily makes hundreds of damage, and with HW x10 it just becomes 10k so that's why you got one-shot. 

 

Also, Hakkonite Bowmen's full draw does cold damage so armor can't do anything about it. However if you stick with high armor and not use barrier their normal attacks can be ignored. 


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#7
PapaCharlie9

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That's because your barrier gets you killed. Sounds weird? The debuff HW they apply to you has two effects: lower your cold resistance and multiply your damage taken, also it can be stacked. With barrier on, every attack easily makes hundreds of damage, and with HW x10 it just becomes 10k so that's why you got one-shot. 

 

Also, Hakkonite Bowmen's full draw does cold damage so armor can't do anything about it. However if you stick with high armor and not use barrier their normal attacks can be ignored. 

All good points, but every enemy has counter-tactics. If an enemy didn't, these forums would be filled with whining ... well, more than usual.

 

I read the OP as, what enemy, on the whole, without regard to specialized counter-tactics, is the most dangerous? Any of the Hakkonites qualify easily, really.



#8
phishface

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I totally agree about the Hakkonites - they're some of (if not the) hardest enemies in the game. But you can mostly see them a mile off, which makes things a bit easier. The thing about Arcane Horrors and Despair Demons is they can suddenly spawn on top of you, at close quarters.

 

In general, I think the game is hardest when you don't have time to plan an attack.



#9
PapaCharlie9

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My problem with Arcane Horrors is not that they spawn on top of me but rather they keep teleporting away from my DoT and heavy hitters in melee! Stand still, damn you!


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#10
ottffsse

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Probably promoted enemy spellbinders in walk softly mode. Too bad at some point you sort of know you need to take them out first and quick and send in your stealthed assassin or mage to do the job and two hit them (but when facing three+ of them they are still dangerous).

Despair demons would be top though if they were like the promoted ones in multi-player which cast aoe blizzard on your whole party and basically insta freeze you in addition to all their other annoying attacks.

#11
ottffsse

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Oh and fun fact: the qun stalkers in trespasser where probably designed to annoy solo ke s as they are immune to spirit damage and also auto dispel barrier upon coming out of stealth.

#12
magic713

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Any archers or mooks who fire projectiles. I always fail to take note of them and they somehow chisel down my health.



#13
sjsharp2011

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in the main game for me the Pride Demons are the most annoying given a lot of them can buff themselves up and be harder to take down because of that they dish out a fair amount of damage to me too I find. Also the fact the terrors thast jump out of nowhere and knock you on your back that can be somewhat annoying too. Thoswe I find are the ones that do the most damage to me anyway.



#14
Melbella

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At low levels, hordes of shades can be deadly. Also, terrors, especially on NM.



#15
akbogert

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Despair demons for me. Their attacks are bad, but their barriers are much worse.

On nightmare, I came to dread revenants the most, though they are mercifully rare. 



#16
Cantina

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Only thing I'd say thee most dangerous is: Red Templar Stalkers.

 

Played on Nightmare (with a few trials on) and a Red Templar stalker came out of stealth and hit Cassandra once. She fell over. Dead.



#17
Mordray Darkblood

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Pre JoH, Red Templar Shadows...
Post JoH most any actual members of the Jaws...

#18
Forsythia77

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Hakkonite spies can suck it.  Nothing like minding your own business taking out a Hakkonite mage to have a spy sneak up on you and one shot you to your death.  Lyrium smugglers in the Hinterlands can also suck it.  And those Sha-Brytol with the lyrium machine guns. 



#19
Aeratus

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That's because your barrier gets you killed. Sounds weird? The debuff HW they apply to you has two effects: lower your cold resistance and multiply your damage taken, also it can be stacked. With barrier on, every attack easily makes hundreds of damage, and with HW x10 it just becomes 10k so that's why you got one-shot. 

That's an interesting mechanic, if the unmitigated damage taken by barriers is multiplied, then that would result in massive damage.

 

I've been trying to figure out the mechanics of Hakkon's Wrath (HW). This reddit page (https://www.reddit.c...omments/30eck3/) claims that the damage is exponentially increasing with each successive debuff. So it seems like if you get debuffed too many times, you're dead regardless unless you have walking fortress or fade cloak up.

 

I will try JoH with barriers disabled (by using the sigil of the bronto) and see if disabling barrier helps. In my previous runs through JoH, I've mainly been relying on fade cloak + walking fortress masterworks to prevent my party from getting one-shotted.



#20
thats1evildude

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Bears are the No. 1 threat facing low-level characters. The Red Templar Stalkers got me a few times.

 

The Hakkonites are probably the toughest melee fighters, but you can use their strengths to your advantage with Confusion Grenades.

 

The Sha-Brytol Bolters are very nasty, but you can mitigate that threat with the new ability you get in Jaws of Hakkon.

 

In terms of regular run-of-the-mill beasts, gurguts give me the most headaches. They're pure evil for melee rogues; they resist poison and their spin attacks hits everyone within arm's reach.



#21
Aeratus

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I tried disabling barrier on Cassandra by using the Sigil of the Bronto, and she's still getting one-shotted by Hakkonite bowmen pretty easily at the big courtyard fight, despite having 1.55k HP. If I saw the numbers correctly, Cass took 8k cold damage at HW debuff level 8 through approximately max guard, and 15k cold damage at HW debuff level 10, at 0% cold resist. Even with 80% cold resist, a high debuff level would still have resulted in an instant death. 



#22
Kaylon

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Hakkonites are clearly the most dangerous because with 10 stacks of Hakkon's Wrath they can one shot even tanks. To reduce their damage to manageable amounts (when fully debuffed) you need high defenses (ranged/melee/magic) and up to 180% cold resistance (to keep your cold resistance maxed even with 10 stacks). With 10 stacks of Hakkon's Wrath, hakkonites using full draw do around 400 cold dmg against maxed resists and 20k dmg against people with no magic/cold resistance...



#23
MichaelN7

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I remember squeeing when I realized the Hakkonite enemies leveled with you, that's also how I found the level cap (27).

 

I keep that save file around for Trespasser.

 

--------

 

Yeah, I agree with many people here, the Despair demons are a hassle, but no so much with my Male/Human/Mage, since I always use a fire staff with him.

All you need to to, damage-wise, is select the Despair demon and hold down the attack button.  Energy Barrage works well here, since it never misses and can travel around obstacles.

 

I honestly thought Pride demons would be hard, especially with the Electric Resistance (I always lead with Chain Lightning; hits multiple targets and Shocks, which reduces magic defense).  And while it made that tactic less effective, I found their size and lumbering gait led to their downfall.  The trick is to take it slow, and strike when it misses, fade step when it gets close.

 

Revenants I found to be not TOO difficult, as long as you stay at range, again, STAY AT RANGE.  My S&S Warrior found that out the hard way, and that was before Cassandra got her Templar specialization.  Of course, now that my S&S Warrior and Cassandra are both Templars, I doubt demons are going to be all that hard to beat.

 

--------

 

But for an early game, it would be bears, hands down.  Even at "low" levels, they have so much health relative to your stats/attributes, that all your attacks are like throwing pillows at it.

Even worse is when the mabari decide to join the fun.  And the bandits.  And the apostates.  And the rogue templars.

 

"Hey!  This mark on my hand can close rifts!  I wonder if I could-"

*YOUR JOURNEY ENDS*

 

Or those Druffalo in Haven.  I found that if you stand on that large boulder near the logging stand, you can (at least as a Mage or archery Rogue) attack the Druffalo for XP and they can't attack you.  The downside is that the loot teleports inside the boulder, and you can't get to it.  I must have at least 100 Druffalo hide stuck inside a rock by now.

So of course if you want the loot, you have to stay on the ground, but their stampede attack knocks you down, and keeps knocking you down until they stop or your dead.

 

So basically, I can lead the stampeding Druffalo to where Cullen and his soldiers are training, so they can watch me perish.  After all, they would give their lives for the Herald, just as long as it doesn't involve Druffalo.


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#24
Gya

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At low levels pre-Skyhold, fennecs. While fighting some actual enemies, those little furballs somehow always draw aggro from the gormless morons I travel with, who run off after them ignoring all my attempts to dissuade them, such as frantically mashing "clear commands" or using the tac cam to tell them to get back over here and attack the bear that's pasting my face to the floor. And of course, they inevitably run into a group of stalkers and brutes and die in a lonely field far away.

#25
Aeratus

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Hakkonites are clearly the most dangerous because with 10 stacks of Hakkon's Wrath they can one shot even tanks. To reduce their damage to manageable amounts (when fully debuffed) you need high defenses (ranged/melee/magic) and up to 180% cold resistance (to keep your cold resistance maxed even with 10 stacks). With 10 stacks of Hakkon's Wrath, hakkonites using full draw do around 400 cold dmg against maxed resists and 20k dmg against people with no magic/cold resistance...

 

180% cold resist is an interesting idea. It's extremely, but i guess if your inquisitor is a non-champion tank running head first into big groups, it would be an option.

 

Fortunately, my current group with 2x rift mage takes care of them pretty easily with constant CC. For the Hakkonite spies, I find that having the new upgrade of ice mine (the one that spawns a row of them in front of you) takes care of most of the problems since if you stand in the mines, the Hakkonite spies will get frozen trying to sneak and backstab.