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#1
ArcValor

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I'm getting ready to start another DA:O run, this time as a rogue (I usually go for warrior.) Does anyone have any good suggestions regarding stat distribution, equipment, or otherwise?



#2
cJohnOne

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I have trouble remembering but I like the half cunning to dexterity.  Or you could go 2 dexterity to  1 cunning If you don't want to open traps. Or all dexterity.  I use to like the ancient elven armour with 22 strength.  I'm assuming your using daggers.  I don't remember what good knives there are except for the cheese knife you get with Shale.



#3
ArcValor

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Yeah, I would be a dual dagger backstab rogue. I've heard that the Rose's Thorn dagger is a good one in that regard.



#4
Kazhmo

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Are you gonna solo or run together with party members?



#5
ArcValor

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Party members will be included



#6
Kazhmo

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What your rogue could be could vary depending on your party composition.

 

You could go dual haste with wynne and morrigan and build a full dex dual wielder.

 

You could go anyother party composition and build a more cunning centered dual wielder rogue. For this one, an archer focused on cunning works great as well.

 

Tip 1: Different from what some think, having Wynne and Morrigan sustain dual haste is not a waste. Of course, any party composition compared to 3 DPS/CCer mages + Shale/Archer (with ranger) is weak. But nope, having two mages cast dual haste is really great, and with a full dex rogue, you have a powerhouse within your hands. For this build to work, you do need two mages and two DUAL DAGGER WIELDERs. For the last party member, you can have either a warrior or another rogue.

 

Diferences for the last party member slot: Having another Rogue is better while DPSing down bosses. With two mages, CC should be plenty. Paralyzing with runes + spells should offer you enough free backstabs for both your rogues to tear down the bosses HP bar. In comparison to any of the warriors, thing is this 2nd rogue wont do the thing a warrior can easily do: keep mobs away from your mages with ease. With threaten and taunt, only mobs that should represent any problem are mages and archers, which your rogue should kill quickly anyways. Both rogue and warrior should dual wield daggers and be built full dexterity, so they can be great damage avoiders and deal decent numbers with daggers. Of course, you will not have the numbers of a cunning rogue. But you do have more attack speed, yaay!

 

While warrior can, sure, help keep mobs away from your mages, this is doable with duo rogue. You just need a bit more of caution and setting with party tactics. Warrior can not match the damage capability of a rogue due to no backstabbing. Rogue are insane here when backstabbing (really, you SHOULD see what happens), warriors can only out damage a rogue when they are not backstabbing. Thing is due to cone of cold, you can usually backstab.

 

If duo roguing, position rogue A at N and rogue B at S. This way you always have a rogue backstabing.

 

BTW, duo haste makes positioning and chasing a LOT easier.

 

In regards to talens, skill and stats:

 

Warden: Should invest in cunning til 17. Fade will boost it to 22. Gear, to 30. With Dev Mastery, you can pick all locks in the game. Gear and fade will boost your str to 20 EVEN if you are an elf.

 

Mages: Get dual haste with them ASAP. First powerspike comes when you get the first haste. Then, get cone of cold with morrigan. From here, get paralyze (30 secs cooldown, really great). Get para glyph and mass paralysis. If you want, save the points from lvl 12, 13 and 14 to get blood wound at 14 with BM (if you are going for BM). This is a great CC and DPSer spell as well. Petrify is great, but it is faster to get this on wynne. Misidirection hex could be great, but with enough CC and dexterity, this shouldnt be REALLY needed. Get an elemental weapon buff and teleknetic weapons. Have teleknetic ALWAYS on. After you get plenty of CC, you have two options: Raise their SP with Spell Might + Spell Wisp combo (cast wisp. cast might. turn off and return on wisp. with wynne you can do a different thing with vessel. turn on wisp. cast vessel. wisp off and on. might on. wisp off and on again. Thereyou go!) or get more damage spells (fireball should be used with caution, and so do other aoe spells that can friendly fire. That is why i think single target and small aoe spells are the best (lightning, stone fist, winters grasp, stinging swarm, walking bomb -is dangerous tho-, drain life and curse of mortality. Tho if you got to getting all of these spells to this point, i think you already beat the game o_O7. And do have a great stocking of mana potions. Due to sustains, you are gonna need them). BTW, have wynne be your standard healer. Having a healer is always good anyway. If you are going for AW on both, get only combat magic for better armor.

 

2nd rogue: Should be zevran as he works really great for ful dex rogues. You should invest into dex all the times he level up. If he needs 20 str for any gear, swap some gear from the warden just to get to that 20 str, and then swap back.

 

Rogues in general: Should get coup de grace ASAP. Dual weapon expert, evasion (due to the KB and stun resist), dueling (duelist) and exploit weakness (optional in assassin. Zervran already comes with MoD which is what you want from sin tree. If you want, warden could go ranger at 14 and get a bear so your mages can get some health if they are blood mages). BTW, dirty fighting and riposte are great for free backstabs.

 

If warrior is your 2nd dual wielder: If possible, get Oghren BEFORE you even get wynne. Ideally, you would want a berserker/champion warrior. Oghrne already has berserker. Getting him before wynne allows you to build him into the ideal offensive tank you would want (42 str with help of gear so you can wear the legion of the dead armor set, then full dex. Have serker and champ as specializations, so you have more damage and more attack/defense). After you got oghren, get out of orzammar and make you way to the circle tower.

 

If you just cannot bother with this, have alistair be your warrior. He can be built into a very decent dual wield warrior, with templar and berserker as specializations. Berserker is a must have here because BESERK works RETARDEDLY WELL with DUAL WIELD. RETARDEDLY. This is the only way a warrior can actually pull more damage than a rogue while not backstabing (btw, if the rogue is BSing, he will pull the aggro from bosses, yes).

 

As warriors cannot backstab you should try to get as much critical hit chance as possible. Turn on precise striker, get bravery, get dual weapon expert and thats it o_O. Up to constraint on berserk tree and full champion tree. Get taunt ASAP btw, it is really useful.

 

Tip2: If no dual haste is gonna be built, just build your rogue the traditional way:

 

If archer, go bard at 7, duelist at 14. ALL the archery tree is useful (master archer, arrow of slaying and scattershot). Priorities are master archer and scattershot. If pinpoint strike in on, or the target is debuffed with death hex, turn on rapid shot and unload all'dem arrows. If they are off, turn on aim. With enough rapid aim items, you should offset the aim aiming time penalty. Get dexteiry to around 45. Have song of courage always on. Str will be boost to 20 throgh gear and fade. Focus on cunning afterwards. (If you wish, try to beat the game with 30 dexterity not incluing gear bonuses -but do include the fade-. I am not sure if one could beat the game with 30 dexterity without missing too much. Gear will boost your dex to 34, which is what you need for the best bows in the game. Song of courage shiuld help, because it makes cunning count towards to your attack score. Dueling should be of some help al well. And so does Aim.)

 

If DW rogue, get bard at 7. Sin at 14. It is just like archer (dex to 45, focus on cunning afterwards). Coup de grace, evasion, dual weapon finesse and momentum are all a must. Whirlwind and dual weapon sweep are great aoes in a cunning focused build. Riposte is great for more stuns.

 

For both cun archer or DW, have either a DPS full dex warrior or a traditional tank. Both work really well, but do not ask me how to build a traditional tank as i really never needed one. Get aggro pulling talents on both. You do need someone to ease the positioning job of your DW or keep mobs away from your healer/archer. Dex warrior is great at avoiding damage btw, do not underestimate its capability of tanking!



#7
ArcValor

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What your rogue could be could vary depending on your party composition.

 

You could go dual haste with wynne and morrigan and build a full dex dual wielder.

 

You could go anyother party composition and build a more cunning centered dual wielder rogue. For this one, an archer focused on cunning works great as well.

 

Tip 1: Different from what some think, having Wynne and Morrigan sustain dual haste is not a waste. Of course, any party composition compared to 3 DPS/CCer mages + Shale/Archer (with ranger) is weak. But nope, having two mages cast dual haste is really great, and with a full dex rogue, you have a powerhouse within your hands. For this build to work, you do need two mages and two DUAL DAGGER WIELDERs. For the last party member, you can have either a warrior or another rogue.

 

Diferences for the last party member slot: Having another Rogue is better while DPSing down bosses. With two mages, CC should be plenty. Paralyzing with runes + spells should offer you enough free backstabs for both your rogues to tear down the bosses HP bar. In comparison to any of the warriors, thing is this 2nd rogue wont do the thing a warrior can easily do: keep mobs away from your mages with ease. With threaten and taunt, only mobs that should represent any problem are mages and archers, which your rogue should kill quickly anyways. Both rogue and warrior should dual wield daggers and be built full dexterity, so they can be great damage avoiders and deal decent numbers with daggers. Of course, you will not have the numbers of a cunning rogue. But you do have more attack speed, yaay!

 

While warrior can, sure, help keep mobs away from your mages, this is doable with duo rogue. You just need a bit more of caution and setting with party tactics. Warrior can not match the damage capability of a rogue due to no backstabbing. Rogue are insane here when backstabbing (really, you SHOULD see what happens), warriors can only out damage a rogue when they are not backstabbing. Thing is due to cone of cold, you can usually backstab.

 

If duo roguing, position rogue A at N and rogue B at S. This way you always have a rogue backstabing.

 

BTW, duo haste makes positioning and chasing a LOT easier.

 

In regards to talens, skill and stats:

 

Warden: Should invest in cunning til 17. Fade will boost it to 22. Gear, to 30. With Dev Mastery, you can pick all locks in the game. Gear and fade will boost your str to 20 EVEN if you are an elf.

 

Mages: Get dual haste with them ASAP. First powerspike comes when you get the first haste. Then, get cone of cold with morrigan. From here, get paralyze (30 secs cooldown, really great). Get para glyph and mass paralysis. If you want, save the points from lvl 12, 13 and 14 to get blood wound at 14 with BM (if you are going for BM). This is a great CC and DPSer spell as well. Petrify is great, but it is faster to get this on wynne. Misidirection hex could be great, but with enough CC and dexterity, this shouldnt be REALLY needed. Get an elemental weapon buff and teleknetic weapons. Have teleknetic ALWAYS on. After you get plenty of CC, you have two options: Raise their SP with Spell Might + Spell Wisp combo (cast wisp. cast might. turn off and return on wisp. with wynne you can do a different thing with vessel. turn on wisp. cast vessel. wisp off and on. might on. wisp off and on again. Thereyou go!) or get more damage spells (fireball should be used with caution, and so do other aoe spells that can friendly fire. That is why i think single target and small aoe spells are the best (lightning, stone fist, winters grasp, stinging swarm, walking bomb -is dangerous tho-, drain life and curse of mortality. Tho if you got to getting all of these spells to this point, i think you already beat the game o_O7. And do have a great stocking of mana potions. Due to sustains, you are gonna need them). BTW, have wynne be your standard healer. Having a healer is always good anyway. If you are going for AW on both, get only combat magic for better armor.

 

2nd rogue: Should be zevran as he works really great for ful dex rogues. You should invest into dex all the times he level up. If he needs 20 str for any gear, swap some gear from the warden just to get to that 20 str, and then swap back.

 

Rogues in general: Should get coup de grace ASAP. Dual weapon expert, evasion (due to the KB and stun resist), dueling (duelist) and exploit weakness (optional in assassin. Zervran already comes with MoD which is what you want from sin tree. If you want, warden could go ranger at 14 and get a bear so your mages can get some health if they are blood mages). BTW, dirty fighting and riposte are great for free backstabs.

 

If warrior is your 2nd dual wielder: If possible, get Oghren BEFORE you even get wynne. Ideally, you would want a berserker/champion warrior. Oghrne already has berserker. Getting him before wynne allows you to build him into the ideal offensive tank you would want (42 str with help of gear so you can wear the legion of the dead armor set, then full dex. Have serker and champ as specializations, so you have more damage and more attack/defense). After you got oghren, get out of orzammar and make you way to the circle tower.

 

If you just cannot bother with this, have alistair be your warrior. He can be built into a very decent dual wield warrior, with templar and berserker as specializations. Berserker is a must have here because BESERK works RETARDEDLY WELL with DUAL WIELD. RETARDEDLY. This is the only way a warrior can actually pull more damage than a rogue while not backstabing (btw, if the rogue is BSing, he will pull the aggro from bosses, yes).

 

As warriors cannot backstab you should try to get as much critical hit chance as possible. Turn on precise striker, get bravery, get dual weapon expert and thats it o_O. Up to constraint on berserk tree and full champion tree. Get taunt ASAP btw, it is really useful.

 

Tip2: If no dual haste is gonna be built, just build your rogue the traditional way:

 

If archer, go bard at 7, duelist at 14. ALL the archery tree is useful (master archer, arrow of slaying and scattershot). Priorities are master archer and scattershot. If pinpoint strike in on, or the target is debuffed with death hex, turn on rapid shot and unload all'dem arrows. If they are off, turn on aim. With enough rapid aim items, you should offset the aim aiming time penalty. Get dexteiry to around 45. Have song of courage always on. Str will be boost to 20 throgh gear and fade. Focus on cunning afterwards. (If you wish, try to beat the game with 30 dexterity not incluing gear bonuses -but do include the fade-. I am not sure if one could beat the game with 30 dexterity without missing too much. Gear will boost your dex to 34, which is what you need for the best bows in the game. Song of courage shiuld help, because it makes cunning count towards to your attack score. Dueling should be of some help al well. And so does Aim.)

 

If DW rogue, get bard at 7. Sin at 14. It is just like archer (dex to 45, focus on cunning afterwards). Coup de grace, evasion, dual weapon finesse and momentum are all a must. Whirlwind and dual weapon sweep are great aoes in a cunning focused build. Riposte is great for more stuns.

 

For both cun archer or DW, have either a DPS full dex warrior or a traditional tank. Both work really well, but do not ask me how to build a traditional tank as i really never needed one. Get aggro pulling talents on both. You do need someone to ease the positioning job of your DW or keep mobs away from your healer/archer. Dex warrior is great at avoiding damage btw, do not underestimate its capability of tanking!

A very detailed and well-thought out post, I shall consider it strongly.



#8
Kazhmo

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I'd like to add a few things to that post. I finished the game today with that party setup (two rogue, two mages). I have already finished another game with 1 rogue, 1 warrior and 2 mages. All the melees were dual wielding daggers, with a build more focused on Dexterity. Alistair was the warrior, so had to pump his str up to 34. With help of gear, could get str to 42 to use the legion of the dead armor set. Here are my conclusions:

 

1: Screw that warrior. Not worth it. At all. Alistair still had major problems doding 30% of the attacks that would be directed towards him. Would even need more healing than the rogue. Throw in Zevran and be done with it. You dont need the aggro of a warrior. Just put morrigan and wynne to ranged behavior.

 

2: When you get any of the mages, first thing to get is haste. After haste, get in this order with morrigan: Paralyze, Glyph of Paralysis, Mass Paralysis, Petrify. Feel free to get Blood Wound at level 14 (save points from level 12 and 13 for this). BW is great, but the game is just doable without it as well. Wynne should learn: if when you get her, if she already learned earthquake, get petrify with her. Then, Glyph of paralysis, paralyze, Mass Paralysis. Screw Cone of Cold, if you are able to "tank" the struggle through the circle tower without it, you saved one spell points (i only used it there, HONESTLY)

 

3: After getting the mentioned spells, morrigan should learn flaming weapons. Wynne should learn teleknetic. You want wynne to get TW due to Vessel. Do not waste Spell points on Spell Wisp or Spell Might before you get any of the already mentioned spells. You want to spam CCs during the entire game, so you have free backstabs. Before boss fights, wait for EVERY single CC spell to come off CD.

 

4: BW is not considered a Paralyzing spell. It is an instant mass CC spell and that is it. You still need to position your rogue. I would recommend still getting it tho. There are some situations you would pray you would have it handy.

 

5: At the MAIN hand of each rogue, there should be a paralyze rune. Reason is, during backstabbing, only the runes from main hand are used. This way you can force proc paralyze runes more times than it would normally.

 

6: When you reach level 15 (i did this at 15, but there are people that did this at 13. Your call here), get 3 Crow daggers. START SAVING THESE FROM THE START OF THE GAME. This way, when you get to 15, you will already have 3 crow daggers. If you do not have the wardens keep dlc, sell the crow daggers to the camp vendor. When you get to 15, go back to the camp. But back the 3 crow daggers. HAVE THEM UNSOCKETED, AND ONLY THESE 3 CROW DAGGERS. I mean, have only those 3 crow daggers. No more crow daggers. Does not matter if they are diferent tiers or diferent rune slots. Have all of them with no runes in the sockets. Go to Cesar at Denerim Market district. Sell the 3 crow daggers. Quit the shop. Save the game. Now what you will do is keep realoading and rechecking the shop until you can buy one tier 7 crow dagger with 3 rune slots. When you get one, buy. Save the game. Keep loading till the other 2 turn into the tier 7 3 slots. It is possible to have all the 3 turn into the t7 3 rune slots you want. You are a f#% luky person if this happens. Ta-da, you got 3 copies of the 2nd best dagger in the game! (We could debate on this: tier 7 crow dagger vs Fang. But keep on reading). BTW, your melees are gonna triple faceroll enemies with these weapons.

 

7; Warden should be noble dwarf rogue. Reason is: 10% spell resist. THIS IS GREAT, REALLY. And earlier acess to the Potent Lyrium Potion trick (you can use greater lyrium potions!!!), which allows you to get more gold waaay earlier. Not only this, only origin that has earlier acess to great amounts of gold before the 1st camp visit.

 

8: When you first visit the camp, buy the Mage tome if you can only buy one of the two. You need more Spell Points than Talent Points in this party set up.

 

9: Your mages should be set with the following tactics

 

Behavior: ranged. Do not put Cautious, or else, Wynne will follow you and get close to Flemeth and be grabbed :C Manually move the mages if ever needed. This is easy to do on pc. Requires a bit of skill on consoles.

 

1 - Enemy Rank is Boss or Higher Cast Paralyze

2 - Enemy rank is Boss or Higher Cast Glyph of Para

3 - Enemy Rank is Boss or Higher Cast Mass Para

4 - Enemy Rank is Boss or Higher cast Petrify

 

From 5 and on, you should put the usual stuff: Single Target spells, turn on sustains, and more importantly: use lyrium potions at a certain level of mana. You can adjust the rank of the enemies if you need or want.

 

10: Do not turn on rock armor. Haste already drains a heck of mana. And it (rock armor) is not even needed anyway.

 

11: Get two Bard's Dancing Shoes for your mages. Trust me: having them on your mages is gonna be really useful due to that "Reduces Hostility"

 

12: Prepare Leliana, Alistair and Oghren with good daggers you are not gonna use. You are forced to play with them at some point of the game (in the case of Leliana, you will use her against flemeth)

 

13: Before you head to the anvil of the void, get out of orzamar and go do other stuff, until Oghren gets two talent points to spend at the first line of dual wield. This way, you can have another good dual wielder during the anvil of the void to substitute zevran for that moment (go full dexterity on him and put Wynne to buff him with Heroic offense, defense and aura during anvil).

 

14: At flemeth use Leliana. Have all the 3 use momentum and 3 swift salves (pack 6 swift salves for this fight, and 3 greater warmth balms. BTW, i didnt use any balm during this fight cause i just couldnt bother). Turn off haste on wynne. Before engaging, wynne should use vessels and activate tele weps. Then, use the items on your melees. Try to have them always backstabbing and have wynne spam CCs. This fight is not hard, just a bit toruble some. High Dragon is quite weak to paralyses (Zevran and Wraden chain paraed this guy for a good 8 seconds with runes), Archdemon does not turn as much as Flemeth. What makes flemeth troublesome is the need to reposition your rogues constantly depending on how much resists are gonna happen on your paralyzing spells and rune procs. This fight can go from easy to retardedly annoying. You want to have your rogues backstabbing all the times so they are not grabbed. When i got to flemeth, wynne only had petrify and para glyph (and tele weps. i know i did a wrong thing :C ). Zevran had 2 tier 7 3 rune crow daggers. Warden had thorn of the dead gods and another tier 7 3 runes crow dagger. Leliana had 2 tier 7 no slot crow dagggers. One para rune at each main hand weapon. No balms. The fight was not hard, but not as easy as High Dragon or Archdemon.

 

15: Have Farsong on warden and Falon Dins reach on Zevran before you face the Final Battle. They are gonna be useful during the Archdemon fight. Turn off duo haste when using them. Till archdemons gets back to meleeable, the two hastes are ready to be activated again.

 

16: Every single party member outside of the mages should have a bow. They are gonna use it at the battle of denerim, so they can deal with those darkspawn more easily.

 

17: The spell wisp + might combo, although worth it for the mages, the spell points are better allocated in the CC spells.

 

18: Mages are not for DPS. They are there for the CC capability they can provide.

 

19: Lightning runes are the most eficient damage runes. But the correct way to do this would be to change the runes depending on the types of enemies you are gonna meet. The +damage against darkspawn runes are the best for the final battle for an example. Lightning runes just allow for more no-worries, which i like. Change to fire or + darkspawn damage runes before final battle.

 

20: With 28 cunning and master device, you can pick all locks in the game. You do not need 30.

 

21: Get zevran, morrigan and wynne approval at high ASAP. You will get more damage and accuracy for zev, more SP for morrigan and more mana for wynne. BTW, with wynne , her personal quest item should be acquired ASAP. So vessel can be used without that annoying stun at the end.

 

22: Important pieces of gear you should worry about getting ASAP

 

Thorn of the Dead Gods.

Maximum amount of tier 7 3 slot runes Crow daggers you can get

Shadow of the Empire

Felons Coat

Battledress of Provocateur

The Key to the City

The Spellward

Helm of Honnleath

Cadash Stompers

Harvest Festival Ring

Ring of The Warrior

Robes of Possesion

Tervinter Mage Robe

Wintersbreath

Staff of the Magister Lord

Final Reason

Corrupted Magisters Staff

Bards Dancing Shoes

Pushback Strikers

Red Jenny Seekers

Ring of Ages

Lifegiver

Andruis Blessing

Wades Superior Drakeskin for Leliana

 

 

And hell, i cannot remember the other stuff. Select the best items to use on your members (Warden, Zevran, Wynne and Morrigan)

 

23: In regards to atributes

 

a) warden > get cunning to 17. Thats it. focus on dex. Gear and fade will get str to 20 and cunning to 28

B) wynne and morrigan > go full magic for that spell power. If mana is problem, use potions

c) Zevran > full dex. If you need 20 str, swap some gear from warden, then swap back.

 

24: Use blood wound as an off-cc spell if needed during boss fights (when enemies are not properly clustered). But do focus your para spells on the boss.

 

25: Boss fight? BACSTAB BACKSTAB BACKSTAB

 

26: OMG warrior is so fuc@#$%¨useless after this gameplay.

 

27: Evasion against enemies that love knocking you back is gold.

 

28: After a point, the game is gonna turn into #SANICSONIC. Rape enemy group 1. SANICSONIC to the next room. Rape again, SANICSONIC to room 3. repeat.

 

29: Use your judgement at times, so you can decide which of the rogues should prioritize the mage enemy that is using crushing prison, paralyze and fireball. If there are two mages, send your two rogues to the mages. Pay attention to the two mages.

 

30: Get healing poultices. They are still useful. You only have one healer anyways.

 

31: After lothering, go to the circle tower to the fade points and wynne.

 

32: Save 6 greater spirit balms for the archdemon fight. Get some swift salves in case any of your mages die.

 

33: Riposte is NOT worth it.

 

34: Enjoy facerolling the game on nightmare as if it was nothing.


  • SherryGold aime ceci

#9
SherryGold

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I'm currently playing as a DW rogue and about to confront Loghain at the Landmeets. I prefer Morrigan to learn sleep and walking nightmare asap (walking nightmare works on the undead even though sleep doesn't) so double haste isn't an option. I'm using advanced tactic mod because it gives you an option to make your melee rogues backstab as often as they can. I have my warden and Zevran use momentum at all times and do Ozamar quests before Nature of Beast so that we can get large quantities of deepwood mushrooms asap to make swift salve. Once I have swiftsalves, I used them together with momentum in somewhat challenging battles. Two daggers, two DW melee rogues, momentum + swift salve, loads of stun - amazing!

I also use a lot of poisons that stun enemies - deathroot extract, concentrated deathroot extract, concentrated crow poison. Together with dirty fighting and riposte, my rogues generate their own stuns they can fully exploit through coup de grace talent.

Attacking enemy mages - approach from stealth, hit that is auto critical, riposte and one more hit - they are gone.

I respecced Morrigan as a spirit healer and bloodmage - she hardly needed to use either of these talents. Heal was more than sufficient, especially I made sure the team drank health potions when needed. So cheap to make. Heal is however useful because there are times you cannot use the potions.

For most part, I've used Shale as a tank, makes it easier for my PC and Zev do a lot of backstabs. I don't expect Shale to do a lot of DPS. I just want her to threaten and taunt with occasional slams against orges and golems. Shale is especially great against spiders and werewolves because she can't be overwhelmed. I used Ohgren as a tank in the Anvil of Void (he is forced upon me plus Shale is not an option since I keep the anvil) and the Anora quest (his indomitable is great against those pesky archers who use scattershots).

It's been a plain sailing and loads of fun.



#10
ArcValor

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Why is Riposte not worth it? I always heard it was great for a dual-dagger rogue o.o.



#11
Kazhmo

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Why is Riposte not worth it? I always heard it was great for a dual-dagger rogue o.o.

Well, in my party set up, i only used it for like, 3 times really. Most of the times, dirty fighting was enough (had both for zevran and warden). Not only this, DF is a 100% stun talent, while enemy should fail the p. resist. check for riposte to stun.

 

And your mages are already spamming paralyzes anyways.

 

You should be auto attacking as much as possible in my party set up. Half of it is pratically dedicated to exploit a full time attack speed cap.

 

*edit*

 

And btw, once you get 4 good daggers, stunning is only worth it against yellow named mobs. Oranges generally are very likely to resist the stun and white nameds just die way too fast.



#12
SherryGold

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I thought I might try double haste on this round as my PC is a mage and it's a lot easier for her to get haste asap. That left a problem with one more melee rogue and so I'm using Leliana alongside with Zevran, then changed their setting as aggressive since there is no warrior to take the aggression off them. And wow they can fight and amazingly well. So far, Leliana died only twice (no one else got injured) but I believe she won't die at all once the mages can start spamming paralysis spells along with waking nightmare and sleep.



#13
SherryGold

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The two rogues and two mages with double haste setup is excellent and I'm really surprised that rogues can function so well without a warrior to take the aggro off them. With mages spamming paralyse, they can still backstab. It was worth respeccing Morrigan and using all the purchased tombs on her. She has double haste, waking nightmare, paralyse, mass paralyse, glyph of paralysis, crushing prison by now. I'm about to face the arch demon and haven't lost a single ally (dwarves, golems, etc.) so far in the final battle on nightmare difficulty. The only time we had a big trouble and had to use four great health potions to save ourselves from near death situation was when we were fighting Ser Cauthrien, the mage and the archers with scattershots after rescuing Anora. She seemed immune to any paralysis spell, which is ridiculous considering even the high dragon is susceptible! But the thing I loved most is I didn't have to keep pausing the game in boss battles, because pausing the game too often tends to crash the game and it's really annoying having to restart the battle.



#14
dainbramage

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The two rogues and two mages with double haste setup is excellent and I'm really surprised that rogues can function so well without a warrior to take the aggro off them. With mages spamming paralyse, they can still backstab. It was worth respeccing Morrigan and using all the purchased tombs on her. She has double haste, waking nightmare, paralyse, mass paralyse, glyph of paralysis, crushing prison by now. I'm about to face the arch demon and haven't lost a single ally (dwarves, golems, etc.) so far in the final battle on nightmare difficulty. The only time we had a big trouble and had to use four great health potions to save ourselves from near death situation was when we were fighting Ser Cauthrien, the mage and the archers with scattershots after rescuing Anora. She seemed immune to any paralysis spell, which is ridiculous considering even the high dragon is susceptible! But the thing I loved most is I didn't have to keep pausing the game in boss battles, because pausing the game too often tends to crash the game and it's really annoying having to restart the battle.

 

Probably a bit late to suggest, but were you using paralysis explosion? It puts mass paralyze to shame, though does friendly fire.



#15
Quorwyf

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When I don't use paralysis explosion I run back to Anora's room and slap a repulsion glyph down on the entrance after Cauthrien follows me in. The rest of the fight gets much easier.



#16
SherryGold

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Probably a bit late to suggest, but were you using paralysis explosion? It puts mass paralyze to shame, though does friendly fire.

Well, umm, I don't usually give my mages any spell that could cause friendly fire and I never use mages in the final battle as I have no control over which spell they are using and when. I've seen how powerful it can be though. It's just that I've lost the count of one of my mages got caught when I used the combination in another round, and sometimes both. But yes, I missed that when I was fighting Ser Cauthrien and her cronies. ;) I will ger glyph of repulsion on the next round. It probably is the only spell worth friendly fire.



#17
SherryGold

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When I don't use paralysis explosion I run back to Anora's room and slap a repulsion glyph down on the entrance after Cauthrien follows me in. The rest of the fight gets much easier.

lol How do you manage that without one of you get hit by scattershot? I usually refuse to fight on the terms of my enemies, but everytime I try to move my team to the next room, one of us gets hit and the enemies are onto us.



#18
Quorwyf

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lol How do you manage that without one of you get hit by scattershot? I usually refuse to fight on the terms of my enemies, but everytime I try to move my team to the next room, one of us gets hit and the enemies are onto us.

 

When the fight starts I pause and select my full team, then zoom out and right click inside of Anora's room. I've always managed to break line of sight before any of the archers can get a shot off.



#19
SherryGold

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When I don't use paralysis explosion I run back to Anora's room and slap a repulsion glyph down on the entrance after Cauthrien follows me in. The rest of the fight gets much easier.

 

When the fight starts I pause and select my full team, then zoom out and right click inside of Anora's room. I've always managed to break line of sight before any of the archers can get a shot off.

Oh, that would work. One silly question though. How do you select full team? Thanks for the tip!



#20
theskymoves

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Oh, that would work. One silly question though. How do you select full team? Thanks for the tip!

 

hit the 'equal' key ---> =



#21
SherryGold

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hit the 'equal' key ---> =

Thanks!