Most class/specialization for nightmare (w/ trials)
#1
Posté 19 janvier 2016 - 01:43
#2
Posté 19 janvier 2016 - 09:08
I usually do
Pre Skyhold
2 DW rogue (1 player controlled, 1 support)
1 S&S Warrior
1 Mage specc'd for Winter.
The support rogue carries the Toxic Cloud - Lost in the Mist and you load up your rogue with pure damage. DW rogues are also in the fray more often and thus it's easier to stack elusive on your allies when they're close together. Elusive is great because it's pure damage negation which is important against heavy hitting elites, especially early on.
Winter is the ideal spec for ai mages early imo. Mana Surge is godlike for your damage as whenever any of your ally's barrier runs out, they do an aoe freeze, which your dw rogues can detonate. Fade Step is great for getting your mage out of trouble and ice mine is fantastic long last crowd control that works on a variety of enemy types, as well as being aoe.
The warrior just needs to tank. You can give him War Horn - Fortifying blast if you need more defense on your squad. Between the constant freezing, elusive stacking, and stacked guard it's very difficult to take any damage.
After Skyhold I usually run
-DW Sera
-Viv
-Blackwall
-Assassin Inq
Sera get's flask of frost really early in the tempest tree and imo, that's the best flask of the lot. AoE freeze constantly which means easy shattering for both her and the inquisitor. The fact that both of you have a move that resets on kill is icing on the frost cake. I know what you're thinking, "DW? on an AI? You're crazy." Just take the clinging shadows upgrade to stealth, combined with lost in the mists upgrade to toxic cloud and leeching poison from poisoned weapons and she's able to take care of herself.
Viv is the best mage at staying alive due to her constant barrier regen and innate barrier buffs, so I take her. The ai for mages can be stupid at times, but the Knight Enchanter has the defensive capabilities to handle most things. It's important to load her up with damage stats asap so she regens more barrier. Also heavily consider applying "heal for x amount of damage taken over the next 10 seconds" to her, as it will allow her to heal herself quickly when she has barrier up.
Blackwall is great. To the Death and Walking Fortress are two abilities that are always relevant regardless of where you are in the game, it's just a shame you have to fill out most of the tree for those two skills. Imo, Walking Fortress is more important to get earlier, and to the death can be delayed until level 18-20.
- Arkalezth, PapaCharlie9 et Gya aiment ceci
#3
Posté 19 janvier 2016 - 10:12
I have done a nightmare completion run as my first playthrough.. because i felt i had enough origins and da2 exp to do so.. it was all worth it.Hey everyone I'm tempted to do a nightmare trials run and I'm wondering which class do you think is the most fun for doing this? I am looking for a class/team composition that would allow me to play mostly on my character and not worry too much about managing other characters. I welcome all input and look forward towards reading your replies!
Since i had no golden nug because it was my first playtrough it was quite challeging. I decided to tank myself.. so made a dwarven warrior templar tank..
A few tips:
- go straight for the more healing pots inquisition perk
- use your tac cam to check what your up against and plan your fight a bit
- go for cc and this will give alot of combos without having to think about it
- plan your abilitys for suppory and not just offense
- go for gear with guard on hit for your melees when youare able to get it
- use grenades/tonics and check ur pots often
- dont forget your dispells!
- every mage must atleast have barrier
This was my team during the game
1- 10
Sera - archer
Solas - spirit and 2 points in frost for freeze and mana regen
Viv (yes i get to call her viv) - Lightning/ 2 points in barrier
Why? Because melee was a total no go in early levels... they were too squishy and they would burn through my potions too fast also i needed the dispell from solas to burn through barriers and make rifts easier
10-17
Solas - still fully spirit specced but went for pull of the abyss for easier gathering
Sera - archer and for lockpicking
Vivienne - knight enchanter with andrastes sacrifice, remaining points in lightning
Inquisitor - templar tank
Why? Viv would keep het barriers up on me because she is now melee and solas keeps his barriers up on him and sera.. viv also got guard up because of adrastes sacrifice realy nice... also i can dispell at this point and dish out tons of damage on trash and i can break guards in seconds with guard breaker
17-22
Inquisitor - templar tank
Solas - same as above but with a bit of frost for mana regen
Sera - archer
Varric - archer took him mostly for his buffs he is a little bit weaker than cole archer but gives more support
Why? At these levels i started doing all the dragons so i wanted a high single target dps team at this point it was so easy keeping my guard that i litterly could not die. I often switched to solas to barrier up the archers and himself
22-27 This was for me the point that melee was worth it ille explain later
Inquisitor - templar tank with war horn set on guard upgrade
Iron bull - 2h reaver with war horn set on guard upgrade
varric - archer for his awesome buffs
Vivienne - knight enchanter with spirit till revival and lighning till the cage.. also take her focus ability
Why was this my final team?
I had me and bull chaining the enemies in, bull would keep them together with suction whirlwind. And the because of our war horns, melee was finally viable.. viv would keep barriers up on melee aswell and varric could safely pin them down while providing awesome buffs... i only switched to full ranged team on hakkon again also vivs focus ability resses everyone and heals them after it for alot!
Conclusion: (for me atleast)
Doest matter what team you have... think ahead.. how am i going to break down guards fast.. how do i save my potions the longest... what do i do if it gets heavy... realy plan your fights, the tac cam is super usefull and once you have several ability points and nice gear it will feel like you are playing on normal..
Do not forget to do your circle quest.. because not every companion is trust worthy...
Good luck and keep us updated..
- PapaCharlie9 aime ceci
#4
Posté 20 janvier 2016 - 03:28
- Gya et Jason1990 aiment ceci
#5
Posté 20 janvier 2016 - 08:25
Hey everyone I'm tempted to do a nightmare trials run and I'm wondering which class do you think is the most fun for doing this? I am looking for a class/team composition that would allow me to play mostly on my character and not worry too much about managing other characters. I welcome all input and look forward towards reading your replies!
Most of what I would have said has already been covered. I'd just add one thing, if you have the Encore schematic from Trespasser, then use the golden nug to craft it at some point, because the buffs are insanely overpowered. It means you can bring 2 mages, and essentially all they need to do is cast barrier and proc all those glorious Encore buffs, while you and another companion mow through enemies. I'd suggest a rogue inquisitor, either archer artificer or dw assassin (I admit, I'm biased, those are my two favourite classes), two mages with at least one using a crafted Encore staff (Dorian and Solas for me), and a fourth of your choice, I usually take either Cass/Blackwall or Varric/Serra, depending on my mood.
Some gameplay in Descent, with no micromanagement:
On the other hand, if you're gonna do a crafting limited/no crafting run, everything has already been covered. I personally took 2 mages when I did that with a 2H warrior, one specced into Winter, and one into lightning for static cage. Once I had some damage abilities that weren't guaranteed to wreck my allies (combat roll upgrade toggle so awesome and silly), both mages specced into spirit, lightning and a bit of winter, for barrier, revival (so they can pick eachother up off the dirt after I'm done teabagging them), static cage and mana surge. Worked fine but after a while I got bored and crafted some OP weapons, so I can't speak for endgame without T3 gear XD
I'm doing a dwarf Archer Artificer NM run with Even Ground and Walk Softly (after Skyhold). I'm still in the pre-Skyhold grind phase so I can't say it's fun, but I'm looking forward to getting the Artificer specialization and the right side of Sabotage, including Beats Walking. Based on what I have done with level-capped Varric, this will be a lot of fun.
+1 for dwarven archer artificer ![]()
- PapaCharlie9 et Proto aiment ceci
#6
Posté 21 janvier 2016 - 03:59
You've been looking at my notes!I'd just add one thing, if you have the Encore schematic from Trespasser, then use the golden nug to craft it at some point ... It means you can bring 2 mages, and essentially all they need to do is cast barrier and proc all those glorious Encore buffs, while you and another companion mow through enemies





Retour en haut






