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Those *EXPLETIVE* rogues... (nightmare run) - help!


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#1
FredLC

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I'm trying a nightmare run of DA II for the first time, and mostly i'm doing well, and winning battles without the need of cheats or cheap tactics.

There is one kind of enemy that is proving the most consistent pain in my hindquarters, though; those rogues that disappear and come back with a deadly dual-dagger backstab.

The reasons they are challenging are:

they can kill any of my support staff with one shot; my non-tank warriors, take two at most if in full health; even my tank arguably with go down with two as well, though three is possible (thing is that the rogue does not sit idly between the stabby-stabby teleports, and never attack alone, so its not likely I'll ever see stab teleports in sequence X full health for the tank).

Also - and maybe this is just an impression here - but they are not being kept by aggro management. I have the distinctive impression of them attacking my rogues and mages moments ater a taunt that was in range hit them.

Worst of all, the attack seens to be indefensible. When the rogue jumps in the air and vanishes, it appears with a free shot at a random caracther of my party (sometimes I get luck and it's dog, but more often than not is a free kill of my mage support). There is nothing I seen to be able to do after the invisibility was triggered.

I've been putting some thought to this. Fot the tank, the solution is obvious; getting the immunity to crits upgrade. I was already beelining there, so no big change.

Seens also I need to invest in interrupts from the entropy tree to try to prevent the teleports.

But the one million dollar question is: Are there ways to defend myself after they already gone invisible? Or is it truly a free kill the enemies get? The only ideas I have so far (still havent tested them) are to place a paralisys glyph and send my caracthers over it, but it might be too slow and to small for all the squish ones, andf to go invisible with the rogue

So Ideas will be greatly appreciated. Thanks in advance.

Regards :).
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#2
FredLC

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No advise?

I got the immunity to crits and improved my defense for the tank in 20%, and still those rogues are monsters. And still no effective counter for non tanks. My one attempt after the post it appeared by surprise and before I knew I was down to two caracthers...

I'm sure the clever people here have already figured this one out. So far all I can really think of is to ignore the rest and gang up on them,hoping it dies before the entourage eats up too much of my caracthers health...

#3
racoonbite

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aoe to get them out of stealth?

if i see one go dark, i use mind blast always works, and a quick cool down, i know there is freidly aoe damage in NM, but what about tempest?



#4
FredLC

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Ah, so an AoE hit can take them out of stealth. Didn't know that. The game should have a proper bestiary.

That is probably great up to hard. In nightmare it will cause friendly fire hits, as you can't turn it off, and if I spread allies I drop the chances of hitting the rogue to 1/4. Oh, well, at least taking three mind blasts is better than taking one double backstab.

Thanks, I'll try ASAP.

#5
racoonbite

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tempest does not cause freindly fire and its a aoe, even on NM

i thought mind blast was gtg? guess not?

would the warrior skill tremor work?

keeping them stunned/brittled/staggerd/disoreient will work as well

 

 

 

here, found this;
http://forum.bioware...esky-creatures/



#6
FredLC

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I am at the end of first act; level 9 if not mistake, 10 tops... My only caracthers with consistent interrupts are the mages, Meryl in particular... The others do not have enough to keep it constant.

#7
Obadiah

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Ugh... Templar Hunter flashbacks.

#8
FredLC

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Until now I found one practical and working counter: that rogue's myst that affects odds of being hit (chameleon's breath?); it can't avoid the hit animation, but frequently turns it from a critical hit to a miss.

It's far from perfect, though. Not all my team compositions have it, when they do it could already be in cool down, and when both conditions are met, sometimes I don't have time to cluster all in for receiving the effect... And even if all works, still the hit could connect, it only buys the chance of a dodge.

So the best option is still to interrupt the damn thing, but it's not very easy to keep it up. I think what I need to do is invest in the improved haste so I can finished them in the first interruption... Defense does not seen like the best option so far.

#9
Heimerdinger

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The best tactic is to not let them go into stealth in the first place, on nightmare these talents should be part of your team's kit ASAP: Pinning Shot, Miasmic Flask, Pommel Strike, Horror and Petrify. Chain these talents and keep those assassins disabled. Then unload all your damage dealing abilities. Hex of Torment also helps a lot with it's - % damage reduction applied.

 

Once you level up and upgrade to cross class combos (this should be a priority), dealing with assassins becomes significantly easier.

 

Pinning Shot (upgraded) >>> disable and Disorient applied + Stonefist (upgraded) = 200% damage

 

follow up with: Pommel Strike (upgraded) >>> 100% stun chance and applies Stagger + Chain Lightning (upgraded) = 300% damage, or 

 

Petrify (upgraded, -30% damage reduction) >>> applies Brittle (+50% critical damage taken) + Hex of Torment (-25% damage reduction) + Archer's lance (600% damage vs brittle!,100% critical chance) = you got yourself a dead enemy rogue in under 5 seconds.

 

Of course, there are also other combos, depending on your team composition.



#10
FredLC

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So the way is really going proactive. I am doing a quest that brings about three of them at once, elites no less, and in two attacks they wipe out half my team. But I speak of defense because it's hard to pick them all before they start teleporting.

So far I was trying to pinning down the first wave and gang up in one of them to at least cut part of their power, but the team is falling too fast because this is not happening fast enough. Guess I'll have to try to more deliberately and cirurgically apply the proper combos. My team composition in this mission is actually proper, I have Meryl with the full torment tree, and also stone fist and petrify, and Varric with the archers lance.

If I manage to wipe out two, instead of one, of the rogues of the second leg of the fight, I might be able to pull through even if I loose part of the team on the first teleport wave...

Ps: timed a mind blast to see if it would force them out of stealth. It did not. And I sacrificed the rest of the support for that test (they took the blast); my timing was just right, but only my team took it.

#11
FredLC

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Eh; managed to win a fight with at least 4 rogues (brekker) by going on an all-out offense rampage. Still, only one caracther fell, and only because of the damn backstabs. Beatable, barely, but hot damn, there is no proper defense to it.



#12
FredLC

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Could it be that simple?

I was in the Bartrand fight in act 2. Some hard preliminary fighting that I beat ok, until the boss fight proper. He came with lackeys that were being decimated, until he started pushing his roguish tricks on me. Immunity to most interrupts, instakill of my party members. Alone, he decimated my team before I could take as little as 30% of his health.

I thought I would be unable to proceed; there was obviously nothing I could do there, but it's hard to accept it. Knowing that the game has been beaten by others in NM.

Than I thought; what if I simply restrict party movement and place my non-tanks with the back to the walls?

I did it, and it works. He still commands hard attacks, but they were no longer insta kills. So I was able to keep placing debuffs and dishing out constant damage, and won this fight that originally looked unbeatable.

I was waiting for a few more rogue fights to get a confirmation of this technique, but so far no new ones appearing. So I decided to post anyway. My evidence is anecdotal, but the difference in performance is too great to have been a coincidence.

Anyone here can confirm this technique against rogues?