Aller au contenu

Photo

2handed Beserker Nightmare Tips needed


  • Veuillez vous connecter pour répondre
71 réponses à ce sujet

#1
NRO TYN

NRO TYN
  • Members
  • 653 messages

Hey guys/gals,

 

I'm currently redoing all the DA games on nightmare and I could use some tips on Origins nightmare. I've only played Origins on normal difficulty, and I've never been much of a hardcore RPG player in the terms of playing on the hardest difficultly and knowing how to build the best of the best players and team. But sine I was able to beat DAI and the three main dlcs, ( Which included those damn Ice ninjas :ph34r: , man were they tough!!! ) I think I'm a little more experience for the attempt. But man is it hard lol.

 

 

I've made it to Lothering with no more health potions, 6 lesser injury kits, and many reloads lol. Here are my current stats for my Warden after getting the Alistair "Where should we go first speech" .

 

Str - 23

Dex - 20

Will - 10

Mag- 11

Cun - 12

Con - 18

 

I could use some advice on skills to get to by the way.

 

Also, I've played a two-handed warrior before so I know Strength,Dexterity, and Constitution are the stats I should focus on, but any additional things I should know are welcome. And I don't plan on doing any exploits or using any mods, so that means I could use some advice on things to spend my cash on, like should I spend my money on buying all health potions in Lothering, or just keep spamming reloads? Thanks in advance :)



#2
Mike3207

Mike3207
  • Members
  • 1 710 messages

Well, a 2h warrior shouldn't need to put points in anything but strength in Origins. You're all about hitting people, not worrying if you get hit. I'd save up money for items like Spellward and Lifegiver, because you never really will find items anywhere near as good as them.

 

Morrigan is able to make health potions from the start, so you really don't need to buy any. You might need to buy the crafting components.

 

I haven't done Nightmare myself, but you will get magic resisted a bit more than on the lower difficulties.


Modifié par Mike3207, 05 mai 2016 - 01:13 .

  • NRO TYN aime ceci

#3
NRO TYN

NRO TYN
  • Members
  • 653 messages

Well, a 2h warrior shouldn't need to put points in anything but strength in Origins. You're all about hitting people, not worrying if you get hit. I'd save up money for items like Spellward and Lifegiver, because you never really will find items anywhere near as good as them.

 

Morrigan is able to make health potions from the start, so you really don't need to buy any. You might need to buy the crafting components.

 

I haven't done Nightmare myself, but you will get magic resisted a bit more than on the lower difficulties.

 

Totally forgot she could do that, thanks :P

 

I not sure on what you mean " but you will get magic resisted a bit more than on the lower difficulties " can you elaborate. Its been awhile since I played Origins so most of the equipment that boost Magic resist  I forgot about.

 

 



#4
Mike3207

Mike3207
  • Members
  • 1 710 messages

Totally forgot she could do that, thanks :P

 

I not sure on what you mean " but you will get magic resisted a bit more than on the lower difficulties " can you elaborate. Its been awhile since I played Origins so most of the equipment that boost Magic resist  I forgot about.

On Casual the player gets a 10 % magic resistance bonus. On Nightmare, it's either a 5% or 10% bonus to spell resistance for enemies, depending on what wikia entry you believe. The resistance pages says 10, but the difficulty section on the wikia says 5. I think enemies get like a 1.5 % bonus to spell resistance on Normal.

 

Here's a quick look at the bonuses from Casual to Nightmare

 

Friendly fire (PC) None 50% 100% 100% Friendly fire (PS3/Xbox 360) None None 50% 100% Attack bonus 20 0 0 0 Defense bonus 20 0 0 0 Damage bonus 5 0 0 0 Healing effects multiplier 1.5 1 0.85 0.85 Damage threshold 3 7 9 16 Enemy resist bonus -10% 1.5% 2.5% 5% Player resist bonus 10% 0% 0% 0% Potion cap 20 12 8 0 Trap damage multiplier 0.5 1.0 1.25 1.50 Comments Easy AI Moderate AI Full AI Full A
  • NRO TYN aime ceci

#5
cJohnOne

cJohnOne
  • Members
  • 2 362 messages

I think I played on Hard.  Rarely played on nightmare.  I'd keep giving Alistair good armor and eventually that would work on Nightmare but on nightmare I'd keep skipping battles that I could do on hard so I prefer hard myself.  Of coarse I not the best at combat.  I build Alistair 2 Strength to 1 Dexterity.

 

 

Who do you plan to have for your team?



#6
capn233

capn233
  • Members
  • 17 240 messages
I could use some advice on skills to get to by the way.

 

Also, I've played a two-handed warrior before so I know Strength,Dexterity, and Constitution are the stats I should focus on, but any additional things I should know are welcome. And I don't plan on doing any exploits or using any mods, so that means I could use some advice on things to spend my cash on, like should I spend my money on buying all health potions in Lothering, or just keep spamming reloads? Thanks in advance :)

 

2H Warrior might be my favorite class.

 

As stated above, all your attribute points should just go into Strength.  Since swing speed of the 2H weapons is low, you want to maximize both the chance that it will hit the enemy (via improving Attack rating), and also damage per hit.  Strength buffs both of these for you.  Additionally Strength is what is used to meet the requirements for higher tier armor, which will improve your survivability via damage reduction.

 

The other attributes are largely unimportant.  Magic doesn't do anything for you, and Cunning is not an efficient way to spend points since you don't need much armor penetration with 2H weapons, and there aren't many mental resistance checks.  Willpower and Constitution are also relatively bad investments since you gain both stamina and health as you level up anyway.  Some will put a few points in them early game, specifically willpower, but I don't find that completely necessary.  Dex buffs defense and attack, but you won't be able to get enough defense on 2H to avoid enough attacks without sacrificing a major amount of damage.

 

Most people play 2H as a talent spam build, where you are eventually using mostly Sunder Arms, Sunder Armor, Two Handed Sweep and Pommel Strike.  I like to take Precise Striking early as it improves your attack rating (hit chance) and critical chance, but the two sunders are your other major priority early.  Two Handed Sweep doesn't unlock until Level 10, but it is sometimes worth it to save your talent points so you can dump them into that tree right at 10 to get Sweep.

 

Indomitable is one of the best abilities in the game.  Powerful Swings is not nearly as good, even though it buffs damage and has uses in some situations.

 

Deathblow is extremely important, get it as soon as it is practical (unlocks at Level 12).

 

As far as the passives go, some of them are bugged in the base game.  Destroyer only procs on critical hits, Stunning Blows only has a chance to proc on crits.  You will still get them eventually, regardless.

 

There are some good old threads on 2H, I will try to search for them, but a place to start is here:

http://forum.bioware...or-2h-warriors/

 

edit:  Also forgot to mention... it is effectively cheaper to buy lesser health poultices than it is to craft them, so it is worth buying them whenever you see them for sale.


  • NRO TYN et RiverHillBlue1 aiment ceci

#7
NRO TYN

NRO TYN
  • Members
  • 653 messages

I think I played on Hard.  Rarely played on nightmare.  I'd keep giving Alistair good armor and eventually that would work on Nightmare but on nightmare I'd keep skipping battles that I could do on hard so I prefer hard myself.  Of coarse I not the best at combat.  I build Alistair 2 Strength to 1 Dexterity.

 

 

Who do you plan to have for your team?

 

I like to use everyone, but most of the time its gonna be Alistair, Morrigan, and I wanna say Lelianna.



#8
NRO TYN

NRO TYN
  • Members
  • 653 messages

2H Warrior might be my favorite class.

 

As stated above, all your attribute points should just go into Strength.  Since swing speed of the 2H weapons is low, you want to maximize both the chance that it will hit the enemy (via improving Attack rating), and also damage per hit.  Strength buffs both of these for you.  Additionally Strength is what is used to meet the requirements for higher tier armor, which will improve your survivability via damage reduction.

 

The other attributes are largely unimportant.  Magic doesn't do anything for you, and Cunning is not an efficient way to spend points since you don't need much armor penetration with 2H weapons, and there aren't many mental resistance checks.  Willpower and Constitution are also relatively bad investments since you gain both stamina and health as you level up anyway.  Some will put a few points in them early game, specifically willpower, but I don't find that completely necessary.  Dex buffs defense and attack, but you won't be able to get enough defense on 2H to avoid enough attacks without sacrificing a major amount of damage.

 

Most people play 2H as a talent spam build, where you are eventually using mostly Sunder Arms, Sunder Armor, Two Handed Sweep and Pommel Strike.  I like to take Precise Striking early as it improves your attack rating (hit chance) and critical chance, but the two sunders are your other major priority early.  Two Handed Sweep doesn't unlock until Level 10, but it is sometimes worth it to save your talent points so you can dump them into that tree right at 10 to get Sweep.

 

Indomitable is one of the best abilities in the game.  Powerful Swings is not nearly as good, even though it buffs damage and has uses in some situations.

 

Deathblow is extremely important, get it as soon as it is practical (unlocks at Level 12).

 

As far as the passives go, some of them are bugged in the base game.  Destroyer only procs on critical hits, Stunning Blows only has a chance to proc on crits.  You will still get them eventually, regardless.

 

There are some good old threads on 2H, I will try to search for them, but a place to start is here:

http://forum.bioware...or-2h-warriors/

 

edit:  Also forgot to mention... it is effectively cheaper to buy lesser health poultices than it is to craft them, so it is worth buying them whenever you see them for sale.

 

Thank you very much! I know I should have look for a 2handed post with the search engine, but in all honesty the search engine here confuses me and I wanted to explain in detail how much of a Origins Nightmare noob I am :D .

 

On another note, do you know any guides on how to make good money to buy good equipment, with no cheats or exploits?



#9
Mike3207

Mike3207
  • Members
  • 1 710 messages

Well, it depends on what you mean by exploit. I remember you can craft advanced lyrium potions and sell them to merchants for good money, but not sure if you count that as exploit. It's easier to get money on a solo run because you aren't buying things for companions, just yourself.

 

Max coercion will also help get more gold with a few quests.


  • NRO TYN aime ceci

#10
capn233

capn233
  • Members
  • 17 240 messages

Thank you very much! I know I should have look for a 2handed post with the search engine, but in all honesty the search engine here confuses me and I wanted to explain in detail how much of a Origins Nightmare noob I am :D .

 

Yeah I know about the search.  I had thought I remembered a thread with an actual build order but I couldn't find it last night.  I don't remember if it was a solo thread or not... or maybe I am completely misremembering.

 

The gist is similar to what I posted though, Sunder Arms, Pommel and Indomitable relatively early.  I would need to go back and refresh my memory on how many ability points you have for the levels and the prereqs, but Sunder Armor and 2h Sweep both require 10 and it is possible to get them both right away if you bank a point at Level 9 and have their trees filled up to the previous ability.  Then by 12 get Deathblow.  By that point, 2H will feel pretty powerful.

 

Well, it depends on what you mean by exploit. I remember you can craft advanced lyrium potions and sell them to merchants for good money, but not sure if you count that as exploit. It's easier to get money on a solo run because you aren't buying things for companions, just yourself.

 

Max coercion will also help get more gold with a few quests.

 

Yeah that is the main money maker I could think of.  Personally I don't see the potent lyrium pot (or greater if you are a dwarf noble) crafting as much of an exploit since it requires a fairly hefty investment in order to be able to start crafting them.  Need a character (Morrigan most likely) to have Expert Herbalism, then you need the gold to buy the recipe and then the ingredients.  Also is fairly time consuming.

 

Also besides Coercion, you probably want at least one rank in Stealing to unlock the "Crime Wave" quest line in Denerim.  You can tell Slim you are interested in both the stealing and "stealth" jobs even if you don't have stealth, but you have to have stealing for him to appear.

Otherwise, sell off gear and consumables you don't need.  Also I don't spend much gold equipping my squadmates, they usually have to use whatever is found in the early stages of the game.  Going to Denerim after Lothering can net you some gold as well if you can clear out the bandits and do the merc quests from the city guard sergeant.  Also get a decent axe (Aodh) in that quest that can either be given to Alistair or sold for a few gold.

 

One exploit that I use from time to time which is definitely an exploit is the "Traps are a girl's best friend" exploit where you can sell essentially unlimited spring traps to the woman in Lothering as long as some party member has level 1 trap-making.  This gives you both money and xp.  Sometimes I run this make a little extra gold to be able to purchase a tome from Bodan's "first stock" before it resets.


  • NRO TYN aime ceci

#11
Mike3207

Mike3207
  • Members
  • 1 710 messages

One thing that was a bit of  a disappointment was that the maul weapon modifier was only 1.1, not 1.25 like it states on the wikia. With single hand axes being 1.1, you need a better weapon modifier for 2h weapons to make the loss in attack speed worth it.



#12
capn233

capn233
  • Members
  • 17 240 messages

One thing that was a bit of  a disappointment was that the maul weapon modifier was only 1.1, not 1.25 like it states on the wikia.

 

Was there a test of this at some point or something?  I have only ever seen them discussed as having 1.25 attribute modifier, unlike greatswords and battle axes (1.1).



#13
Mike3207

Mike3207
  • Members
  • 1 710 messages

Was there a test of this at some point or something?  I have only ever seen them discussed as having 1.25 attribute modifier, unlike greatswords and battle axes (1.1).

Yes, tested with Heavy Maul with 27+1 strength and damage of 30.8 in damage screen. Either the damage screen is wrong, or weapon modifier on console is only 1.1. Wikia entries are usually based on PC, so it could still be 1.25 on PC.



#14
dainbramage

dainbramage
  • Members
  • 469 messages

^ For the attribute mod, don't trust the character screen for two reasons. Firstly, it fudges all numbers to account for attack speed. Secondly, when calculating damage there is a random factor between 0.5 and 0.75 (0.25 and 0.5 if you're dual wielding, or 0 and 0.25 for dual wield offhand without training) that all your damage gets multiplied by. So it's really increasing your damage by attribute_modifier*0.625. You also need to take into account base weapon damage, weapon damage range (separate to the attribute one...), bonuses from levels and talents etc. The underlying mechanics in DA aren't at all obvious.

 

 

On Casual the player gets a 10 % magic resistance bonus. On Nightmare, it's either a 5% or 10% bonus to spell resistance for enemies, depending on what wikia entry you believe. The resistance pages says 10, but the difficulty section on the wikia says 5. I think enemies get like a 1.5 % bonus to spell resistance on Normal.

 

 

FYI It's 5%. Normal is 1.5%, Hard 2.5%. I fixed the wikia page to reflect that. Also, all enemies get +5% to all of their element resistances on hard and nightmare.


  • Mike3207 et NRO TYN aiment ceci

#15
Qis

Qis
  • Members
  • 963 messages

Effective Two Handed Warrior for me is invest in Strength, Dexterity, Willpower and Constitution by 2:1:1:1 ratio, by means in each level ups invest 2 in Strength and 1 in any of the rest

 

Invest everything in Strength is just ridiculous, and i totally disagree

 

Two Handed attack is very slow, you will rely on power attacks, having high Willpower is always good. Also having average Dexterity making your character less get hit, having enough Constitution makes your character less fragile especially against overwhelm and magic attacks (chain lighting especially)

 

There is two types of playing, heavy armored or light armored, i prefer heavy armored because it is better play as a auto-backstabbing light armored Rogue for DPS, I prefer tanking Two Handed Warrior swinging around with power attacks, by the way Disengage is always useful if cannot handle the mob

 

As for specialization, either Templar-Champion or Champion-Berserker, the difference is the AoE knockdown i can do, Templar-Champion can have 3 AoE knockdown than Champion-Beserker


  • NRO TYN aime ceci

#16
capn233

capn233
  • Members
  • 17 240 messages

I don't see how everything in Strength is ridiculous at all.

 

For hypothetical "All Strength" and "Mixed Strength-Dex-X Builds", what would you say are the differences in damage per hit and number of enemy attacks avoided?

 

I know the former has actually been calculated on this forum, and I can search it a bit later today.  The latter is a little more complicated given that it will vary vs enemy type.

 

Armor rating will be the same between the two characters... although in reality all strength will be able progress to higher rating a little faster unless the second build is all strength until some level at which it transitions to other stats.

 

edit: 

 

The thread I was thinking of actually just had pure strength build (with CGM, Starfang and Metashear) and a "dex tank" 2H which had more like 2:1 dex to strength and really wouldn't be applicable.  That dex build did have 149 defense though after gear, which would of course be easily noticeable, but it lost about 40% damage compared to the strength build.

 

Maybe later I will try and mess with some numbers, but what I was getting at was that every attribute point in dex or others drops your damage per hit, and in my experience it seems like you need a fairly hefty investment in dex to start noticing much in the way of reduced damage taken over time.  In the recent DW warrior solo game I did I had the luxury of being able to pump dex for defense, attack and damage after hitting 40-ish strength and it didn't feel like I was really avoiding many things until near the late game.


  • NRO TYN aime ceci

#17
Qis

Qis
  • Members
  • 963 messages

I don't see how everything in Strength is ridiculous at all.

 

For hypothetical "All Strength" and "Mixed Strength-Dex-X Builds", what would you say are the differences in damage per hit and number of enemy attacks avoided?

 

I know the former has actually been calculated on this forum, and I can search it a bit later today.  The latter is a little more complicated given that it will vary vs enemy type.

 

Armor rating will be the same between the two characters... although in reality all strength will be able progress to higher rating a little faster unless the second build is all strength until some level at which it transitions to other stats.

 

edit: 

 

The thread I was thinking of actually just had pure strength build (with CGM, Starfang and Metashear) and a "dex tank" 2H which had more like 2:1 dex to strength and really wouldn't be applicable.  That dex build did have 149 defense though after gear, which would of course be easily noticeable, but it lost about 40% damage compared to the strength build.

 

Maybe later I will try and mess with some numbers, but what I was getting at was that every attribute point in dex or others drops your damage per hit, and in my experience it seems like you need a fairly hefty investment in dex to start noticing much in the way of reduced damage taken over time.  In the recent DW warrior solo game I did I had the luxury of being able to pump dex for defense, attack and damage after hitting 40-ish strength and it didn't feel like I was really avoiding many things until near the late game.

 

 

It is ridiculous because

 

i. two handed auto-attack is slow, even if you have high damage, you can't beat Rogue DPS in anyway, so if your intention to put extreme strength for high damage it is a moot effort because Rogue is far better in DPS

 

ii. your character cannot get it's full potential and always depends on companions for survival, if your companions down, your character will go down like domino...low health, low stamina, low defense...get overwhelmed by wolves or werewolves, grabbed by orges or curse of mortality by emissaries, will dead in seconds if your companions too late to do anything

 

iii. you will likely reload many times in the Fade because those mages can one shot kill you

 

iv. because of low stamina, you can't do power attacks often, chain lighting or lightning will de-buff your Indomitable because it drain large portion of your stamina making your character useless. You also can't benefit from specializations because of that

 

I already making many builds all these years and test them, all strength two handed is ridiculous and not fun at all, knocking 1 point each level up for other stats is better



#18
capn233

capn233
  • Members
  • 17 240 messages

Can't say that I agree.

 

i. Rationale for strength in part follows from the low swing speed.  You want to have a high hit chance (attack) and damage per swing.  Strength buffs both those things simultaneously.  DW rogue can't beat mage AOE dps, so not sure how either is relevant to a 2H build.

 

ii. Pure strength build isn't any more reliant on companions during whatever stage of the game as a 2H with different attribute allocation.  Largely because early game is the hardest and you don't get enough attribute points to make a meaningful difference in defense or health while making any progress to unlocking talents or heavier armor (both are tied only to strength).  Also given that you have Indomitable for stun and knockdown immunity, defense score isn't as important even into the late game.  Practically the only things that can harm you are some spells (curse of mortality - crushing prison chain), and this may not matter at all if you have high magic resistance (which doesn't come from attributes).

 

iii.  This is news to me.  Also unclear to me how attribute allocation makes a big difference here as it seems to me only magic / spellpower really has much of an effect.  I typically have Burning Man (fire immunity) when I go to Mage Asunder.

 

iv.  A point in Willpower gives 5 stamina.  Warrior gains 5 stamina per level.  There is a lot of gear that boosts either total stamina or stamina regen.  Of course a few in Will are fine and makes more sense to me than Dex for 2H, but you don't necessarily need to put any there.

 

There are a lot of threads about 2H or warriors in general that talk about the relative value of attributes.



#19
Qis

Qis
  • Members
  • 963 messages

To refute you back

 

i. there is no point playing two handed warrior for DPS because of the slow attack, two handed is not to play for DPS role, it's Rogue role. Mage role is varied but for damage the role is Nuker. This is standard Tank/DPS/Nuker/Healer role of D&D in which this game is based on

 

ii. No, on paper you can say that, but in reality it isn't

 

iii. Burning Man don't resist lightning. Golem have lightning resistance but to get it you must get by many Mages that their magic amplified in this stage. Lightning burnout your stamina making your character useless. Burning Man form suck against cold attacks (-75%), one Winter's Grasp could one shot kill you in this form because you have very low Constitution, not to mention Cone of Cold....

 

iv. To get those items you must travel throughout Ferelden and fight through enemies, it is like saying "you don't need invest in anything before you fight darkspawns, abominations, dragons, ect...and having tons of gold to buy....then you get all those stuff, so yeah"



#20
Mike3207

Mike3207
  • Members
  • 1 710 messages

Read the link to the warrior build thread. Very interesting, as is this note on 2H:

 

 

 

General 2H STR note: While ATT numbers are good, DEF for all three builds here is, in a word, putrid. A rare event indeed if Bosses or Elites miss an attack against you, with even trash mobs connecting at a 60-70% rate. Accumulating +% Dodge items like, Spellward, Evon, or Cailan's Boots would be a good idea. And it's not just the damage alone you have to deal with due to poor defense, but the debuffs as well. Expect to get Pinned, Crippled, Sundered and Punished with regularity. For the most part, your AC is the only thing between you and screaming death, and getting Shattered and Sundered will make things interesting in a hurry. Running a Hale rune is probably in your best interest.

 

 



#21
Qis

Qis
  • Members
  • 963 messages

Spellward? 87 gold from Bodhan

 

Evon Greatmail? 107 gold in Denerim

 

So unless you get near 200 golds, your two handed warrior got overwhelmed by wolves, one shot winter's grasp from Mages or crushed by orges...ect

 

That's why stats are important, dumping all into strength is ridiculous and impractical. Yeah you can imagine and calculate everything on paper, but practical is different thing. This is the main reason i strongly disagree with most so called "guides", i even doubt they really put their theories into practical.

 

What chances are you can escape being grabbed by orge? You may argue that shield bash from Alistair can save you, but what if it is on cooldown or Alistair run out of stamina? Or your Mages can do something, but what if they run out of mana or on cooldown? Your companion can do this and that, but what if they can't? Your two handed warrior crushed just like Cailan...



#22
ThomasBlaine

ThomasBlaine
  • Members
  • 915 messages

To refute you back

 

i. there is no point playing two handed warrior for DPS because of the slow attack, two handed is not to play for DPS role, it's Rogue role. Mage role is varied but for damage the role is Nuker. This is standard Tank/DPS/Nuker/Healer role of D&D in which this game is based on

 

ii. No, on paper you can say that, but in reality it isn't

 

iii. Burning Man don't resist lightning. Golem have lightning resistance but to get it you must get by many Mages that their magic amplified in this stage. Lightning burnout your stamina making your character useless. Burning Man form suck against cold attacks (-75%), one Winter's Grasp could one shot kill you in this form because you have very low Constitution, not to mention Cone of Cold....

 

iv. To get those items you must travel throughout Ferelden and fight through enemies, it is like saying "you don't need invest in anything before you fight darkspawns, abominations, dragons, ect...and having tons of gold to buy....then you get all those stuff, so yeah

 

Burning Man has Fireball, a massive instant-cast AOE and DOT that heavily damages and renders everybody within prone. Most groups of mages in the Fade stand in a cluster at the beginning of the fight, one Fireball immediately lays them all on their backs. The majority will either be killed outright or die from the damage over time, and the tower is full of doorways and corridors that will break their line of sight to you, protecting you from their spells while you wait for them to burn to death. If your Burning Man is having trouble with lightning then it's because you're not being quick enough to shoot off the Fireball, which has a shorter casting time than any lightning spell.

 

I agree that most guides focusing on the finished character build is ludicrous seeing as you play the game gradually building your character, the whole point of which being what to prioritize first. Finished builds don't tell you anything about how to proceed, they just tell you that if you decide to improve a specific selection of skills to a specifc degree by a specific level in whatever order then at the very least your character is going to be theoretically viable in the last twenty minutes of the game.

 

What chances are you can escape being grabbed by orge? You may argue that shield bash from Alistair can save you, but what if it is on cooldown or Alistair run out of stamina? Or your Mages can do something, but what if they run out of mana or on cooldown? Your companion can do this and that, but what if they can't? Your two handed warrior crushed just like Cailan...

 

The mage spell trees are full of reliable interrupts for things like ogres and dragons, and lyrium potions are everywhere. And there's always Heal, Group Heal and Revival. One of the reasons most player builds are ultimately viable, even the ones hyper-specializing in a single stat, is that Origins has a host of mechanics to prop you up almost no matter what you're trying to do.



#23
Qis

Qis
  • Members
  • 963 messages

Burning Man has Fireball, a massive instant-cast AOE and DOT that heavily damages and renders everybody within prone. Most groups of mages in the Fade stand grouped together at the beginning of the fight, one Fireball immediately lays them all on their backs. The majority will die from the damage over time, and the tower is full of doorways and corridors that will break their line of sight to you, protecting you from their spells while you wait for them to burn to death. If your Burning Man is having trouble with lightning then it's because you're not being quick enough to shoot off the Fireball, which has a shorter casting time than any lightning spell.

 

I agree that most guides focusing on the finished character build is ludicrous seeing as you play the game gradually building your character, the whole point of which being what to prioritize first. Finished builds don't tell you anything about how to proceed, they just tell you that if you decide to improve a specific selection of skills to a specifc degree by a specific level in whatever order then at the very least your character is going to be theoretically viable in the last twenty minutes of the game.

 

 

The mage spell trees are full of reliable interrupts for things like ogres and dragons, and lyrium potions are everywhere. And there's always Heal, Group Heal and Revival. One of the reasons most player builds are ultimately viable, even the ones hyper-specializing in a single stat, is that Origins has a host of mechanics to prop you up almost no matter what you're trying to do.

 

Like i said, on paper you can imagine this and that, but playing it is a different thing.

 

Using Burning Man is it just an option. yes you can use Burning Man form for this or that reason and play like this or play like that, in anyway it is not "when you build two handed warrior, put everything in strength, use Burning Man form in the Fade and shoot fireballs", do you must use Burning Man form? A two handed Templar can get through the Fade as easy, provided you have the stats, wearing Templar armor, without even turn into anything. So if want to argue for the sake of arguing, it will be an endless ego battle.

 

And you just prove the point that "put all in strength" build is heavily depended on party set up, or else it will suck. Like i mentioned, what if your Mages can't do things they should? Run out of mana, run out of mana potion, on cooldown, got disabled, dead, ect? if you need Group Heal, you must need Wynne, in order to get Wynne you must go to the Circle after Lothering, before you arrived you might come across pack of wolves overwhelm your whole party, Morrigan is the only mage and is at level 7...even so, yo MUST need Wynne by siding with the Circle, means you have no choice than siding the Circle, or else you MUST make Morrigan a healer and stuck with her for the rest of the game...

 

That is why it is not a guide, it is ridiculous, it is "this is how i play and i want you to play like me", a guide is supposed to leave options to the readers/players, not about how you play and how you're happy with it.

 

Maybe you can solo in nightmare, yeah that's great, but not all people play like you



#24
Mike3207

Mike3207
  • Members
  • 1 710 messages

It may not help against a grab, but the wikia specifically mentions Indomitable's knockdown immunity covers a ogre's charge. It covers every possible knockdown except Overwhelm. There are also a number of spells that can interrupt a ogre's grab, Crushing Prison and Force Field Among them.

 

Acquiring gold is no problem in Origins-especially 200 K



#25
capn233

capn233
  • Members
  • 17 240 messages

To refute you back
 
i. there is no point playing two handed warrior for DPS because of the slow attack, two handed is not to play for DPS role, it's Rogue role. Mage role is varied but for damage the role is Nuker. This is standard Tank/DPS/Nuker/Healer role of D&D in which this game is based on
 
ii. No, on paper you can say that, but in reality it isn't
 
iii. Burning Man don't resist lightning. Golem have lightning resistance but to get it you must get by many Mages that their magic amplified in this stage. Lightning burnout your stamina making your character useless. Burning Man form suck against cold attacks (-75%), one Winter's Grasp could one shot kill you in this form because you have very low Constitution, not to mention Cone of Cold....
 
iv. To get those items you must travel throughout Ferelden and fight through enemies, it is like saying "you don't need invest in anything before you fight darkspawns, abominations, dragons, ect...and having tons of gold to buy....then you get all those stuff, so yeah"

 
i.  2H is hybrid burst damage and controller.  Arguably boss DPS due to Indomitable.  You can still use your talents with everything into strength about as well as with points in Willpower.  You gain stamina per level, all your talents require Strength to unlock which includes Deathblow... If you or OP wants to invest in Willpower early game when you are more likely to be stamina limited, go for it.  Each point in Will early game delays unlocking any talent that has a strength requirement.
 
ii.  My statement was based on playing 2H.  My experience is not consistent with the claim that 2H Strength build will be overly reliant on squadmates, or that he dies instantly in the Fade or wherever.
 
iii.  *shrug*  I haven't had much issue with 2H in the Fade.  I don't use base forms very much in there if I am not a mage though.
 
iv.  Again the early part of the game is the hardest, and moving 1 point per level to another attribute early game isn't going to make a dramatic difference in survivability.
 

Read the link to the warrior build thread. Very interesting, as is this note on 2H:

 
Right and that is the tradeoff for 2H.  Defense score is never going to be great without sacrificing a lot of damage.  But you can easily get high armor rating, you can get gear with chance to dodge / avoid attacks etc.
 
As for runes, Hale does help reduce the length of debuffs you suffer.  Since damage runes don't scale as well on 2h (slow swing speed), you can afford to run one with some dweomer runes.

 

Burning Man has Fireball, a massive instant-cast AOE and DOT that heavily damages and renders everybody within prone. ...
 
I agree that most guides focusing on the finished character build is ludicrous seeing as you play the game gradually building your character, the whole point of which being what to prioritize first. Finished builds don't tell you anything about how to proceed, they just tell you that if you decide to improve a specific selection of skills to a specifc degree by a specific level in whatever order then at the very least your character is going to be theoretically viable in the last twenty minutes of the game.

Re Burning Man: exactly.

There are bound to be threads with build progressions floating around. Nearly all of them are focused on Str, with maybe a couple points in Will.

First few priorities are something like Sunder Arms, Pommel, Indomitable and Precise Striking. Save a point at Level 9 and at 10 use those two for Sunder Armor and 2H Sweep. Get Death Blow at or as close to 12 as possible. Can't go wrong with Templar and Champion for specs.