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#1
whodawhanow

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Ok, just some background.  I have gone through the game fully once with a number of other saved games to return to.  But now that I have beaten it (Easy, DW Dwarf Rogue) I figured I would dive into the specifics of how to do multiple things I didn't use/understand the first time through.  There are a ton, so bare with me.

When you adventure with non-companion companions (Gorim, Leske, etc.) if they kill an enemy, do you get any experience?  When you have true companions I notice that you still get some experience, even if you don't do the killing.  Is this because the 27 xp you get when you actually kill a genlock (for example) is equally attributed to everybody or split or is a bonus above what is split?

Armor set bonus.  Worth keeping together?  Early on I can see a difference in keeping the sets together if possible because there aren't many great armors out there.  But once you get into later levels, picking and choosing seems better, but since I can't see what the actual bonus is ...

Soloing.  Does it serve a purpose other then Mt. Everest?  I see people soloing and it's a truly great accomplishment, but if it doesn't get me anything special (not even a trophy!) then I will pass and let others climb that mountain.

Grenades and Poisons.  I didn't use a single one of these in my first full playthrough (nor my others, now that I think about it).  Do they make a huge difference?

Runes.  I generally go with the damage runes, but in reading it now, with a rogue some stacking paralyze runes would help and I hear they are 5% per level (making 25% at GM?).  If I have two daggers with two GM paralyze runes each, is that 100% chance to paralyze?  How is a dweomer rune any good?

Some sustained abilities seem like a waste (atleast in the scenarios I have played through), like precise striking.  Yes, the improved chances at criticals are nice, but slower speed seems to more then "make up" for this.  For a DW Rogue, which sustained abilities work the best? 

Specializations.  Other then by book, how do you unlock the ranger?  I did it by book, just curious.  And I didn't see a book for the bloodmage and can't figure out how to unlock it.  Is there a book for Reaver?  I would rather buy that one then go the long route.

I have more that I can't think of now, but that's a start.  Thanx for any help.

Who

#2
mousestalker

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whodawhanow wrote...

Ok, just some background.  I have gone through the game fully once with a number of other saved games to return to.  But now that I have beaten it (Easy, DW Dwarf Rogue) I figured I would dive into the specifics of how to do multiple things I didn't use/understand the first time through.  There are a ton, so bare with me.

When you adventure with non-companion companions (Gorim, Leske, etc.) if they kill an enemy, do you get any experience?  When you have true companions I notice that you still get some experience, even if you don't do the killing.  Is this because the 27 xp you get when you actually kill a genlock (for example) is equally attributed to everybody or split or is a bonus above what is split?

Armor set bonus.  Worth keeping together?  Early on I can see a difference in keeping the sets together if possible because there aren't many great armors out there.  But once you get into later levels, picking and choosing seems better, but since I can't see what the actual bonus is ...

Soloing.  Does it serve a purpose other then Mt. Everest?  I see people soloing and it's a truly great accomplishment, but if it doesn't get me anything special (not even a trophy!) then I will pass and let others climb that mountain.

Grenades and Poisons.  I didn't use a single one of these in my first full playthrough (nor my others, now that I think about it).  Do they make a huge difference?

Runes.  I generally go with the damage runes, but in reading it now, with a rogue some stacking paralyze runes would help and I hear they are 5% per level (making 25% at GM?).  If I have two daggers with two GM paralyze runes each, is that 100% chance to paralyze?  How is a dweomer rune any good?

Some sustained abilities seem like a waste (atleast in the scenarios I have played through), like precise striking.  Yes, the improved chances at criticals are nice, but slower speed seems to more then "make up" for this.  For a DW Rogue, which sustained abilities work the best? 

Specializations.  Other then by book, how do you unlock the ranger?  I did it by book, just curious.  And I didn't see a book for the bloodmage and can't figure out how to unlock it.  Is there a book for Reaver?  I would rather buy that one then go the long route.

I have more that I can't think of now, but that's a start.  Thanx for any help.

Who

Here's some answers:

As for armour set bonuses, it depends upon the bonus. Evon the Great's armour is supposed to work with Wade's to retain the bonus.I usually mix and match, but I'm not a min-maxer.

Soloing is a Mt Everest kind of thing.Some people like the challenge.

Bombs and poisons don't necessarily make a huge difference, but sometimes every little bit helps. I never would have been able to play through on Nightmare without poisons.

Runes are great. I believe, but someone may correct me on this, that there is a cap to things like paralyze so that you never can reach 100%. Dweomer runes help against caster mobs.

Iced or fiery weapons are great for rogues. Have your mage sustain that. For rogue sustains, the big one for dual wielders is momentum. That should always be up. The other one is stealth, which if you take it to combat levels can be a literal life saver.

You need the book for Ranger, but like all specs once it is unlocked, it is unlocked for all your games. There is no book for either Reaver or Blood Mage. You have to make a deal with Kolgrim for the first and the Desire Demon in Redcliffe for the second. Again, once they are unlocked they remain that way.

Modifié par mousestalker, 25 février 2010 - 07:31 .


#3
soteria

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When you adventure with non-companion companions (Gorim, Leske, etc.) if they kill an enemy, do you get any experience? When you have true companions I notice that you still get some experience, even if you don't do the killing. Is this because the 27 xp you get when you actually kill a genlock (for example) is equally attributed to everybody or split or is a bonus above what is split?




Temporary companions don't gain experience at all. Every normal member of your group, including yourself, will gain that 27exp. It doesn't matter who lands the killing blow--even if it's a ranger pet you still get exp (it just won't show up as floating text).



Armor set bonus. Worth keeping together? Early on I can see a difference in keeping the sets together if possible because there aren't many great armors out there. But once you get into later levels, picking and choosing seems better, but since I can't see what the actual bonus is ...




Only a few sets are worth going for, and it depends on what you want. Wade's armors are decent, and some of the DLC ones are pretty good, too. The best reason to keep a set together is for looks, imo. :)



Soloing. Does it serve a purpose other then Mt. Everest? I see people soloing and it's a truly great accomplishment, but if it doesn't get me anything special (not even a trophy!) then I will pass and let others climb that mountain.




Nope. Don't bother, it's just for the challenge.



Grenades and Poisons. I didn't use a single one of these in my first full playthrough (nor my others, now that I think about it). Do they make a huge difference?




Yes--grenades do 70-80 damage, and each type is on a separate cooldown. Poisons are good, too, especially the ones that can stun enemies.



Runes. I generally go with the damage runes, but in reading it now, with a rogue some stacking paralyze runes would help and I hear they are 5% per level (making 25% at GM?). If I have two daggers with two GM paralyze runes each, is that 100% chance to paralyze? How is a dweomer rune any good?




The chance to paralyze isn't nearly that high, but with daggers and momentum or haste, you hit often enough to see the effect fairly often. It's my favorite enchant--others prefer damage. If you're backstabbing, because of a bug only the offensive runes on the main-hand weapon matter. Dweomer and Hale runes are good for resisting magical and physical effects. They're good.



Some sustained abilities seem like a waste (atleast in the scenarios I have played through), like precise striking. Yes, the improved chances at criticals are nice, but slower speed seems to more then "make up" for this. For a DW Rogue, which sustained abilities work the best?




For Precise Striking, see the thread about it. It's good at low levels of attack, though. Momentum is the best sustain for a dw rogue. Ranger pets, Dueling, and bard songs are all good, too. Don't bother with Dual Striking for a rogue.



Specializations. Other then by book, how do you unlock the ranger? I did it by book, just curious. And I didn't see a book for the bloodmage and can't figure out how to unlock it. Is there a book for Reaver? I would rather buy that one then go the long route.




It's lame, but only by the book. To unlock bloodmage, you have to play a mage and make a deal with a demon. I don't know about Reaver.

#4
whodawhanow

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So you will gain the experience for the temporary companion kills then?

#5
Nauthiz84

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Experience is shared, not only within the party but with the companions in the camp too. To clarify, shared doesn't mean it's divided between everyone, everyone receives the awarded amount.



There are a lot of different set boni, some are really nice, others don't matter much.

I think there was a mod that makes the set boni show up...



Soloing, well it's only searching for new challenges, if you come to know the game a little bit better it tends to become very easy, even on nightmare difficulty (playing with a full group).



Grenades/Poisons/Traps/Salves can be really helpful, but well you just don't really need em to beat the game. If you are soloing on nightmare that can change quite a bit.



Having sustained abilities on all the time can be quite a waste, depends on the situation and of course some are more useful then others. Precise striking can be rather useful especially in the beginning, not for the crit but the attack bonus and of course it depends on the difficulty level again.



There are 3 ways to get specializations, books (e.g. ranger, spirit healer), from companions (e.g. bard, assasin, templar,...) and last but not least as rewards for quests, the quest ones can be easily missed, bloodmage and reaver are among them. Bloodmage is learned by making a deal with the demon possessing Connor and Reaver is obtained by siding with Kolgrim and defiling the Ashes of Andraste. As unlocked specializations are saved and shared you can unlock them, load an earlier save game and do the quest again the way you wanted.

#6
whodawhanow

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mousestalker wrote...
Here's some answers:

As for armour set bonuses, it depends upon the bonus. Evon the Great's armour is supposed to work with Wade's to retain the bonus.I usually mix and match, but I'm not a min-maxer.

Soloing is a Mt Everest kind of thing.Some people like the challenge.

Bombs and poisons don't necessarily make a huge difference, but sometimes every little bit helps. I never would have been able to play through on Nightmare without poisons.

Runes are great. I believe, but someone may correct me on this, that there is a cap to things like paralyze so that you never can reach 100%. Dweomer runes help against caster mobs.

Iced or fiery weapons are great for rogues. Have your mage sustain that. For rogue sustains, the big one for dual wielders is momentum. That should always be up. The other one is stealth, which if you take it to combat levels can be a literal life saver.

You need the book for Ranger, but like all specs once it is unlocked, it is unlocked for all your games. There is no book for either Reaver or Blood Mage. You have to make a deal with Kolgrim for the first and the Desire Demon in Redcliffe for the second. Again, once they are unlocked they remain that way.


So...

Dweomer runes slow down mages casting times?

#7
whodawhanow

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@soteria: So if I have two three slot daggers, only put the damage based runes on the primary (rose's thorn) and put improvement runes on the secondary?

#8
whodawhanow

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whodawhanow wrote...

mousestalker wrote...
Here's some answers:

As for armour set bonuses, it depends upon the bonus. Evon the Great's armour is supposed to work with Wade's to retain the bonus.I usually mix and match, but I'm not a min-maxer.

Soloing is a Mt Everest kind of thing.Some people like the challenge.

Bombs and poisons don't necessarily make a huge difference, but sometimes every little bit helps. I never would have been able to play through on Nightmare without poisons.

Runes are great. I believe, but someone may correct me on this, that there is a cap to things like paralyze so that you never can reach 100%. Dweomer runes help against caster mobs.

Iced or fiery weapons are great for rogues. Have your mage sustain that. For rogue sustains, the big one for dual wielders is momentum. That should always be up. The other one is stealth, which if you take it to combat levels can be a literal life saver.

You need the book for Ranger, but like all specs once it is unlocked, it is unlocked for all your games. There is no book for either Reaver or Blood Mage. You have to make a deal with Kolgrim for the first and the Desire Demon in Redcliffe for the second. Again, once they are unlocked they remain that way.


So...

Dweomer runes slow down mages casting times?


Nevermind.  Resistance, got it.

#9
kombra

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whodawhanow wrote...
Runes.  I generally go with the damage runes, but in reading it now, with a rogue some stacking paralyze runes would help and I hear they are 5% per level (making 25% at GM?).  If I have two daggers with two GM paralyze runes each, is that 100% chance to paralyze? 

No, all paralyze runes are 5% regardless of level. Each is checked individually (with 3 runes 14% probability, with 6 runes 26.5%). The paralysis duration is 4s - 8s dpending on the rune level.

How is a dweomer rune any good?

They are not that useful, the protection is very low. They don't help against secondary spell effects (like the freezing from cone of cold).

Some sustained abilities seem like a waste (atleast in the scenarios I have played through), like precise striking.  Yes, the improved chances at criticals are nice, but slower speed seems to more then "make up" for this.  For a DW Rogue, which sustained abilities work the best? 

Momentum is by far the most powerful (30% attack speed increase, meaning you do 40% more damage in the same time).

Dueling (if you go Duelist) is very useful as well (especially if you go for a lot of cunning).

#10
soteria

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@soteria: So if I have two three slot daggers, only put the damage based runes on the primary (rose's thorn) and put improvement runes on the secondary?




For a backstabbing rogue, yes.

#11
DJ0000

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whodawhanow wrote...

So you will gain the experience for the temporary companion kills then?


Yes

#12
mosspit

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kombra wrote...

How is a dweomer rune any good?

They are not that useful, the protection is very low. They don't help against secondary spell effects (like the freezing from cone of cold).

I disagree. Dweomer is situational but still pretty useful if the party lacks magekiling abilities. Have GM, M Dweomer on weapon swap for a tank against spellcasters if you are reluctant to have it on primary weap set.
I think im digressing here but Im pretty sure my tank resisted CoC (hostile) including the freeze effect. The thing is I cant be certain if he resisted the freeze effect due to spell res or sth else.

Modifié par mosspit, 25 février 2010 - 11:40 .


#13
Costello_Anasazi

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I didn't think you got any xp if a temporary companion made the killing blow. This could have been changed in some patch but when I first got the game I was letting the temps make killing blows and I was a much lower level than when I played through again and made the temps stand at the back and not get involved. Now I could be very wrong and didn't need to do this but thats how I found it.

#14
kombra

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mosspit wrote...



kombra wrote...


How is a dweomer rune any good?


They are not that useful, the protection is very low. They don't help against secondary spell effects (like the freezing from cone of cold).


I disagree. Dweomer is situational but still pretty useful if the party lacks magekiling abilities. Have GM, M Dweomer on weapon swap for a tank against spellcasters if you are reluctant to have it on primary weap set.

I think im digressing here but Im pretty sure my tank resisted CoC (hostile) including the freeze effect. The thing is I cant be certain if he resisted the freeze effect due to spell res or sth else.


Well, GM + M Dweomer is 18% spell resistance or a 1 in 5 chance to resist a spell. Not exactly a lot in my book.




#15
whodawhanow

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Ok, another question or two.



It has been stated that as a Dwarf Noble Rogue you can finish the "Origin" with 40 gold. This seemed a little excessive to me. With stealing from every person possible and even selling all items (even Gorim's equipment), I only exited the "Origin" with just over 4 gold. Now I am thinking this poster was figuring the "Origin" went through to Ostagar and maybe even Lothering, which would make more sense. Or am I missing something?



Can a rogue without deft hands open boxes or does it act like a warrior/mage at that point? I am trying to properly choose my beginning two skills and I want stealth and deft hands, but that really leaves my DW hurting for damage. I would drop stealth for the first passive DW skill, unless I can still open boxes without deft hands, just being a rogue.



If you have two characters in your group with top stealing and both steal from monsters in a fight (this is an excellent tactic idea somebody posted), will only the first one work (like one person trying to steal twice)? Does stealing in combat mean that you won't get their treasure, if you succeed?



@kombra: If each rune is 5%, regardless of rank (novice, jm, master, GM) why ever go higher then the cheapest rune three times?



There is one more question I have on the tip of my tongue that I can't remember right now.



Thanx all for the help.

#16
whodawhanow

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Ok, another question, but not the one I can't remember.



What is the sequence for combat tactics usage? Is it top to bottom (per enemy or per battle?) or situational? In my campaign I am going to start this weekend I am going to go Lelianna ranged but use her high starting stealing in combat to supplant my income. While I know how to create the tactic, knowing the order of usage or importance would greatly change the outcomes.

#17
mosspit

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whodawhanow wrote...

What is the sequence for combat tactics usage? Is it top to bottom (per enemy or per battle?) or situational? In my campaign I am going to start this weekend I am going to go Lelianna ranged but use her high starting stealing in combat to supplant my income. While I know how to create the tactic, knowing the order of usage or importance would greatly change the outcomes.


Chars normally do required actions (right col) if the conditions are met (left col). If more than one action is assigned to the same condition, the action closer to the top will have higher priority. TBH, tactics on my games are a little screwy at times. Might help if you have the advanced tactics mod.

#18
whodawhanow

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Ok, so if Leilanna has two tactics, both Enemy - Nearest Visible, one set to (special attack)(top) and one set to steal (bottom), then it will shoot first, then steal.

#19
mosspit

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If both actions are not cd then yes.

#20
caladorne

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whodawhanow wrote...

Ok, another question or two.

It has been stated that as a Dwarf Noble Rogue you can finish the "Origin" with 40 gold. This seemed a little excessive to me. With stealing from every person possible and even selling all items (even Gorim's equipment), I only exited the "Origin" with just over 4 gold. Now I am thinking this poster was figuring the "Origin" went through to Ostagar and maybe even Lothering, which would make more sense. Or am I missing something?
Thanx all for the help.

There is a 'side quest' in the DN origin that gets you 25gp w/ very little effort.
Another grants you 4gp if you ask for money instead of a book.
There is a nice shield found after your announcement sellable for around 4gp.
If you have Blood Dragon Armor DLC, you can sell it for about 7gp iirc.

That's close to 40gp w/o counting the lootable stuff you sell including the Proving Helm if you choose to fight.

#21
whodawhanow

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I take it the 25gp is the Lord Dace quest. I usually kill his son. I get the 4gp from the Shaper. I get the noble dagger and proving helm and sell them both. I don't sell the BDA. What shield do you find after your announcement?

#22
KragCulloden

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The dweomer runes are quite useful for a templar warrior to get you to 100% spell resist - knight commander armor (40%), spellward (30%), 3 x dweomer runes (10%, 8%, 8%), and whichever ring has the 4% spell resist on it.

#23
ijmorris

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The comment on the 5% paralyze rune can't be accurate - what makes a GM paralyze rune better than a novice paralyze rune, then?

#24
mousestalker

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With Lord Dace, if you agree to pipe up to dear ol' Dad on his behalf he says he will pay you 100 gold. Instead he gives you a promissory note. You can sell the note to any of the active merchants for 25 gold.

#25
mosspit

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Hmm can you sell the promissory note to Gorim for more money??

Edit: Nvm I forgot about the strip down part

Modifié par mosspit, 27 février 2010 - 01:36 .