Aller au contenu

Photo

Tactical issue with fireballs


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
SweDragon

SweDragon
  • Members
  • 36 messages
I'm playing the game on PC, and I wonder a bit about them fireballs.

Now I've only been playing part of the game (about 13h so far), but just as I felt I was getting the hang of some tactical combat, I was grilled up by homing fireballs going through walls.

I was thinking that running like crazy to avoid a fireball would be a good tactic... but alas, taking cover does not seem to be an option. :( Is this a glitch, or is it intended to be so?

So far I'm finding the game pretty enjoyable. I love the characters and the party interaction outside of combat, and I enjoy the story, but I'm still having some issues with the combat. Especially things like this...

#2
Errel

Errel
  • Members
  • 410 messages
I don't think running will do you any good in avoiding spells. The mechanics of the game probably do not take your position in account once the spell has been fired. It would be cool if you could duck behind walls and columns to avoid fireballs i agree, but the game mechanics just don't work like that.

#3
hOnOr

hOnOr
  • Members
  • 208 messages
Can't run, can't hide. Best bet is to move away from your party. :) Get used to crowd control, the AI uses it a lot. I'm not sure what they were thinking with a AoE, DoT, Knockdown with a 10s cooldown, but oh well.

#4
SweDragon

SweDragon
  • Members
  • 36 messages
Actually they do take my position into account, that's my problem. If the fireball had just hit where I stood when the enemy mage fired it, no problem. But since it's following me, it would be nice if it adhered to some laws of physics :)

#5
Sergiyftw

Sergiyftw
  • Members
  • 151 messages
Look at it this way, you cant run or hide, so they cant run or hide.

I see the fireball as a nice way of getting rid of enemy spellcasters.

#6
TriggerHappy64

TriggerHappy64
  • Members
  • 130 messages
Fireballs should be nerfed. It's absolutely ridiculous when after a dialog sequence you start all bunched up and enemy mages just shoot a fireball that knocks your entire party down to the ground and to about 50% health.

#7
JediNg

JediNg
  • Members
  • 525 messages

TriggerHappy64 wrote...

Fireballs should be nerfed. It's absolutely ridiculous when after a dialog sequence you start all bunched up and enemy mages just shoot a fireball that knocks your entire party down to the ground and to about 50% health.


I've only played on normal difficulty so far, but I've never found fireballs to be more than a slight nuisance.

#8
Cybercat999

Cybercat999
  • Members
  • 920 messages

JediNg wrote...

TriggerHappy64 wrote...

Fireballs should be nerfed. It's absolutely ridiculous when after a dialog sequence you start all bunched up and enemy mages just shoot a fireball that knocks your entire party down to the ground and to about 50% health.


I've only played on normal difficulty so far, but I've never found fireballs to be more than a slight nuisance.


On nightmare they *can* knock you down pretty badly, especially if you have 2 or even 3 enemies mages.

I find it bit annoying that my enemies seem to start casting during the cutscene, and I cant. Soon the talking is over I can find myself and entire party on our backs. For me it takes the cutscene to finish + casting time. For mobs no casting time it seems.
The inability to position my group before the cutscene annoys me too. I should be able to tell them to hold position, but yet no matter what I do they all walk into the trap or face whatever enemy standing right behind my back.

Modifié par Cybercat999, 02 janvier 2010 - 07:10 .


#9
TriggerHappy64

TriggerHappy64
  • Members
  • 130 messages

JediNg wrote...
I've only played on normal difficulty so far, but I've never found fireballs to be more than a slight nuisance.


That's nice, but surely though you understand how frustrating it is to start a combat sequence only to have your entire party knocked down with a major blow to health.

#10
JediNg

JediNg
  • Members
  • 525 messages

TriggerHappy64 wrote...

JediNg wrote...
I've only played on normal difficulty so far, but I've never found fireballs to be more than a slight nuisance.


That's nice, but surely though you understand how frustrating it is to start a combat sequence only to have your entire party knocked down with a major blow to health.


Not really.  the instant there is combat, i do a combat pause and do a 360.  If I see fireball about to be cast, i spread my guys as far out as possible.  Even if they get hit, the enemy will have to walk a little between my guys.   Then I just health poutice and use heal spell or just attack and group heal.  If anything, chain lightning bothers me more.
Also, I really like the crushing prison ability for that reason.  I haven't seen multiple mages cast fireball at me all at the same time yet though.  Maybe I'll see it in my subsequent playthroughs and i'll agree with you.  But not at current :)

#11
Krucible

Krucible
  • Members
  • 114 messages
Anti-mage arrows are your friend here. You can usually get one off after a cut scene which has just enough time to disrupt a spell caster....



I usually follow this in with a charging tank for the old 'spell-disrupting-arrow-and-shield-in-the-face' combo.



'How d'ya like that, Gandalf? Pretty hard to cast spells when you're picking your teeth up off the flagstones with a broken hand and an arrow in your gizzard, isn't it????'

#12
wanderon

wanderon
  • Members
  • 624 messages

SweDragon wrote...

Actually they do take my position into account, that's my problem. If the fireball had just hit where I stood when the enemy mage fired it, no problem. But since it's following me, it would be nice if it adhered to some laws of physics :)


I believe there are two options for targeting a fireball - you can target a spot on the ground or target a creature- if you target a creature then it hits the creature no matter where he moves to and he is the center of the blast zone.
 
this means if you target a charging hurlock that is not very far off the fireball is likely to explode in the middle of your party as he arrives.
 
If you target the ground it will explode where you target it and if you chose well the enemy will still be within the blast zone.

No doubt it works the same for enemy mages casting at you - if they target a person they can't run out of the blast zone (but others can) - if they target an area you can run out of the blast zone.

#13
Darkmoose77

Darkmoose77
  • Members
  • 4 messages
I personally like using Alistair and/or Shale with a Fire Resist build and then bombing fireballs in on top of them.  Regeneration will easily cover their damage taken and it's an easy way to roast a group of enemies.

Also, can use Fireball from my main in conjunction with Earthquake from Wynne, can usually get 2-3 fireballs off before have to worry about anyone going for the mages...

#14
Eshme

Eshme
  • Members
  • 756 messages
You have the same advantage too.



Cast a Effect on the ground, it will stay on the ground. Cast it on a Enemy, it will take effect wherever it runs to.

Helps with Friendly AOE effects too. Cast it on Alistair while he still runs, and it will be in position when he arrives so to speak.

Or you can cast it on the ground, where you suspect Alistair to take position. Your choise.



Or Bombs, same deal.

#15
TriggerHappy64

TriggerHappy64
  • Members
  • 130 messages

Krucible wrote...

Anti-mage arrows are your friend here. You can usually get one off after a cut scene which has just enough time to disrupt a spell caster....

I usually follow this in with a charging tank for the old 'spell-disrupting-arrow-and-shield-in-the-face' combo.

'How d'ya like that, Gandalf? Pretty hard to cast spells when you're picking your teeth up off the flagstones with a broken hand and an arrow in your gizzard, isn't it????'


Where do you get these anti-mage arrows you speak of?

#16
sinosleep

sinosleep
  • Members
  • 3 038 messages

TriggerHappy64 wrote...

Krucible wrote...

Anti-mage arrows are your friend here. You can usually get one off after a cut scene which has just enough time to disrupt a spell caster....

I usually follow this in with a charging tank for the old 'spell-disrupting-arrow-and-shield-in-the-face' combo.

'How d'ya like that, Gandalf? Pretty hard to cast spells when you're picking your teeth up off the flagstones with a broken hand and an arrow in your gizzard, isn't it????'


Where do you get these anti-mage arrows you speak of?


I think it's the elf flight arrows, and personally I find them to be FAR too expensive to be of any real use. In fact, all of the magic arrows are FAR too expensive to be of any use. They're so expensive I don't even keep the ones I find myself, I always sell them. Even on playthroughs where I played a rogue that used bows exclusively.

My personal anti-mage attacks are arrow of slaying, overwhelm, sicking a 2h warrior on them (so many different ways to kill mages with the passive stunning blows *mighty blow stun, critical blow stun, sunder arms dead) or just ganging up on them while the tank shield bashes and shield pummels them. Overwhelm is the best though. The dog runs at a faster rate than any other companion so he can reach an enemy mage in no time, and overwhelm is always a one shot kill.