Well, being actually able to aim AoE would be a good start. Not that it matters, as nightmare is so cheap that I'm not going to bother will all the other baggage just for friendly fire
Ugh, I tried the console demo. For as bad as the PC camera is, the console is way worse. Unless you like wasting the entire center of the screen on your character's back.
I found aiming AOE to be just fine. If your complaint is that the highest difficulty level is a little bullshitty... well maybe that's the problem? Just switch it to Hard. Or play without AOEs, since focus-firing enemies down one at a time is better anyway. The Primal tree is great for that.
When do I get to have the sex with Fenris? I'm in Act 2 and have banished Anders, and boinked Isabela, and I just had hawt 100% rivalry sex with Merrill.
I found aiming AOE to be just fine. If your complaint is that the highest difficulty level is a little bullshitty... well maybe that's the problem? Just switch it to Hard. Or play without AOEs, since focus-firing enemies down one at a time is better anyway. The Primal tree is great for that.
I've been playing on hard. And being focusing on the primal tree, with a little creation buffing
People talk about kiting so much. The only fight I've ever had to kite was the Act 2 duel against you-know-who, and that's optional.
This. The duel is the first and only fight that required any kiting. The only other fights that require any kind of specific positioning were the act 1 boss, the high dragon, and if you ever let a Seerabas cast a spell (you shouldn't be) then you have to get away from that AoE or it can easily turn into a full party wipe.
When do I get to have the sex with Fenris? I'm in Act 2 and have banished Anders, and boinked Isabela, and I just had hawt 100% rivalry sex with Merrill.
Room for one more notch in my belt.
Hindsight is a belt possessed of a strange, slow intellect. Whatever would have killed the wearer, does. At that very moment, the belt develops a resistance that would have saved them. No one knows how Thaulid managed this, and at this point, it would be difficult to ask him. When the belt is held in the light just so, the leather reveals a grisly catalogue, etched in glinting lyrium:
"Thaulid Hammerspur, fire.
Gorgut The Wizened, poison.
Vil Arak, stabbed forty-three times.
Haliath Baronet, witches.
Regina Fong, STDs."
I beat the game on Nightmare and it wasn't that bad. The final battles were actually too easy. (It helped that assassinate brittle combos were hitting for 50k by the end)
The only hard fight was the High Dragon, because during the add phases she shoots unavoidable fireballs at a random person for about 70-80 fire damage when the average person has 150-250 hp, and all I had to do to fix that was to use a fire resist rune for each person.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
I wouldn't even say the high dragon requires "positioning" so much as you just need to keep moving during the "lol standing out of reach shooting fireballs at you" phase.
Man, DA 2 really improved the Rogue class from the original. It's even fun to play as one and you have more than four different leather armor models to choose from, which is nice.
IMO the combat in DA2 is better than DA:O. In DA:O, unless you were a mage, you spent 90% of the time doing the same 1-3 things, and you were very limited in your viable class combinations. In DA2 the classes have more varied abilities, and pretty much all class combinations are viable (ie, you don't need a healer or a tank).
BUT I don't care for the wave system either. And I wish you could zoom the camera out more. I get why they tried the waves and I don't blame them for trying something new, but IMO the waves cause more problems than they solve.
People talk about kiting so much. The only fight I've ever had to kite was the Act 2 duel against you-know-who, and that's optional.
This. The duel is the first and only fight that required any kiting. The only other fights that require any kind of specific positioning were the act 1 boss, the high dragon, and if you ever let a Seerabas cast a spell (you shouldn't be) then you have to get away from that AoE or it can easily turn into a full party wipe.
I don't know what you guys are doing that let's you avoid your ranged character being stunlocked and killed while your threat management skills are in cooldown, when they inevitably get agroed from newly spawned in waves, but please share
When do I get to have the sex with Fenris? I'm in Act 2 and have banished Anders, and boinked Isabela, and I just had hawt 100% rivalry sex with Merrill.
Room for one more notch in my belt.
Hindsight is a belt possessed of a strange, slow intellect. Whatever would have killed the wearer, does. At that very moment, the belt develops a resistance that would have saved them. No one knows how Thaulid managed this, and at this point, it would be difficult to ask him. When the belt is held in the light just so, the leather reveals a grisly catalogue, etched in glinting lyrium:
"Thaulid Hammerspur, fire.
Gorgut The Wizened, poison.
Vil Arak, stabbed forty-three times.
Haliath Baronet, witches.
Regina Fong, STDs."
The biggest problem with the waves, which I rarely ever seen mentioned, is how the game is designed to not deal with them. Ignoring their nature (the fact that they pop into existence all around you, the fact that you face groups in sequential order as if someone was in the back organizing trash mobs to their death in which one group watches another die then jumps to their own death, etc...) the problem is to deal with them in any efficient/coordinated manner you need your party to stay together. Except, what happens when the AI picks a target? If they immediately rush to attack rather than waiting for them to get within some pre-defined range where they won't be horribly unsupported/out of position. And if you turn on the hold function, then you get situations where your melee won't even engage a target a few steps away or ranged units won't move an inch over to get line of sight on a target. What you end up with is a ideal example of the difference between tedious/useless micromanagement and tactical gameplay/decision making.
In short, the waves would be perfectly fine if the game didn't actively make it harder for you to manage your people with them.
I totally agree with this. It's why I always use all ranged DPS companions, so I can set them to Hold Position and they'll stay out of danger. If I want to have some variety in my party and introduce a melee DPS like Isabela or Fenris, however, then I can't have Hold Position on. But then the ranged companions coming charging into the fray for some reason (Yes, their behavior is set to Ranged, I'm not an idiot) and get melee'd all the time.
I just wish there was a Hold Position for ranged companions only, so that they can hold back and stay out of danger, while allowing melee companions to move and do what they need to.
People talk about kiting so much. The only fight I've ever had to kite was the Act 2 duel against you-know-who, and that's optional.
This. The duel is the first and only fight that required any kiting. The only other fights that require any kind of specific positioning were the act 1 boss, the high dragon, and if you ever let a Seerabas cast a spell (you shouldn't be) then you have to get away from that AoE or it can easily turn into a full party wipe.
I don't know what you guys are doing that let's you avoid your ranged character being stunlocked and killed while your threat management skills are in cooldown, when they inevitably get agroed from newly spawned in waves, but please share
Back to back on the tank. I don't play with Anders so I don't care that he can't use back to back.
Really when I look at DA:O vs DA2 I find it hard to concentrate on what one did better than the other and just think about how great DA3 can be if they take the best things about each game and bring them together.
And then I start thinking about how much I want DA-style party banter in ME3. Again.
People talk about kiting so much. The only fight I've ever had to kite was the Act 2 duel against you-know-who, and that's optional.
This. The duel is the first and only fight that required any kiting. The only other fights that require any kind of specific positioning were the act 1 boss, the high dragon, and if you ever let a Seerabas cast a spell (you shouldn't be) then you have to get away from that AoE or it can easily turn into a full party wipe.
I don't know what you guys are doing that let's you avoid your ranged character being stunlocked and killed while your threat management skills are in cooldown, when they inevitably get agroed from newly spawned in waves, but please share
Hold position, select, click them away from the stunlock. If it's a particularly stubborn stunlock, switch to that character and run them out. The only time I had a problem was when I got caught in a corner with 2 Assassins wrecking my shit. This literally happened only once in my entire Mage play-through.
People talk about kiting so much. The only fight I've ever had to kite was the Act 2 duel against you-know-who, and that's optional.
This. The duel is the first and only fight that required any kiting. The only other fights that require any kind of specific positioning were the act 1 boss, the high dragon, and if you ever let a Seerabas cast a spell (you shouldn't be) then you have to get away from that AoE or it can easily turn into a full party wipe.
I don't know what you guys are doing that let's you avoid your ranged character being stunlocked and killed while your threat management skills are in cooldown, when they inevitably get agroed from newly spawned in waves, but please share
Hold position, select, click them away from the stunlock. If it's a particularly stubborn stunlock, switch to that character and run them out. The only time I had a problem was when I got caught in a corner with 2 Assassins wrecking my shit. This literally happened only once in my entire Mage play-through.
I've had more luck with the former than the later, which only works about half the time. Especially since sometimes you get caught on geometry when trying to get out of a corner. Really, all of these problems are exacerbated in the warehouse and mansion levels
People talk about kiting so much. The only fight I've ever had to kite was the Act 2 duel against you-know-who, and that's optional.
This. The duel is the first and only fight that required any kiting. The only other fights that require any kind of specific positioning were the act 1 boss, the high dragon, and if you ever let a Seerabas cast a spell (you shouldn't be) then you have to get away from that AoE or it can easily turn into a full party wipe.
I don't know what you guys are doing that let's you avoid your ranged character being stunlocked and killed while your threat management skills are in cooldown, when they inevitably get agroed from newly spawned in waves, but please share
Hold position, select, click them away from the stunlock. If it's a particularly stubborn stunlock, switch to that character and run them out. The only time I had a problem was when I got caught in a corner with 2 Assassins wrecking my shit. This literally happened only once in my entire Mage play-through.
I've had more luck with the former than the later, which only works about half the time. Especially since sometimes you get caught on geometry when trying to get out of a corner. Really, all of these problems are exacerbated in the warehouse and mansion levels
Not sure what to tell you. I'm playing on Hard as well, and I'm really not having a problem moving my squishies around to prevent a spawn stunlock. I found the mansion and warehouses the easiest because of all the choke points. Sticking close to a stairwell or doorway should keep ranged characters relatively safe, and always keep your eye on your minimap or your camera pointed at your ranged clump, and you shouldn't have too many problems.
People talk about kiting so much. The only fight I've ever had to kite was the Act 2 duel against you-know-who, and that's optional.
This. The duel is the first and only fight that required any kiting. The only other fights that require any kind of specific positioning were the act 1 boss, the high dragon, and if you ever let a Seerabas cast a spell (you shouldn't be) then you have to get away from that AoE or it can easily turn into a full party wipe.
I don't know what you guys are doing that let's you avoid your ranged character being stunlocked and killed while your threat management skills are in cooldown, when they inevitably get agroed from newly spawned in waves, but please share
Hold position, select, click them away from the stunlock. If it's a particularly stubborn stunlock, switch to that character and run them out. The only time I had a problem was when I got caught in a corner with 2 Assassins wrecking my shit. This literally happened only once in my entire Mage play-through.
I've had more luck with the former than the later, which only works about half the time. Especially since sometimes you get caught on geometry when trying to get out of a corner. Really, all of these problems are exacerbated in the warehouse and mansion levels
Not sure what to tell you. I'm playing on Hard as well, and I'm really not having a problem moving my squishies around to prevent a spawn stunlock. I found the mansion and warehouses the easiest because of all the choke points. Sticking close to a stairwell or doorway should keep ranged characters relatively safe, and always keep your eye on your minimap or your camera pointed at your ranged clump, and you shouldn't have too many problems.
Yeah, any time you have a door jam that you can park Aveline in the fight is an automatic win pretty much. Just have the ranged characters stand behind her and cast aoes in front of Aveline. It's easy mode.
Right, almost every area has a choke point or a corner you can pull back to.
Personally, I found Fenris to be more useful than Aveline as a tank. Grabbing aggro faster with higher damage and wiping out waves with cleave combos.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
So, since I decided to hold off my current Mage playthrough for a Rogue, could someone give me some help with what talents and specializations I should go for as a dualweilding Rogue?
So, since I decided to hold off my current Mage playthrough for a Rogue, could someone give me some help with what talents and specializations I should go for as a dualweilding Rogue?
Pretty much you'll just want to build for pure damage. Go 8 in Dual Weapon (Lacerate seems really mediocre, so I'd skip it), Shadow, Assassin, and maybe dabble in Scoundrel for Armistice/Goad/Blindside.
So, since I decided to hold off my current Mage playthrough for a Rogue, could someone give me some help with what talents and specializations I should go for as a dualweilding Rogue?
Pretty much you'll just want to build for pure damage. Go 8 in Dual Weapon (Lacerate seems really mediocre, so I'd skip it), Shadow, Assassin, and maybe dabble in Scoundrel for Armistice/Goad/Blindside.
I would also suggest you go for assassin first and rush to assassinate.
Yeah, any time you have a door jam that you can park Aveline in the fight is an automatic win pretty much. Just have the ranged characters stand behind her and cast aoes in front of Aveline. It's easy mode.
Unless the enemy spawns on the side of the doorjamb where all your squishies are. And the camera hates aiming AoEs through doorways, even more than it does aiming at downslopes at long range.
So, since I decided to hold off my current Mage playthrough for a Rogue, could someone give me some help with what talents and specializations I should go for as a dualweilding Rogue?
Pretty much you'll just want to build for pure damage. Go 8 in Dual Weapon (Lacerate seems really mediocre, so I'd skip it), Shadow, Assassin, and maybe dabble in Scoundrel for Armistice/Goad/Blindside.
I would also suggest you go for assassin first and rush to assassinate.
Thanks a lot. I'm still undecided to whether I should go for a Two-hander Warrior or a Dualweilding Rogue for my "Diplomatic" playthrough so I'm playing a few levels of both classes to get a feel for them in order to see which one feels the most "fun" to play.
Keep a good bow on your DW rogue. For my archer rogue I didn't need a single talent point in Archery. I just focused on Assassination and Shadow.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Yeah, any time you have a door jam that you can park Aveline in the fight is an automatic win pretty much. Just have the ranged characters stand behind her and cast aoes in front of Aveline. It's easy mode.
Unless the enemy spawns on the side of the doorjamb where all your squishies are. And the camera hates aiming AoEs through doorways, even more than it does aiming at downslopes at long range.
Run your mans through the doorway to the other side. Takes a little micro-managing, but it makes the fights where this is an issue a hell of a lot easier. The first fight I had trouble with (can't remember the name; he had a sword and board, auras, and kept spawning Archers) was solved by just switching the side of the door my squishies were on.
Yeah, any time you have a door jam that you can park Aveline in the fight is an automatic win pretty much. Just have the ranged characters stand behind her and cast aoes in front of Aveline. It's easy mode.
Unless the enemy spawns on the side of the doorjamb where all your squishies are. And the camera hates aiming AoEs through doorways, even more than it does aiming at downslopes at long range.
Run your mans through the doorway to the other side. Takes a little micro-managing, but it makes the fights where this is an issue a hell of a lot easier. The first fight I had trouble with (can't remember the name; he had a sword and board, auras, and kept spawning Archers) was solved by just switching the side of the door my squishies were on.
Yeah, but running the mans through to the other side doesn't work so well, because the enemies you were originally fighting are still there! There are literally enemies everywhere.
And anyway, that's basically kiting. Which is what this argument was about in the first place
Yeah, any time you have a door jam that you can park Aveline in the fight is an automatic win pretty much. Just have the ranged characters stand behind her and cast aoes in front of Aveline. It's easy mode.
Unless the enemy spawns on the side of the doorjamb where all your squishies are. And the camera hates aiming AoEs through doorways, even more than it does aiming at downslopes at long range.
Run your mans through the doorway to the other side. Takes a little micro-managing, but it makes the fights where this is an issue a hell of a lot easier. The first fight I had trouble with (can't remember the name; he had a sword and board, auras, and kept spawning Archers) was solved by just switching the side of the door my squishies were on.
Yeah, but running the mans through to the other side doesn't work so well, because the enemies you were originally fighting are still there! There are literally enemies everywhere.
Charge your tank at the new spawns. Enemies at the door follow your tank. Run mans into the other room. Move tank back to the door. Works beautifully.
And no, that's not kiting. That's repositioning to avoid a threat.
After building 2 melee rogues I don't care the dual wield tree much. For pure DPS it's probably better but I've been putting points in sabotage instead, which I've come to love.
Yeah, any time you have a door jam that you can park Aveline in the fight is an automatic win pretty much. Just have the ranged characters stand behind her and cast aoes in front of Aveline. It's easy mode.
Unless the enemy spawns on the side of the doorjamb where all your squishies are. And the camera hates aiming AoEs through doorways, even more than it does aiming at downslopes at long range.
Run your mans through the doorway to the other side. Takes a little micro-managing, but it makes the fights where this is an issue a hell of a lot easier. The first fight I had trouble with (can't remember the name; he had a sword and board, auras, and kept spawning Archers) was solved by just switching the side of the door my squishies were on.
Yeah, but running the mans through to the other side doesn't work so well, because the enemies you were originally fighting are still there! There are literally enemies everywhere.
Charge your tank at the new spawns. Enemies at the door follow your tank. Run mans into the other room. Move tank back to the door. Works beautifully.
And no, that's not kiting. That's repositioning to avoid a threat.
Well, then clearly I need some power that will make the warrior generate more threat, because enemies run right past my 2H hawke all the time
Yeah, any time you have a door jam that you can park Aveline in the fight is an automatic win pretty much. Just have the ranged characters stand behind her and cast aoes in front of Aveline. It's easy mode.
Unless the enemy spawns on the side of the doorjamb where all your squishies are. And the camera hates aiming AoEs through doorways, even more than it does aiming at downslopes at long range.
Run your mans through the doorway to the other side. Takes a little micro-managing, but it makes the fights where this is an issue a hell of a lot easier. The first fight I had trouble with (can't remember the name; he had a sword and board, auras, and kept spawning Archers) was solved by just switching the side of the door my squishies were on.
Yeah, but running the mans through to the other side doesn't work so well, because the enemies you were originally fighting are still there! There are literally enemies everywhere.
Charge your tank at the new spawns. Enemies at the door follow your tank. Run mans into the other room. Move tank back to the door. Works beautifully.
And no, that's not kiting. That's repositioning to avoid a threat.
Well, then clearly I need some power that will make the warrior generate more threat, because enemies run right past my 2H hawke all the time
Turn around and hit them. A lot. They'll go after you eventually. Plus if you have all your teammates clustered, all the enemies hitting them will probably be staggered by your sweeping attacks. You may also want to invest in Taunt, Bravery, Cleave, and Templar spec for Holy Smite. You shouldn't have any trouble getting and holding threat as a Two-hand tank, especially if you have Cleave running. If you need an extra Taunt, pick up Goad on one of your Rogues.
Oh, and setting gambits for crowd control spells like Miasmic Flask when enemies are targeting certain party members can be useful too.
Combat isn't harder with the waves and spawning, but it doesn't make me feel like a tactical genius. I was brought up to put my melee guys in the front and ranged guys in the back, but that is irrelevant now - just make everyone run around in circles until the cooldowns recharge. Hold the line? There is no line! Whatever happened to the strategies of old...
Posts
I guess you must've hated KOTOR too?
Room for one more notch in my belt.
I've been playing on hard. And being focusing on the primal tree, with a little creation buffing
What a bunch of bullshit. I didn't pay $50 for a 3D game from 1998.
This. The duel is the first and only fight that required any kiting. The only other fights that require any kind of specific positioning were the act 1 boss, the high dragon, and if you ever let a Seerabas cast a spell (you shouldn't be) then you have to get away from that AoE or it can easily turn into a full party wipe.
Hindsight is a belt possessed of a strange, slow intellect. Whatever would have killed the wearer, does. At that very moment, the belt develops a resistance that would have saved them. No one knows how Thaulid managed this, and at this point, it would be difficult to ask him. When the belt is held in the light just so, the leather reveals a grisly catalogue, etched in glinting lyrium:
"Thaulid Hammerspur, fire.
Gorgut The Wizened, poison.
Vil Arak, stabbed forty-three times.
Haliath Baronet, witches.
Regina Fong, STDs."
The only hard fight was the High Dragon, because during the add phases she shoots unavoidable fireballs at a random person for about 70-80 fire damage when the average person has 150-250 hp, and all I had to do to fix that was to use a fire resist rune for each person.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
BUT I don't care for the wave system either. And I wish you could zoom the camera out more. I get why they tried the waves and I don't blame them for trying something new, but IMO the waves cause more problems than they solve.
I don't know what you guys are doing that let's you avoid your ranged character being stunlocked and killed while your threat management skills are in cooldown, when they inevitably get agroed from newly spawned in waves, but please share
Bwahahaha.
I totally agree with this. It's why I always use all ranged DPS companions, so I can set them to Hold Position and they'll stay out of danger. If I want to have some variety in my party and introduce a melee DPS like Isabela or Fenris, however, then I can't have Hold Position on. But then the ranged companions coming charging into the fray for some reason (Yes, their behavior is set to Ranged, I'm not an idiot) and get melee'd all the time.
I just wish there was a Hold Position for ranged companions only, so that they can hold back and stay out of danger, while allowing melee companions to move and do what they need to.
Back to back on the tank. I don't play with Anders so I don't care that he can't use back to back.
And then I start thinking about how much I want DA-style party banter in ME3. Again.
Hold position, select, click them away from the stunlock. If it's a particularly stubborn stunlock, switch to that character and run them out. The only time I had a problem was when I got caught in a corner with 2 Assassins wrecking my shit. This literally happened only once in my entire Mage play-through.
I've had more luck with the former than the later, which only works about half the time. Especially since sometimes you get caught on geometry when trying to get out of a corner. Really, all of these problems are exacerbated in the warehouse and mansion levels
Not sure what to tell you. I'm playing on Hard as well, and I'm really not having a problem moving my squishies around to prevent a spawn stunlock. I found the mansion and warehouses the easiest because of all the choke points. Sticking close to a stairwell or doorway should keep ranged characters relatively safe, and always keep your eye on your minimap or your camera pointed at your ranged clump, and you shouldn't have too many problems.
Yeah, any time you have a door jam that you can park Aveline in the fight is an automatic win pretty much. Just have the ranged characters stand behind her and cast aoes in front of Aveline. It's easy mode.
Personally, I found Fenris to be more useful than Aveline as a tank. Grabbing aggro faster with higher damage and wiping out waves with cleave combos.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Yay.
I think I'll go to bed instead.
Pretty much you'll just want to build for pure damage. Go 8 in Dual Weapon (Lacerate seems really mediocre, so I'd skip it), Shadow, Assassin, and maybe dabble in Scoundrel for Armistice/Goad/Blindside.
I would also suggest you go for assassin first and rush to assassinate.
XBL: GamingFreak5514
PSN: GamingFreak1234
Unless the enemy spawns on the side of the doorjamb where all your squishies are. And the camera hates aiming AoEs through doorways, even more than it does aiming at downslopes at long range.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Run your mans through the doorway to the other side. Takes a little micro-managing, but it makes the fights where this is an issue a hell of a lot easier. The first fight I had trouble with (can't remember the name; he had a sword and board, auras, and kept spawning Archers) was solved by just switching the side of the door my squishies were on.
Yeah, but running the mans through to the other side doesn't work so well, because the enemies you were originally fighting are still there! There are literally enemies everywhere.
And anyway, that's basically kiting. Which is what this argument was about in the first place
Charge your tank at the new spawns. Enemies at the door follow your tank. Run mans into the other room. Move tank back to the door. Works beautifully.
And no, that's not kiting. That's repositioning to avoid a threat.
Well, then clearly I need some power that will make the warrior generate more threat, because enemies run right past my 2H hawke all the time
Turn around and hit them. A lot. They'll go after you eventually. Plus if you have all your teammates clustered, all the enemies hitting them will probably be staggered by your sweeping attacks. You may also want to invest in Taunt, Bravery, Cleave, and Templar spec for Holy Smite. You shouldn't have any trouble getting and holding threat as a Two-hand tank, especially if you have Cleave running. If you need an extra Taunt, pick up Goad on one of your Rogues.
Oh, and setting gambits for crowd control spells like Miasmic Flask when enemies are targeting certain party members can be useful too.