2009-11-15, 11:02 | Link #181 | |
NYAAAAHAAANNNNN~
Join Date: Nov 2007
Age: 35
|
Quote:
But you still have to be careful of assassins. There is no skill that deters against backstabs, which ignore armor + crit.
__________________
|
|
2009-11-15, 12:20 | Link #183 |
Adeptus Animus
Author
Join Date: Jan 2007
Age: 36
|
Exactly why I did it. My Templar is the biggest hypocrite around, he'll kill Blood Mages no matter how good or evil the deed they're performing, unless they give him a suitable monetary or empowering reward. His stance on his use of blood magic is "I am using it to hunt apostates, that makes it right."
Yeah, I build my characters on role-playing rather than stats. |
2009-11-15, 15:05 | Link #185 | |
Hollow
|
Quote:
Shame that Alistar isn't showed. I wonder how he would look. =)
__________________
|
|
2009-11-15, 20:40 | Link #187 |
Anime Snark
Join Date: May 2006
Location: Singapore
Age: 41
|
Generally speaking, if you have someone capable of casting Force Field, the Revenants are pushovers. Your tank will have the initial aggro, but eventually, the Revenant may seek out another target and will abandon all reason to pursue that target till the bitter end.
You cast Force Field on that target, and make the Revenant waste all that mighty dps of his on damage immunity... It is at this point that you throw all your available dps on it. If you don't have Force Field, do not despair. You can still kite... Simply control whoever the Revenant is targetting, and dance around an object with the Revenant in tow. Always keep that object between you and the Revenant, be it be a rock, a tree, or a table... The reason is simple enough, it prevents you from getting pulled right next to him when he casts his Pull spell. The object... blocks you. Using this method, the only healing I ever needed to do was from the AoE cleaves, which I could have probably avoided as well if I switched everybody to range. I generally only burn about 4-5 health pots per Revenant, usually less. Cheers.
__________________
|
2009-11-16, 13:59 | Link #188 |
Senior Member
Join Date: Jan 2006
|
Fireball is awesome. Makes things a lot easier when you start every battle by knocking everyone down and setting them on fire. And you can use it even if you're locked in melee, as long as your party is located on the same side in relation to your foes. Drakes are giving me trouble because they just shrug off fireballs....I'm possibly relying on it too much. :P
On revenants I just use flame weapons and lots of healing. They resist spells very often. |
2009-11-16, 15:24 | Link #189 |
You are Next
Join Date: Sep 2008
Location: NE USA
|
One of my buddies is going the Arcane Warrior/Blood Mage route. So far his char survives *everything* ... while team Alistair, Morrigan, and Wynne gets wtfpwned all the time. Silly mages fighting upfront. FailTactics.
__________________
|
2009-11-16, 16:33 | Link #190 |
Senior Member
Join Date: Mar 2008
Location: all and none
|
i have the blood/arcane build... though honestly i've gotten to the point where i really don't need to use it and it's more of a fun thing if i wanna solo things. it's usually faster just to spam skills to kill everything honestly.
side thoughts Ranger class is pretty uber... the pets are pretty much equal to the dog PC and each have unique sets of skills that don't interfere with what the rogue is doing. Seriously overpower, dread howl, charge, are very good disables and they do good damage (50 a hit about for me at least) only real down side is you have to set the micros for them each time there summoned as it resets and there skill bars don't show there full range of moves.
__________________
|
2009-11-16, 16:33 | Link #191 |
Did someone call a doctor
Join Date: Apr 2007
Age: 40
|
The only logical solution to foes shrugging off Fireball is more Fireball... with a splash of Inferno, don't forget the Grease.
I'm a chronic pauser, my fights were (usually I could get the drop) *pause* Send in Alister - Earthquake - Inferno - Mass Paralysis(Sleep) *un-Pause* those go off together *pause* Grease *un-pause/pause* Fireball... *un-pause* Alister to taunt them and keep them in the flames, then watch the fireworks (that initial setup takes about 5 seconds in real time). Variations of that have kept me through every fight, cept the big bosses... take more care with those otherwise its BBQ central. Whats the 'blood/arcane' build?
__________________
|
2009-11-16, 17:18 | Link #192 |
Beta Tester
|
I dont really recall pausing a LOT during battle, only if I lose track of what's going on or use a spell that isnt in any of the tactic slots (Group Heal), but mostly when I need to carefully aim Cone of Cold so I dont hit my teammates.
I should have Morrigan learn Fireball sooner in my next playthrough, I have all her Ice and Lightning spells but none of Fire. (and Rock, but I consider that not very useful) =/ |
2009-11-17, 00:14 | Link #198 |
Senior Member
Join Date: Jan 2006
|
Mages are OP. Fits well with the story though, most people in the world fear them. You can intimidate bandits etc. untact folk into shitting their pants by just convincing them you're a mage. The only legit magic school in the world is watched by a battallion of templars to keep them in check. It's fitting that they actually have spells that would give pause to small armies.
There are also very few mages, to balance things out. (Exception being the dragon cult, which seems to have at least 100 mages) |
2009-11-17, 01:50 | Link #200 |
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
|
It's not the mages thats OP (can they do 317 single target dps like the rogue does? can they keep aggro as long as they're alive like the warrior? nope!), its just that certain skills needs to be fixed.
Arcane Warrior's Shimmering Shield does NOT turn off once you run out of mana in the PC, meaning you can be nigh invincible for as long as you like. And with blood mage, you can still cast things as well even under permanent Shield. That's just an exploit no matter how I see it; it's roughly equivalent to a WoW Paladin that has Divine Shield permanently up. Cone of Cold by itself is good, but considering freezing does NOT do diminishing returns like stuns, you can permafreeze even cold immune enemies like the revenants with multiple mages. Easily remedied by having freeze do diminshing returns like stuns. Force Field is just too cheap for its cost. Lower duration and cooldown time, but keep same mana cost. So you can save your tank from being instaglibbed by a grab, but can't keep an enemy occupied for a lenthy amount of time without being a drain on your mana. Vast majority of spells don't need Line of Sight. This is especially devastating with AoEs, when you can AoE the unsuspecting enemies from the other side of the wall via overhead view. Fix is simple, have them require LoS like Blood Mage's Blood Wound does. Or even have enemies have greater range detection on harder difficulties, so there will be loads of times when you have to aim the AoE via third person (and that makes it 10x harder). Apart from that, I have no problems with mages. They have excellent crowd control/AoE/support skills like they should since they have pathetic normal dps and survivability, but the above items listed is just a wee bit too powerful. |
Tags |
bioware, ps3, rpg, windows, xbox360 |
|
|