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Post by capn233 on Jul 26, 2019 4:07:33 GMT
... but I had to use one against Uldred.
I ended up starting a DW Warrior solo (Nightmare) the other day. This was partly because the last one I did was that Strength Rogue I typed so much about. I won't necessarily do that here, but since DW Warrior was the very first one I ever did, I wanted to go back and see how it would feel after solo experience (and some better build planning).
I picked Dalish Elf. In CC I went 16 Str, 15 Dex, and 1 into Cun (for 11). Took DWT and DWS for talents, Combat II for skill.
This origin is an interesting one since it has a lot of XP and potentially good loot. It isn't the easiest, nor is it the hardest. Downside is that Dalish warrior starts with Pinning Shot which is mostly useless, Survival 1 which is not that great, and you don't pick up a dagger for a long while. But I looted a Saw Sword which is pretty good. Area uses the Tevinter loot pool, so as a rogue you might be able to loot a Paralyze rune from chests potentially. Oh and you start with the Dalish armor set, which is one of the better non-DLC armors.
Basically the plan was go Dex to 24 for the first few levels so I could get Momentum at 4. Switched to strength after that. Idea being to get to 39 Str (with gear) to be able to equip KCP. This would occur at level 9, assuming I could beat Kitty to get Helm of Honnleath (and Harvest ring before that). And pick up Key to the City in Orzammar.
One thing that was interesting was it turned out the level 1 Dalish set was superior for her then switching to the Heavy Chainmail you get at Lothering (Bandits Everywhere). The dex and +5 defense set bonus seemingly made up for the difference in armor early. Although chainmail chest + dalish boots and gloves was ok.
Order was Origin, Korcari/Ostagar, Dog encounter, Lothering, Denerim, Honnleath, Frostback Mountains, Orzammar (for KttC and nig wrangling only), then Lake Calenhad. Hit Level 9 in Desolate Highway (en route to Lake Calenhad).
Amusingly, even though I calculated out strength gain, I sort of forgot about it when I hit 9, and didn't remember until I was at the room in the tower with the Desire Demon and a large group of Templars.
Basically KCP = gg for mages and demons. I had Leliana grab me Gloves of Diligence while I was in Orzammar, but I didn't run them. I don't think the extra 6 armor would have let me beat Uldred with no health pots (I had no health regen). I used some grenades for the abominations, I had lesser ice, fire, and spirit resist up, and I had bought a swift salve and incense of awareness for this fight. Used grenades for a couple other fights (mostly the two Desire Demon encounters), and resistance when needed.
My first DW solo character was biased towards Dex and used two daggers. I am currently running Thorn of the Dead Gods offhand and Aodh mainhand (GM Lightning, Jm Lightning), and planned probably to go a more strength oriented build this time. I haven't decided if I want to go for whonky Dual Striking - Dual Weapon Mastery with dagger mainhand, fullsize offhand (for dagger attack speed).
Build order was this:
1 - DW Training, DW Sweep (Combat II, Coercion 1 - Tome) 2 - Flurry 3 - Powerful (Combat III) 4 - Momentum 5 - Dual Striking Joining - Riposte 6 - DW Finesse (Poison1) 7 - Cripple, Templar 8 - Threaten 9 - Bravery (Combat IV)
10 - DW Expert -> delayed a little after I leveled up (Mage Asunder) so I could grab a couple more Dex bonuses
I don't use the starting DLC equipment (except Formari tome). When I did my original DW solo, I only had Stone Prisoner for story DLC. If I do RtO and Peak this run though it won't really be comparable at all since those give really good gear (Cailan's boots and gloves, Starfang).
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Post by capn233 on Jul 28, 2019 18:00:57 GMT
Something odd I ran into that I may have forgotten...
In "The Long Road" encounter (Zevran ambush), after the very first cutscene, where you are supposed to follow the traveler, it is possible to hug the right side in such a way that the next scene doesn't trigger and you can go around the side to the back if you want. For a rogue, you can disarm traps if you like.
This time I sort of did the same thing just for the hell of it since I couldn't disarm anything, but when at the back corner, I noticed the cursor changed to the world map indicator at the exit. So I clicked and off I went, completely bypassing the ambush.
Didn't remember that this could be skipped. I tried traveling a couple more times in between places to see if it would trigger again, but it didn't. I don't know if it just flags Zevran as killed or what if you do this.
Has anyone bypassed it before? Does he show up later?
I ended up reloading so I could fight through it.
Anyway otherwise I did some more things and originally at Level 11 I went 1 str, 2 dex but then ended up reloading it and going 3 str. I still have not decided if I want to go 36 for Mastery and exploit dual striking or not.
I had wasted some time traveling around the map trying to force Gentle Path so I could buy a Tome of Skill and Sundry for Coercion 2 (in order to get a better deal from Rogek). That took some time and I ended up doing several other encounters. After making the delivery and heading back to Orzammar with ~104gold, I got Blood Plains.
Besides the fact that it is one of the worst normal frequency encounters to get as solo melee, how is it the party ends up in a field of traps 2 meters from elite darkspawn? Guess our warden sense wasn't working very well.
Bought Lifegiver after I got to Orzammar. I was tired last night and decided to just do Soldier's Peak since I had the star metal from earlier. I haven't decided if I want to run it though.
I need to get some weapons upgraded, or just get more with extra rune slots. Need to get the runes too. I would sort of like to have a spell resist set and general damage set, but that gets pretty expensive.
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Post by capn233 on Aug 4, 2019 0:14:57 GMT
I ended up sticking with a strength build, but I decided against dual striking for the time being. As such natural dex is only 28 (24+4 from the Fade). Mostly just wanted to comment again because it is working pretty well.
High strength lets Punisher and Cripple apply the debuff frequently, and it of course keeps damage per hit up with Starfang. Of course my defense rating isn't the world's greatest, but now that I have Spellward and Cailan's Greaves I have 30% dodge.
I had picked up a 15 physical resist rune somewhere after Broken Circle but before I got Starfang from Soldier's Peak, and that ended up in one of my rune slots. This was to help resist shield pummels as well as reduce the sunder length for Shattering Shot and Sunder Armor.
For main things after Zev encounter:
Soldier's Peak Nature of the Beast Redcliffe Return to Ostagar Companion junk Bhelen's First Task Urn of Sacred Ashes
Everything after Uldred (except Bloody Plains - damn you rng) was done without health pots. Some notes:
I originally skipped the Mage's Treasure revenants and the second Black Vial revenant in Nature of the Beast. Ended up fighting them a little later. Witherfang fight was somewhat tricky to pull off without pots at level 13, basically needed Swift Salve, Incense, and some poison and killing her first. I reloaded and fought Zathrien. Templar can beat him just using Cleanse Area, but I didn't wait to get that ability this time. You just need halfway decent spell resist and stuns otherwise.
Redcliffe was pretty simple since I did it out of order and the militia had Scattershot (makes saving all of them practical as solo melee). The only spot I was really close to needing a pot was the courtyard revenant and skeleton fight.
Actually the Denerim blood mage deserted building afterwards was way worse since I was being hit many times with sunders, but got through it just. Wynne's first road encounter also sucked, the archers were doing huge damage. Ditto on Leliana's random encounter.
RtO is also not bad. The hardest part as far as no pots goes (if you have spell resist) is the area in the lower chambers with all the spiders. I meant to use a Lesser Nature Resist here but hit my Greater by accident. Have to make sure to pull the first group so that when the second spawns in the same place they aren't on top of you. You can just stab the ogre with stun poison and use Riposte.
Haven / Urn quest is not bad. Especially after getting Ancient Elven Gloves at which point I had 100% spell resist (Duncan's Dagger had 8,8,6 spell resist runes). I was originally going to alternate Duncan's with Roses's Thorn, but didn't end up bothering. For Kolgrim, had to more or less try to keep him stunned or knocked down while I killed the other units.
I finished the Gauntlet last night. Didn't fight the high dragon yet. Might be possible to do her without pots, I have done it with 2H - advantage is that attack range is pretty good with Sunders, and you have Indomitable.
Build so far
1 - DW Training, DW Sweep (Combat II, Coercion 1 - Tome) 2 - Flurry 3 - Powerful (Combat III) 4 - Momentum 5 - Dual Striking Joining - Riposte 6 - DW Finesse (Poison1) 7 - Cripple, [Templar] 8 - Threaten 9 - Bravery (Combat IV) 10 - DW Expert 11 - Punisher; Tome of Skill - (Coercion2) 12 - Deathblow (Stealing1) 13 - *saved* 14 - Berserk, Resilience [Berserker] 15 - Constraint (Coercion3) 16 - Righteous Strike 17 - Cleanse Area
As noted above, after hitting 24 dex at Level 4 for Momentum, every subsequent attribute point is in Str.
With no story DLC (read Soldier's Peak and RtO), it would be harder to pull off strength biased warrior w/o health pots in some of these fights. Would be more like my earlier solos where I only had promo and Stone Prisoner.
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Post by capn233 on Aug 5, 2019 2:28:18 GMT
18 - Mental Fortress (Coercion4) Cured Eamon - Holy Smite 19 - Precise Striking Flemmeth2 Lesser Warmth Balms, 1 Swift Salve, 1 Deathroot Extract (for the lulz). Did it the tedious way where I just hit her with DWS and then a stab every now and then. Micro wasn't great, so I got kicked a few times, which resulted in getting hit with fireballs. Greater Warmth Balm would have been much better. I wasn't going to bother for Wade to finish my drake armor since I wanted armor rating more than fire resistance here. Carta 2 Swift Salves, 1 Soulrot Bomb, 1 Deathroot Extract, 1 Concentrated Deathroot Extract Decided to snap a picture since the Warden was looking at her handiwork.  Above stuff was just for the Jarvia fight. The bodies are all grouped there because I like to use that pillar to limit exposure to enemies. You can also cause them to run back and forth if you move left to right and back in between it and the other object.
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Post by capn233 on Aug 8, 2019 1:47:22 GMT
It may be because I had half a pitcher of margaritas at happy hour, but Dead Trenches seemed a lot harder than the previous areas.
Anyway before that I fought the Spider Queen "legitimately," which is to say I didn't go behind the main stalactites / stalagmites. Used 2 Swift Salves and some poison, along with Greater Nature Resist. Main thing if you do it this way is you have to try and stay within melee range of the CSQ because otherwise she cheeses you with Poison Spit dot (she takes advantage of the same DOT bug the player can use, namely that reapplying the same type of DOT leads to increased damage).
Broodmother was 2 SS, 2 Lesser Nature Resists and some bs poisons (worthless).
I made "spell resist" weapon set, which is Duncan's Dagger (dragonbone - spell resist runes) + Maric's Sword (+silverite* and +2 lightning runes), but that set is kind of crappy in that it doesn't have my GM Hale rune (which is in Rose's Thorn). So mage + spider sections (of which there are multiple in Dead Trenches) are irritating as I can't resist web as much if I don't want to catch a bs spell.
*Maric's has a +6 dmg to darkspawn. With a +6 and +4 silverite rune, the enchantment damage is glitched to +16, then +6 and +4 for the runes. Even so, it is crappier than Starfang overall.
Kept picking up health pots. I think I have 52 lessers in inventory now, which are all looted. It will probably be pretty hard to beat Branka without using any pots. 2H Warrior is probably the best solo class for the Branka fight IMO.
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Post by capn233 on Aug 9, 2019 23:20:38 GMT
Branka
Used 2 Swift Salves, 2 Concentrated Death Roots, 1 Rock Salve, and 2 Soulrot Bombs.
Took a few attempts, partly because of my main annoyance with soloing this one: Oghren is mandatory.
Generally the idea here is to eliminate the hostile golems as soon as possible, then focus Branka. Main issues here are that golems are tough (immune to crits / backstabs), and Branka has good physical resistance, and some spell resistance. DW doesn't really have a very good way to keep Branka locked down, hence the poison. I did have 2 x Paralyze runes in Rose's Thorn.
At start, need to turn on Berserk and get Oghren to move somewhere out of range. Since he is closest to Branka, he nearly always seems to have her aggro. Soulrot Bomb was used to attempt to get aggro. I used the Rock Salve when I was getting pounded by Branka and several golems at once (and it lasted to the end).
On one attempt, I had killed at least one golem, had the other two on me along with Branka, and the fourth was fighting the remaining friendly one. I worked on the golems near me and then noticed Oghren had taken a bunch of damage: the fourth had finished the friendly and had been wailing on Oghren. Party tanking not allowed - reload.
At several starts, I couldn't seem to get Branka to peel off Oghren with a bomb or Holy Smite, and I couldn't catch up and CC her before she would smack Oghren around (trying to move him towards me so I could intercept).
That's why I find it so annoying Oghren is mandatory. Sometimes you have to keep moving him around the perimeter. And when Branka splits into her multiple copies, at least one always goes after him again.
Second Soulrot was used to kill one of those splits, and I managed to run Oghren past and hit another one chasing him with a DWS to kill it. The others were on me.
I tried to hit a couple Lyriums to keep Branka from using them, but I was limited in movement speed with the Rock Salve (somewhat mitigated by SS).
Basically Riposte and Punisher were pretty unreliable against Branka. I did land a Cripple. The poison works pretty decently with SS up though. Had a couple Paralyzes from rune RNG.
One stupid thing: I forgot that I had picked up Taunt at Level 20 (think I left it off my bar), so that would have probably helped with my aggro annoyance, ha.
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Post by capn233 on Aug 10, 2019 13:48:07 GMT
Probably relevant, but I had purchased Evon the Great's Mail after the Carta fight, so ran that any place I didn't need magic resist in the Deep Roads.
I accumulated a lot of health pots in the Deep Roads. Returning to Orzammar, I had 1 PHP, 11 GHP, 33 HP, and 53 LHP. Sold all except ten each of the HP and LP. Sold other loot. Had 174g05s58c (672g00s80c spent).
Bought some crafting supplies, 1 x Greater Warmth Balm, Fleshrot Recipe.
High Dragon
I switched the Grandmaster Hale in Rose's Thorn to +4 lightning to go with the 2 Paralyze. Starfang had +5 lightning, +5 flame, +4 lightning (two of those worthless).
Used the standard method of trying to stay to side sort of in between the front and rear leg. I could do Dual Weapon Sweep without any danger of getting kicked. Kept Swift Salve up because the movement speed is very helpful.
I didn't really have enough paralyze chance and hit speed to just stab it. I got kicked and grabbed relatively early, but survived it since my health was still high, I had 41 armor, and I have health regen bonuses.
Ended up having to dance around with DWS when off cooldown, threw my remaining Soulrot Bombs just because grenades are getting to be weak anyway, and would stab with a hit or two, then run to not get kicked. When the Dragon went to a bad spot, I ran towards the ruined wall with broken chests to make her fight there.
Managed to paralyze the dragon two or three times (2 x runes, 9.75% chance on offhand basic attack only). She was at half health before I messed up enough to get kicked out of range so that she used the fireball attack, at which point I finally activated the Greater Warmth Balm.
Items spent: Swift Salve x 5, Greater Warmth Balm x 1, Shock Coating x 1, Demonic Poison x 1, Soulrot Bomb x 3
It may have been better to go with Duncan's Dagger here, maybe in combo with Rose's Thorn for attack speed buff. Also would have been better if I had some runes to replace the two flames in Starfang. Realized I also should have bought Andruil's Blessing. D'oh.
After selling loot: 188g10s64c
Bought Andruil's Blessing and a Backpack (just because).
Cadash
Put GM Hale back into Rose's Thorn, took out the Paralyze runes and added +5 flame looted from the dragon.
Ogre Alpha was annoying: couldn't seem to stun it with anything until I activated Concentrated Death Root, even then it only proc'd once. Had to do a fair amount of kiting.
21 - Disengage (Survival 2... skills don't matter any more) Tome - Perfect Striking
Above + Fleshrot is in preparation for Ser Cauthrien.
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Post by capn233 on Aug 16, 2019 1:18:57 GMT
tldr: Bloody Plains did end up as the last place I used a health pot. Howe Concentrated Deathroot. Ser Cauthrien (in the main room) Prebuffed with Swift Salve, Incense of Awareness, and Fleshrot. Forced encounter. Holy Smite on Mage, ran to exit door. Once there, activated Berserker and Rock Salve. Killed the mage, two soldiers baited into melee, moved towards corner of large pot and wall with door. With the two soldiers in the way, Cauthrien had to sit back and did not attack. So while the two soldiers wailed on me, I was able to damage Cauthien for a bit. She did get some swings in eventually, but I had damaged her enough and had enough stun chance from Fleshrot that I outlasted her. Archers killed at my leisure after that (stun w/ Holy Smite off cooldown). I wouldn't say that this is entirely repeatable, but actually you can often get her to hang back a bit if you are tight into that nook. Dual Dagger characters might be well served with Paralyze runes.
Gaxkang
Spell resist set, Swift Salve, Soulrot Poison. gg no re Denerim Market District
The beginning with a lot of ogres is annoying since there is also an Emissary, so that means you need to use spell resist gear until you kill the emissary, and hope it doesn't decide to respawn another if you switch back to Evon's. The General here activated Indomitable, so I had to out-dps him. Drakon Steps
This area can also be annoying because of oddball respawns. I had to fight two dragons.
Basically the idea is to kill the close units (they are critter tier so are 1-shotted with a grenade or whatever), then the dragon, then the Emissaries, the Genlock Alpha, and then cleanup. The second dragon appeared after I cleared the emissaries, right before I could finish the Genlock Alpha. Had to do some kiting around to clear out the trash mobs, regen health, and be able to kill the dragon without pots. I used at least one Acid Flask to kill trash mobs.
Archdemon Swift salves, Greater Spirit Resist, and then equipped Corruption with the spirit resist wore off. ---
I am tempted to try a non-mage run without using any health pots, although I do not think that will be practical at all without starting DLC gear. I haven't solo'd a cunning rogue, but I don't know if I am that much a masochist.
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Post by Sonya on Dec 9, 2019 12:16:54 GMT
After these posts already tempted to solo w/o health pots....Did DW Warrior City Elf Solo with pots, but this PT is tempting. Actually think DW Warriors are best for solo run, rogues maybe as well, but they are squichy. Maybe if only use the right buid and as well poisons/granades. Started 2h Solo - that's something...exhausting but challenging. Anyway, thankx for posting so detailed run and congrats for finishing masochist PT. P.S. interesting note about Zevran ambush. Think will be able to check it soon if that matters anyway.
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Post by daelonduluc on Dec 20, 2019 22:38:23 GMT
Only time I've ever done that is with my mage and his Mana Clash.
Congrats!
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Post by capn233 on Jan 15, 2020 3:18:47 GMT
After these posts already tempted to solo w/o health pots....Did DW Warrior City Elf Solo with pots, but this PT is tempting. Actually think DW Warriors are best for solo run, rogues maybe as well, but they are squichy. Maybe if only use the right buid and as well poisons/granades. Started 2h Solo - that's something...exhausting but challenging. Anyway, thankx for posting so detailed run and congrats for finishing masochist PT. P.S. interesting note about Zevran ambush. Think will be able to check it soon if that matters anyway. Later reply, but might be useful.
I agree with you, DW Warrior is probably the best solo melee character.
I did do a 2H Warrior no pot run after the above, and it was actually very difficult, and required a fair amount of "clever game mechanics" use. I think I put something about it on reddit, but I had to sort of bend my personal rules for it.
Typically I did not allow myself starting DLC equipment. So no Battledress, no Sash, no Dragonbone Cleaver, etc. Before I got Ultimate, that was just promo stuff, so not as huge a difference, although Edge is way better than anything else early (but I sometimes let myself use it after a couple treaty quests).
I thought I might skip that rule for the 2H no pots since that character has no defense. I started it with Battledress and such, but the origin seemed too easy that way. So I went back to my rules and redid it. That was harder, I was doing HN and the fight in the main hall was somewhat tricky.
Korcari wasn't too horrible, relatively speaking, and actually I was somewhat pleased when I beat Gazarath without cheesing using only found stuff. With everything into strength, Pommel Strike was pretty reliable CC, just had to make sure that if it didn't apply, I ran away before the flame blast hit.
I was able to do everything else up until the Ogre in Ishal. But I just could not beat him with vanilla dropped loot in melee. Digging up my stats at the time:
- Armor 9, Defense 52 and Attack of 87 (with PS enabled). T2 Chasind Flatblade, dmg ~12. Fatigue 7.5%, Stamina 125...
- Attempted to use Mighty Blow with Stunning Blows to stun, problems were hit rate, stun chance, actually basically everything
- Stun duration is modified by party size, here is mandated 4 and I didn't console them out. Bad idea really.
- My damage was too low relative to ogre damage when MB was resisted.
I could (and did) cheese him with a bow behind the barrels. So that is technically an option, but I wanted to beat him in melee. So here is the difference DLC stuff makes:
Battledress, Lion's Paw, Dragonbone Cleaver, High Regard, Cinch, Dalish Promise, Lucky Stone - Armor 16, Defense 55, Dodge 35%, Attack 91 (with PS), Damage ~21 (+10% crit), Fatigue -2%, Stamina 275. With this gear it is more a question of patience and a little micro.
**
Other than that it was not too bad, but since I have done a fair number of solos I was able to predict precisely which fights were going to maybe be impractical without some sort of trick. My first prediction was that Uldred might very well be unbeatable going to the Circle first with this character. But I am stubborn and decided to do that anyway. Took Templar at 7 for KCP.
Circle this early with KCP was not that bad, nor was the Fade. The most notable room is the last one with the Greater Rage and the Shades, which sucked. My prediction about Uldred was basically spot on though. Defense and armor rating too low for the lack of health regen.
I suppose someone else might have decided to play the treaty quests in a different order, but I decided I would just do RtO to get Cailan's armor set for the health regen. It's not a poultice, right?
Spider ambush near the end was the worst part, you really need to break them up since it is unlikely you can have much nature resist this early. Poison spit takes advantage of the bug with DOTs in this game (abnormal stacking). For the ogre at the end, I just used Indomitable to run to the necromancer and kill him in a couple swings. That ends that encounter. Otherwise you have to kite the ogre back and forth on the fence line to the left of start, which I did not have the patience to do this time.
Anyway, went back to the Tower, beat Uldred because I had enough armor and regen. That was with some Lesser Cold and Spirit resists, a few grenades, and two Swift Salves. As an aside, it is interesting how different classes can have drastically different difficulties in certain fights. Dex rogue archer can be unhittable by Uldred doing Circle first (high dex, Defensive Fire, Incense of Awareness, Dalish Armor) all the while not having to avoid any Massive Attacks since he doesn't do it if you have a ranged weapon.
After Uldred, I figured the only thing that would actually be a major problem for me on this character was Ser Cauthrien, and that also turned out to be correct.
I had setup Starfang with 2xParalyze and GM Hale. Had Fleshrot poison made up as well. Used similar strategy/cheese as with the DW, try to get into a corner near the pots at the exit door, and let two mooks block her from hitting me while I could hit her. Generally, it is prebuff with SS, force encounter, run towards the door, use War Cry, Sweep, hit Rock Armor, kill mage, then try to get to corner. Armor wise, I used Cailan's gloves and boots, Evon's, and HoH. Had Lifegiver of course.
So that is that, Cauthrien could have solod the Blight herself, so if you can beat her you can beat anything. 
I don't know that I will do any more no pot runs in DAO, although it was interesting to do one with 2H. I picked up DA2 in September and had been making slow progress though it. I am nearly done with my third playthrough (rogue), just have to finish Legacy and do the last Act III plot. I don't know if I really want to try and solo it.
If you already finished your 2H, then
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Post by Sonya on Jan 15, 2020 10:22:44 GMT
Later reply, but might be useful. No, not late at all. And yes, can't imaine how useful since I have difficulties. Unlike you I've done only 2 solo PTs in DAO, and only now decided to try 2h as it is one of my favorites (didn't even want it first as played it a lot with a party and could have imagined SOLO - tried only some small quests, the result "I still want to try the whole game" and here I am). But turned out I struggle very much. Started as well as a HN. But have to confess: from time to time I ignored my rules "no DLC" with this characters as some places were really difficult for me, with replaying even 20 times some of them. So I switched to DLC, then switched back....yeah, so much for my own rules and patience.... Not to bore with details: what really helped "indomitable" + "PS" to give me time just...to do something else in difficult battles + wait for stun passive which works very often. MB is also one of my favors, but it takes a lot of STA and you just miss a lot in the beginning of the game, had to avoide it (will use it several times in the end for sure to get satisfaction at least from numbers and animation itself). Thus mostly I used sustained ability, PS, Sunder (double damage, for me was a no-braineer + I always use it anyway). Now I passed Lothering, did some smaller quests and stuck in the camp for 2 reasons mostly: 1) need a break anyway; 2) DA2 always lures me and I can't resist it + some other minor things. So to comment If you already finished your 2H, then not even closely. Mais thank you for so detailed explanation of your PT. You always have helpful advice (forums or vids). P.S. hope you will be able and have mood to write down any other PTs in MAT and DAT. E.g. I remember you wrote you did DAI minimaliste PT (like you did in all 3 ME games, that was really great in all aspects), would have been great to read about that as well (to watch even better, but, well, not every wish come tue). Merci again.
Added.
Forgot to mention this
Has anyone bypassed it before? Does he show up later? P.S. interesting note about Zevran ambush. Think will be able to check it soon if that matters anyway.
Tried to check it out with 2 characters but w/o success (couldn't do what you...whatever you have done...somehow). Have several others, will try it again as it is a really interesting thing, I've never met before.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jan 15, 2020 13:06:14 GMT
I don't know that I will do any more no pot runs in DAO, although it was interesting to do one with 2H. I picked up DA2 in September and had been making slow progress though it. I am nearly done with my third playthrough (rogue), just have to finish Legacy and do the last Act III plot. I don't know if I really want to try and solo it. you know, I think DA2 solo can be made only with a mage (not sure of course as didn't try), but melee characters in DA2 will be screwed. The game is different for sure, not like DAO, more difficult imo. I also have a thought at least to try to solo some quests with melee characters but I really hate stealth ability e.g.(but in SOLO it will be a great help), with 2h warrior - it is a matter of luck. SnS warrior as Aveline - it is just stupid and long anyway (+ boring). Archers also could be used but they are OP imo (tried on purpose the worst armor and bow I could find and in the beginning of the game and still the dmg was high for some reasons....can thank tha last patch I think). Not to mention lot of bugs in the game, like spam/stun/emeny rogues abilities etc etc etc (I usually fix it with relaunching the game). I'll still try to solo something as melee character later, but have many doubts about it in DA2.
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Post by capn233 on Jan 17, 2020 1:32:43 GMT
Yeah Indomitable and the two Sunders are what make this character. The other thing that is important is Precise Striking. For the most part, higher attack rating is worth it, sometimes even over bonus damage. Incidentally, this is why Powerful Swings is not a very good sustain for much of the game. As far as leveling, there are a couple milestones that matter. The first is that 2H Sweep and Sunder Armor both unlock at Level 10 and should be attained there, or as near as possible. The second is that Deathblow is at 12 and should always be what is taken at that point, since this character needs stamina for actives. My first 2H was something like this (in spoilers): 1 - Shield Bash, Powerful, Pommel 2 - Sunder Arms 3 - Mighty Blow 4 - Indomitable 5 - Precise Striking, Powerful Swings 6 - 2H Strength 7 - Threaten 8 - Bravery 9 - Shattering Blows 10 - Sweep 11 - Sunder Armor 12 - Deathblow 13 - Stunning Blows 14 - War Cry 15 - Righteous Strike 16 - Rally, Motivate (tome), Superiority (tome) 17 - Critical Strike, Destroyer (arl) 18 - Cleanse Area 19 - Mental Fortress 20 - Holy Smite 21 - Taunt 22 - Disengage, Perfect Striking This was Templar Champion, and my recent run was pretty similar but I took Mighty Blow before Sunder Arms (see edit). You want Templar at 7 so you can sneak past the Mercs at the Frostback Mountain Pass to get to the merchant and buy Knight Commander Plate. That armor can last you nearly the entire game, and you should be able to afford it before the first treaty quest if you don't buy too many other items. It makes Broken Circle / Fade much easier, and even a lot of normal encounters easier due to the armor rating. Anyway, you want Precise Striking on whenever you are using the Sunders, so it is probably always on. Early, Indomitable can be off, then turned on after a couple actives to save the stamina, later it can just be always on. Quest order I guess depends a bit on what DLC you have. But generally Circle is first treaty quest. Usually it is good idea to go to Denerim from Lothering in solo though to avoid the wolf random encounter at least, and maybe get some gold. If you are ambitious, you can do Back Alley Justice. Warrior can go from there to Frostback to get KCP and maybe Key to the City if ambitious. Then Circle, or could do Honnleath (mage should always go to Circle as early as possible to avoid enemy Holy Smite though). You want your next big purchase after KCP to be Lifegiver. You can run Yusaris until Chasind Great Maul, or until Starfang if you have Warden's Keep. Starfang will still be a little better against very high defense enemies mid-late game due to attack bonus. With really high defense and armor it might be a wash. For armor, you want to put together a spell resistance set (KCP + Ancient Elven Gloves + Antivan Boots + Key to the City + Spellward, etc), and you can put together a high armor / damage set for encounters where there are no mages. Earlier in the game it is probably just KCP + the best gloves and boots you have.
***
edit: Actually I guess the recent 2H was really:
1 - Pommel Strike, Sunder Arms [Coercion, Stealing - Tome] 2 - Mighty Blow 3 - Indomitable [Combat 3] 4 - Stunning Blows 5 - Powerful Joining - Precise Striking 6 - Powerful Swings [Poison] 7 - Templar - Threaten 8 - Bravery 9 - 2H Strength [Combat 4] 10 - 2H Sweep 11 - Shattering Blows 12 - Deathblow [Coercion 2] Tome - Sunder Armor 13 - Righteous Strike 14 - Champion - Cleanse Area [Coercion 3 - ToSS] 15 - War Cry [Coercion 4] 16 - Rally 17 - Motivate 18 - Superiority [Survival 1] 19 - Destroyer 20 - Critical Strike [Poison 2 - ToSS] Ashes - Mental Fortress 21 - Holy Smite [Poison 3] 22 - Taunt [Survival 2 - ToSS] Landsmeet - Disengage 23 - Perfect Striking 24 - [Survival 3] Which was a little different, mostly because I couldn't afford a tome early enough to get Sunder Armor around 10, while getting the other things.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jan 17, 2020 15:25:12 GMT
Alright.
P.S. if not interested/tired/bored/ etc - just say so, svp, not to waste time (always say it just in case as people don't even bother to tell the truth usually).
If not, some info about my 2h SOLO + thoughts and questions as I am confused about some info you have written.
1) Switched to a Common Dwarf (had her in play already anyway), did it for some reasons: 1) insult the ancestors and pollute the ground using every opportunity I have while in Orzammar (sorry, just can't help as it's funny); 2) according to the description dwarves have at least some magic resistance, but don't know if it even works and don't know how to ckeck it out. If works - great,if not - too bad.
2) About using "Precise Striking". You mentioned it should be probably always on, but it means double slow-mo: as a 2h + PS as it is. As a party 2h I always use PS, but it's with a party.
Tested with SOLO PT - using PS was not good (maybe cauze it's the beginning of the game). Of course everything depends on enemies/quests etc, but most of the time PS didn't help. How did you manage to survive battles using this ability is a mystery for me.
Just a thought + maybe a question.
3) About weapons. Pretty sure you know about it all but again, just thoughts + vague questions on this topic for you.
The very first thing I look for when get a new weapon in DAO is "armor penetration". While a sword has higher dmg, mauls have higher AP and that's what confused me in your post. You mentioned only Chasind Great Maul, but it is the end of the game and I usually use it myself. But about other weapons you mentioned only swords, while you can get other mauls in the game.
Again, made tests with some quests, e.g. Note delivery where you have 2h leader ("We fought darkspawn!!!!")+ SnS warrior + a mage hiding in the bushes from one side and a crossbow-enemy from another side. Had only KW sword and a Chasind Crusher (AP 11 % + something + dmg penalty). - with sword using different tactics always ended up dead + low dmg; - with Chasind Crusher killed those assholes rather quickly (2nd or 3d attempt), BUT the damage from a Chasind Crusher was much higher, it was just evident and, well, only a blind person wouldn't notice the difference.
P.S. made other tests as well with older 2h saves - the same thing: AP is very important and sort of compensates lack of other things a sword has.
But I don't understand why you mentioned only swords... Starfang looks pretty and stylish of course but than agan, AP....
I just suspect you didn't mention any mauls as you tried to write as short as possible. Or you have another opinion about these things (I mean swords/mauls/damage/AP).
Again: just thought mixed with confusion.
4) Now in Orzammar polluting the ground and doing small quests and still have that Chasind Crusher. Things are different depending on enemies, but that weapon is still great even with dmg penalty (also have KCP, elven boots and some gloves + had money for one fancy bijouterie)
Ability development is a little bit different from what you gave written.
Soon will go to the Circle.
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Post by capn233 on Jan 18, 2020 3:41:32 GMT
2) according to the description dwarves have at least some magic resistance, but don't know if it even works and don't know how to ckeck it out. If works - great,if not - too bad. Yes, actually dwarves have 10% base spell resistance. So it is easier for dwarves to get to 100% spell resistance, and therefore immunity to magic. There are perhaps two downsides to dwarves in solo, and that has to do with origins: Dwarf Commoner - sort of a nitpick, but this origin may have the least XP. There also isn't great loot, and the starting talents are bad if you want to play warrior. If using respec, the last bit doesn't matter at all. Dwarf Noble - the downside of this origin is that it is the hardest to solo out of all of them. But if you get through it, you get the benefit of a lot more gold in the game, since Gorim buys items at 50% value instead of 25%. The attack bonus from PS is better early than late just because of the relative percent bonus. The penalty may as well be flat, and affects slow attack speed less than faster (ie affects 2H less than DW, for instance). Something related though, it is possible to animation cancel and improve attack speed. If you tap a movement key right after a swing connects, then click to order attack again, you skip the backswing, and increase your rate of attacks. This greatly improves 2H warrior attack speed. This works for all other weapon styles, but it is most beneficial on 2H and archery. A couple thoughts on this. For the most part, enemies have relatively low armor and low defense. There are exceptions, but typically the exceptions have either higher defense, or higher armor. Practically the only enemies with both high defense and high armor ratings are Revenants. In any case, I suppose my weapon list was a bit truncated. The weapon formula is complex enough that it is possible a weapon might do the most damage against one enemy at one stage of the game, then another is better later, and another may be better against a different enemy. The top two weapons generally are either Starfang or CGM though. I forgot to mention Dragonbone Cleaver in that post, which can do the most damage with specials if you are optimized for +critical damage. Or it may do the most if you are early and haven't unlocked the others. More in a bit Right, it was something of a short list. The damage formula is pretty complex, but what I do is mostly to pick weapons with high base damage, but the enchantments also need to be taken into account. Generally at the same tier, a greatsword will have higher base damage, lower AP, and faster swing speed (auto attack). Mauls have lower base damage, higher AP, and slower swing speed. The best depends on what you happen to have. I mention Yusaris because it costs no money and can be obtained on a treaty quest that is usually done early. Ageless has similar stats, but different enchantments. They are both Tier 6 (Silverite). With no DLC, Chasind Great Maul is easily the best 2 handed weapon, largely because of enchantments. Specifically, "+5 damage" makes it similar to swords in damage to low armor, it has more AP, and then you have stamina and stamina regen which is a boon to 2H warriors. With all DLC, Starfang is better against some enemies because it is actually a Tier 8 sword in a game where most weapons only go up to 7 (ie more base damage) and has a + 8 attack enchantment. The other advantage over CGM is that it is obtainable much earlier, and doesn't cost any gold. Like I said above, Dragonbone Cleaver is also an option, but greataxes have the slowest swing speed so the auto-attack damage is lower than either of the above two. But if you max criticals, it will out-dps them with the Sunders due to the extra +crit damage (Sunder speed is not affected by auto attack penalties or bonuses). In any case, if you have two weapons, and one seems much better in use, by all means use it. Chasind Crusher should have "-5 Attack" penalty, which is essentially reduced chance to hit, not exactly damage penalty. I honestly don't remember which tier it drops in Korcari usually, so I also don't remember the damage. I might run it early, or Chasind Flat Blade, or maybe Magic Greatsword. The latter is only available if you run the "Unavailable Items Fix" (it is dropped by the Hurlock at the end of Korcari with the fix, and is Tier 4). There was some discussion whether Magic Greatsword was intentionally removed (rather than bugged) since it is a bit more powerful than anything else that early. It is less powerful than Dragonbone Cleaver though.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jan 18, 2020 3:54:38 GMT
Oh and re: Careless Accusations (the side quest with the above random encounter)...
That can be a pain for melee early. The mage is a healer and will continually heal the melee, and the archer can spam Shattering Shot, which reduces your armor rating by 20.
What I do is try to CC the leader and the SnS right away. Then I run to the mage and try to kill him as fast as possible. At that point, it is usually best to try to put a tree in between the Warden and the archer to limit sunders and chip damage. Kill off the melee, then take care of the archer.
In most of my melee solos, I like to keep some Deathroot poisons for stunning enemies. Also for side quests on the road, if I think they are a pain I try not to activate the quests until I leveled a little bit. This one isn't quite as bad as a couple (certainly better than getting Bloody Plains, for instance).
Another bit of info...
Shattering Shot, and Sunder Armor effects from enemies are reduced in length by your Physical Resistance. So it is a good idea to use a rune slot on your 2H for the best Hale rune you have acquired so far.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jan 18, 2020 11:52:02 GMT
There are perhaps two downsides to dwarves in solo, and that has to do with origins: Dwarf Commoner - sort of a nitpick, but this origin may have the least XP. There also isn't great loot, and the starting talents are bad if you want to play warrior. If using respec, the last bit doesn't matter at all. Dwarf Noble - the downside of this origin is that it is the hardest to solo out of all of them. But if you get through it, you get the benefit of a lot more gold in the game, since Gorim buys items at 50% value instead of 25%. a fair point. Though have always thought Common Dwarf Origin is the hardest. But if spell resistance works, efforts are not in vain. The attack bonus from PS is better early than late just because of the relative percent bonus. The penalty may as well be flat, and affects slow attack speed less than faster (ie affects 2H less than DW, for instance). hmmm. "Just because". Nothing to say except - a matter of luck according to my tests. But I see your point. Something related though, it is possible to animation cancel Ahhh, thank you for the tip. Know of that, but tiresome tbh. ME2 is the only game where I use it. WEAPON topic. Alright. The conclusion is clear: have a sword and a maul. Your choice is clear anyway, though again - sometimes a matter of luck (as tests show). Chasind Crusher should have "-5 Attack" penalty, which is essentially reduced chance to hit, not exactly damage penalty. I honestly don't remember which tier it drops in Korcari usually, so I also don't remember the damage. Yes, misprint it was. My Chasind Crusher was bought actually - as it has higher AP from the previous one - a couple of gold. Now run around with it, still ended up to use MB - again, luck? Even with lower attack still don't miss as much as I tought I would. Tried to get Ageless - no good, will come back later. For Starfang need to run across the map - will do soon + the quest itself. Fix mod weapons are actually in use, but can't remember now how powerful they are (still having at least 1 rune slot is already someting). That can be a pain for melee early So, what, I was lucky again it seems. Chasind Crusher in use. MB killed SnS warrior right away with crit. PS for 2h - to have time to deal with 2 others: Sunder + MB again + PS + passives + running around. Deathroot poisons for stunning enemies Always have them and other poisons later. Very useful for every chatacter. With Sunder double-damage never failed. Thank you for a wider comment. Anyway, will continue 2h soloing. Started to enjoy it already. Thanks for some tips.
Added: Dragonbone Cleaver is a great axe but it is DLC ltem....was tempted to use, but try to stick the rule "NO DLC". With a Common Dwarf everything is fine for now (unlike it was with a NH).
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Post by capn233 on Jan 18, 2020 19:30:26 GMT
My Chasind Crusher was bought actually - as it has higher AP from the previous one - a couple of gold. Ah ok. Good to know. Which sword were you comparing it to? Was it Chasind Flatblade? Thinking about it, if you buy the Crusher at Tier 3 it should be something like 10.2 base damage, with ~ 9 AP and slightly better attribute modifier than a greatsword. So it should make sense that it would be better than the T2 Chasind Flatblade, or some of the other early game swords. I think Magic Greatsword would work out slightly better, because of +1 dmg enchantment, but they would be close. Anyway, looks like I might be doing it wrong by being a cheapskate and not investing in that maul early. 
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jan 18, 2020 20:38:16 GMT
About Chasind Crusher The first one: Iron Tier 1 Dmg - 9 Crit chance 1 AP - 10 % SM - 1.25 Bonus + 5 % crit chance Penalty -5 attack The second Chasind Crusher I bought from Faryn, stats are a little bit better only, but turned out it made a difference. Grey Iron Tier 2 Dmg - 9.90 Crit chance 1.10 % AP - 11.50 % SM - 1.25 Bonus + 5 % crit chance (the same) Penalty -5 attack (the same) Aha, good to know, only as I wrote, it was the 2nd or 3d attempt, before that - missed, no crits and poor tactics on my behalf. Which sword were you comparing it to? Was it Chasind Flatblade? Right. It is the only sword I have. Actually out of curiosity in Orzammar I did not sell a Diamond Maul (you can just grab it on the upper rich lvl). No bonuses or penalties but stats are better Veridium Tier 4 Dmg - 11.70 Crit chance 1.30 AP - 14.50 % SM - 1.25 Never used it before tbh, but want to compare with tir 2 Chasind Crusher because of AP (soon will be able to do that in small battles). AP has always been everything for me and did only good, so will check it out. Interesting how soloing get you pay attention to smaller things and as a result better understanding of the game and using maybe different weapons/armor/ etc. (talking about myself). I have Magic Greatsword with an old 2h save as a fix mod still installed, but forgot about it...  Anyway, looks like I might be doing it wrong by being a cheapskate and not investing in that maul early Why? Not at all. Your understanding and explanation made sense and I agree as well. You yourself wrote about Gorim Maul. But I still can write about a matter of luck. With a party I most of the time use swords as my party helps (tbh cauze I think it looks better - Ageless e.g. is a great example for me how a real 2h sword should look like, not a stick on your back, so sometimes I just ignore stats and use weaker weapons - also interesting for testing). Anyway, for now, AP as I do not have any swords to use. Still polluting the ground of Orzammar. There will test the weapons. Soon.
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jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jan 19, 2020 8:15:42 GMT
Spent the whole night and half of today's morning doing the following: a) Weapon topic. Made some more tests with the Chasind Crusher I've bought and other weapons in several battles. Weapons wanted to compare: Chasind Crusher, Diamond Maul, Chasind Flatblade (did not have anything else anyway). Battles 1) The very first gang you meet when get to The Duster Town. 2) The gang near the person with the stolen Shaper tome (for which the Shaper gives you nothing, ulike that person "I've done nothing wrong"). 3) Tunneling Thieves - the gang in the Orzammar Palace. 4) Deserters in the Frostback Mountin Pass (quest of the Blackstone Irrgullars from Lothering). 5) Leliana ambush. 6) Marjolaine battle. 7) Cultist ambush in the Calenhad Docks (after I talked to fake assistant in Denerim). - lvl 7; - every time won from the 1-7th attempt; - in all battles used Death Root Poison. The result: "nothig changed" is called. The Chasind Crusher (tier 2) won everywhere. With 2 other weapons had misses, low/or no crits, low damage as it is. Guess AP still does its work THOUGH Diamond Maul has higher stats, it was rather good as well; if not for lack of at least some bonuses, would have been a better weapon I think. Maybe will compare better mauls and swords when get them (if in the mood). b )The second thing is the plot quest "The Circle". And the whole night was spent on Uldred, trying to win with something not overpowered. But could not. In general. - the whole tower was played w/o a hitch (only 2 battles took 5-7 attempts: with Desire Demons); - the Sloth Demon took me 5-7 attempts, the probleme was always with its first shape; - had simple bijouterie all the time (something +1 armor/+5 cold resisit), BUT in those difficult battles one ring (+5 cold resist) switched to Lifegiver, otherwise Desire Demon spammed her abilities and I had no stats to survive it all + there were melees all around (had also "Key to the city" ring and "Spellward" amulet, but did not need them until Uldred); - Uldred: failed in a way as wanted to use something more simple/ or part of simple, but after literally the whole night and part of the morning ended up using more powerful bijouterie: rings "lifegiver" + 'key to the city"/ amulet "spellward"/ at least the belt was simple "dwarven warrior belt + 1 armor/+1 srtng". During the battle used Fire and Ice grenades/poisons that worked from time to time/salves of fire, ice, swift. The tactics again included running around the remained alive (for that moment) mages. The promleme was - bloody luck as e.g. 2 battles - started spell spams in the very beginning, the next - no spells at all but killed by melee attack standing on the other side of the room, the next - something inbetween, etc. And in this way all night and morning. Changed those trinkets this and that - nothing. Tried 2 other weapons - was even worse, so again the whole tower used that Maul. Three or four times almost won, but the closer the end, the more spamming I saw. Even with those 3 OP items lost many times, so imo I was just damn lucky to win at least one time, though almost died - threw at him a fire grenade and voilà: good morning others. In general only Uldred gave problemes. But all other battles went very good - did not expect it at all tbh. That is all.
Added:
from lvl 8 started to use PS and only from that lvl I noticed that it works as it should. Before lvl 8 - did only harm for me for some reason.
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Post by capn233 on Jan 19, 2020 19:26:39 GMT
The second Chasind Crusher I bought from Faryn, stats are a little bit better only, but turned out it made a difference. Grey Iron Tier 2 Dmg - 9.90 Crit chance 1.10 % AP - 11.50 % SM - 1.25 Bonus + 5 % crit chance (the same) Penalty -5 attack (the same) Right, the enchantments should be the same regardless of level (wiki has 3% crit chance). I think this one is supposed to exist in tier 1-3, and also 7. In shops, the items get randomized a little for your level range. Hmmm, I thought Diamond Maul just had standard maul specs, which is a little less crit chance and AP. That's definitely true. You have to use more optimal character builds, and weapons. And the build order matters more. Positioning is also even more important too. Spent the whole night and half of today's morning doing the following: a) Weapon topic. Made some more tests with the Chasind Crusher I've bought and other weapons in several battles. Weapons wanted to compare: Chasind Crusher, Diamond Maul, Chasind Flatblade (did not have anything else anyway). Battles 1) The very first gang you meet when get to The Duster Town. 2) The gang near the person with the stolen Shaper tome (for which the Shaper gives you nothing, ulike that person "I've done nothing wrong"). 3) Tunneling Thieves - the gang in the Orzammar Palace. 4) Deserters in the Frostback Mountin Pass (quest of the Blackstone Irrgullars from Lothering). 5) Leliana ambush. 6) Marjolaine battle. 7) Cultist ambush in the Calenhad Docks (after I talked to fake assistant in Denerim). - lvl 7; - every time won from the 1-7th attempt; - in all battles used Death Root Poison. The result: "nothig changed" is called. The Chasind Crusher (tier 2) won everywhere. With 2 other weapons had misses, low/or no crits, low damage as it is. Guess AP still does its work THOUGH Diamond Maul has higher stats, it was rather good as well; if not for lack of at least some bonuses, would have been a better weapon I think. Maybe will compare better mauls and swords when get them (if in the mood). Some of the results seem a bit unexpected to me. If anything, the Crusher should have the lowest hit rate against the same enemy, although not by a whole lot, due to the -5 attack. Other than that, one thing else is that the AP numbers seem different from what I expect (a bit higher on the weapons listed). In any case, I would expect out of those three weapons the T4 Diamond Maul to be the best over time, and the best for specials (Mighty Blow and Critical Strike are always crits if they hit so critical chance doesn't matter). I don't think I have ever done Leliana's side quest this early. Usually I don't do much more than get Key to the City in Orzammar this early either. Sloth's Ogre form I usually do this in Golem form for most characters. It requires a lot of kiting, but Quake will stun him while doing damage, and Slam is fast enough to prevent a ram. If you beat the ogre, then you can probably finish the fight, the only other thing is making sure to interrupt Walking Bomb or Crushing Prison in the Arcane form at the end (I use Golem there too). Uldred A couple things. First off he will only cast Crushing Prison if you are outside of melee range. So you have to run next to him at the start, and then stay close. Second is that he only uses Massive Attack if you are using a melee weapon (which as 2H you will be). When he uses a Massive Attack, the thing to do is run counter-clockwise around to his back. If you are quick, he will miss. Just have to make sure to stay at close range to prevent the Crushing Prison. If you have Swift Salve, it makes it easier, but you don't have to. For the three abominations at start, if I have grenades, I try to hit them with one right as the encounter starts to draw aggro (since I may have Wynne set to passive and I don't want her to tank anything), and then run to Uldred. You should only throw one, then run. You can use others to get rid of them after you are near enough to Uldred that he won't use Crushing Prison. Only other thing is to make sure to use the Littany. That also works on demons, so I hit it a bunch in the last part of the tower too. I don't have Lifegiver or Spellward usually. But warriors will have Knight Commander's Plate. If you don't do too much in between Lothering and Circle, I think you end up around level 9 or 10.
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Jan 25, 2020 19:06:39 GMT
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Sonya
1,315
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jan 20, 2020 20:19:48 GMT
Before commenting your advice and thoughts wanted to write additional info about weapons, maybe will be useful in a way. 1) Weapons - now have also Yusaris which I will compare later with other weapons (yes, testing again again and again, till the rest of the game as it proved its use; just - note for myself - not to forget to leave certain smaller-faster battles for testing even if there are plenty of others); - write it with a great pleasure (for know at least...who knows what can happen): after the Circle in the Circle shop bought a maul named "Maul", that has already proved itself (that's why "with pleasure"). Red Steel Tier 5 Dmg - 12.0 Crit chance 1.14 % AP - 16 % SM - 1.25 + rune slots For now do not want to make usual comparison tests as first want to grab more weapons (w/o getting a bunch of lvls for obvious reasons): - know where can get some as looting + maybe can find something else unnoticable at first sight; - have more money so will visit shops: sold many things, have a whole camp of half-naked companions...missions do not pay themselves + useful if they are needed for their own quests: e.g. with Leliana quest first forgot to strip her. Will be ready at least already if companions are needed somewhere, though returning to the camp every time does give a certain impression. Don't like it, but sacrafices are inevitable at war. The only one with full clothes is my dog.  About "The Maul"- will call it "2-runes - Maul". A thing about it: already tested in several battles including the ones always causing troubles for me - and it was just great even if needed several attemps which most of the time meant "try another tactics", can add nothing more. What changed? I was lvl 9. Used right after the circle. Wouldn't be so satisfied if not for several tests (as what is important? One test can give false results and proves nothing. Comparions - "a must be". Works in other science fields as well). At first forgot about "enchantment", thus ran around w/o runes....used them later. Had several of different qualities: - 2 physical resist; - 2-3 + 1 fire/+1 ...something; - 3 spell resist; - 1 chance to paralyse; - 1 against darkspawn. Decided to use the following for now: - + 6 % spell resist; - chance to paralyse: chose it because wanted to see how much "palalysing" it will do as I wrote starting from lvl 8 (in the circle) noticed my character actually started TO HIT rather often rather than MISS (Circle "Orgre- Sloth" demon included), thus - PS is almost always on. If not for this factor, would have chosen another second rune. Battles and quests where had a chance to use it with and w/o runes: 1) 5 pages, four mages quest (no runes): usually rather nasty as there are lots of enemies including hiding on the hill mage. Ran for him at first, killed one rogue (?) on the way from the hill, then the rest running after me - from the first attempt (was surprised). What really helped is Templar first passive with that mage (would like to thank you for that very useful tip as my usual "Party 2h" includes "reaver -champion" - there are reasons for this). Played the game 50-60 times so tried different combinations and specs, but for some reasons never wanted to take Templar first - suspect because of "the party can help" reason. 2) Encounters with king's fanatics in Orzammar (with runes) - 3 of them: 1st was easy, 2nd - 3 relods (hell of males attacking 1 fragile woman with many witnesses - dwarven politics, assholes), 3d - even more assholes with 2 reloads. 3) Revenant in Orzammar (with runes): alright, that was unexpected at all.Lvl 9. Decided to try only to check numbers/hits/paralyse chance/how long I last actually. First attempt: removed half of his health thus decided to try again/ no paralyse at all. Second: the same, just killed me faster (several seconds). Third: very-very close call, helped 2 paralysings that is for sure, finishing animation. Used MB + simple attacks (hits most of the time). Used poison + swift salve. Numbers from MB appxm: every time about 80-90. Simple hits:50-60. Had some crits from simple hits as well ab 80-90. Once got 95. After that out of curiosity reloaded 25 times for checking WTH. Did not use any poisons or salves. First used abilities but with misses decided to use only simple hits: missed about 1/4 times; numbers are the same, got crits about 1/3 of the time. Also tried Chasind Crusher and Yusaris (had some 2 runes: against darkspawn + 4 spell resist) - actually got the same result as with 2 runes-Maul. Always ended up dead. Paralyse worked 4 times. Almost won only once: 2 runes -Maul, no poisons and salves, no paralyse, many crits, only simple hits, in the end it was the situation "either me or him": I missed, he hit. I am dead. Again a matter of luck that killed him at all. 4) Tried to get Ageless with 20 reloads (actually wanted just to check the outcome from the battle). OK. Tried those 3 weapons, but 2rune-Maul was better. Used some resist, swift Salve. Paralyse worked twice. The probleme here is when I remove about half of her health she always uses her ability "overwhelm" (spiders like to do it and w/o some Shield Bash from others there is nothing you can do, just watch). If always be on the move and run around her (similar strategy for a High Dragon not to be eaten) - there is a chance to avoide it or resist (worked only once and I almost killed her, but you can't use attack here often, and she can - with more health could work I think). Every time I ended up with some health and then dead (plus after that it's useless to use close cobmat or run around for health regen as I alway get that "far-melee-hit"). My thought here: as I end up with some health, come back later with more health and after her ability try to finish her as I still have good weapon numbers and often hits. Plus I suspect by that point I could have some better weapon. 5) Carta quest; getting a finger-key: simple + can see already that Stunning Blows work as did not use poison here. 6) Carta: before Jarvia encounter used only Indomitable + PS. Period. So satisfying to watch their "dirty fight" used in vain + most of them are rogues using "dirty fight" almost always(animations takes time and gives me opportunities). In general - like the circle itself - very simple. The only difficult thing before Jarvia was - spider ambush using one after another overwhelm + web. Almost killed me but turned out well. But had problemes wih Jarvia + traitor Leske was in that package. 5-7 attempt. Used 2-rune-Maul/2 paralysings/poison/bombs/swift salve. PS and Swing helped a lot. Really a lot. Gave me time to fight others. Did not use abilities really to save STA for PS mostly as now my character really hits, misses happen but very rare and usually with bosses. Chose the strategy: was standing near the left pillar fighting enemies from both sides. Died because of backstabbes which I did not notice. Finally won. Leske died first and very fast. Jarvia took most of PS. Finished her with MB, again just for the hell of it. Now found Spiked Maul with the same characteristics as 2-rune-Maul but has penalty: + 3 damage + 2 % crit chance -1 dex + 2 rune slots. Will use for next quests, I think. But still need to visit shops. About weaopns - that's all for now. 2) Post comments. Positioning is also even more important too. Oh, this statement is proven in every solo enemy encounter. True and true. In any case, I would expect out of those three weapons the T4 Diamond Maul to be the best over time, and the best for specials (Mighty Blow and Critical Strike are always crits if they hit so critical chance doesn't matter). Yep, as mentioned Diamond Maul was also good, and it was indeed good in tests with MB. But turned out worse in general. Thus - penalty Chasind Crusher was chosen. Did not regret. First wanted to redo the Circle itself with the Diamond Maul, but was tired already. Still think in the tower itself it would have shown itself from the best side as well. I don't think I have ever done Leliana's side quest this early. Usually I don't do much more than get Key to the City in Orzammar this early either. Well, I do companion's quests usually (if do them at all) closer to the end of the game or if they are just happen to be on the way - like Wynne/Sten/Zevran quests. I chose Leliana's quest for 2 reasons: - it was already available and I needed something more for testing weapons (she had her nug already so it was simple to get the truth out of her); - it consists of 2 parts and the first ambush part usualy gives me troubles as there are all kinds of enemies and landscapes, you have to get to the leader somewhere over there on the hill, cut your path through other enemnies + a trap, attacks from everywhere etc, etc. A good thing that Leliana somehow slipped through first enemies to the trap (I ordered her to do that on purpose) and she was killed by that explosion, what is very good for me - one of my ways to get companions out of the battle, too many troubles from them (already thinking what to do with Oghren...) Marjolaine part - Leliana was killed my a trap from the start (good), the rest was rather easy (indomitable forever, what can I say). But during the first attempt I ended up like Leliana - exploded from the second trap (forgot about it) + that mage . Positioning and tactics + indomitable did their job for the second already succcessful attempt. Sloth's Ogre form I usually do this in Golem form for most characters. It requires a lot of kiting, but Quake will stun him while doing damage, and Slam is fast enough to prevent a ram. If you beat the ogre, then you can probably finish the fight, the only other thing is making sure to interrupt Walking Bomb or Crushing Prison in the Arcane form at the end (I use Golem there too). The thing about it - I wanted to do a Sloth fight as a dwarf w/o using other forms (in the Fade you are forced half of the time to change forms, yes, otherwise - no game progress, but in this fight there is no need for that). OK, I needed several attempts for that. Used again Chasind Crusher + Poison. Would like to mention that several attemps happened thanks to Orge-failed-part. I used different tactics including running around like an idiot waiting for health regen and experiencing all the time "melee-from-several-metres-attacks" - no good. Don't know whether it looked funny or stupid. I had both thoughts.  After several such chasings just decided to ram him myself. Think was lucky here. The order was the following: PS is on + Poison, MB and he is stunned, usual hits (successful), he hit me a couple of times, Sunder and he is stunned again, usual successful hits, even when he could shake stun effect off, he was stunned again (was I lucky?), just finished him with usual hits. Had health and sta even for all other Sloth forms BUT, again, thanks for the tip, Templar passive actually did its job here. The order for all other forms was similar: PS, simple hits + Templar passive. That's all. If needed - PS again. The Arcane was finished with MB just for the hell of it (got great number). None of them even had a chance to use their abilities. I don't have Lifegiver or Spellward usually. But warriors will have Knight Commander's Plate. If you don't do too much in between Lothering and Circle, I think you end up around level 9 or 10. Yeah, that's what I wanted to ask about - bijouterie. So, no OP trinkets. Interesting. Uldred A couple things. First off he will only cast Crushing Prison if you are outside of melee range. So you have to run next to him at the start, and then stay close. Second is that he only uses Massive Attack if you are using a melee weapon (which as 2H you will be). When he uses a Massive Attack, the thing to do is run counter-clockwise around to his back. If you are quick, he will miss. Just have to make sure to stay at close range to prevent the Crushing Prison. If you have Swift Salve, it makes it easier, but you don't have to. For the three abominations at start, if I have grenades, I try to hit them with one right as the encounter starts to draw aggro (since I may have Wynne set to passive and I don't want her to tank anything), and then run to Uldred. You should only throw one, then run. You can use others to get rid of them after you are near enough to Uldred that he won't use Crushing Prison. Only other thing is to make sure to use the Littany. That also works on demons, so I hit it a bunch in the last part of the tower too. Alright. As I wrote, the whole circle (fade, Sloth) was made in the evening and rather easy. The whole night and morning - for Uldered. I usually count appxm attempts, but here did not even know the number; and don't care. With all those attempts I noticed everything you have written. Wanted to mention one more thing from His strategy which had noticed - if you are left with about 1/4 of your health bar - the only thing he does: just chase you down to use simple hits (as usual I had "several-metres-away-melee-hits" from him and ended up dead). Sometimes he still used WG even if I stayed close. I had Swift Salve and used it. Used The Littany. When noticed his ranged tactics did as you had written - stayed close to him. The thing is that I tried to use different tactics staying close, used running this and that, but still couldn't do what you had done. Thus - got that described battle. Tbh, I am not satisfied as used those trinkets. Made several saves before the circle (in case would like to check the Diamond Maul)and saves before Uldred. Tried already several times to replay it, after your tips as well - still can't pull it off.  Some thought about it. I think maybe I do not have very good point build...as have low dodge chance. Have respec mod, maybe put points to dex. As played many times and had different builds, with higher dex included; helped? Yes. But with almost all points in strength build - had hell of a damage, used MB very often with high numbers - satisfyng. But it was all with the "party PTs". The promleme here- how to find a balance; or still do not pay attention to dex and put points to strength? Thus would like to ask your opinion about that. Maybe you remember apprxm point-balance of your 2h which you had described? For now I put all points to strength as usually do actually (plus others for skills if needed - not many are needed anyway). Progress for now. First wanted to go to Honnleath + there is a very good helmet there (do not use them at all for my GW, but here is another matter). And do Soldier's Peak. Though for now don't have material for Starfang + need to run through the map (which means some encounters as well). But as was still in Orzammar, serving as errand girl, decided to do some more: finished Carta quest (described how it went in the "weapon" section). Now I think will do two above quests. Still want to get other weapons and armor sets. Spell resist is good, but as you mentioned, for other enemies other weapons and armor could be useful. Plus I really like to use Elven Set (need to gether it throughout the whole places of the map though) and dwarven armor (you start with it as a Noble Dwarf); can be found and bought actually, it is a massive armor, but stats are poor. The closest set is Legion of the Dead Armor + stats good enough actually, but I need to go to the DR. Other sets are also good but I don't like how they look (golden color makes me vomit). Yeah, not the best thinking, but considering there are other decent sets, maybe sounds not so stupid. Plus as always - nice for testing not to get the best sets and weapons sometimes. So do not know where to go now, still there are places where better go now as later it could be really nasty there. Something to think about: make it easier or try to be more stylish (  ), but later get my ass kicked 100 times. C'est tout.
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Sept 25, 2023 22:32:51 GMT
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capn233
1,707
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capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jan 20, 2020 23:07:56 GMT
Red Steel Tier 5 Dmg - 12.0 Crit chance 1.14 % AP - 16 % SM - 1.25 + rune slots Do you have a combat balance mod? I have noticed that the mauls have all had extra AP. I loaded a save in the Frostback from my last game and looked at Chasind Crusher T2, and it had same stats as wiki lists: Chasind Crusher T2 Dmg - 9.9 CC - 0.55 AP - 8.05 SM - 1.25 O - +3% CC, -5 Atk I tried to reload the store a few times to see if it would give me a Tier 3, but it didn't. On the other hand, there was something Faryn for only slightly more: Qunari Sword T5 Dmg - 15.4 CC - 2.1 AP - 4.8 SM - 1.1 2 rune slots Sometimes if I loaded it had no rune slots. The runed one would compete with T4 Magic Greatsword (which has +1dmg). Anyway, same thing with the Diamond Maul, or the other vanilla mauls. At Tier 4, the AP should be 10.5, and at Tier 5 it is 12.25. Or at Tier 1 it is only 7. All of the Paralyze runes have a 5% chance to paralyze per hit. The different levels only affect the length of paralysis. In any case, usually they are better on a DW where you can use more of them and you hit at a faster rate. At least this is the case in the base game. For 2H I try to use the best Dweomer runes I have for spell resistance, and maybe the best Hale rune to buff physical resistance (reduce length of sunders). Revenants are somewhat unique in that they are one of the few enemies with high armor and high effective defense. Also, they have "Shield Tactics," so they are immune to flanking, and don't take normal backstabs (but do from Paralyze and Coup de Grace). Might be a good idea to do it later. I also don't know what to say about the weapons again since Yusaris should be the best bet with the +20% Fire Resistance, and +10 dmg to dragons. Yeah, they can do pretty high backstab damage. If it is following the other maul trend, it should be the best weapon you have. I may not have been clear, but I don't usually have Lifegiver during the Circle Tower quest because I don't have enough gold to buy it. But I do buy it as soon as I do because otherwise surviving some battles, and especially overwhelms, is not practical (unless maybe using Cailan's set). Other than that, for 2H it is good to try to buff attack or strength, and in solo especially you will need to buff spell resistance and % chance to dodge attacks. If you can later, then +critical damage is nice, but may be a luxury. +1 stats is obviously nice too. I try to get Key to the City pretty early for +stats and minor spell resistance. Once you finish Honnleath, you have the Harvest Festival Ring, which is helpful for damage early. During the Circle Tower, I think I have the Apprentice Amulet often. The cold resistance amulets can be helpful when you fight the desire demons. For armor, Knight Commander Plate is the first thing I buy for a warrior because of the 40% spell resistance, the bonus stamina, and the fact that you get relatively high armor rating early for only a little over 20gold. With DLC, I would add on Cailan's Greaves (20% chance to dodge... which is crazy), and Cailan's Gauntlets (+critical damage) eventually. The chest can be either KCP or Warden Commander (+critical damage) depending on if there are mages, or you can just do more damage. Later in game it is worth getting Evon the Great's Mail because it has further chance to dodge, stamina and health regen, and good armor rating. If you have Evon's + Cailan's Greaves + Spellward you have a total of 40% chance to dodge attacks, which is great on a character with low defense score. Before I had the Ultimate Edition, I used a combination of Diligence gloves and boots, or the two items from Wade's Superior Heavy in combo with Evon's or KCP. For ultimate spell resistance, you want to use Ancient Elven Gloves and Antivan Leather Boots with KCP, depending on character and which runes you have. Helmet has always been Helm of Honnleath for me after I get it (except the very first game I played before I installed Stone Prisoner, in which case Executioner's is pretty good). All strength. 1 point if needed in Cunning. Never dexterity. You cannot raise your defense enough to matter using dexterity, and every point you put there will lower your total damage. You want to be in the highest armor rating you can get, preferably with some health regen and some % chance to dodge. For Uldred, he uses fire or cold on me but I try to have spirit, cold and hopefully a fire resistance potion/balm left by then to help. Do Honnleath. It helps for the last fight if you have an Acid Flask or two.
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Jan 25, 2020 19:06:39 GMT
1,669
Sonya
1,315
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jan 21, 2020 0:34:59 GMT
Do you have a combat balance mod? I have noticed that the mauls have all had extra AP have just looked up (did not install mods for a long time so do not remember): installed DA2 Style 2-handed attack weapon mod: - it doesn't work for me (read comments, I am not the only one turned out); - shouldn't make those weapon changes according to description at least; I am not a modder, but pretty sure such mods as "fix elven boots" don't use those weapon files. Do you think this DA2-style mod can be the probleme you have mentioned? If so, than everything was in vain. Wanted to play with everything original. Shit-shit-shit. Can't even comment further. Damn it.
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