Andraste_Reborn
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Post by Andraste_Reborn on Nov 5, 2024 6:21:59 GMT
Unless you're a spellblade, how often do mages need to shield? Genuine question. I find myself spamming the dodge button so much I forget to shield. Personally I tend to use dodge for things coming at me in melee range and block for projectiles. (Unless I am frantically spamming dodge while trying to get to the nearest healing pot, of course.)
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Post by roselavellan on Nov 5, 2024 6:46:17 GMT
Unless you're a spellblade, how often do mages need to shield? Genuine question. I find myself spamming the dodge button so much I forget to shield. Personally I tend to use dodge for things coming at me in melee range and block for projectiles. (Unless I am frantically spamming dodge while trying to get to the nearest healing pot, of course.) Thanks, forgot about those. Need to remember to block more often.
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Post by SofaJockey on Nov 5, 2024 8:02:11 GMT
Am I being really dense about how to block/parry with a rogue? Not the key to use - I'm fine with the default bind. I can make Rook parry, but it almost never works (and it is really clear when it does work). I am dodging the 'glow red'/unblockables, so it isn't that. Any hints? I found a controller re-bind swap of [LB] and [RB] invaluable. To me, having dodge and parry on the same side made it so much easier. I'm finding that once the indicator goes white, I'm looking for the enemy swing rather than the indicator.
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Post by tmjfin on Nov 5, 2024 8:30:25 GMT
Am I being really dense about how to block/parry with a rogue? Not the key to use - I'm fine with the default bind. I can make Rook parry, but it almost never works (and it is really clear when it does work). I am dodging the 'glow red'/unblockables, so it isn't that. Any hints? I found a controller re-bind swap of [LB] and [RB] invaluable. To me, having dodge and parry on the same side made it so much easier. I'm finding that once the indicator goes white, I'm looking for the enemy swing rather than the indicator. So much this, button swapping was a game changer for rogue 😁
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Andraste_Reborn
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Post by Andraste_Reborn on Nov 5, 2024 8:39:02 GMT
So much this, button swapping was a game changer for rogue 😁 I really need to put weapon swap on a key that I will never, ever push by accident. There is never a situation where my Evoker wants to be holding a dagger, and especially not when I was frantically trying to switch runes in the middle of combat.
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Post by lucidae on Nov 5, 2024 9:56:30 GMT
Is anyone else finding the unique gear (magenta/ pink color coded) to be lackluster? I'm often finding them not worth using. They have cool effects but they lack stats and aren't upgradeable. A blue piece of gear gets stats and cool effects
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Post by SofaJockey on Nov 5, 2024 10:16:26 GMT
To me, the magenta gear provides interesting, but flawed options. 'Kitty's Collar' in Inquisition was similar.
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Post by hookntackle on Nov 5, 2024 11:39:17 GMT
This Is In most of the tip videos, but If you bring up the ability wheel In combat there Is a command to make your party atrack your target, like In Inquisition. It really makes combat flow a lot better and helps with bosses as well. So before I got the respective things unlocked that actually default map to D-PAD up, right and left; I used to have my squad "attack" targets this way and feeling like the squad is contributing just as little to nothing as in MEA.
When I got the first [thing] for Dpad-left unlocked and thus realized the error in my ways, I first started actually commanding them to choose their own targets properly via the power wheel and SHIT what a difference it makes. This was like 2-3 hours in.
*facepalm*
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Post by colfoley on Nov 5, 2024 11:40:55 GMT
This Is In most of the tip videos, but If you bring up the ability wheel In combat there Is a command to make your party atrack your target, like In Inquisition. It really makes combat flow a lot better and helps with bosses as well. So before I got the respective things unlocked that actually default map to D-PAD up, right and left; I used to have my squad "attack" targets this way and feeling like the squad is contributing just as little to nothing as in MEA.
When I got the first [thing] for Dpad-left unlocked and thus realized the error in my ways, I first started actually commanding them to choose their own targets properly via the power wheel and SHIT what a difference it makes. This was like 2-3 hours in.
*facepalm*
I still keep forgetting to do this.
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Post by tmjfin on Nov 5, 2024 11:43:43 GMT
So much this, button swapping was a game changer for rogue 😁 I really need to put weapon swap on a key that I will never, ever push by accident. There is never a situation where my Evoker wants to be holding a dagger, and especially not when I was frantically trying to switch runes in the middle of combat. Yeah, I'm playing on console so it's not an issue. But my evoker will never use daggers, my duelist uses her bow only when it's mandatory and my slayer uses only two handed weapons.
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azarhal
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Post by azarhal on Nov 5, 2024 12:49:42 GMT
DragonKingReborn Only the Mage's barrier and Warrior's shield block can be held. Everything else is timed block. Is anyone else finding the unique gear (magenta/ pink color coded) to be lackluster? I'm often finding them not worth using. They have cool effects but they lack stats and aren't upgradeable. A blue piece of gear gets stats and cool effects Depends on the item and your build. Some of these are clearly designed to fit very specific builds. I'm using 3, but one only against Darkspawns. Andraste's Will is useful for a build like mine that focus on necrotic damage when fighting darkspawns who are weak to fire. I got an helmet that spawn a "specter" on kill that deals respetable damage. I'm going to be able to do that myself after I hit level 40 since I got the same passive in the Reaper skill tree. Not sure if I'll change the helmet then or not. It's great for trash clearing with Shield Toss. I have a greataxe that deals x2 damage because light attacks are always heavy attacks and count as heavy attacks for all mechanics (any passives/trait related to heavy attacks will trigger). My build has been insane since I've been using it.
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Post by biggydx on Nov 5, 2024 16:05:05 GMT
Just thought I'd let you guys know that, once you've unlocked the auto-trigger passive for a companions skill, you don't have to have that skill slotted for the companion to use said skill. So long as the criteria for auto-trigger is met, they'll use it.
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Frost
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Post by Frost on Nov 5, 2024 17:27:45 GMT
I really need to put weapon swap on a key that I will never, ever push by accident. There is never a situation where my Evoker wants to be holding a dagger, and especially not when I was frantically trying to switch runes in the middle of combat. Yeah, I'm playing on console so it's not an issue. But my evoker will never use daggers, my duelist uses her bow only when it's mandatory and my slayer uses only two handed weapons. Yes, I also only use staff for my mage and never daggers.
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Post by biggydx on Nov 7, 2024 1:50:29 GMT
Folks. Don't forget that you can enchant your abilities (once it's unlocked) at the Caretaker as well.
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Post by fraggle on Nov 7, 2024 1:59:13 GMT
Folks. Don't forget that you can enchant your abilities (once it's unlocked) at the Caretaker as well. Oh I've enchanted EVERYTHING. I feel like a dirty cheater
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Andraste_Reborn
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Post by Andraste_Reborn on Nov 7, 2024 2:29:03 GMT
Folks. Don't forget that you can enchant your abilities (once it's unlocked) at the Caretaker as well. It took me ages to remember to do that, even though they explained it in preview videos and I thought it was cool at the time. (It is indeed cool - especially enjoying having spells that strip of Barrier or Armour more easily!)
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Post by smilesja on Nov 7, 2024 6:33:25 GMT
How do I parry again? XD (I'm playing a Spellblade mage.)
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Post by roselavellan on Nov 7, 2024 7:47:14 GMT
I don't know if this sounds like a silly question, but with every enemy having some sort of elemental resistance, is there really any use in investing so heavily in ice damage that the Evoker specialises in? Does the CC ability of ice spells apply to all enemies? Is there a guide somewhere that lists what resistances which enemy has? Because I can only remember that darkspawn are vulnerable to fire, but everything else is a blur. How do I parry again? XD (I'm playing a Spellblade mage.) I don't know what your setup is, but I play with a controller on the PC, and for me it's the left bumper. I've rarely been able to block effectively though.
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Andraste_Reborn
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Post by Andraste_Reborn on Nov 7, 2024 8:10:24 GMT
I don't know if this sounds like a silly question, but with every enemy having some sort of elemental resistance, is there really any use in investing so heavily in ice damage that the Evoker specialises in? Does the CC ability of ice spells apply to all enemies? I'm a Level 45 Evoker right now and haven't really found cold resistance to be a problem - on Adventurer difficulty, at least, only a few bosses resist Freeze and in terms of damage I just pop a rune that converts it to another element if I run into something resistant. Might be more of an issue if I was spending a lot of time with Neve, but I mostly roll with a Warrior and a Rogue in my crew anyway.
I guess on Nghtmare difficulty it might be wise to respec for some boss battles? Otherwise doesn't seem like too big of a deal.
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Post by smilesja on Nov 7, 2024 8:16:26 GMT
I don't know if this sounds like a silly question, but with every enemy having some sort of elemental resistance, is there really any use in investing so heavily in ice damage that the Evoker specialises in? Does the CC ability of ice spells apply to all enemies? Is there a guide somewhere that lists what resistances which enemy has? Because I can only remember that darkspawn are vulnerable to fire, but everything else is a blur. How do I parry again? XD (I'm playing a Spellblade mage.) I don't know what your setup is, but I play with a controller on the PC, and for me it's the left bumper. I've rarely been able to block effectively though. I play on Xbox! And thanks!
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Post by SofaJockey on Nov 7, 2024 10:14:17 GMT
I play on Xbox! And thanks! I found swapping bumpers a huge boon. [LB] [RB] making all by combat dodging and parrying with thumb and finger of the same hand. (I also swapped [LT] [RT] because bow draw is so much more common on the left.)
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azarhal
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Post by azarhal on Nov 7, 2024 11:49:34 GMT
I don't know if this sounds like a silly question, but with every enemy having some sort of elemental resistance, is there really any use in investing so heavily in ice damage that the Evoker specialises in? Does the CC ability of ice spells apply to all enemies? I'm a Level 45 Evoker right now and haven't really found cold resistance to be a problem - on Adventurer difficulty, at least, only a few bosses resist Freeze and in terms of damage I just pop a rune that converts it to another element if I run into something resistant. Might be more of an issue if I was spending a lot of time with Neve, but I mostly roll with a Warrior and a Rogue in my crew anyway.
I guess on Nghtmare difficulty it might be wise to respec for some boss battles? Otherwise doesn't seem like too big of a deal.
Some of the companion gear will apply "vulnerability to element X" on "attack my target" to.
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Post by Frost on Nov 7, 2024 13:22:19 GMT
I found the gameplay for staff mage until around level 20 to be a boring slog because lack of mana/high mana cost of abilities meant I wasn’t able to use many abilities (sometimes only one ability per an encounter at early levels). After around level 20, I had enough mana to cast abilities regularly in combat, and combat was much more fun. Having boring combat for 20 levels is way too long, though, and doesn’t leave a good impression of the start of the game. It is like being stuck in the combat Hinterlands.
One advantage the two ice spells have is they can use cooldowns instead of mana (one by default and one you can pick). This means they can be used when you are out of mana for your other abilities.
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Post by RelevantRevenant on Nov 7, 2024 13:42:01 GMT
To me, the magenta gear provides interesting, but flawed options. 'Kitty's Collar' in Inquisition was similar. I always put that thing on Iron Bull. He was such a glass cannon, but at least the collar revived him a good deal of the time
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Post by spacev3gan on Nov 7, 2024 13:53:36 GMT
I found the gameplay for staff mage until around level 20 to be a boring slog because lack of mana/high mana cost of abilities meant I wasn’t able to use many abilities (sometimes only one ability per an encounter at early levels). After around level 20, I had enough mana to cast abilities regularly in combat, and combat was much more fun. Having boring combat for 20 levels is way too long, though, and doesn’t leave a good impression of the start of the game. It is like being stuck in the combat Hinterlands. One advantage the two ice spells have is they can use cooldowns instead of mana (one by default and one you can pick). This means they can be used when you are out of mana for your other abilities. Once you are level 30, you can get a passive from the Evoker specialization that allows you to reduce the cooldown even further. Those mana-free spells are almost always up. As for the rest, I do agree that early combat is such a slog. It gets really addictive post level 20, but early combat is painful. While I look forward to playing as a Rogue and Warrior later on, I am dreading going through those first 20 levels over again.
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