The passage solo (Dragon Age: Origins)
Two years have passed since the release of the game, but I hope that it's someone else playing. I apologize in advance for mnogabukaf and, very probably, a Bayan. First, I want to warn esteemed visitors about one thing: the theme is designed for real nerds, who love not through the game, and bend.After that, without a doubt, a wonderful game (which is not true of part No. 2) a couple of times on the complexity of the nightmare I was visited by doubts. Doubt nightmare of this level of complexity. Even the craziest team bent this game without too much difficulty: GG-horns, Zevran, Leliana, Dog (except a couple of places, and inviz + traps + Backstab decide, and when the team abruptly learned the profession of the Ranger... :) what if you pass the game solo? I'm not going to take into account the beginning of the game and Ostagar from team mindless quest Dolby*CWA not to get rid of.
Here are my thoughts on passing options
MAG. Yes, comrades, a mage in this game - machine of death. Come to mind in one of two ways: on mass damage/control and Battle mage (I was pleasantly surprised by the power of this class). In the first version, you first need to quickly learn mass spells and mass paralysis (runes giving the enemies a lot of pleasant surprises). So you can go through any battle with ordinary monsters. Guessed what's the problem? If monsters still crawls to the carcass of the magician, that will be very painful and unpleasant. Plus, the scripts will give our mage a bunch of unpleasant surprises - our MAG polite of conversation comes close to the enemy, and the enemy... well, you guessed it, he won't wait. Hence, the option is not viable.
Battlemage. This guy/girl is not afraid to go to the enemies swinging a giant two-handed sword. In this embodiment, should take all possible buffs from all branches of spells and by all means to raise the power of magic. Damage over a hundred and fifty at high levels? Fiction? No, the harsh reality for monsters. All kinds of buffs simply will not give the monsters a chance to hit the carcass of a magician, and if put on his clothes with the Dodge chance, the monsters themselves will be hung up out of despair. What's the negative option? Mana. It will need to not a lot, but a lot. But at medium/high levels of MAG would bend any monster.
Rog, he's a robber. Have horns also have a couple of options: gunslinger or the man's dagger. Traps and poison in the case of the dagger man (alas for the arrows, the poison did not spread) to study mandatory. Shooters have an advantage the shots from afar cling not the entire ring of monsters as one. Until he gets there, the shooter will turn him into a colander. Sighting shooting + gloves recidivist will bend any monster. What is the main problem? Health. If the horns get a couple of splash from the garlok leader, or fall under the capture of the monster, then it can be directly written to the corpses. However, if you look very carefully planning each battle with a bold and dangerous monsters, the horn 100% will be the winner. What to take specially? Pathfinder eliminated, since it is not solo. A good option would be bard, because the effect of his songs depends on the tweaks that will greatly raise combat capabilities. The killer is a good option, because it would greatly increase the damage of the character, the Duelist will somewhat increase the survivability of the character. For dagger man better suited Duelist/Assassin, and for arrow of Bard/Duelist (IMHO).
Warrior (military). Here it is, the nerd version. The warrior possesses no magic horn or magic mages. The war we are classified according to weapon in use:
The two-handed sword immediately written off to the warehouse/garbage - with the speed of the attack the fog of war in the morgue very soon.
Two swords. Great damage over time (DPS) + a bunch of good offensive abilities. Protection, of course, suffers and he lives a handyman for long, though longer lover's pathetic two and a half meter sword. Two high-level sword will give our hero a lot of bonuses, and a properly fitted armor and trinkets will prolong his life.
The sword and shield. Protective option. Very, very protective. Offensive abilities a little, the damage from them is ridiculous, however, passive abilities and modes allow this fellow to live a little longer. The most resilient option if to buy all sorts of armor and trinkets which gives magic immunity, it is a viable option. That's just going to have to pump dexterity. The Ripper/berserk - very dangerous for the enemies and for the player. it's easy to miss the point of the treatment and die. Knight/the Ripper - a curious combination, I have not felt (HS buff, debuff and massive damage on the monsters is very interesting). Templar - one side generally left, but in the game there are monsters that throw a deadly curse that does not allow to be treated and continually reduces HP. Here's the Templar, and show their best side. In addition, the huge mental stability and damage mages are not redundant. Like the horn, the warrior will have to carry hundreds of various poultices of utility, not to die.
I would like to know your opinion.
93 Comments
n
ne44to
29.03.20
hardblade13
I think we you should look for a theme that does not require such a brilliant mind.
E
Erinka
29.03.20
zl_leshiy
Oh.... and I thought that in strategies where more need to strain your brain, rather than in an RPG.... there is generally you can mindlessly take place... personally I did...=)
E
Erinka
29.03.20
Without A Name
Again Cheburator
PF..... again Skurov.......maybe another place to go...
n
ne44to
29.03.20
what do you mean! it's great Skurov! to discuss always and everywhere!
PS Yes, I know that it is time to end with Pinkie.