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.
Something in the tavern for 3 days no one came.
ne44to funny pictures though.:)))
Without A Name
flag to you in hands and a bucket on his head!v2
hardblade13
try стараюсьXD
I'm a mage,solo,beat and not tired,even on the turn the nightmare of satellites constantly killed(accidentally),but as written above just with a calculator and net sat for a few hours and all.The key to success combo of magic about them,just do something no one has remembered!!!
1)the Crowd mobs fall down a bunch of swamp+ohnny Orb+armor for the damage from the fire!
2)Any thick mobs,including bosses,or become paralyzed or tamaracouta question Toko in mana and it gets clothes just in heaven!
3)There wrote if the MAG will fit into a tight,again combo,rune of repulsion+rune of attraction,there is no damage but all the enemies in different directions, scatter,and Robert szczot the cool down is a ring that when wearing a robe(which does not at all fatigue)rezhit almost 0 cooldown abilities !
So such combinations in the game a lot just need some time to think and all!
PS:took the game to the city and the dream never died.and worn out fiction at all,just tactics and all(a place where one can not go you can come with the company(for example on the bridge)came to create one entered the convent left the company again came and the bridge is a VILLAIN!
spellcustomer
And whatever one can pass?Well, the current mod on the TP spell,and more I don't know the options.
Mishytka121287
And whatever one can pass?Well, the current mod on the TP spell,and more I don't know the options. If I understand correctly, we are talking about the puzzle with the bridge to the ashes of Andraste. So, if you come there alone, then you borrow spirits of the dust, which will replace satellites.
Mishytka121287, I'm a mage,solo,beat and not tired,even in the turnover on the nightmare
Well, would have posted a video or at least a text description of the passage. I think many will be interested to read how to play Guru.
Especially without reboots, a magician knocked the mobs with magic resists, which once bite->mill->dead...
It would be informative and handshakes. But to tell and I can. Went on a nightmare, a rogue, without weapon, without increasing the level, that PPC is easy. Believe.
namespace
Let this creature first post VIDOS pass through all trapesnikov guarding full set of Juggernaut. On Nightmare. Solo. And Chara to cover up all possible plokami with the crowd on isice, then to switch to solo Nicmar and bend Flemet, any dog can. Still threw vidosik bahania the dragon Andraste, standing on the bridge luceram. Lol.