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#177 Apr 26 2012 at 11:51 AM Rating: Good
someproteinguy wrote:
So I gots a stats question.

I've been focusing on mainly strength for my warrior, agility for Leliana, Magic for the mages. Is there another point were it would be nice to get some of the other stats? For instance:

-I thought I read 30 cunning would allow you to pick any luck in the game with all the talent points. Is that something worth shooting for?
-Are there armor sets for the other characters that require certain other stats? (like maybe 24 strength for Leliana to wear a nice piece of armor or something?)
-Other stats you like to raise? ("X" amount of willpower for Wynne, or "Y" amount Constitution for a tank character?)

My characters are about level 13-14 at the moment, so was thinking it probably was worth asking sooner rather than later.


If you're warrior is a tank, 42 strength is all you need to wear any armor in the game, so stop there. Put the rest mostly into dexterity. Think of it in terms of how tanks in WoW have been gearing up in Cata. Back in Wrath, you geared mostly for stamina, but now you gear for avoidance. Same thing applies here. Constitution only increases your HP by 5 for each point. That's kind of wimpy. Not only that, it doesn't matter how much HP you have, eventually your healer will run out of mana and your tank will go down. Dex is far better investment because it helps you avoid attacks altogether. I also make sure to stick the physical resist and magic resist enchants in my tank's weapon.

For Leliana, it really depends on what you're using her for. If she's an archer, you have two options. You can either balance dex and cunning, to take advantage of her song buffs, or you can just stack dex (after hitting the 30 cunning mark) to do really good damage. Whether or not you put her in heavy armor is up to you. If you have the Master Archer talent (I think that's the one), your fatigue no longer matters for wearing heavy armor. If you have the battle dress from Leliana's Song though, it really shouldn't make much of a difference unless you find some good gloves, boots or a helm that are heavy. For the most part, you aren't going to find heavy armor that boosts dex or cunning though. And ranger is indeed an awesome second spec for an archer. Duelist and Assassin are geared more towards the melee rogues.

For mages, it depends on what you're having them do. If you have a dps mage that has the blood mage spec, I'd suggest getting your con up to 20 or so, and then putting everything else into magic. Try to keep in mind, that the higher your magic, the more oomph your spells have. My elf mage's magic is in the 60's right now, and she just hit level 18. If your mage is healing, you do want to invest in willpower. Especially if you find yourself running out of mana a lot. I'd suggest putting 2 points in Willpower and 1 point in magic each level, until you notice that you're having to use pots a lot less. Then switch it around.

Also, make sure to get each character's cunning to 16 for tactic slots. Except for your tank maybe. They really only need 2 of the tactic skills, since they don't use many abilities. Your healer in particular, will need all 4. Wouldn't hurt for Leliana either. Oh, and from what I've read, Scattering Shot is beast. I think that's the AoE one. It's the last talent on the third line. It has one of the highest DPS potentials in the game, and it has great CC potential as well.
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#178 Apr 26 2012 at 11:57 AM Rating: Excellent
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For your personal character, keep in mind that DA: Awakenings has skills that require 50+ stat scores. This doesn't matter for NPCs since you won't see 95% of them again and Oghren's specs don't carry over.
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Not only that, it doesn't matter how much HP you have, eventually your healer will run out of mana and your tank will go down.

Erm... poultices? Mana potions?
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#179 Apr 26 2012 at 12:10 PM Rating: Good
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Don't forget running away screaming. That's worked for me once or twice.
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#180 Apr 26 2012 at 12:40 PM Rating: Good
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I don't use tactics slots, primarily, as I have ability cycles that use way too many spells, even for basic buffing. For example, on my tank char, I try to keep up rejuv, Mrejuv, regen, combat magic, aura of might, shimmering shield, rock armor, telekinetic weapons, Haste, Heroic defense/aura/offense, toggling on self buffs as he expends mana. On casters, Mrejuv/rejuv uptime is also essential, because I try to avoid needing to use potions.
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#181 Apr 26 2012 at 12:42 PM Rating: Excellent
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That's...

more work than I put into it.
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#182 Apr 26 2012 at 1:08 PM Rating: Good
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Noob.

I didn't even get into the tactical combat flow part, that is just pre and mid-fight buffing.
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#183 Apr 26 2012 at 1:25 PM Rating: Excellent
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Timelordwho wrote:
Noob.

I'm okay with that. We both get to see the end credits Smiley: grin
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#184 Apr 26 2012 at 1:31 PM Rating: Good
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Jophiel wrote:
That's...

more work than I put into it.
Yea, I'm happy to get through fights without anyone dying. So long as I can do that, I can keep moving on.
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#185 Apr 26 2012 at 2:30 PM Rating: Excellent
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I was bitter when I learned my AoE heal/injury fixin' power didn't actually fix my own personal injuries and my PC still had to eat injury kits.
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#186 Apr 26 2012 at 2:43 PM Rating: Good
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Ack, really? That's irritating.
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#187 Apr 26 2012 at 3:37 PM Rating: Good
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Jophiel wrote:
I think the short answer is that, unless you're playing at the highest difficulties, it's hard to unintentionally ***** things up to the point of handicapping yourself.
And if you are playing at the highest difficulty, you can just make a Blood Mage Arcane Warrior and let all your companions do whatever the **** they want and still win. Of course, your companions will probably get themselves killed, but really you can solo the hardest difficulty.
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#188 Apr 26 2012 at 3:59 PM Rating: Good
Jophiel wrote:

Quote:
Not only that, it doesn't matter how much HP you have, eventually your healer will run out of mana and your tank will go down.

Erm... poultices? Mana potions?


Well yes, aside from those. Smiley: tongue I'd rather stack Dex and not have to worry about my tank getting hit, than have to micro manage pots. But that's just me.
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#189 Apr 26 2012 at 4:52 PM Rating: Good
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Spoonless wrote:
Jophiel wrote:
I think the short answer is that, unless you're playing at the highest difficulties, it's hard to unintentionally ***** things up to the point of handicapping yourself.
And if you are playing at the highest difficulty, you can just make a Blood Mage Arcane Warrior and let all your companions do whatever the @#%^ they want and still win. Of course, your companions will probably get themselves killed, but really you can solo the hardest difficulty.


That's what difficulty increasing mods are for.
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#190 Apr 29 2012 at 12:09 PM Rating: Good
I'm seriously considering ramping up the difficulty to Hard. It's just getting to be way too easy. Probably doesn't help that I have three or four different items on my mage that improve blood magic. =/ Do things get more difficult once you start doing the Landsmeet stuff, or is it about the same?

Broodmother was nasty looking.
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#191 Apr 29 2012 at 1:12 PM Rating: Excellent
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It's about the same. Couple semi-tough fights but you should be more than prepared for them by that point.

Gets "worse" in Awakenings... "Oh, you're an orange con boss type? Let me solo you."
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#192 Apr 29 2012 at 1:14 PM Rating: Good
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I didn't find the difficulty to really affect how hard mobs were. Rather, they just made me pay attention to my companions so I wasn't constantly friendly-firing them.
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#193 Apr 29 2012 at 3:49 PM Rating: Good
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Pigtails, remember that you may have mods that are making things easier. Combat Tweaks and Advanced Tactics would do that. Plus, Mages are super OP. And don't forget that there's a good chance you are using items from mods with stat levels that would otherwise be unavailable at your current place in the game.

Spoonless wrote:
I didn't find the difficulty to really affect how hard mobs were. Rather, they just made me pay attention to my companions so I wasn't constantly friendly-firing them.


TL;DR: It's because the mobs don't get harder.

That's because it doesn't affect mobs much at all. The biggest change is Friendly Fire (Casual = 0, Normal = 50%, the other two = 100%).

Casual adds a flat bonus to defense, attack, and damage. But the other 3 don't.

Healing does 150% on Casual, 100% on normal, then 85% on the other two.

Damage Threshold is another big one. On Nightmare, your damage will be reduced by 16 per attack, where it's only 3 on Casual (7 and 9 for the other two).

Enemies have a 10% lower chance to resist on Casual, and a 5% higher chance on Nightmare (1.5, 2.5).

You get a 10% higher chance to resist on Casual, everything else has no bonus.

You'll loot potions and poultices far more frequently on Casual difficulty than on others. You'll never loot them from random drops on Nightmare (if I'm understanding the wiki page correctly).

Traps do 50% more damage to you on Nightmare (and only do 50% to you on casual).

Finally, and what is probably the biggest change, is that enemies have full AI on the higher two difficulties, meaning they'll use more complex tactics and all of their abilities. But the actual enemies aren't really doing much more damage, they're just organizing more, and you're doing more damage to your own team. End result is you pay more attention to your team overall, to counteract the enemy's increased tactical ability. You also have to monitor healing more closely.

Biggest change to mobs is really in your ability to damage them, since they'll resist 5% more often and take 15 less damage per hit than on casual.
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#194 Apr 29 2012 at 4:05 PM Rating: Good
Yeah, that's probably a good point. Not sure how advanced tactics would necessarily make the game easier though. The only thing I've used it for is to allow my healer to know when someone is dead and to use the revival spell. The only mod item I have is a staff that improves your blood magic. It's got some other pretty nice stats and stuff on it too, but it's not any more OP than a weapon I could buy right now. I've got 1100 gold at the moment, and I started the game with a little over 300 from selling one of the DLC items.
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#195 Apr 29 2012 at 4:08 PM Rating: Excellent
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Samira wrote:
And Joph - there is a mod to remove annoying effects. It's called something like Annoyance Remover.

A hundred thanks for you.
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#196 Apr 29 2012 at 7:24 PM Rating: Good
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PigtailsOfDoom wrote:
Yeah, that's probably a good point. Not sure how advanced tactics would necessarily make the game easier though. The only thing I've used it for is to allow my healer to know when someone is dead and to use the revival spell. The only mod item I have is a staff that improves your blood magic. It's got some other pretty nice stats and stuff on it too, but it's not any more OP than a weapon I could buy right now. I've got 1100 gold at the moment, and I started the game with a little over 300 from selling one of the DLC items.


If you have that much gold, it's definitely because of a mod that's helping you there. The game's not actually designed to let you acquire more than a few of the special items, from what I can tell. Every purchase is supposed to be a real decision--nabbing an extra talent point isn't supposed to be a nothing investment, 18-24g is actually quite a lot in the normal game. Spellward, for instance, is one of the most amazing items in the game. It's super OP, but buying it is normally a pretty big endeavor and requires quite a bit of sacrifice elsewhere.

And nothing default sell for anywhere near 300--I don't think anything even sells for 30, to tell you the truth. A lot of mods, like say Improved Atmosphere, add item tweaks the the game, or add some new sets as rewards for big events (or make those sets actually useful). It was done in an attempt to give you gear options over the normal BiS, but it has the effect of making the early levels heavily imbalanced in your favor. Some model changing mods add in custom sets to go with the new looks, some add sets they feel were lacking from the core game, etc.

You probably have mods installed that add or tweak items as side effects. It's not at all uncommon. Whether or not its OP depends on the author, but you almost always have access to mod sets before you could gain something comparable from the core game.
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lolgaxe wrote:
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#197 Apr 29 2012 at 10:33 PM Rating: Excellent
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Yeah, the DLC items sell for, at most, nine gold or so.

There's a bit of bad programming that allows you to make infinite money via the top tier lyrium potions but you wouldn't do that by accident and not know how you wound up with over a thousand gold. I finished the game with something like 200 gold and my maximum at any one time was around 300. I only had that much because I never bought anything until close to the end when I figured I may as well spend it and bought one of the 100+ gold items and some GM runes.
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#198 Apr 30 2012 at 9:36 AM Rating: Excellent
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PigtailsOfDoom wrote:
I'm seriously considering ramping up the difficulty to Hard. It's just getting to be way too easy. Probably doesn't help that I have three or four different items on my mage that improve blood magic. =/ Do things get more difficult once you start doing the Landsmeet stuff, or is it about the same?

Broodmother was nasty looking.


Yeah, 'eww' summed up my thoughts on her pretty well. If I needed any reminder not to eat darkspawn, that'd certainly do it.


PigtailsOfDoom wrote:
Yeah, that's probably a good point. Not sure how advanced tactics would necessarily make the game easier though. The only thing I've used it for is to allow my healer to know when someone is dead and to use the revival spell. The only mod item I have is a staff that improves your blood magic. It's got some other pretty nice stats and stuff on it too, but it's not any more OP than a weapon I could buy right now. I've got 1100 gold at the moment, and I started the game with a little over 300 from selling one of the DLC items.


You and your gold making.

I was briefly over 100 before I let Alistair give money to that 'sister' of his. Smiley: rolleyes

Anyway I just recently realized there are boxes in my camp that I can put goods into that are suppose to help arm the troops or something. Needless to say I haven't been doing that all game. Big deal or no?
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#199 Apr 30 2012 at 9:49 AM Rating: Excellent
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They'll influence how many NPC fighters you can call to your aid during the final battles. Mages are easy to cap out (12) by dumping your novice & journeyman runes. Elves are real easy since you can buy Elfroot from the Dalish camp and just drop a stack or two into the box. Redcliff fighters take cold hard cash so you can give them a few gold and they're set. Dwarves take mid-range gems. If you don't have any, I wouldn't sweat it.

I only use the armies a few times anyway and only when I remember to. I wouldn't call it a "big deal".

Got Sigrun (or whatever) in Awakenings and she's the best NPC so far in terms of being a companion. She's also pretty capable fighting. Justice isn't bad but he's a pretty one-note character. He also dies a lot for me.

Grey Warden recruitment has seemingly been reduced to me trawling the streets and splashing Darkspawn blood on whatever I dredge up Smiley: laugh
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#200 Apr 30 2012 at 12:19 PM Rating: Good
I haven't been doing it on purpose lol. I've just been selling the items I pick up along the way that I have no use for.
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Digits, 87 Shaman
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Jaquelle, 54 Paladin
Grakine, 32 Hunter
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#201 Apr 30 2012 at 1:03 PM Rating: Excellent
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Yeah, but you must have something upping their values if you're getting 300 gold just for the DLC items (that normally sell for less than 10). I loot and sell **** near everything and, as I said, wind up with ~300 by the end of the game. This would help explain why everything's Easy Mode for you.
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