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Dragon Age

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Alex C:
Yeah, 3 mages would be ridiculous, and I think 4 would work even better were it possible. Honestly, I'm really certain I could solo the game as a mage, but frankly, that's nothing new to bioware games. I just don't think warriors and rogues are as crappy as people make them out to be. Generally speaking, the character you micromanage the most will be the most effective. Most people rarely bother doing this with warriors. I can understand that, to an extent, since mages do in fact have the most options and thus tend to give you good bang for your buck, but that's not really any reason to underrate the tools that warriors and rogues have. They have the tools there to be successful and to get through fights without dying. It's demonstrable. Rogues in particular get a bad rap because people can't seem to wrap their minds around the idea that Dex isn't a true DPS stat and that Strength and Constitution aren't optional. If any rogue stat is optional, it's Cunning or Willpower.

As far as the one tank idea goes, I think the key to that isn't really the tank you choose, it's the mages. All the enemies focusing on one target makes a lot more sense when you have 3 other characters that can stagger heals to keep him standing even if everyone dogpiles on him. In a more typical 1 or 2 mage group, it's better to spread the pain around a bit so nobody gets too low before Heal is available again.

Caleb:
I broke my promise and read this thread again.

What can I do to make sure my Rogue/Assassin isn't going to suck?  I mean what are some HUGE mistakes that I shouldn't make?

Alex C:
Depends if you want your rogue to be a good melee fighter or if you can live with having him be a bit subpar in battle but able to open every lock you see. Unfortunately, many chests require more Cunning than just the points needed for reaching the final level of the lock picking tree, so having real stealth/lockpicking skills does require sacrifice. If you just want him to be able to put up a fight, than you'll want to basically build him like a warrior. Enough dexterity for the talents you want, enough con to survive, and strength for damage/armor. I eventually considered strength to be my rogue's primary stat, same as any warrior.

As for talents, that depends in part on how far you are and what your other characters do. Personally, Momentum is my favorite skill in the dual wield tree and I'm glad I beelined to it, but if you prefer having a mage who can cast Haste I wouldn't blame you for going after another talent first since Haste and Momentum don't appear to stack. That said, Haste is at the tail end of a pretty vanilla tree, so I don't really regret having skipped it until late game.

Alex C:
I hate to gripe, since I rather do like this game, but why the heck is Combat Tactics a skill?! Limited as it may be, I've grown to love the ability to set up a few simple event triggers on my party members. For example, I like to set it so that Alistair saves and automatically uses his Overpower ability on targets that have been frozen solid; the last hit is an automatic critical if it connects, so the combo deals good damage at worst and results in an auto kill at best; very slick. Sadly, I often go without it, instead using tactic slots to handle more mundane tasks. So really, my complaint is that the the scripting system is ultimately here to improve your quality of life as a gamer; it's merely a tool for combating Dumb Party Member Syndrome during the mop up phase of a battle rather than something that really overhauls your group's capabilities. So why give it an arbitrary limit that's tied to skill points of all things? Options like this should be shouted about from the rooftops, not hobbled until you hit level 12 and can afford rank 4.

Ozymandias:
^ This is completely a complaint I have.

The ability to control your AI better should not be a thing you have to sacrifice actual skills for.

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