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Dragon Age

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JD:
I go Rogue/Alistair/Sten/Wynne usually.

Alex C:
Yeah, backstab is pretty impressive once you have enough crit/backstab multiplying items. The Veshialle, Rose's Thorn and the Warden Commander Armor can make for a lot of damage, but I still don't see much need for more than one guy who backstabs.

A Wet Helmet:
Bwahahaha... I just banged Morrigan.  First time I've cultivated a love interest in the game.     Given that I am playing a really hideous, sunk eyed dwarf this go around, the cut scene looked looked like some kind of disturbing carnival fetish porn. 

Witch Gone Wild.  That's the best part of all. 

Candle:
daggers got a pretty good buff in one of the patches, too(+dmg for dex points and str points)... so rogues are actually decently viable now. never really thought they were worth dick on 1.0 tbh(and i hadn't did any of the patches 'til now)

my dual weild warrior actually gets more of a damage multiplier with daggers than he does with swords right now at lv12.
a 6.0 damage dagger hits for quite a bit more than a 9.5~ sword

Alex C:
Rogues worked fine before the patches, they were just counterintuitive, since you had to build them around strength, which is still perfectly viable (and is in fact my preferred method). In fact, for a strength based rogue, the patch is actually a nerf to daggers, since a A 50/50 split between strength and dexterity won't actually outperform the old pure strength modifier at the high end. This fact is obscured early in the game by the necessity of investing in dexterity to acquire dual wield talents, so it's a modest low to midlevel buff that does nothing to prevent daggers from eventually under performing big weapons and a high strength total.

 Honestly, I don't think rogues are quite as good as warriors if you're not going to baby sit them and a babysat rogue still isn't as good as an equally micromanaged mages. But they were never, ever so broken that the patch could change things as much as people imply it does. The way the math worked out was that you simply lost a point or two of damage here and there per swing in the early game compared to weapons like maces, and that is such a small difference that it was easily more than made up for with poisons, since more swings equals more applications and daggers are the fastest weapons around. That's actually part of the reason the game went live with the dexterity bug-- it was never a game breaker, particularly once poison was factored in, so nobody in house really noticed anything awry with the difficulty, particularly since you're expected to eventually adopt swords anyway.

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