Bring a mage for healing, or just make sure everyone takes a healing potion at a certain health threshold. I've come to realize that it usually doesn't matter what the party composition is, as long as you're aware of what each member can do and how to get them to work together. My first playthrough though, I had Merill, Varric, Aveline, and myself most of the time, where I was a warrior (the MRWW). Then the warrior would be Aveline (most of the time) or Fenris, and then me as whatever I am at the moment. Anders would usually be there, because he's got those nifty healing abilities. I started swapping people out for the gameplay and story, but still tried to hold mostly hold to the MRWW party.ĭA2 I varied it a bit more, since I love having Varric with me, but want to manage to keep Isabella around. I usually try for Mage, Rogue, Warrior, Warrior.įor DA:O it was usually me (warrior), Morrigan or Wynne (mostly Morrigan), Leliana, and Alistair. I imagine it will be somewhere between DA:O and DA2. Party composition was less 'class x > class y' and more 'I need the ability to fill out the combos, because the effects they provide are like getting extra spells for free'. On my warrior playthrough I think I stuck with Isabela as character 4. I couldn't stand Fenris so I went with Aveline on my Mage/Rogue playthrough. Merrill was an awesome companion, Varric could put out some insane damage with Bianca, and you wanted one warrior to fill in the cross-class combos. You didn't need a 'tank' quite as much as in Origins, and healing was nerfed heavily. Mages were just overpowered as fuck, and the other classes were there pretty much just to make sure your mages could do their thing.ĭA2 balanced Mages a lot more the more important thing power-wise was being able to set up and execute cross-class combinations. 3 mages 1 warrior or 2 mages 1 warrior 1 rogue were the best 'minmax' party (the rogue being primarily to disarm traps and unlock shit). ![]() In Origins, the more mages a party had the better. Fortunately I like almost all of the rogues we've had so far though, so saving a spot for one is rarely a burden. The only point where I feel DA still fails us as far as total party freedom goes is that you're still kind of forced to always take a rogue along if you're not one yourself and don't want to miss out on chest/trap XP. You're never obligated to keep the archaic tank-healer-rogue model. The game balances itself well enough that any party configuration is doable, if some more challenging than others. ![]() Once I've figured out who my favorites are, or if the next quest feels like it will be more relevant to XYZ than to ABC followers, or if I just like the party banters between these characters more than between those other ones, I'll take them and that's it, even if means my party is all over the place as I'll often not be taking any mages, or having parties disproportionately heavy on tanking, or archery, etc. ![]() I just take the characters I like the most, or the ones I think will fit the questline better. I never balance my party around the followers' classes.
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