Dungeon Siege 2

Dungeon Siege 2

Garrow Nov 23, 2022 @ 3:47pm
questions
about 6 hours in and it's pretty fun, i have some questions though

in hotkeys i see party orders (mirror, rampage, defend) aswell as 4 formations (hold ground, expand, contract, regroup), what do they all mean and what's the best?

I have lothar who i want to tank and taar who i want to heal, i gave taar a summoning spell and healing spell in her autocast, then 4 attacks/buffs in active spells, will she use active spells without me telling her?

Taar also runs in next to my tank and dies, what's the best orders/formation to prevent that?

Is it worth it to have multiple powers for one character? It seems they share cooldown

What exactly is guarding? it's under hotkeys at ctrl+G but it doesnt do anything when i try

For an archer character what is the best route? i've just been maxing everything in ranged tree
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Showing 1-2 of 2 comments
RNG_Wizard Nov 23, 2022 @ 4:14pm 
Mirror mode makes everyone target what you target. Rampage makes everyone target whatever is closest when you give the attack command. No clue about the rest. Mirror is good to focus down a specific target namely for elites and bosses, and Rampage is good for letting your party pick fights with every enemy at once, great for cleaning up fights.

Party members can only have one equipped active item at once. Taar will automatically use spells, but only if it's her currently selected active item or a passive one. She'll also use all her passive spells automatically, but she won't swap between the actives unless you specify for her to do so.

Party members generally stick closer together in Mirror Mode, and further apart in Rampage, so Rampage might help keep your healers away from your tanks. Also keep in mind that if they have an offensive spell as their active, assigning an attack order will order them to attack at whatever range they're currently at, or get close enough to attack.

If you're turning Lothar into a tank, consider picking up the Provoke power. It'll let him taunt nearby enemies to keep agro on himself.

Powers do share a cooldown on each character, but having the option to swap between them to fit different scenarios is always helpful, especially for Nature Mages who have a wide variety of utility powers.

No clue what guarding does, I've never really used it. However, I assume it makes it so that party members prioritize targets that are attacking whoever they're currently guarding. That's how it worked in Dungeon Siege 1, anyway.

Archery depends. Every build is viable, though crowd control and area damage through bouncing or piercing attacks tends to be their main strength. However, if you don't have the Broken World DLC, consider only putting ~10 puts into attributes instead of maxing them out. Some later gear gives attribute boosts while equipped, but not beyond 20, so if you max out your attributes to 20 you might be wasting those gear buffs. You should definitely focus on unlocking important attributes and powers first.

As for a best, I can't really say, but my personal favorite is throwing weapons. The powers and attributes are both fun and strong.
Last edited by RNG_Wizard; Nov 23, 2022 @ 4:16pm
VampHell Nov 23, 2022 @ 4:25pm 
first of all you should control only your character and make the others follow you ins this way they will do what they can only and not some stupid thing all full auto charge and die.

now the guard is to ket a character in a spot guarding that spot angain if you are moving them all this will not hapen but if you have them in follow the one that is guarding will stay in the spot

is it worth it having multiple powers hell yes even more if you are able to get RES and put on all charecters this way if 1 dies any one can RES him.

i also play as ranger and i have all skill melle/range/naure and distruction magic all at the same lvl to all charecters this make them ready to all and able to get better armor
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