



An alternative strategy was to open with enough abilities to take my stamina down very low and then sticking up a ton of passives for the rest of the fight there weren't *many* roleplaying scenes which I went through with streaming speed lines because of this. I abandoned bringing a separate tank and moved myself from leather into superheavy armour I found that the stuns were worth learning and keeping off cooldown, using to break up incoming damage or deal with opponents with irritating abilities. If you just want to beat the game, use the mages in a more active capacity and watch your warriors be rendered utterly irrelevant.ĭual wield spirit warrior in Awakenings got to the point where I was taking out large opponents with one use of the 'attack until you run out of stamina or target is dead' attack and basically couldn't be hit. In my Nightmare run, I carry a mage along just to act as a buff-bot/heal-battery for my warrior awesomeness. of course, this advice assumes you want to beat stuff up with your Warrior. I don't really value Threaten and such, since massive armor + running in first + doing damage seems to grab aggro well enough, for what little time the enemies live. But they just don't look as cool as Starfang. Oh, and mauls end up being better when you have a huge Strength. Either micromanage that mage to use some anti-mage spells (like Mana Clash), or take the easy route and class into Templar and use a 40% magic resist armor + 30% magic resist necklace + some magic resist runes on your weapon (which does cut into your damage potential). Have a mage along to perma-cast Haste (and Telekinetic Weapons) on the party. They're much better attacks than Mighty Blow. Most of your damage will come from Sunder Arms + Sunder Armor. That should take care of that until your Strength climbs up high enough. Pick up Precise Striking mode, because your biggest obstacle at start will be missing a lot. Seriously, anything else is just not as good.
