

My normal party has been Warrior, Alistair, Dog/Zevran, and Morrigan.

Since there's no weapon specialization in DAO, there's no reason not to use multiple weapon types when you can. You do significantly more damage on armored bad guys if you're using a mace. For warriors you'll want a sword in one equip and a blunt weapon in the other. Use the weapon-switch as much as possible.If you have two mages, make sure they equip staves that do different types of damage, just in case you run into resist problems.That makes you essentially a default attack only warrior. Yes, it allows you to wear lots of stuff, but your fatigue penalty means you'll only be able to cast one or two spells. I forget the name, but the subclass for mages that allows you to equip armor was pretty worthless for me.Doing so allows you to cast freeze spells with shatter spells like rock hand (whatever it's called) at the same time. If you're playing with two mages, it's more important to have the spell combos work between the two rather than singularly focused.More often then not they'll charge straight into a blizzard or earthquake. If you find yourself casting AOE spells alot make sure you have your party out of free-roam mode.Having a pet around, if only to act as a secondary tank makes things a little easier. Rangers in DAO are not archers, but a class that can summon pets.If you've got a rogue in your party I'd let them move up another tree if you're looking for damage. In general I found archers to be fairly week and stamina inefficient.Only shift forms when the fights are easy or you need a second tank. While it's tempting to shift into animal form as Morrigan, she's much more powerful as a mage.Most of the later game fights will have you chugging a whole lot of pots, so it's better to have that cooldown ready for the second gulp rather than trying to be overly efficient. When the boss fights get long, use your mana pots as soon as it's prudent rather than waiting till you're completely empty.Letting the AI control your mage will often result in lost mana. In general if you're not gonna pause a lot than try to always stay in control of the mage you've decided will be your healer.Take the weakest enemy down first and move your way up the chain. Going up the hex line will eventually reward you with an always crit ability that is pretty potent. Debuffs can be devestating in certain fights.While it's tempting to go for damage, this game really rewards Tank-based WoW gameplay. Make sure one of your fighters focuses purely on defense and carries a shield.More often then not you'll be outnumbered so CC abilities like cone of cold and sleep are extremely important to have.If you don't have a healer in your party, you'll probably want to make your way to The Circle as soon as it's available.Some general tips for for people finding the game difficult.
