Golems DLC: Strategies for beating the Harvester on Hard difficulty?
#226
Posté 26 février 2011 - 08:10
#227
Posté 27 février 2011 - 06:38
#228
Posté 28 février 2011 - 08:31
#229
Posté 28 février 2011 - 09:13
The Harvester kill on hard or nightmare is not complicated at all.Syrellaris wrote...
Well i completed it, somehow on normal. I doubt ill ever try hard cuz its just to aggravating. Not hard, just aggravating. The party setup is abominable on its own. Coudnt even kill the 6 red golems with the 2 normal yellow ones, due to chain stun =/
As a rogue invest in dexterity to dodge most of the time and have the warrior dwarf taunt and draw the harvester as you backstab, (activate a lot of different poisons for your weapons).
As a warrior, I'm about to try can't really say.
As a mage really really simple: before the start of the battle activate tempest, spell might + blizzard = storm of the century into the room where the harvester is before the cut scene. Then activate time spiral, and once again cast storm of the century. Then go through cutscene very fast and when battle starts he'll be taking damage from two storms of the century. Activate One with nature when you're next to the switch and spam aoe attacks.
#230
Posté 28 février 2011 - 10:29
I tried it 7 times then gave up
#231
Posté 28 février 2011 - 11:03
#232
Posté 01 mars 2011 - 01:09
This is for a hard or nightmare run though the whole dlc? If yes than that is a good idea back against the wall.TheBigMatt90 wrote...
For the golems (which I found were harder than the Harvester tbh), well as a cunning rogue anyway, walk to the switch which aggro's the golems, try and kill as many as you can before your party dies, then after everyone is dead plonk yourself with your back in a corner to the right of the switch (if you are looking at it) there is a little crevice you can back into. The golems can only get to you 2 at a time and they only auto you (in my exprience on hard anyway) doing not too bad damage (you can pot through it anyway) activate a load of poison that does actually affect golems and beat on them. Simples.
However the main point of the thread I thought to be how to beat "the Harvester" for the achievement? In that case to make it simple do the whole dlc on normal or casual and right before the harvester fight switch difficulty and save. Then fight and you got it.
#233
Posté 01 mars 2011 - 02:40
#234
Posté 01 mars 2011 - 08:53
YouStayCla55y wrote...
This is beyond frustrating for the simple fact your entire party is HORRIBLE. All they are is a bunch of melee goons with absolutely no ranged attacks, and they just get eaten alive by the Harvester.
I've done four playthroughs now (tried a new character as well as importing my characters from DAO and Awakenings) and I cannot even beat the Harvester's first form on Hard.
Any help on how to beat it would be GREATLY appreciated, cheers!
I did this yesterday (though I haven't updated the online profile in a while), and the only thing I can say is to make sure that your healers - you'd better have two! - are kept alive during the first phase. Once I finished phase 1 it got much easier.
As a mage I set the Golem and my main character to heal the others once they were at 70% health, and had the scrappers drink potions at 60%. I also ignored the normal skeletons completely, and just made sure I could switch back to the "normal dimension" once the Harvester did his "fade tricks". I did NOT ignore the yellow or (*shudder*) the orange skeletons. Force Fields and Paralysis saved the day against those, as well as running to turn the switch if necessary.
The melee fighters did as I said above drink healing potions at 60%. I also had them take potent stamina draughts at 30%.
#235
Posté 02 mars 2011 - 08:26
I had a typical dual wield rogue, a somewhat balanced Dex/Cun mix but more towards Dex. Voice of Velvet was the main dagger with two paragon and one grandmaster paralyze. Activated Shadow Form, Weak Points, Tainted Blade at various intervals.
I give Jerrik Accuracy and a bow and keep him at range by the switch. He dies too quickly as a melee combatant IMO. I didn't even bother to respec him although I had the tomes. I think I carried over one cap with pretty decent Dex and Cunning and a good belt from Awakenings but nothing else. I initially leveled him as a Bard with SoC.
For the Golem, I played around with setting his behavior but even under Cautious, he was way too aggressive for my liking. I set him on Defensive, set the party on Hold, and stood him off the side. He would toss in a special attack every now and then (Slam, Quake, Hurl), but I always made sure to pull him away to Group Heal as necessary. I had Brogan and Bronto spam Taunts and War Cry (Brogan I leveled as a Champion but w/ only War Cry since I didn't respec).
I did bring some stuff to kit out Brogan - Stormchaser Helm, Golem Armor, Heartwood Shield, Vigilance, etc, but no respec.
Swift salve on my rogue, rock salve on Brogan, various poisons and Golem Flame Weapons active, I pretty much mowed down Harvester phase 1. Only used the switch near the end of phase 1 when one orange skelly popped up.
Phase 2 was ridiculous as the Harvester stood still so I got lucky here. Bronto died but didn't matter. Ignored the skeletons and pounded him - he got paralyzed and end of story.
#236
Posté 05 mars 2011 - 12:40
OCD Skifer wrote...
quit being stupid people. i posted a tactic and yall are still talkin? go to page 2 and read, dont be stupid and keep asking
You still play the console version and they're the stupid ones? O_o
Modifié par CerealWar, 05 mars 2011 - 12:43 .
#237
Posté 05 mars 2011 - 03:43
dl.dropbox.com/u/8370296/Screenshot20110305112114838.jpg
#238
Posté 29 mars 2011 - 07:18
The problem is that when I get Phase One Harvester's life about halfway down, and I activate the switch to shift from Red to Normal to kill a skeleton, there will suddenly be no less than 3 to 5 skeletons in the 'Normal' room that can't be killed by the switch.
And then if I somehow survive long enough for it to shift back into red, the skeletons will be gone, UNTIL I shift back into Normal, and they'll still be there.
I have no idea where they come from. They weren't summoned by Phase One Harvester's Vile Disembowelment. Although once I noticed a few red arrows appear on my compass. I think the arrows were pointing somewhere beyond the fire that keeps us in the Harvester battle when in Normal mode. When I saw that, the next time I shifted back into Normal Mode the skeletons were there.
I can't be 100% sure if that's accurate because I was always too busy focusing on Phase One Harvester to notice the sudden appearence of no less than 3 skeletons in Normal mode. I'll try the battle again and check to watch for exactly when these Normal skeletons appear.
Edit: I've figured out what's happening. The Harvester activated his raise skeleton aura thing, while he's still in Phase One. Or at least... I think he's in Phase One and I think the aura is activated.
The aura seems to cover the entire room because every corpse pile in the room starts spawning skeletons, even the corpse piles OUTSIDE the fire spawn skeletons, which is why I sometimes saw red dots beyond the fire.
The lizard segment is supposed to jump off and fight alone when he enters Phase 2, right? I'm still fighting the giant Harvester. Does he activate his aura earlier and does his aura's size increase in Nightmare mode?
Modifié par vanchrian, 29 mars 2011 - 08:19 .
#239
Posté 29 mars 2011 - 09:08
#240
Posté 29 mars 2011 - 09:28
I'm gonna head to bed and try again tomorrow by respecing my Mage. If that fails, I'll see if there's a way I can use the console to give myself the Awakening Respec Books. Failing that, I'll concede defeat and play this on Normal, although this guy has been through the whole of Dragon Age + Awakening on Nightmare
Modifié par vanchrian, 29 mars 2011 - 09:29 .
#241
Posté 29 mars 2011 - 11:56
#242
Posté 30 mars 2011 - 06:11
About to attempt this again, wish me luck.
#243
Posté 30 mars 2011 - 09:56
#244
Posté 30 mars 2011 - 12:14
It seems that the game won't spawn more than 5 skeletons at a time from the corpse piles, so I crowded the Golem and Mr. Rogue next to the switch. Broden was in the center vent tanking, and I, the Mage, was in between both groups to attract the AOE Vile Disembowelment away from the soft babies.
And then I got lucky. The corpse piles close to us only spawned 3 white Skeletons so they were managable. I lured them over to the tank, got him to taunt them, and then alternated between Carapace, Forcefield, Mass Paralysis, the Mage time reverse thing, and Health Pot chugging. I saw 2 dots on the other side of the fire in the area that's supposed to be inaccessible in Phase One. Don't know what type of skels they were
When I got to Phase 2 nothing I did distracted the Harvester away from the piles when he went to create more skels. I threw every disruption spell I had at him one after another and he just went back to summoning as soon as it wore off. Eventually it got to the point where my tank was surrounded by 4 Orange Skeletons, his Forcefield was about to wear off, and I was out of CC spells.
And then it shifted one more time and all the skels died, just as my tank was about to fall. Talk about a lucky streak
#245
Posté 31 mars 2011 - 05:41
#246
Posté 13 avril 2011 - 08:35
That's the #1 advice I would give.
Cancels the increased damage for the skeletons and insta kills them.
Leaving you to focus on the harvester. As said by others, have your golem only heal and chuck, chuck, chuck potions.
Having Jerrik and your char go ranged should help as well.
But the biggest help really is using the switch.
#247
Posté 13 janvier 2012 - 05:49
I tried this one (on Nightmare) five or six times today, then gave up so that I could start the whole module fresh from a more prepared Awakening save. Never got it down to less than maybe a third or fourth of its life. I've decided that Manuals of Focus are essential for keeping Jerrik and Brogan alive - they are not at all suited for melee with the Harvester; they just suck down poultices and then die faster than the golem can heal them. I plan to follow a suggestion made earlier and make Jerrik an archer, but I'm going to bring a better set of armor for Brogan and have him help attack the Harvester directly. Maybe the Golem Shell Armor for my (Warrior) Warden and Sentinel for Brogan; I'll see what I can dig up for Jerrik, but it shouldn't be super important.
Runes will be central to my strategy; I'm going to collect Paralyze runes for my Warden and Brogan, and Stout runes for everybody. I think I'll also use the best Cold Iron rune I can find/craft in one slot for each; those give a pretty substantial bonus compared to the elemental stuff, and it should be good for the skeletons even if the Harvester becomes immune.
Jerrik's going to be using archery (Scattershot tree), I think with Sorrows of Arlathan and Elf-flight arrows. (I've decided that it's probably superior in most respects to Wolf-killer, even against undead.) The golem will be pushing the switch, maintaining fire weapons and healing almost exclusively; trying to get any useful attacks out of it just wears down my healer.
Dragging along a few hundred health poultices, obviously. Not sure what accessories I can dredge up the motivation to buy. Definitely bringing Blood-gorged Amulet and Lifegiver.
#248
Posté 15 juillet 2012 - 10:34
LPPrince wrote...
I'm positive I'd win if only I could interact with the damn switch near the boss. But everytime I run up to it, there's no prompt to press it. I can't interact with it at all to kill the skeletons. If I could, I KNOW I'd have beaten this by now.<br />
<br />
I've got tactics set on the party members to heal after getting 75% health, and it helps us make it past the first form, but by the second, there's too many skeletons and they tear me up cause I can't heal more than they can deal damage.
when sreen is red.- note be near the switch Hold [LT] while in battle, Then press (A)
#249
Posté 13 décembre 2012 - 04:30
Modifié par Dabrikishaw, 13 décembre 2012 - 04:32 .
#250
Posté 13 décembre 2012 - 04:45





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