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redcliffe- save militia


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#1
TearsoftheForest

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Try as I might, even on easy I cannot save all these puny militia soldiers.The undead take so many hits to kill, and constantly swarm in around the troops that I cannot use most of my good spells like cold of cold. I am bad so Wynne is dead which she would have been helpful with Healing. Morrigane doesn't have it and I'm a warrior.

I got Berwick on my side and Dwyn and all the others and the blacksmithe repaired the armour, ect.

Without healing on the troops, I've tried Threathen, force field on low lifed troops, and mind blast (oddly this works on undead).


Maybe I should just try this one on my next play through with a mage and have Wynne and I heal everyone.

I don't know how else to do it. I tried ranged attacking them to, picking them off it went well at first then I realised the militia were all dead.

#2
Engal

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IIRC, you can also buy the troops a drink, and also, their commander will ask you to get them some good-luck amulets.

I managed to save them all (on Hard) through intense micro-managing, two mages with heal, and Wynne with Earthquake to slow things down enough for my guys to get on to the field. The only reward is a slightly better cutscene and a helmet that provides +10% fire resistance. During the early part of the fight, I had my guys run around using knockdowns/stuns and trying to lend aid to the militia members that were most in danger. Also, there's a heightened skeleton/undead or two that savage the militia and need to be taken out or crowd controlled as soon as possible if you want to save all the militia.

The one problem with my strategy is that earthquake, at least for me, hasn't been that useful of a spell. OTOH, petrify + stonefist is good at shattering endgame archers and even mages (so long as they have their names in white).

Since you only have one mage with heal, it is going to be extremely hard to save all the villagers unless you're a lot better at the game than I am. I'd recommend using shield bash, shield pummel, dirty fighting, winter's grasp and whatever else you have to help give the militia members an edge.

But if you're an evil character, why not just let the militia die, loot their armor and weapons, and sell it for gold?

Modifié par Engal, 09 juin 2011 - 04:53 .


#3
lordmacian

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you just have to keep healing the militia and named individuals and send your party where needed, i managed to save all the third time i played through - when i tried it with two healers, it went smoothly - also, you can save after the first part of the fight up by the mill which helpls if one of the militia dies and you need to replay that part

#4
Engal

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If you're willing to put Redcliffe off until after completing quests elsewhere, and you want to go with archery builds, I bet a couple archers with Scattershot would make short work of those skeletons, particularly if the archers have aim, master archer, and buffs from Song of Courage. Stone Aura or Rock Mastery would help too, but then Shale would be immobilized. Also, Staff Focus would augment the ranged attack from your mage's staff. Staff Focus is good to pick up eventually except maybe if you want to make that mage a melee arcane warrior.

Modifié par Engal, 09 juin 2011 - 11:20 .


#5
theskymoves

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Seconding the archery suggestion. I've managed to save everyone, on Hard, in Redcliffe (except Lloyd, no great loss there) with two archery-concentration rogues (Warden + Leliana), Alistair and Morrigan with just the one basic heal spell. OTH, with my current party of two mages (Warden/heals + crowd control; Morrigan/mayhem), archer Leliana, and Alistair, EVERYONE died except my party, Ser Perth and one other knight. (And then Ser Perth met the Maker at the hands of the animated suits of armor in the castle.... felt really bad about that one...)

~tsm

#6
Tirfan

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well, I found this rather easy with 2 mages who bot have heal and force field, managed to save everyone on nightmare with first try, redcliffe was a second main quest I did after the circle. The way I did it was have 2 melee fighters (I had my Warden & Sten) running around trying to aggro the mobs, healed every militia member who went under certain hp-limit and used force field as a panic button if the zombies tried to swarm someone. Other than that, I just focused all my characters to one zombie and tried to that way deal with them as fast as I possibly could that way. Poisons and salves of course help, and if you just can, try throwing fire bombs at the zombies in a way where you don't get friendly-fire damage, I remember at least a few occasions where there was quite zombies swarming over one militia-member, so Force field on that one and fire bomb on the zombies worked really well.

#7
TearsoftheForest

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Thanks everyone for the replies!

Seems the big tactic that everyone uses and that is very successful is the heal option. A smart idea, but I don't have it and will have to try it on my next play through.

The force field thing I did try, very good. But wasn't quite enough.

Without it I decieded for now to let them all die and sold all their stuff for about 10 gold. And let Llyod die and took all his possessions another 3 to 5 gold worth of earnings.

Unless they can play a part later on.

 

#8
Arthur Cousland

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Unfortunately, you can only heal ally npcs on the pc version of the game. You can target them with aoe spells though, if for some reason you wanted to use cone of cold on them or something similar.

I've saved everyone while playing on xbox 360, but it took lots of crowd control and my lips were chapped afterwards.

#9
Engal

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The only part the militia might play later in the game is with regards to how many Redcliffe soldier allies you get for the final battle, and I think that's strictly determined by how much gold you put into the Allied Supply Crates. After healing the Arl of Redcliffe,some militia start practicing in the castle courtyard, but they're probably different militia. If Lloyd lives, he'll go back to his tavern, but the only part that might affect is the minor plotline involving Bella.

Modifié par Engal, 11 juin 2011 - 08:40 .


#10
d3c0yBoY

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Not sure how far you're into the game when you arrived at Redcliffe, but it actually matters. If you prolong going there till the higher levels, the militia will acquire Scattershot which is a tremendous boon. You will see the undead get chained stunned, leaving room for dps to burn them down quickly.

Modifié par d3c0yBoY, 12 juin 2011 - 03:07 .


#11
Rvlion

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I personally do not like it to play the game without abilities that I know that I am going to have so by using the "trap" quest in Lothering I am actually lvl 18 when I leave... This provides me and my fellow Militia friends with some additional abilities.
Any mages I have with me are Healers with Cleansing Aura and a gazilion mana potions, I can tell you that this works like a charm... Very hard to get an ally killed with 1 or more mages using Cleansing Aura.

#12
Sir Pounce-a-lot

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Rvlion wrote...

I personally do not like it to play the game without abilities that I know that I am going to have so by using the "trap" quest in Lothering I am actually lvl 18 when I leave... This provides me and my fellow Militia friends with some additional abilities.
Any mages I have with me are Healers with Cleansing Aura and a gazilion mana potions, I can tell you that this works like a charm... Very hard to get an ally killed with 1 or more mages using Cleansing Aura.


This was going to be my advice. I get up to level 25 in Lothering, and make Morrigan a Spirit Healer. She usually has to chug about 7 or 8 lesser mana potions. BTW, using the oil from the store to burn the walking corpses is usually a bad idea, since your allies run right into the flames to attack them. Lol. ;)

#13
lionalio87

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Sir Pounce-a-lot wrote...

This was going to be my advice. I get up to level 25 in Lothering, and make Morrigan a Spirit Healer. She usually has to chug about 7 or 8 lesser mana potions. BTW, using the oil from the store to burn the walking corpses is usually a bad idea, since your allies run right into the flames to attack them. Lol. ;)


Oh boy! You should order them to stand their ground rather than run stupidly to the fire. They are just the stupid machine, they don't know what heat is :P:P:P

Anyway, to protect the militia, I think we should get the 2 melee attacker to attract the zombie. Since controll our companions running around and evade them seems to far easier than let them attack the militias and then eliminate them (in this case, the militias are very easy to die)

If you want to use the AoE spells, make sure that you cast it in the yard outside the position of the militias, namely, the place that the zombies enter the square, since the militia mainly use bow, so they will still stand their ground to attack. It is not so hard to handle anyway ^_^

#14
Tremere

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I agree with doing the quest later in the game for the reasons mentioned above. The archers are better spec'd and your party will likely have better abilities. I also used the trap building tactic in Lothering, but left it after level 12. By the time I got to Redcliffe (above level 15), I was a Champion/Templar. I took Wynne, Sten and Morrigan with me. Wynne was a Spirit Healer, with Cleansing Aura, Miasma, the Glyphs, Paralyze, Mind Blast and Mass Paralysis. Morrigan was also strong on the lethal end of Entropy with Death Cloud, Waking Nightmare, Drain Life, etc. She also used the Earth tree of the Primal School and Mind Blast. I made Sten a Dual-wielding Berserker/Reaver. With this build, we were able to keep the zombies, damaged, stunned and slowed enough to make quick work of them. I had Wynne launch a Glyph of Repulsion at the choke point on the hill. Behind that, Morrigan launched Earthquake followed by Death Cloud. Anything that got through was handled by Sten using Riposte, Whirlwind, Aura of Pain and me using Holy Smite (No, it's not only good against Mages), War Cry and Two-Hand Sweep, et al. With Wynne using Cleansing Aura, Rejuvenate and Regeneration, everyone was kept healthy and full of Stamina/Mana.

On the lower level, putting Wynne in the middle of the fight while standing inside the Glyph of Repulsion helped by keeping everyone healed and bouncing zombies out of the area before using Mass Paralysis and/or Mind Blast. Morrigan used Mind Blast, Waking Nightmare and Animate the Dead to turn enemies against each other. Sten held aggro with Threaten and Aura of Pain and I with Holy Smite, Threaten and War Cry.

For added fun, you can have Leiliana or Zevran set traps in strategic positions. Also, either of them with Scattershot is an extra bonus.

Modifié par GabrielXL, 14 décembre 2012 - 03:32 .