I am stuck on the fight where Zevran has rejoined the Crows. I am not able to defeat the overwhelming numbers of enemies in this fight. Any suggetions.
Ed
Need help fighting the Crows in the back alley
Débuté par
Ed B
, juin 20 2011 11:30
#1
Posté 20 juin 2011 - 11:30
#2
Posté 21 juin 2011 - 07:34
Zev turned on you? You must have really ticked him off. If he has a positive relationship with him, he'll stick with you, and if he's neutral, he'll just not get involved. You could always ask him to leave right before that battle (that may work). For your situation, I'd recommend not having him in the party - that way you can be sure that you'll have 4 companions. I use a mage's fireballs and mind blast. It's really just a bandit fight. Poisoning your weapons helps too.
#3
Posté 21 juin 2011 - 03:38
As far as I know, Zevran gets locked into your party after you encounter Taliesen. I don't know your characters and builds so I can't offer much in the way of strategy tips once combat starts. I try to keep my companions' approval high, and I had no trouble convincing Zevran to stay. I didn't even have to use the persuade option ("Think of all the treasure"); instead, I just said something like, "Zevran doesn't need the crows any more." This fight did not give me much trouble, but then again, Zevran sided with me.
General things that will make the fight easier:
1) Crowd controlling and taking out scattershot archers as soon as possible (2H warriors with indomitable work well for taking them out. Petrify + Stonefist will shatter them unless they resist one of the spells.)
2) Sleep / blood wound / paralysis explosion / cone of cold / frightening appearance.
3) Earthquake and Shale's quake may be an option depending on whether your party can resist the knockdown
4) Heroic defense / glyph of warding
5) Haste or momentum (don't use both unless you have a fix installed for the bug)
6) Song of courage, rally, and other buffs
7) Miasma and other debuffs
8) War cry + superiority, 2H sweep, scattershot, aura of pain, holy smite, whirlwind
General things that will make the fight easier:
1) Crowd controlling and taking out scattershot archers as soon as possible (2H warriors with indomitable work well for taking them out. Petrify + Stonefist will shatter them unless they resist one of the spells.)
2) Sleep / blood wound / paralysis explosion / cone of cold / frightening appearance.
3) Earthquake and Shale's quake may be an option depending on whether your party can resist the knockdown
4) Heroic defense / glyph of warding
5) Haste or momentum (don't use both unless you have a fix installed for the bug)
6) Song of courage, rally, and other buffs
7) Miasma and other debuffs
8) War cry + superiority, 2H sweep, scattershot, aura of pain, holy smite, whirlwind
Modifié par Engal, 21 juin 2011 - 03:54 .
#4
Posté 21 juin 2011 - 06:45
If you spoke to Zevran at all at camp, then his approval shouldn't have been too low. It also helps if you give him his antivan leather boots+gloves, as those gifts will get you some nice approval. There's also those bars (gifts) pretty much everywhere in loot. It's not hard to have his approval maxed out, or close to it by this point. Usually, I'll pick the dialogue option, "I'd have to be dead first.", and then Zevran says that isn't going to happen and tells Talesin that he should have stayed in Antiva.
As for the fight, hopefully you have a durable tank, and then the crows should be focused on them. You can have a mage use fireball or other aoe damage spells to take out the archers, while the tank is engaged with the melee fighters, or you could have your tank go after the archers first and ignore the melee fighters until the archers are all dead. It also helps if you have all of your companions set their tactics to target the same enemy as the tank, if you haven't already done that already. Usually, I'll just send Alistair after the chosen enemy, and everyone else follows, and they take out the opposition one by one until they're all dead.
As for the fight, hopefully you have a durable tank, and then the crows should be focused on them. You can have a mage use fireball or other aoe damage spells to take out the archers, while the tank is engaged with the melee fighters, or you could have your tank go after the archers first and ignore the melee fighters until the archers are all dead. It also helps if you have all of your companions set their tactics to target the same enemy as the tank, if you haven't already done that already. Usually, I'll just send Alistair after the chosen enemy, and everyone else follows, and they take out the opposition one by one until they're all dead.
#5
Posté 21 juin 2011 - 09:27
There are a number of leghold traps right at the bottom of the stairs, and having someone in your team getting stuck in one of those can be a problem. So, one sort of basic suggestion would be to move everyone in your team back (towards where you came in) and draw the fight onto safer ground, away from the traps.
Might also want to reset everyone's tactics so that the team is using a strong-ish health potion at 50% health.
For battles where the team is heavily outnumbered it can be very useful to have a mage along who can either make the enemy fall asleep or go into a waking nightmare.
Might also want to reset everyone's tactics so that the team is using a strong-ish health potion at 50% health.
For battles where the team is heavily outnumbered it can be very useful to have a mage along who can either make the enemy fall asleep or go into a waking nightmare.
#6
Posté 22 juin 2011 - 11:00
If you have Leliana with you, or Zevran can disarm traps, you can have them go around, disarming the traps while the rest of the party is fighting the crows. Once the traps are disarmed, then the rogue joins the battle as normal.
#7
Posté 22 juin 2011 - 03:01
In my experience (on a PC), once leg hold traps are detected, party members will usually try to avoid them unless you click directly on the trap. Trip wires or a solid line of traps might be worth disarming during the fight, but unless the traps are impassable, it usually works better (at least with the way I play) to have the rogue fighting rather than disarming traps in a tough fight. While the rogue's disarming traps, it's like fighting with one less party member. Your mileage may vary. If I have extra crowd control spells, I might crowd control the mob and disarm as many traps as I can while they're crowd controlled just because when the area's congested with enemies, sometimes the path finding will mess up, and party members will blunder into a trap that's already been detected.
Modifié par Engal, 22 juin 2011 - 03:15 .
#8
Posté 22 juin 2011 - 06:59
It takes only a few seconds for a rogue to disarm all of the traps (5 total?), which shouldn't be too long for the party to hold out until they're done.
If the tank has around 40-50 armor and 100-120 defense along with a healer mage, then this fight shouldn't be too tough. If there are no mages in a particular fight, then you should be able to move from one enemy to the next and take them out one by one. It's the Cauthrien fight with all of the archers where you really could use some crowd control.
If the tank has around 40-50 armor and 100-120 defense along with a healer mage, then this fight shouldn't be too tough. If there are no mages in a particular fight, then you should be able to move from one enemy to the next and take them out one by one. It's the Cauthrien fight with all of the archers where you really could use some crowd control.





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