The Final Battle
Débuté par
Veers
, nov. 02 2011 07:19
#1
Posté 02 novembre 2011 - 07:19
#2
Posté 02 novembre 2011 - 07:25
I couldn't seem to be able to write when creating this.
During the final battle, I keep getting killed by the Arch demon. I tried putting it on the easy difficulty, but I still always die. I am with Leliana Alistair and Morrigan.
I have tried using the Ballistas, but we get swamped by the other guys. Do they keep coming, or do they stop? And are there any easy ways to kill the demon? And which army units are best for this?
Thanks.
During the final battle, I keep getting killed by the Arch demon. I tried putting it on the easy difficulty, but I still always die. I am with Leliana Alistair and Morrigan.
I have tried using the Ballistas, but we get swamped by the other guys. Do they keep coming, or do they stop? And are there any easy ways to kill the demon? And which army units are best for this?
Thanks.
#3
Posté 02 novembre 2011 - 11:06
Did you pick up the helmet "Corruption" from the Hurlock General in the market district? It gives you 75% spirit resistance. As the Archdemon deals spirit damage, this is very useful. I usually use the Elves for this one. Their ranged attacks keep them rather save from Archie, and their highter numbers compared to the mages let them survive the mob.
The mobs are endless as far as i know, so concentrate your attacks on the Archdemon. During phase one of the battle, only deal with the darkspawn when they become too many. When the archdemon flys on the little platform, let someone man the ballista (I'd say Morrigan, you can let her fire spells while the ballista fires, and her autoattacks won't be missed much). Keeep Leliana near the ballista so that she can rerpair it. You and Alistair should keep them safe. Once the Archdemon comes back, let everyone attack him again, he will be nearly down.
The mobs are endless as far as i know, so concentrate your attacks on the Archdemon. During phase one of the battle, only deal with the darkspawn when they become too many. When the archdemon flys on the little platform, let someone man the ballista (I'd say Morrigan, you can let her fire spells while the ballista fires, and her autoattacks won't be missed much). Keeep Leliana near the ballista so that she can rerpair it. You and Alistair should keep them safe. Once the Archdemon comes back, let everyone attack him again, he will be nearly down.
#4
Posté 02 novembre 2011 - 06:51
Focus everything on the archdemon, equip everyone with ranged weapons und just fire away (since the demon has the tendency to fly all over the place, leaving your melees running everywhere).
Use the potions that give you spirit resistance.
If you have glyph of repulsion use it wisely: when you are standing near a ballista, try to place your champions into a corner, so that a single glyph will cover any path the darkspawn minions could take to get to you.
Use anything you have to inflict nature damage, since it is the demon's only real weakness.
Freezing him can work as well (if only for a split second) to buy some time.
Try to not to bother too much about the minions - the faster you kill the archdemon, the less minions you will have to deal with. Even if it comes down to Morrigan being the only one left alive, no mana left and only equipped with a dagger: focus the demon, as soon as it is slain a cutscene will end the battle.
Elve support would be your best bet, other than that you'd better go for quantity than quality if you are having troubles with the oncoming darkspawn. It is obviously better to have 50 grunts from Redcliffe keeping the enemy busy than 4 valuable golems.
Use the potions that give you spirit resistance.
If you have glyph of repulsion use it wisely: when you are standing near a ballista, try to place your champions into a corner, so that a single glyph will cover any path the darkspawn minions could take to get to you.
Use anything you have to inflict nature damage, since it is the demon's only real weakness.
Freezing him can work as well (if only for a split second) to buy some time.
Try to not to bother too much about the minions - the faster you kill the archdemon, the less minions you will have to deal with. Even if it comes down to Morrigan being the only one left alive, no mana left and only equipped with a dagger: focus the demon, as soon as it is slain a cutscene will end the battle.
Elve support would be your best bet, other than that you'd better go for quantity than quality if you are having troubles with the oncoming darkspawn. It is obviously better to have 50 grunts from Redcliffe keeping the enemy busy than 4 valuable golems.
#5
Posté 02 novembre 2011 - 09:38
Did you kill the two generals before going to Fort Drakon? If not, they will make the battle much more difficult on the rooftop.
Otherwise, ranged combat with elf support is probably the best bet. War Cry or Holy Smite will knock the grunts back when they get thick. Keep your party together and focus fire on Archdemon, but kill the shrieks that attack you.
The ballistae don't really help that much, so I don't bother with them.
Otherwise, ranged combat with elf support is probably the best bet. War Cry or Holy Smite will knock the grunts back when they get thick. Keep your party together and focus fire on Archdemon, but kill the shrieks that attack you.
The ballistae don't really help that much, so I don't bother with them.
#6
Posté 04 novembre 2011 - 01:54
Sounds like I do the opposite to everyone else then. I use a heavy melee support army (Dwarves/Werewolves/Golems/Templars) for this one. Their job is to tie up the endless mobs. As soon as the Archdemon begins the second phase of combat, it's ballistas all the way (keep Leliana around to repair it, and Alistair too to defend her). I think he's vulnerable to nature damage, so if you have anything that inflicts that, it's helpful. He'll be down in no time.
#7
Posté 07 novembre 2011 - 02:21
Strangely enough the final battle is one part that I find relatively easy. As stated above, high spirit defence and high nature attack, when the AD settles on the plinth and you can't ground attack it's Leliana on the Ballista and everyone else spanking the mobs. I'd normally use the dwarves as allies especially if you can convince Kardol to send his Legion of the Dead troops - speak to him in Orzammar after the Anvil quest but you need very high coercion to get him to agree.
#8
Posté 07 novembre 2011 - 02:22
Strangely enough the final battle is one part that I find relatively easy. As stated above, high spirit defence and high nature attack, when the AD settles on the plinth and you can't ground attack it's Leliana on the Ballista and everyone else spanking the mobs. I'd normally use the dwarves as allies especially if you can convince Kardol to send his Legion of the Dead troops - speak to him in Orzammar after the Anvil quest but you need very high coercion to get him to agree.
#9
Posté 28 novembre 2011 - 07:09
the final battle is rather easy, I've completed it at nightmare without ever even being in danger of dying
just let your rogue use the ballistas, use the elves/redcliffe soldiers and let your other 3 characters destroy the normal darkspawn (most of them are grunts so this is quite easy)
just let your rogue use the ballistas, use the elves/redcliffe soldiers and let your other 3 characters destroy the normal darkspawn (most of them are grunts so this is quite easy)
#10
Posté 08 décembre 2011 - 02:30
So odd.... I mopped the floor on the final battle, though it did take multiple attempts... (Dragon Age is unstable for me, a tendency to crash) My group was Shale, Wynne, and Morrigan. My char is a mage. I used the golems, and lyrium potions, which was a first for me. (I had a huge stockpile of potions due to never using them through the game.) Cone of Cold, Lightning bolt, Nature Fist. When the mobs came, I supported the golems, and manually healed them for the mobs. When a mob was cleared, the damage output of 3 mages on the archdemon is pretty drastic.
PS: Oh yes, all 3 mages have some heals, so keeping Shale alive wasnt difficult.
PS: Oh yes, all 3 mages have some heals, so keeping Shale alive wasnt difficult.
Modifié par ProjectCaddyGuy, 08 décembre 2011 - 02:31 .
#11
Posté 09 décembre 2011 - 04:19
I think you can also use fire and the Archdemon. Don't remember.
#12
Posté 27 décembre 2011 - 06:06
With the PC mage (Arcane Warrior/Spirit Healer), Alistair, Leliana & Wynne, plus the support of the elven archers, I found the final battle unexpectedly easy and completed it on the first try.
I didn't use the ballistae because, well, I never thought to do so.
I had the entire party consume spirit salves I'd stocked up on, when it immediately became apparent ol' Archie wasn't the type to spit fire like normal dragons. Leliana kept unloading on it from a distance, Wynne kept healing, while Alistair, PC mage & the summoned bear went toe-to-toe. Of course, I sounded the bugle for the elves soon enough.
The elves kept it busy while the party dealt with the 1st wave of darkspawn. Casting a Blizzard at both entrances helped immensely in killing grunts quickly. I repeated the same tactics during the 2nd wave (by which time Arl Eamon had joined the battle).
When the 3rd wave hit (with Archie at 25% of health), I ignored them (the elves, Irving & Eamon fought them) and focused solely on the Archdemon. The party froze, slashed and shot away, and it was dead in no time.
The only scare was when the 3rd wave started - the game started getting jittery, and I feared it'd crash. Didn't happen, thank goodness.
I didn't use the ballistae because, well, I never thought to do so.
The elves kept it busy while the party dealt with the 1st wave of darkspawn. Casting a Blizzard at both entrances helped immensely in killing grunts quickly. I repeated the same tactics during the 2nd wave (by which time Arl Eamon had joined the battle).
When the 3rd wave hit (with Archie at 25% of health), I ignored them (the elves, Irving & Eamon fought them) and focused solely on the Archdemon. The party froze, slashed and shot away, and it was dead in no time.
The only scare was when the 3rd wave started - the game started getting jittery, and I feared it'd crash. Didn't happen, thank goodness.
Modifié par Neven Severstahl, 27 décembre 2011 - 06:09 .
#13
Posté 05 janvier 2012 - 02:29
I always use long distance dissing on Archie, until he is close to the end, then I put my sword and shield (or duel swords) close to the end. I usually take Wynne, Morrigan, and Alibear with me. And I use the mages. Never failed me yet.
#14
Posté 06 janvier 2012 - 12:42
My method of choice for the encounter is my Rogue Warden (Duelist/Ranger) along with a bear. Alistair (Templar/Champion) as main tank, and Morrigan in a healing/support role.
Leli (Archer/Ranger) mans the ballista, helped by a second bear. Before the fight I use spirit balms on all party members, the Dalish Elves were my support army of choice. All tactics are set to 'cautious', and all party members are programmed to use poultices when at less than 75% HP.
I basically keep control of Leli, and keep her close to the Ballista, and allow Warden and Alistair to do their thing with only minimal input from me (mostly down to proper positioning) I'll switch to Morrigan if I feel some serious manual healing is required, or if she's it a position to offload some decent offensive spells.
Other thing I'd recommend here is to use the telikinetic weapons sustainable spell. The amour penetration helps a great deal.
Using this method, I've never really had too much trouble with the fight. or ever been in any real danger.
My first playthrough (as a Warrior) was a little different as I was still learning the finer subtleties of the game, but as in all things, repetition and practice makes perfect.
Leli (Archer/Ranger) mans the ballista, helped by a second bear. Before the fight I use spirit balms on all party members, the Dalish Elves were my support army of choice. All tactics are set to 'cautious', and all party members are programmed to use poultices when at less than 75% HP.
I basically keep control of Leli, and keep her close to the Ballista, and allow Warden and Alistair to do their thing with only minimal input from me (mostly down to proper positioning) I'll switch to Morrigan if I feel some serious manual healing is required, or if she's it a position to offload some decent offensive spells.
Other thing I'd recommend here is to use the telikinetic weapons sustainable spell. The amour penetration helps a great deal.
Using this method, I've never really had too much trouble with the fight. or ever been in any real danger.
My first playthrough (as a Warrior) was a little different as I was still learning the finer subtleties of the game, but as in all things, repetition and practice makes perfect.
#15
Posté 10 janvier 2012 - 07:07
Everyone keeps mentioning waves of attackers, using armies, using ballista, etc.. I just sent my team in and they auto-attacked it to near-death in about 20s. The archdemon then flaps over to another spot near a couple towers and patiently waits for us to run over and give it the death-blow. I don't even know where the ballista are for this fight and never had to call an army, didn't use spirit pots, and didn't need to heal, though I think I saw Alistair autopot via tactics one time.
Granted, my team was built for high DPS, but I wasn't expecting my first archdemon to be so easy on nightmare: 3x melee with dual-striking daggers plus one mage running haste+flame+frost weapons.
In general for D&D games, just go all out offense. For those about to say "DA isn't D&D!", well, it's got different skill names, but it's got all the same easy-to-exploit issues and mostly just cosmetic differences.
Granted, my team was built for high DPS, but I wasn't expecting my first archdemon to be so easy on nightmare: 3x melee with dual-striking daggers plus one mage running haste+flame+frost weapons.
In general for D&D games, just go all out offense. For those about to say "DA isn't D&D!", well, it's got different skill names, but it's got all the same easy-to-exploit issues and mostly just cosmetic differences.
#16
Posté 11 janvier 2012 - 07:37
There are pretty much 3 main phases in the fight. I finished the fight without calling any armies or using the ballista (in fact, first time doing the fight I was more afraid of the ballista being used by the enemy instead, not knowing that it is intended to be used by the players rather, as an option).
- Before the encounter with the Archdemon on top of the Fort, have you killed both Darkspawn boss generals in the Market District and the Elven Alienage? Killing them is actually optional, but if you skipped them earlier they will join the darkspawn waves spawned on top of the Fort during the Archdemon fight, making the encounter more difficult.
- In phase 1, it's mostly similar to the other high dragon type encounters, only that the Archdemon has spirit damage breath rather than fire and he teleports occasionally. This also means that there is constant threat of knockbacks, wing buffets, swipes, etc and as such melee characters without knockdown immunity such as upgraded Shield Wall, Indomitable (2H weapon), or Shale may spend quite a significant amount of time laying on the floor rather than doing damage.
- In phase 2, the Archdemon will fly on to a platform that is not reachable with melee characters, while all sorts of darkspawn mobs will start pouring in, first from the southern corner, then the northern corner. The Archdemon will still attack you from range however, with spirit bolts and also some sort of spirit AOE vortex that deals damage and slows your movement speed. Make sure to stay away from this vortex before you are dealt too much AOE damage. At this point, you have 2 choices :
-- Keep DPSing the Archdemon. You can only do this with ranged combat, as the platform he is now standing on is not reachable from melee. There is one area of the platform where spawning darkspawn won't come to you immediately and you can keep ranged DPS going on to the Archdemon until phase 3. Equip bows on your melee characters and plink away.
-- Engage the spawning darkspawn. Eventually, the darkspawn will stop spawning after a while. I personally pursued this option because I would like to see how far could I reach the level 25 max level limit from level 24. If you stay on one corner of the two spawn points of the darkspawn, the other corner won't aggro and come to you until you yourself move within the proximity of that corner. At this point, even with merely average gear, each of your party members should be able to one-shot the white-level darkspawn easily. As always, burst down or (if available) Mana Clash the spawned emissaries immediately.
- In phase 3, the Archdemon will land on a platform and can be engaged in melee again, and having its abilities (knockdowns, stuns, etc) from phase 1. Darkspawn will keep spawning from a corner behind the Archdemon landing zone however, but I just had my tank taunt them all, and have my melee DPSers do one whirlwind + DW sweep for some sweet exp. Otherwise you can just burst the Archdemon down and ignore the darkspawn. As far as I know, my party was always able to kill the Archdemon before any of the more dangerous darkspawn (shrieks, emissaries) spawn during phase 3.
In my experience, the one party member that usually came closest to dying was actually my PC mage, but it was more due to exp greed, aggroing the spawning darkspawns right away during phase 2 with AOE abilities including a few shrieks before my tank or other melee DPSer can get aggro.
- Before the encounter with the Archdemon on top of the Fort, have you killed both Darkspawn boss generals in the Market District and the Elven Alienage? Killing them is actually optional, but if you skipped them earlier they will join the darkspawn waves spawned on top of the Fort during the Archdemon fight, making the encounter more difficult.
- In phase 1, it's mostly similar to the other high dragon type encounters, only that the Archdemon has spirit damage breath rather than fire and he teleports occasionally. This also means that there is constant threat of knockbacks, wing buffets, swipes, etc and as such melee characters without knockdown immunity such as upgraded Shield Wall, Indomitable (2H weapon), or Shale may spend quite a significant amount of time laying on the floor rather than doing damage.
- In phase 2, the Archdemon will fly on to a platform that is not reachable with melee characters, while all sorts of darkspawn mobs will start pouring in, first from the southern corner, then the northern corner. The Archdemon will still attack you from range however, with spirit bolts and also some sort of spirit AOE vortex that deals damage and slows your movement speed. Make sure to stay away from this vortex before you are dealt too much AOE damage. At this point, you have 2 choices :
-- Keep DPSing the Archdemon. You can only do this with ranged combat, as the platform he is now standing on is not reachable from melee. There is one area of the platform where spawning darkspawn won't come to you immediately and you can keep ranged DPS going on to the Archdemon until phase 3. Equip bows on your melee characters and plink away.
-- Engage the spawning darkspawn. Eventually, the darkspawn will stop spawning after a while. I personally pursued this option because I would like to see how far could I reach the level 25 max level limit from level 24. If you stay on one corner of the two spawn points of the darkspawn, the other corner won't aggro and come to you until you yourself move within the proximity of that corner. At this point, even with merely average gear, each of your party members should be able to one-shot the white-level darkspawn easily. As always, burst down or (if available) Mana Clash the spawned emissaries immediately.
- In phase 3, the Archdemon will land on a platform and can be engaged in melee again, and having its abilities (knockdowns, stuns, etc) from phase 1. Darkspawn will keep spawning from a corner behind the Archdemon landing zone however, but I just had my tank taunt them all, and have my melee DPSers do one whirlwind + DW sweep for some sweet exp. Otherwise you can just burst the Archdemon down and ignore the darkspawn. As far as I know, my party was always able to kill the Archdemon before any of the more dangerous darkspawn (shrieks, emissaries) spawn during phase 3.
In my experience, the one party member that usually came closest to dying was actually my PC mage, but it was more due to exp greed, aggroing the spawning darkspawns right away during phase 2 with AOE abilities including a few shrieks before my tank or other melee DPSer can get aggro.
Modifié par MizarAlcor, 11 janvier 2012 - 07:43 .





Retour en haut







