Archers: Before you go up against this boss I suggest making a quick trip to Denerim after you take a pinch of the ashes (PS3 version, I'm not sure if you can avoid the fight on any other consoles) and have Wade make you the Drake scale armor, goof off, come back, have him make you better drake scale armor, good off a bit more, then equip it since it has high fire resistance which is key in this fight. If you have the Ultimate version (like me) or the DLC required for the Sorrows of Arlathan bow, then that is a fun bow to use. If you also have a good stash of Ice Arrows, those can be a bit handy too. Make sure you have a spirit healer in your party, incase things get messy, Also mostly before I ran in I had my herbalist whip up some Potent Health Poultices (if you make Potent Leruium potions, you can make tons of money. Then just visit the Dalish Camp to get the stuff for health poultices) Now bang the gong (or as I understand it, use the horn for PC versions) and the fight begins. In my party I had: myself, Shale (large flawless fire crystals, small flawless ice crystals) Morrigan and Wynn (both spirit healers). Now, before the fight starts turn on the 'Hold Position' option, and move your mages away. Then once it starts you should toggle it off so if Shale gets kicked back he's not entirely useless. Shale's fire crystals and your ranger's superior drake scales will make for fine fire resistance, and revivals/those green glyph things that heal you should keep you all alive. If one of your mages falls, you should revive them ASAP, just in case.
Mage: If your not a Spirit Healer, then you should bring along just one more mage for that purpose. I'm not sure if it works on all consoles, but the 'Force Field' for PS3 worked on the dragon (he cant move/attack, but he's completely immune to all damage) and this spell buys you some time if you need an emergency heal/revival. If, like me, you were an Arcane Warrior then the Armor of Diligence should be great. Its not much for flame resistance, but you can substitute that with the glyph that heals you, i forgot what its called. Also note that Glyph of Paralysis is useless against this boss, as it will constantly resist it. If you have some Hexs, I'm not sure if it will work but if it does that should turn tables more towards you. Again, you should use the Supirior Drake Scale armor, and Shale if you have the DLC.
Melee: (dual weilder, two hander, or sword and shield, I've tried 'em all and they all seem to deal the same and block the same) If your a Dual Weilder, then I suggest using Meric's Blade (Grand Master/Master frost rune) and Star Fang (expert/journeyman frost runes) or just a 2h StarFang if yours a two hander. Same for S/S, just swap out Meric's Blade for the shield of your choosing. Again, look back to the other guides for the most detailed stuff, but the same basic rules apply. Plenty of poultices, Spirit Healers, force field is possible. There is no real key to beating bosses in this game, it just takes some focus, an eye on your party's health, and the right gear.
Most of the above tactics works for Flemeth too, though she's really only worth the xp she gives, all she gave me was a stupid lerium potion. Also, their death scenes are the same as the Arch Demon's kill scene, so if you dont want to see it early, and want to be entirely dazzled and give it a throaty cheer when the big demon crumbles, ensure you either close your eyes, or kill with a mage/archer. Its also a tad bit of fun to go at it with Shale as your only melee, just boost his health often. You should also take two mages then, (or three if you are one yourself) to make sure he never dies. If he dies then the dragon comes for your mages, and thats just a deal breaker.
I would be more then happy to hear how this has helped/your views on how well I explained things. If you have somthing better to add, I would be most grateful for your input. After all, this part of the forum, 'Strategy and Tactics' is all about making the game easier for every one.
-A gamer dedicated to making things easier for all.





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