im having all sorts of hurt at the redcliffe battle second wave outside the chantry. even on the normal difficulty.
as soon as all the militia are dead im basically swamped with constant incoming 1-2 skeleton/zombies and die aswell.
morrigan can cast basic healing but she very quickly runs out of energy to cast (only 3 pots) and also the cooldown prevents mass spamming it.
can you use potions in your backpack on npcs?
how can i heal npc characters? *redcliffe spoilers*
Débuté par
Rumtruffle
, déc. 01 2009 01:01
#1
Posté 01 décembre 2009 - 01:01
#2
Posté 01 décembre 2009 - 01:11
No unfortunetly
, set it down to easy and see if that works otherwise your just gona have the pull all the mobs down there up to the templers at the top.
#3
Posté 01 décembre 2009 - 01:12
Nope. Heal/Regenerate are the only ways, afaik.
#4
Posté 01 décembre 2009 - 02:09
Sadly Mass Heal (or w/e it's called) does not include NPC allies... so you must manually target regular old heals. All the militiamen died in my game. I could barely keep my guys alive at that point and had to make the undead down there chase me up to the knights who I kept all alive. (Once they stopped running into the fire on my last and successful try.)
#5
Posté 01 décembre 2009 - 02:18
One of the stategies I used was stay with the templars, They dont die at all throughout the fight. Just stay with them and when the militiaman comes up to tell you the village needs help, go down there to help but when things get testy leave and go back to the templars. Then go back down to the village and kite the monsters buck up to the templars for slaughtering. You wont even need to use a pot.
#6
Posté 01 décembre 2009 - 03:23
thanks for the answers. unfortunately i did have to lure some of the skeletons up to the templars which i didnt want to do really as it meant letting the militia die effectively. but after reloading 5 times i got fed up with it.
#7
Posté 01 décembre 2009 - 03:36
Nightmare: In my game I ran in and forcefielded Murdock immediately. This is key. For some reason, he generates a ton of aggro before you get there. This, coupled with, I think, a single heal to some wayward militiaman let me wipe the first wave of skeletons without losing a single person. After that, I just focus-fired down every skeleton who came my way before they could inflict significant harm. I never had to heal my party, and I think I only had to heal maybe 3-4 militamen.
#8
Posté 01 décembre 2009 - 03:41
One thing that annoyed me: Scripted mobs will not show that they've taken damage until they're released from their script. Some mobs are told to run past the barricade and will do so even if they took enough damage to die and will die immediately when the script turns them over to the AI. Yet, during that time, the combat AI of the allies still regards them as viable targets even though they're dead men walking (no pun intended, but I like it). The same goes for the fire situation.
I know part of the reason they did it. Without predetermined waypoints for the mobs, it would be possible to keep the enemy AI occupied before they reach the fire and outside the barricades, which would simplify the situation so much. This way with the scripted waypoints, you end up with flaming undead (which would normally avoid AOE damage) and with undead that ignore attempts to distract them away from the people inside the barricade.
Still, it's annoying to waste time on mobs that should already be dead only for them to die once they reach their mark from all the damage they already received.
I know part of the reason they did it. Without predetermined waypoints for the mobs, it would be possible to keep the enemy AI occupied before they reach the fire and outside the barricades, which would simplify the situation so much. This way with the scripted waypoints, you end up with flaming undead (which would normally avoid AOE damage) and with undead that ignore attempts to distract them away from the people inside the barricade.
Still, it's annoying to waste time on mobs that should already be dead only for them to die once they reach their mark from all the damage they already received.





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