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Building the strongest army?


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21 réponses à ce sujet

#1
Tyken132

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What kind of choices do I have to make to make the strongest army for the end. The only one I know for sure is to know destroy teh void anvil for golems.

#2
dkjestrup

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You don't destroy the anvil to get the golems. You save it.



You have to chose between:



Mages/Templars

Werewolves/Elves

Dwarfs/Golems

#3
Mehow_pwn

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I'd say..... Golems, Mages and werewolves since mages can heal.. tho templars are awesome too :S and the ranger in the game is laughtable.. Thats why werewofls tho you need a Ranged unit for the last fight

#4
Mehow_pwn

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Basically I'd stick with Golems first of all.. Then with mage or templar which is a tought choice.. the werewolfs and elves is pretty simple

Modifié par Mehow_pwn, 18 janvier 2010 - 09:51 .


#5
DAOgasm

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Side with at least the mages or the elves (preferably both), otherwise you won't have any ranged allies during the final battle. Werewolves are few in number and not particularly useful against the Archdemon. Also coerce the Legion of the Dead to fight for you, as it makes the Dwarven allies more powerful.

In the end, how "strong" your allies are depends on how much you invest in their supply crates. It also depends on the order you call allies in, because you must wait until one army is destroyed before you can call in another.

(Spoiler) Or you could follow Wynne's story of no battle the Grey Wardens fought, yet about them all..."The Wardens sacrificed themselves so that we would not have to". It's a good feeling to keep everyone alive.

#6
jfrenchy

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does it really make a difference? it's always 50/50/12, or 16 werewolves and 4 golems, etc.

#7
Carodej

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Compared to other boss fights in the game, you should find that the end battles are not really harder. I think it's more fun not to use the armies at all.

#8
Khayness

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Golems are pretty powerful. But at the end 4 of them can easily get sidetracked once the darkspawn arrives to crash the party. They are mostly useless once the ol' AD hits 75%.

#9
JosieJ

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There's also a series of semi-boss fights before the final confrontation with the Archdemon where the allies can come in handy. Having a variety available is helpful as the terrain and the enemies you're facing will dictate which allies are better in certain situations.

#10
soteria

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It's not "dwarves or golems." You can get both. I'd say the strongest army is dwarves w/ the legion of the dead, golems, mages, redcliffe (duh), and elves. The werewolves aren't bad, but they're basically another melee army, and you already have plenty of those. The elves can be helpful on the Archdemon.

#11
Upper_Krust

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Hi all!



Is there any actual benefit to giving the allied forces any money, roots, runes etc. at the party camp?

#12
Anelace

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there is something sure : you get XP.

Now army is better ? people do not agree, it is hard to test !

#13
RangerSG

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I think the allies are more useful in the battles 'before' the Archdemon than against the Archdemon itself. And if you use an army in those battles, you can cycle through to another army later.



The only time in the archdemon battle your armies are useful (IMHO) is when it goes off to where you can only attack it with ranged attacks. Then bring in the elves or mages and pelt it.

#14
Treason1

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Strongest army for the end game?



Mages...



Seriously.



I had them basically do all my fighting for me, during the Darkspawn General slaying, and they even took out a huge chunk of the Archdemon's hp, during the final battle.

#15
flagondotcom

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DAOgasm wrote...

Side with at least the mages or the
elves (preferably both), otherwise you won't have any ranged allies
during the final battle. Werewolves are few in number and not
particularly useful against the Archdemon.

The worst problem with getting the werewolves is that it also cuts off the elfroot supply.  First playthrough was *much* more interesting once I realized that...it pretty well meant I *had* to have a healbot mage sucking down lyrium potions for parts of the game.

Also coerce the Legion of
the Dead to fight for you, as it makes the Dwarven allies more
powerful.

This.  Talk to Kardol after you crown a dwarven king, and the Legion makes the dwarves *much* more powerful.  That, spirit balms, and the ballistas meant my last party only used 3 lesser healing potions in the entire Archdemon battle.  (I did have to heal Kardol himself a few times since he was going toe-to-toe with no spirit balms)

In the end, how "strong" your allies are depends on how
much you invest in their supply crates.

I'm still not sure about this--the XP may be the only bonus, as I didn't really see a difference in my first two playthroughs (but it's hard to measure the strength of NPC armies.)

It also depends on the order
you call allies in, because you must wait until one army is destroyed
before you can call in another.

Very true.

Carodej wrote...

Compared to other boss fights in the game, you should find that the end battles are not really harder. I think it's more fun not to use the armies at all.

And that's what I plan to do on next playthrough.  Not ready to solo the whole game yet, though.

#16
wizardryforever

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While it's true that the werewolves are another melee army, they are really fast and they hit hard.  That makes them useful in the palace district leading up to the archdemon fight, since they can swarm up the stairs and take out those annoying mages and archers quickly.  You just have to be careful, as they aren't all that durable and there aren't too many of them.  Still, it's cool to see werewolves running through the streets of Denerim and tearing through darkspawn like they were wet cloth.

I honestly didn't need to use any ranged groups to kill the archdemon in most of my playthroughs, as you really can just use ranged weapons of your own and the ballistas to bring it back to melee range.  I usually just take control of the mage and pelt it continually with AoE spells, single target spells, and my staff, and that usually is enough.  As for the mages being helpful in the last fight, I didn't really think so.  I play on the 360, so there is no way (as far as I know) to heal NPCs, and the archdemon targets mages with his breath weapon frequently, so they died quickly.  Add to that the fact that their AoE spells hit your party as well as the archdemon, and they're just not worth it.  A melee army, like the dwarves or golems, is much more useful because they'll handle the darkspawn that come after you while you whittle the archdemon from afar.  It's annoying having to kill darkspawn with the archdemon simultaneously pelting you with nasty attacks.  This is all on normal difficulty though, so mileage may vary.

Modifié par wizardryforever, 19 janvier 2010 - 10:17 .


#17
JosieJ

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wizardryforever wrote...

While it's true that the werewolves are another melee army, they are really fast and they hit hard.  That makes them useful in the palace district leading up to the archdemon fight, since they can swarm up the stairs and take out those annoying mages and archers quickly.  You just have to be careful, as they aren't all that durable and there aren't too many of them.  Still, it's cool to see werewolves running through the streets of Denerim and tearing through darkspawn like they were wet cloth.


Aside from the novelty factor of seeing werewolves running through Denerim's Palace District, I found the elves much better for the battle you mentioned.  Any kind of melee group is going to be taking fire--but not dishing any out--all the way across that area until they can get into melee range.  The elves, however, are pinning down the enemy right from the beginning, so my group can close the distance and concentrate on the alphas and mages.  I'd brag about not losing any of the elves in that fight, but considering the way I play, that probably had a lot more to do with luck than skill! :unsure:

The Dalish also kicked serious Archdemon ass on that playthrough!

#18
wizardryforever

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JosieJ wrote...

wizardryforever wrote...

While it's true that the werewolves are another melee army, they are really fast and they hit hard.  That makes them useful in the palace district leading up to the archdemon fight, since they can swarm up the stairs and take out those annoying mages and archers quickly.  You just have to be careful, as they aren't all that durable and there aren't too many of them.  Still, it's cool to see werewolves running through the streets of Denerim and tearing through darkspawn like they were wet cloth.


Aside from the novelty factor of seeing werewolves running through Denerim's Palace District, I found the elves much better for the battle you mentioned.  Any kind of melee group is going to be taking fire--but not dishing any out--all the way across that area until they can get into melee range.  The elves, however, are pinning down the enemy right from the beginning, so my group can close the distance and concentrate on the alphas and mages.  I'd brag about not losing any of the elves in that fight, but considering the way I play, that probably had a lot more to do with luck than skill! :unsure:

The Dalish also kicked serious Archdemon ass on that playthrough!


The Dalish are a bit of a mixed bag, mostly because of the way threat is handled and the way certain enemies will target archers and mages first.  Sometimes I can use the Dalish to devastating effect, other times they are little more than cannon fodder as the enemies rush by me faster than I can kill them to hit the Dalish, who die quite easily.  Seriously, they die almost as easily as the mages!  The werewolves are fast enough to close the distance with the annoying mages and archers in the palace district, though I wouldn't recommend them for anywhere else.  They also hold their own much better than the Dalish, and dish out damage fast enough to mean that they won't take much damage from their current target. 

Of course, what you said applies to the other melee armies much more.  Redcliff soldiers, dwarves, golems, and templars will take heavy casualties in that battle because they can't reach the enemies fast enough.

The Dalish are helpful against the archdemon until the darkspawn start to swarm the area, in which case they die easily.  Whereas a melee army (I usually use dwarves) can keep the darkspawn occupied while you handle the archdemon, and help out a bit against the archdemon in melee as well.

Valid points though, most of the fights in Denerim are most effective with certain allies, and it may take awhile to find which ones best suit your character and playstyle.

#19
JosieJ

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Really? I didn't have a problem with the Dalish in the fight you mentioned. I think it helped that my PC was also an archer. The allies tend to hang with the controlled character, so it was ideal: once my PC was in ideal arrow range, so were they. They wiped the floor with the grunts, and pincushioned the emissary and alphas while Alistair and Zevran kept them occupied.

#20
Haplose

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flagondotcom wrote...

The worst problem with getting the werewolves is that it also cuts off the elfroot supply.  First playthrough was *much* more interesting once I realized that...it pretty well meant I *had* to have a healbot mage sucking down lyrium potions for parts of the game.


I fail to see the problem. I never bought any elfroots and I'm sitting on near 150 pcs of them collected from looting and plants. I'm finding way more pots then I need, so I don't even craft any. And my Wynne drank maybe a total of 10 Lyrium pots so far (level 19). That is on Nightmare.

Modifié par Haplose, 21 janvier 2010 - 09:52 .


#21
Big Mikey Mike

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The only armies I found useful were the mages and the elves, and that's only because of all the ranged units that were chain stunning me in the battle to kill the generals and reach Fort Drakon. I found the humans and dwarves next to useless in comparison.  Of course, I've only played through once, so I have no experience of the alternative races, and didn't even realise you could get the golems and/or the templars.

My first time beating the Archdemon I forgot I even had the armies, and the time I did call them in I didn't notice it going much easier at all, mostly because the only hard part is making sure Arl Eamon doesn't mess up the waves of darkspawn in the corners. I actually found it easier to let the Archdemon eat him.

Modifié par Big Mikey Mike, 21 janvier 2010 - 10:39 .


#22
Padaas

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Carodej wrote...

Compared to other boss fights in the game, you should find that the end battles are not really harder. I think it's more fun not to use the armies at all.


Ditto, and I play with no mods, not particularly uber. I just saved frequently, pulled mobs towards me to lower the odds against me, and kept waiting for when I'd need the armies but never did.  My main was a mage, and I had Morrigan, Leliana and Alistair with me. Denerim and the Alienage seemed a bit tougher than the castle.