Any good strategies for the spider queen?
#1
Posté 05 février 2014 - 06:49
Now I don't even think twice about them and just take them in my stride, because I have found suitable strategies and tactics for all of them. Even the battle with Archie and fighting the mirror team are nothing to worry about; they are always different, always a bit messy, but always manageable.
The sole exception is the blasted spider queen. I always dread that encounter, and so far I haven't found the magic silver bullet.
Even the 'titanium spear tip' tactic - where the enemy sees only the Warden tank and the rest of the team are working behind the scenes healing, buffing and mopping up stragglers - failed against the queen. The tank was chain-webbed and chain-overwhelmed by the the spiderlings while the queen went straight for the rest of the team (whom she couldn't even see because they were far away and out of sight) even though the tank had aggroed her properly.
The only thing I haven't tried is to steam-roller her with a team of warriors for whom the poison spit is nowhere near as dangerous as for low-health squishies (and with more targets milling about there would be less likelihood of a single toon becoming the target of an endless spit chain). I wouldn't want to drag Sten, Oghren and Alistair through the Deep Roads just because of that one encounter.
Anyway, the main problems seem to be two (if we ignore standard DA:O fare like auto-hit overwhelm, stunned spiders that rappel out of sight or proceed to overwhelm your toon so on).
First, the poison spit seems to be infinitely stacking. That is, if a new spit comes in when some spits are already active then all the older spits seems to remain active until the new one times out. At least that's the impression I got. Since there is no combat log it is hard to say for certain. I've seen something similar with the swarms of undead shortly before the final battle, where all the Weakness spells they cast seem to stick around until the newest instance has timed out. With the undead and Weakness it is a major nuisance; with the spiders and poison spit it's incredibly dangerous.
I guess a Greater Nature Balm could help here, but a better strategy would be preferable.
Second, there seems to be some evil scripting involved that ignores game rules and sends the spider queen straight to the weakest party members, even if she could not possibly know that they are even in the vicinity. She may even have attacked a stealthed Leliana once without detecting her, but I am not absolutely certain I remember correctly. This means that standard combat tactics don't work at all, like keeping the squishies safe by ensuring that all paths to them are covered by the tank's taunting range (who may well be chain-immobilised anyway).
Has someone found good strategies against the beast?
#2
Posté 05 février 2014 - 07:07
There are three things going on.
First there are waves of ordinary spiders. In and of themselves they are merely annoying, but combined with the rest they can be lethal.
Second, there's the nature damage. It comes mostly from the queen, it stacks and it is over time.
Third, the queen is an orange boss and is therefore deadly and hard to kill because of her habit of vanishing.
What can help are dual aggro magnets. If you are playing a warrior, then add Shale or Alistair to the mix and set their tactics to taunt aggressively. Morrigan's cone of cold can lock the white spiders down and sometimes deactivate the queen for brief moments. Debuffing the queen is also insanely useful. If you equip all the melees with as much elemental damage as possible, the trash mobs go down a lot faster if they are debuffed.
I like to go for maximum damage (try to kill as many as fast as possible). The queen is manageable if her little friends are not around. So take them out quickly and use one of your tanks to fight the queen. Set that tank to use the big boy/big girl health potions at 50%. Shale is nice for this as buffing her means adding a large green crystal.
I don't generally use Wynne here. A possible line up might be warden (if warrior), Shale, Zevran and Morrigan. If the warden is a dual wielding rogue then you might drop Zevran and add Alistair. For a mage warden, it depends. If your warden does damage, then go for Morrigan. If your warden is a buffer/debuffer/healer then add a damage dealer (Zevran/Oghren/Sten/Dog).
Other strategies may be found here, here, here, or here.
Modifié par mousestalker, 05 février 2014 - 07:12 .
#3
Posté 05 février 2014 - 08:18
What works with me is the 'wait around the corner' tactics.
Set up camp left from the bridge on the small plateau.
Have a warrior get the attention, and lure the stuff to your waiting party.
I mostly do use wynne and the party heal is very nice here.
Never thought about taking anti nature salves to be honest.
Hardly use any of the stuff in game since i allways forget 8)
#4
Posté 07 février 2014 - 12:30
Anyway, I fired up the toolset and it turns out that my suspicion was correct - there is a braindead script at the bottom of it all.
The queen always starts in a mode called sit'n'spit. Every second she gets a free mana/stamina refill, the spit cooldown is reset to nothing, and she randomly picks a party member to spit at (regardless of whether they are stealthed, out of sight or whatnot). She only gets out of that mode if a party member is closer than 3 metres at the time she gets off one of these scripted spits; freebie spits do not count, i.e. those she might direct at toons getting in her way.
That's it, in a nutshell.
So she is not programmed to go after your weakest party members; she just rolls a die to pick someone to spit at. It is easy to see how people - including me - got the impression though. After all, it is not at all remarkable if she spits at a high-threat target or a toon who aggroed her. But it is remarkable for an enemy to go after a zero-threat target who is not even visible and half a kilometre away, like a healer. And it really grabs your attention if the victim happens to be a toon with low HP like Leliana who dies if the dice happen to pick her once too often in the space of a few seconds.
If the queen can see all party members then she can get off a lot of spits in a very short time (one per second, remember), and the spits have a very high probability of coming while the effect of a previous spit is still active. I haven't paid close attention to the spit effect duration but it must be around six seconds or more. In that situation a few bad rolls of the dice can be highly dangerous, even for a tank, and even if the effect processing isn't broken (although it probably is).
The spiderlings go down pretty fast, just as fast as the queen herself. But they are still dangerous, especially since all of them can spit at the same target while that target is chain-immobilised (web/overwhelm), or if a squishy gets targetted by more than one of them.
They key to getting a handle on the situation is to understand how the queen works - or fails to work - until you get her out of sit'n'spit mode.
Putting the party on the bridge or in the tunnel on the entrance side of the bridge is a great way of studying her behaviour, and the squishies only have to take a few steps to get out of her sight. Plus, the place is out of alert range of all the queen's jump points and out of sight of the spiderling spawn points.
The interesting thing is that the queen can engage hostiles whom she meets on the way to her chosen target, but she will usually disengage quickly and continue on her merry way. You can taunt, aggro, knock, stun, whatever you want, she won't be deterred (at least not for long). That's how you recognise that she is still under the spell of the evil script and not quite herself.
As regards spawn locations and jump points: the spiderlings are pre-placed, so they always appear in the same place. The queen has five jump points around the perimeter of the circular area behind the stone formation, and the script makes her appear at the jump point that has the greatest distance from the party member farthest away from it.
To be more precise, the script iterates over all jump points and all party members, measuring the distance between each jump point and each non-dead party member. It picks the first jump point with the greatest such distance. Quite likely not what the 'programmer' intended, but there you go.
The AoE web thing the queen does at the start and before each disappearance has a radius of 20 metres. The queen is supposed to stay away for 25 time units after summoning a spiderling team (seconds or ticks, don't know) but destroying the team makes her reappear earlier.
The queen pulls her disappearance act at 80%, 60%, 40% and 20% HP, and the last two times she summons spiderlings. If I decoded the script correctly then this will only happen if she is not in sit'n'spit mode.
This means that it it might be possible to kill her without that ever happening, but practically it seems difficult to pull off because she gets out of stuns so quickly and likes to resist all kinds of spells. Still, should she have her mind set on poison-spitting someone who is a long way away then this would give a team of three hard hitters enough time to take her out.
Last but not least, standard mana/stamina draining techniques cannot keep the queen from spitting as long as she is in sit'n'spit mode, because she gets a free refill before each spit. The draining probably wouldn't work anyway if the wiki is correct in giving 5 as the cost of one spit.
Playing on a PC, fully patched up (v1.05?).
Modifié par DarthGizka, 07 février 2014 - 01:01 .
- Magdalena11 aime ceci
#5
Posté 07 février 2014 - 02:13
It's been a long time, but I think what eventually ended up working for me was a combination of luck and DPS. I had been trying to use archery against her, with the idea that I wouldn't waste time/get spit at while running to melee distance - but I could never do enough damage with the bow to kill her before she killed me. (PC was specced for stealth and 2-weapon melee.) I finally started rushing her, and one time she must've missed with a web or a spit - that was the luck - and I managed to drop her with the tiniest sliver of health remaining.
I don't remember what tactics I used to deal with the spiderlings, although drawing them back toward the bridge certainly sounds smart.
#6
Posté 07 février 2014 - 07:06
It's the sit'n'spit thing that can easily overwhelm your team's capacity to absorb damage. The damage output of a single spit is the same order of magnitude as a heal but the queen can spit once per second instead of once every 20 seconds. In four seconds she draws even with Group Heal which has a cooldown of 40 seconds. The Regenerate spell is in the same ballpark as Heal, so in 8 seconds the queen can spit out the same amount of damage as a healer can deal with in 40 seconds under ideal conditions.
Healing potions can offset some of that but it explains how the situation can get out of hand quickly, especially when squishies are involved and the healer gets webbed. Not to forget the little spiderlings.
Break - or exploit - the sit'n'spit and you've turned the tide of the battle.
Remove the little spiderlings from the equation and it becomes a walk in the park.
Modifié par DarthGizka, 07 février 2014 - 07:10 .
#7
Posté 18 février 2014 - 03:47
Modifié par ghostbusters101, 18 février 2014 - 03:48 .
#8
Posté 18 février 2014 - 04:15
Excellent point. I have lately warmed quite a bit to Barkspawn because he is so good at pinning down people like Ser Cauthrien and at annoying dragons without getting chomped into tiny bits. So that's one more point in favour of Barkspawn and Shale...ghostbusters101 wrote...
Shale and the dog can't get overwhelmed.
In my original article I forgot to mention one consequence of the queen's picking a random party member every second as target for poison spit: If you are soloing then there is only one person to choose from, and so you get hammered every second if she has line of sight. With the infinite damage buildup that dainbramage has discovered.
Ergo, turn a corner and let her come to you, then get close and personal to get her out of sit'n'spit mode. My DW dagger rogue tore through her in no time flat, and when I wanted to notch up the difficulty to see how that changes things I found that I had been playing on Nightmare all along.
#9
Posté 18 février 2014 - 04:36
#10
Posté 18 février 2014 - 05:01
ghostbusters101 wrote...
Shale and the dog can't get overwhelmed.
You also can't be overwhelmed if your mage is in one of the shapeshifter forms.
#11
Posté 18 février 2014 - 06:17
Playing as arcane warrior, i use mana/spell shield to lessen the deadly impact of poison spit,
i take blood control of one of the four spider kids she start out with.
For me at least, i'm better off if i'm at her with hand to hand combat whenever she comes around,
i'm not trying to save health potions on this particular fight, better safe than sorry.
I find most battles easier when i play solo, so the good-for-nuffing team can't distract me.
#12
Posté 18 février 2014 - 11:10
#13
Posté 31 mars 2014 - 11:48
for things that keep running away or becoming multiple I always like the curse of mortality or anything that marks where they are or which is the right one. You can also ctrlA and have everyone at her. Always got done before her anyway by the emissary and other spiders. I hate spiders.
#14
Posté 18 juillet 2014 - 07:04
Annoying as eff, especially for an arachnophobe. I put it to casual for this reason, because I'm a wimp. Lol.
My strategy is to have Morrigan continuously roast the field with various fire attacks, and keep my dual wielding hero flurry-ing/whirlwind-ing the Queen whenever she happens to appear.
The other two, likely Sten/Oghren or Shale/Oghren just kill whatever's around them.
#15
Posté 18 juillet 2014 - 07:58
Kind of late here, there is an nice strategy: Freeze her up with cone of cold and then hit her with an vulnerability hex. After that spam grenades on her while the mage use some elemental spells. That alone should do some mean damage.
#16
Posté 18 juillet 2014 - 10:34
I have never used a salve.
Did you know that crushing prisons stay on when she disappears? Maybe it's the same for all damage over times!
- Magdalena11 aime ceci
#17
Posté 18 juillet 2014 - 11:00
#18
Posté 18 juillet 2014 - 11:16
A couple of Infernos or SOTC will do the trick, but make sure to take out the darkspawn mages ASAP.
Oh, yeah, that little guy made the fight twice as hard.It's aways good to have mana clash for these situations.
#19
Posté 18 juillet 2014 - 11:38
"Apparently putting a Curse of Mortality on her keeps her from summoning more minions and disappearing from the field. I managed to kill her before the third wave spawned. Which brings up another issue waves are timed regardless of what she's doing they will come at certain intervals.This was on Nightmare mode. Just throwing a bone out, I know some people have been having problems lately."
One more I just found:
"You can continue to damage the queen even when she's off the screen with spell like crushing prison and stinging swarm".
Modifié par Mike3207, 20 juillet 2014 - 01:43 .
- Magdalena11 aime ceci
#20
Posté 19 juillet 2014 - 04:12
If you keep the fight away from where the little ones can see you then you can nuke the whole bunch of them later, after taking out the spider queen.
The spiderlings have little HP and a single Fireball will just about kill them. However, as a group they can be more dangerous than the queen. They all can web and spit poison, and they are too far spread out to be disabled with a single AoE spell. Webs and spits can turn corners, like arrows and spells. That makes AggrAll a la Ironman a tricky proposition, and my Ajira got through that fight with one single hitpoint left.
The scripting of the queen's disappearance act seems to be rather flakey. For Fiona the queen disappeared once, by rappelling out of an Inferno. Or probably up rather than out, since a short while later there was a "115 XP" SMS. For Ajira the queen didn't disappear at all, the beast died on the spot (hexes plus Nightmare plus bombs and copious elemental nukage).
Also, an invulnerable research toon observed that the queen will happily remain sitting in one place - even in a burning Inferno - if she is in spitting mood and can hit her target without moving. There may be the germ of a new strategy there somewhere, especially for soloing shapeshifters with 75% nature resistance in spider form.
#21
Posté 20 juillet 2014 - 04:40
With my mage, Morrigan, Wynne and Leliana we stayed around the corner and sent a pet around the periphery to trigger the queen and two spiders. Two pre-placed glyphs were then exploded. This was enough time to place SotC along with the two vulnerability hexes. The queen will "leap" but come back into the SotC and proceed towards the initiator of the storm. Another paralysis explosion will hold her in the storm until death. Gulp down some lyrium and place another storm with Morrigan, switching ice and electricity of course, and the final spawning of about 8 spiders after her demise is also quickly taken care of. Not so difficult.
#22
Posté 22 juillet 2014 - 08:32
I haven't faced her on nightmare (yet) and will be doing so this time, so thanks for the advice.
My usual tactic with bosses is to root them, pick at their minions, then pulverize them. On nightmare, I'm not sure how much good stinging swarm would do since she does quite a bit of nature damage. Is she susceptible to it on nightmare? Btw, crushing prison is awesome and on lower difficulties paralyze won't stop her teleporting but it will stop her attacks.
#23
Posté 22 juillet 2014 - 08:35
P.S. what's SotC?
#24
Posté 22 juillet 2014 - 09:15
Activate Spell Might, then cast Tempest so that it overlaps an active Blizzard (thank you, Zathrian...) or Blizzard on an active Tempest (thank you, clueless circle mage in the "Roadside" encounter). The result is a tempest with 40 metres diameter, where each bolt hits as hard as a Shock spell. The radius is the same as the diameter of Tempest or Blizzard, whose AoE targetting indicator thus makes a handy measuring tool for achieving precision placement of the resulting SotC.
#25
Posté 22 juillet 2014 - 10:57
With my mage, Morrigan, Wynne and Leliana we stayed around the corner and sent a pet around the periphery to trigger the queen and two spiders. Two pre-placed glyphs were then exploded. This was enough time to place SotC along with the two vulnerability hexes. The queen will "leap" but come back into the SotC and proceed towards the initiator of the storm. Another paralysis explosion will hold her in the storm until death. Gulp down some lyrium and place another storm with Morrigan, switching ice and electricity of course, and the final spawning of about 8 spiders after her demise is also quickly taken care of. Not so difficult.
I'm just curious-were the darkspawn mages also taken out as part of the SOTCs?They're a bit off to the corner and a lot of the time they'll move out of range when you use the big AOE spells.
On Stinging Swarm-yes you'd use both it and Crushing Prison for the nuisance factor.Neither spell would kill the Queen, but both would be able to damage her health while she was off screen. The nature resistance would make Stinging Swarm much less damaging than Crushing Prison in that fight.
If I haven't said it before(I probably have more than a few times)-the shapeshifter special attacks ignore spell resistance on Nightmare. Sadly, the same can't be said for Stinging Swarm-I don't think.Either way, once you make it to Master Shapeshifter both forms are very hard to kill, as long as you don't run out of mana.You're facing a lot of potential foes though, and I'd definitely want to decrease their numbers before I shifted to finish off the Queen.Bear Form might be better than Spider Form, especially if you have a few points in Survival.
- Magdalena11 aime ceci





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