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Tactics for soloing Uldred as a mage?


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#1
DarthGizka

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Fiona is my first mage to be an effective one-elf army on her own, sort of a cone-bombing fiery glyph master. I usually solo all my characters through the origin (with strict solo rules), in order to get a feel for the new character. With Fiona I continued soloing because I was having such a blast, and it is so much less hassle if you don't have to manage a whole team.

The gratuitous resistances and drastically shortened stun durations of the nightmare mode are a pain in the ass for everyday adventuring but they make fights with ranked enemies much more interesting, and so it is still a clear win. But the fun ended with Uldred and his abominations, very abruptly.

I started soloing him but gave up after a while when he had me in a Crushing Prison, because I realised that I was totally outgunned. The initial three abominations went down quickly enough, and I even managed to blow one of them up right in Uldred's face. But then I was out of mana, with only two normal lyrium potions (because I had forgotten to bring distillation agent) and a stack of lesser ones. Paralysis Explosion was surprisingly effective but things like Cone of Cold didn't stick long enough to be of any real use, if they weren't resisted in the first place. The converted abominations seem to be tougher; if they triple-strike while you are immobilised by Uldred's frost thingy and he is hammering away as well then things get very ugly, very fast. Not to mention Crushing Prison.

Anyway, so I decided to throw the whole party at Uldred and it was easy enough, basically a re-run of the Ishal ogre with a few twists.

Alistair had just turned 9 and so he could securely hold Uldred's attention by augmenting his pinpricks with Taunt. Without Taunt you have to let Alistair build up a bit of aggro before you can start nuking Uldred without danger of drawing him away from your tank. Thanks to Wynne, Alistair had no problems arising from being frozen or crushing-prisoned, as long as my mage was able to aggro abominations away from him pronto or just paralyse the whole shebang in order to give Wynne more time to heal up Alistair. Glyph of Warding was not as helpful as usual, with Alistair getting knocked off it or having to run around Uldred's back all the time.

I played the fight a couple of times in order to get the hang of it and to study it more closely.

Classic Ishal-style kiting and close-up melee tanking/kiting seemed equally viable; staying close to Uldred keeps him from casting spells unless he knocks you out of his threshold range, but kiting that way (instead of just tanking) requires constant attention, 100%. Should Uldred's freeze spell allow shattering then this would completely invalidate Ishal-kiting, of course, but I've never seen that happen.

Morrigan's Sleep spell was completely useless. I tried it about half a dozen times, and it was resisted by all of the enemies all of the time, without exception. Of course, her spell power was only half that of my mage warden, which makes this result kind of irrelevant. Morrigan's Force Field allowed emergency parking of Uldred when Alistair got hit with Crushing Prison and the glyphs were on cooldown, and it stuck most of the time (couldn't field Alistair because that would have prevented healing). In retrospect I should have used Force Field on a fully-healed Alistair whenever the spell was available, since he had Taunt to keep Uldred focussed. But I was concentrating on my mage.

Back to mages and soloing. Opening proceedings with a Paralysis Explosion worked reliably, since Uldred stands still for a second or two at the beginning. Uldred stays paralysed long enough for you to take out the three initial abominations, even if you have to kite one or two of them into place before applying Cone of Cold. Follow up with Flame Blast and Fire Ball, and there shouldn't be too much left to mop up (especially if you were lucky and one of your bombs stuck).

Cone of Cold seems to fail less often than (Virulent) Walking Bomb, so there is a good chance that you can freeze all four of the buggers in your gambit. Conversely, the chance that the critter who resists the coning is also one who failed to get paralysed is fairly slim. The bomb spells seem to fail more often than the official nightmare enemy spell resist of 5% would indicate. One stubborn bugger resisted three bombs in a row, after all the work of kiting him close to Uldred and freezing him there twice. That's a chance of 1:8000 if the 5% is correct, but it seemed more like 10% at the very least.

All mages except for Irving die in any case, so one might as well keep the Litany of Andralla in reserve for Irving (who was always the third to be offered Uldred's 'gift' in all my playthroughs). Intervals between conversions seem to vary wildly. Sometimes two of them are going on simultaneously, and you can stop only one of them despite the short cooldown on the litany. All the more reason to keep it in reserve for Irving.

Uldred spams Anti-Magic Ward, and he seems impervious to Glyph of Neutralisation (which is otherwise a cheap but effective way to make ranked or bossy mages manageable). This makes me think that Mana Clash has an equally low chance. This leaves only close-up kiting as a way of preventing spell casting, which is not something that mages tend to excel at.

Coming more or less straight from Lothering, available looted mage kit gives +27 defence. That is not a whole lot if it comes on top of nothing at all. With Glyph of Warding somewhat ineffective and Heroic Defence not available (level 10 - my toon hasn't even got all the urgently needed spells) there is no way to avoid getting hit a lot except by using the dexterity of the player as a substitute for that of the toon.

However, if you are running circles around Uldred then you cannot keep plugging him with your staff, which is otherwise a fairly efficient way of whittling him down if you play with a party (especially with three staves firing at the same time). That leaves only Cone of Cold and Paralysis Explosion as openers to do serious damage to Uldred, which could take quite a while indeed.

Killing the two bonus abominations while kiting the big beast seems a rather daunting proposition under these circumstances, since they seem to take a lot more work than the initial three.

Has anyone found a good strategy for a mage soloing Uldred? Apart from bombs and traps, I mean?

Modifié par DarthGizka, 18 février 2014 - 11:17 .


#2
DarthGizka

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The profile page hasn't updated since last month, so here's my spell progression so far.

L01  Winter's Grasp, Frost Weapons   // creation
L02  Cone of Cold                    // Fade
L03  Walking Bomb                    // spider cave
L04  Glyph of Paralysis              // Ostagar
L05  Flame Blast                     // Ostagar
---  Glyph of Warding                // Joining
L06  Glyph of Paralysis              // Tower of Ishal
L07  Death Syphon                    // Lothering
---  Virulent Walking Bomb           // Bodahn's 1st tome
L08  Flaming Weapons                 // shopping in Denerim
---  Fireball                        // Quartermaster's tome
L09  Glyph of Neutralisation         // Fade
L10  Inferno                         // shortly before meeting Uldred

This progression allowed it to ace everything up to - but not including - Uldred. Inferno was taken with an eye towards the Roadside encounter that invariably follows the Broken Circle, not to mention the sheer fun. It could be replaced by Mind Blast but getting Force Field as well would require treading water for a while before hitting the mage tower, to get funds for one more tome or enough XP for another level. 

Modifié par DarthGizka, 18 février 2014 - 11:50 .


#3
Ferretinabun

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Well...

I admit I've never done this fight as a mage, but I have done it as a solo rogue. Here are a few suggestions.

Half the reason Uldred is such a pain is that he casts spells when at range - including Crushing Prison, which is an insta-kill for a solo Warden. For this reason I'd actually recommend getting into actual contact with Uldred (or at least trying this to see how bad of an idea it is). His physical attacks will hurt, especially a squishy mage, but they're better than the spells he will throw at you.

It's important to take out the abominations first. So start on them, and Uldred will either start casting (in which case reload), or run over and attack you in melee, in which case, game on. Pull every gun in your arsenal to get those abominations down ASAP, even with Uldred on your back. Just remember they will explode when they die... But if you can do all this, then it's a good start.

Then when it's just you and him, it's simply a case of whittling him down. He does miss a lot, but the blows that connect do hurt, so you'll be drinking the health pots like crazy. Think I got through about 20 lesser, about 5 regular, and 1/2 greater (though again, that was as a rogue). But don't hold back. Throw everything you have at him. He is the rainy day you've been saving those bombs/grenades/poultices for.

The rather large problem here is that Uldred likes to Massive Attack, which throws you away, and then, being out of range, cast spells at you, including the dreaded Crushing Prison. The way to avoid this is, the very instant you see him setting up Massive Attack, to run around behind him - to the very centre point behind him. This is important because sometimes he will follow through his failed Massive Attack with another - aimed at either his back left or back right side, and you need to be able to jump to whichever side it isn't pretty damn quick. It's annoying and tough to get right, but once you've got it, Uldred seems to run out of stamina fairly quickly - and from that point he's just throwing those slow punches which rarely even connect. I don't think he performed a single Massive Attack for the last 60% of his health bar.

As for the Litany of Adralla, it is not a one-use object. You can use it as many times as you like, and you should because you do NOT want more abominations coming your way. Also, Irving will never be made an abomination.

Hope this helped.

#4
DarthGizka

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Interesting stuff, thanks, and it may play well with some things that have been going around in my head.

But first Irving. During one of the Uldred fights I miscounted and then I was greeted by some templar mook when Uldred was dead (presumably because there weren't any mages left). That may be fine for someone who wants to side with the templars but I'm a mage, and I hate them even more than the Circle as an institution. I know that the litany is multi-use, but in one playthrough Uldred was cooking two mages at the same time, and the second was done before the litany was ready again.

Plus, I want the bonus abominations. I already lost some XP for recruiting the pretty blood mage instead of killing her. This mustn't become a trend.

Uldred may have trouble hitting a rogue reliably but I can assure you that he has no such problems with my squishy level-10 mage. Donning all +defence gear and adding Arcane Shield (+15 for my mage's spellpower) would give +42 defence, which would put my mage in the same ballpark as Barkspawn or Alistair. At that point a Glyph of Warding would make an appreciable difference, as some kind of safe haven to return to.

It is a pity that some joker thought it funny to clamp Rock Armour to utter uselessness, except as a minor boon for an Arcane Warrior.

A mage built with the intent of soloing may well invest a bit in DEX and CON, with an eye towards Arcane Warrior and Blood Mage. That would make the +defence strategy even more viable, despite the fact that the +10 defence from Aura of Might is not available before level 12. A prospective Arcane Warrior would probably invest in the Heroic line as well, giving Heroic Defence and Haste (which are invaluable for kiting).

I'm also toying with the idea of force-fielding myself to weather a storm of spells or massive attacks while the tactical spells cool down, then come out with a Mind Blast and let rip.

Last but not least, Uldred may not have been spamming Anti-Magic Ward at all. He was probably just stepping on and off my Glyph of Neutralisation while casting his spells at me just to show that he wasn't impressed.

The spider queen and other scripted enemies get mana/stamina refills for their scripted abilities; this would explain while the glyph fails to inhibit at least some of Uldred's spells. If it inhibits Crushing Prison then it is worth its money.

P.S.: I'm trying to figure out how to solo the bugger in case I want to do a proper, pure solo run as a mage later. Without that knowledge it would be impossible to plan such a build/campaign. My current mage is supposed to be the ultimate nuker first and foremost; the soloing thing is mostly fun, convenience and research. I also might learn techniques that are useful for handling other bossy mages later. Battling the Arcane Horror on level 2 or 3 of the tower was quite a wakeup call. Warriors and rogues just mow him down and don't even notice him especially.

Modifié par DarthGizka, 18 février 2014 - 03:21 .


#5
DarthGizka

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The wiki says about Anti-Magic Ward:

The same behavior can be observed with Crushing Prison. The "Spell Immunity" message will appear, but the Crushing Prison spell will not be resisted in any way, making this spell somewhat worthless.

Hence, standing on a Glyph of Neutralisation would not be helpful at all.

Modifié par DarthGizka, 18 février 2014 - 03:20 .


#6
DarthGizka

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It seems that Uldred does use Anti-Magic Ward after all.

However, Glyph of Neutralisation is still very effective against ranked or bossy mages, like Arcane Horrors, Desire Demons and Avernusses, in addition to Uldred. Once their mana pool is depleted they tend to keep it low on their own by spending it on cheap spells like Winter's Grasp and using melee or staff attacks the rest of the time. In that regard it may even be counter-productive to paralyse them unnecessarily, as that might give them enough mana for a big nasty spell.

Combined with Spell Shield - which also requires only one point of investment - this should go a long way towards taking the sting out of boss-level enemy mages.

Going for Mana Clash costs four points since the other three spells in that line are mostly useless. Only Mana Drain could be mildly interesting if the hexes are available, to keep the mana of bossy mages low. Given that boss/elite mage enemies are very rare, those four spell points could be put to better use elsewhere. Like buying all the hexes, the first three of which are good against ranked enemies of all kinds and the fourth gets you halfway to Entropic Death.

#7
Mike3207

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I think I used Fireball to take care of Uldred's allies and then used the basic spells against Uldred-Winter Grasp, Lightning, also the 2 first hexes. I may have also used some of the shapeshifter forms, and the Litany does help against Uldred.

BTW, another poster mentioned the server that handled the online profiles is now gone-into the Fade-it was mentioned. Trophies can still be updated, but I don't think you'll be able to update characters anymore.

#8
Cobra's_back

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Uldred also has this spell that freezes you solid and you are out for a couple of seconds.

#9
DarthGizka

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Yep, Frost Burst or some such. My fun run mage has just been to see Uldred about my favourite pair of gauntlets (Cinderfels), with major trepidation on my part. I always saw him as a cross between Slothy's ogre and arcane horror forms, and thus with way more respect than he deserves.

 

Neither his melee attacks nor his magic ones are anywhere near as dangerous as Slothy's ogre ram lock or the horror form's barrage of spells. More like an apprentice desire demon with a very bad headache and no stun spells.

 

Ring of Ages and one of the 10% rubbish bin thingies took enough sting out of Uldred's freeze attacks that I continued wearing the Apprentice Amulet instead of equipping Shiver for an extra 20% cold resistance. Glyph of Warding meant that Uldred rarely hit at all, so that even being frozen in melee range of him posed to mortal danger. It merely meant a few seconds of anxiety when the Litany needed to be used but my mage was immobilised, because I had no desire to fight a two-front war and the bonus abominations were likely to hit much harder than Uldred.

 

Glyph of Neutralisation didn't keep Uldred from casting spells, and it didn't protect my mage from his spells when she was standing on the glyph. At least not always; one freeze and one fireball hit home. However, Uldred's spellpower seems to be so low that none of his spells are really dangerous.

 

I had planned to cast via blood magic while standing on the glyph, but couldn't try it because of bad planning. I had brought tomes to the tower so that I could try Arcane Warrior or Blood Magic on Uldred, but I already spent them in the Fade on Mind Blast and Force Field. Force Field turned out to be much more useful against Sloth and Uldred than I had thought, so overall it is a win.

 

Uldred was like a really weak Slothy form, and after the half-hour sparring session graciously provided by the latter just a short while earlier, Uldred was a cakewalk. There are no lyrium veins in the Harrowing Chamber, so my mage had to use a couple of pots. 6 lesser health went towards keeping health topped up in case of a freeze under melee threat, 8 lesser lyriums were necessary mostly because of the unnecessary farting around with Glyph of Neutralisation.

 

Relevant techniques: playing cheese in a trap by force-fielding self in an Inferno, plus copious coning, fireballing and flameblasting while standing on a Glyph of Warding.