Heart Shall Burn in Nightmare as a mage
#1
Posté 07 décembre 2014 - 11:00
My question is as a mage, what spell combinations except static cage+ that can finish this quest successfully ?
#2
Posté 07 décembre 2014 - 11:25
First of: The enemies are not infinite, and you can quick-save after each wave.
Every 4 turn of the wheel spawns 2 enemies.
Every 12th turn spawns a pack of enemies (usually 3-4 melee, 2-3 rangers and a mage or two). They spawn from 3 locations.
There are 3 packs, the last including a boss(Behemoth, or Fiona).
Ice Mine is very useful, along with Winter's grasp and fade step. As the enemies spawn, put an ice mine down the narrow path, then have your tank run into the other biggest group of enemies. From there get your dps to nuke the living crap out of the archers.
Overall, it's rather painless. First time I did it, I got my ass kicked. I did not expect this fight at that time! but once you learn the layout(And do it for the 7th time...) It becomes easy enough. I guess it also depends on your level! I have been everything from level 8, to level 12, before doing it.
#3
Posté 07 décembre 2014 - 11:30
Magma: I've completed Nightmare once, soon twice. The trebuchet quest in Haven is actually the hardest fight on nightmare bar none. If you can win the trebuchet fight in Haven on nightmare, then you can complete the whole game on nightmare.
#4
Posté 07 décembre 2014 - 11:43
Came out wih 0 potions, 0 regen, dorian and varric dead
#5
Posté 07 décembre 2014 - 01:21
Firewall is very helpful. Firewall and static cage from the 2nd mage is even more helpful and annihilates all melee in short order. I just used 2 mages with immolation and CL + tank to pull all enemies in one place on my first run though. Deals crapton of damage. Winter's grasp while generally being a crappy spell is also quite useful against templar boss since he's not immune to freezing. It's possible to kill him without ever letting him to move if you have 2.
I also don't get what's the difference in doing this mission "as a mage", You have 2-3 mages, 2-3 rogues and 3 warrior companions at that point. The only difference is if you want to do it solo or with smth like 4 rogue or 4 warrior party (which is quite suboptimal). The setup that works best for me is pretty standard 1 tank 2 mages 1 rogue which you can do regardless of your inquisitor class.
#6
Posté 07 décembre 2014 - 01:32
I ran away up the hill and jumped on those rocks where I hid behind rocks (so templar horrors couldn't hit me with their ranged attack) and base attacked everything down.
It's quite cowardly tactics but hey - I had two spirit mages, tank and archer, no way to do that fair and square ![]()
#7
Posté 07 décembre 2014 - 01:46
Firewall is very helpful. Firewall and static cage from the 2nd mage is even more helpful and annihilates all melee in short order. I just used 2 mages with immolation and CL + tank to pull all enemies in one place on my first run though. Deals crapton of damage. Winter's grasp while generally being a crappy spell is also quite useful against templar boss since he's not immune to freezing. It's possible to kill him without ever letting him to move if you have 2.
I also don't get what's the difference in doing this mission "as a mage", You have 2-3 mages, 2-3 rogues and 3 warrior companions at that point. The only difference is if you want to do it solo or with smth like 4 rogue or 4 warrior party (which is quite suboptimal). The setup that works best for me is pretty standard 1 tank 2 mages 1 rogue which you can do regardless of your inquisitor class.
Because i like controlling my Inquisitor directly. Sure i can use another mage, but it's not the same for me
#8
Posté 09 décembre 2014 - 12:16
#9
Posté 09 décembre 2014 - 01:48
Probably a heavily Ice-built Mage abusing Ice Mine, Fade Step, Blizzard and Winter's Grasp combined with a Fire Mage can get it done just as easily as Static Cage abuse.
I guess Cassandra and Sera would be the most suited companions aside from the two mages, though it depends a lot on weapons/armor you have at that point.
Also, equip everyone in the party with Jar of Bees.
I wouldn't call it the hardest fight in the game on Nightmare, but it is probably more difficult than any subsequent fight.
I think Fallow Mire's Beacons in the Dark gets the title of hardest from me. I got wiped more times there than everywhere else in the game put together, including the 10 Dragons. Maybe my level was just too low then, I don't know.
#10
Posté 09 décembre 2014 - 01:56
When i finished this quest a couple days ago, i have depended greatly on static cage+. Don't even think can win without it. Constant enemy reinforcement with mixed of ranged and tanks make this quest very difficult for me. And of course bringing low DPS Varric and fire focused dorian was not the brightest idea
My question is as a mage, what spell combinations except static cage+ that can finish this quest successfully ?
You are not playing solo, right?
IF not, then just bunch of rogues with full stealth tree, bees and KP spam, while you loading ****-ton of Eldritch Detonators. Any Eldritch detonators. More - Better. Dispel is very powerful and under-rated. Both Venatori and RT use shields, RT have their cloud crap on Terrors, and it is also short CD, AOE, long range eldritch detonator. You send everyone to Nightmare > Panic > Stab them with rogues who should have Mercy Killing. Both rogues must have upgraded Shadow Strike to stun-lock spellbinders or RT terrors/archers
Try this. This will be cakewalk.
I suggest 2 high DW DPS rogues (Sera, Cole), 1 tank (BW with Lunge, Taunt and WC to soak aggro) and yourself as mage. Load of Spirit, Must have Dispell, and detonator from one of other mage trees. Mind Blast actually not best thing to use, despite its aoe, it needs your reposition, so you better take long range one from elemental trees in addition to Dispel.
Sleep all, nightmare some, focus target with DWs, keep dispelling stuff and time dispells with KPs of your rogues.
#11
Posté 09 décembre 2014 - 02:04
Probably a heavily Ice-built Mage abusing Ice Mine, Fade Step, Blizzard and Winter's Grasp combined with a Fire Mage can get it done just as easily as Static Cage abuse.
I guess Cassandra and Sera would be the most suited companions aside from the two mages, though it depends a lot on weapons/armor you have at that point.
Also, equip everyone in the party with Jar of Bees.
I wouldn't call it the hardest fight in the game on Nightmare, but it is probably more difficult than any subsequent fight.
I think Fallow Mire's Beacons in the Dark gets the title of hardest from me. I got wiped more times there than everywhere else in the game put together, including the 10 Dragons. Maybe my level was just too low then, I don't know.
Lol. So much this but that's because of the stupid Terror Demons. They are ridiculous early on in nightmare until you get some decent CC and DPS.
As for the fight in question I did it at level 9 I think. I specced into Static Cage + and Fire Mine + and didn't even use a health potion until the final trebuchet. Then I banged my head against the wall until I realized the enemies come in specific waves. After that it was okay. I actually backed everyone behind the trebuchet which made a choke point right at the switch and LoSed the archers from my ranged. Then I just alternated with my second mage keeping barriers on Cass while dropping Cages and Mines with some Barrages and Immolated inbetween. When the melee were dead then I'd step out and deal with the archers. Save, then get the next wave coming. On the huge guy I did the same but pulled him way behind the trebuchet so I had easy access to the supply cache. Which Cass definitely needed.
#12
Posté 09 décembre 2014 - 02:09
I just use the trebuchet and while I'm doing that have my group take out the first two enemies that spawn, while I keep turning the wheel until the wave spawns. Then I disengage and run back towards where the merchant stall in Haven was; placing my tank in the chokepoint by the merchant stall and the ranged back towards the houses.
When the wave spawns, one enemy comes from this direction so I try to kill it or heavily injure it on the way. Then you just pick off enemies as they charge into your tank.
It's very easy when done this way, regardless of what spells your mage is specced for.
#13
Posté 09 décembre 2014 - 02:15
As i said : just bring alot of party cross-class combos , best ones are nigthmares, cc mercy killing rogues who hit like truck and have SS and KP upgraded, and tank who know to pull aggro and detonate. Fiona goes out with 1-2 bees + your rogues mercy-killing crit on her during those.
Do not forget to get flask slot upgrade first. More grenades = better! Bees are invaluable.
#14
Posté 03 avril 2015 - 09:05
#15
Posté 03 avril 2015 - 09:27
I had Sera with Jar of Bees and had Dorian barrier spamming. Cass was taking all the hits but had full barrier. I would cast ice mines around me and winter's grasp to keep the templars off me. I proceeded to have my inquisitor turn the crank as long as possible. I actually finished turning the crank before I killed knight captain whats his toes. Once you do that it will automatically go to the cut scene with cory and his dragon.
#16
Posté 07 avril 2015 - 09:24
I just finished this on nightmare as a mage on my third try. Specced in storm and spirit, with an ice staff. To answer the primary question, though all my offensive spells were in the storm tree, I did not have static cage. I had upgraded energy barrage for single target damage (which did ice damage from the staff, great for the knight captain), and upgraded lightning bolt for area damage and effects. I stuck gathering storm in there too. Spirit was all about barrier and mind blast, and peaceful aura for good measure. But I don't think this spec had so much to do with how I found success, it was mostly timing, positioning and party composition. Barrier really mattered, but barrier always matters. I don't know why you'd play a mage herald without it, but that might just be me.
I brought iron bull for damage/off tanking, cassandra to tank, and sera for range damage. The first two times I failed to realize that I was allowing two small waves to merge with the knight captain's crew, and when I stopped turning the wheel to take care of the two or three enemy waves that would spawn a couple times right before the boss battle it got easier. Before the aiming triggered the boss battle I saved so I could start right from it Without doing those waves again.
I also realized that I could get a great flanking and bottle neck position between the wooden barricade and the trebuchet. If you face the wheel and the barricade, ranged attackers climb the barricade at your 1 o'clock, and the knight captain charges in with his melee buddies at 5 o'clock. So I proceeded thus:
I sent in iron bull and cassandra around the right of the trebuchet to lock down the range minions, and figured correctly that the knight captain and his melee minions would follow them toward the barricade, and they all formed one manageable ball of action. I sent sera and the Herald around left up to the the barricade on the other side. There's enough space there to get a great angle for flanking from a distance with the warriors, and any enemy who might break away to come at them is channeled through the small space, making them easy to deal with. I kept barrier on the warriors and focused on taking out minions. The knight captain's damage isn't as bad as his guard, and tearing that down was practically impossible for me while bogged down by minions on previous attempts when I thought focusing fire on him was smart. this time the minions dropped one by one, and when only the knight captain was left he was a piece of cake. On that third try against the boss nobody dropped, and only one health potion was used. Energy barrage off the ice staff hit him very very hard.
It involved mostly good positioning (without having to run away and feel like a coward), having two tough warrior companions to manage the cluster of foes, and keeping barrier on them. Offensive spells could have been totally different, though like I said I liked how energy barrage worked once only the knight captain was left. If you're fighting fiona some details might need to be changed, I sided with the mages. The bee bomb helps as well. I always have sera throw that, it just makes sense. And remember to have your tanks down regeneration potions once they're behind a thick layer of guard/barriers to keep their hp up, as an extra dose of precaution.
- PapaCharlie9 aime ceci





Retour en haut







