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So, that trebuchet fight


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#26
myztikrice

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Completed it on Nightmare with 2 warriors and 2 mages. Warriors with warcry and mages casting barrier back to back. Got it in 1 try. 

 

Now the fade will be a different story I guess?

Nope, rest of game is easymode



#27
GattsuNinefinger

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im on my first playthrough of DA and i had to play through that part on nightmare against the templars. I didnt bother to craft any armor for myself or teammates because i didnt know how to get any good ones at that time. I would suggest

 

1)leaving one supply crate back in haven to run back to in between waves on the final trebuchet

2)Going to your cpu behaviours menu and putting 0% for the stamina bit so they spam their abilities

3)Puttiing prefered for the abilities on warrior cpus that generate guard and disabling the rest, Putting barrier and static cage preferred on mage cpus, putting knockout powder preferred on your rogue cpus.

4)Make sure to kill the enemies that come before the group with the miniboss and always target the archers first.

5)When the miniboss appears do a ring around the trebuchet to lure him and the other red templars away from the wheel and while your party members distract the enemies on the other side you run back to the wheel and turn till the trebuchet fire.



#28
Molohk

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Completed it on Nightmare with 2 warriors and 2 mages. Warriors with warcry and mages casting barrier back to back. Got it in 1 try. 

 

Now the fade will be a different story I guess?

 

I decided to pop Mark of the Rift on that fade fight, with the boss at 80%, and he insta-died :(



#29
lastpawn

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OP, On my first Nightmare playthrough I found the fight you're talking about HARD. I died 2 or 3 times before I found the winning strategy, which was essentially to kite the boss around the trebuchet with the tank while others took care of adds. Inelegant, but it worked. 

 

It's not so much that the fight was hard in and of itself, it's that the boss is such a huge difficulty spike.

 

Reminds me of those Skyrim dungeons full of utterly trivial enemies and then one much, much harder enemy at the end. Aka, Bethesda balance.



#30
Uhleejun

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On my nightmare playthrough I found the Ice Wall trivialized the whole encounter!



#31
Exalus

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This was the hardest fight in the game on NM at level 8. the chieftain in fallow mire was pretty scary too. I was lucky enough to find a tier 2 bow to make this fight much easier but there is also a level 8 unique bow from completing astrarium quest in stormcoast that is even better than a tier 2, material tier 2 bow. 

Having CC was the key for me, full draw with sleep, knockout power, and cold spells.

The other factor was manually controlling the tank to abuse shield wall, which combined with random armor is enough to stop any offensive. Having regen potions and bee jars was helpful. 



#32
Rannik

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Nightmare lvl 9 siding with templars.

 

- Varric and Vivienne on the hill with hold position

- Cassandra on the choke point in front of the wheel, tanking everything.

- The two enemies that spawn on the other side of the trebuchet are focused first without moving the tank (sleep and ice spells help). 

- Once those two are out, just throw all the AoE on the rest (BEEEEEEEEEEEEES).

- Meanwhile, I (2H warrior) pull Fiona away from the party and knock her down all the time so she can't cast those blue magic things.

 

I managed to do it on the second try with potions to spare.



#33
ImDedicatedToMyApologies

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I did not prepare for the fight at all (I didn't even equip potion on 2 of my characters and switched out a main character where my better gears are) and still got it in 1 run. Its probably easier when ur level is lower I guess?



#34
TheGreenLion

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I had a pretty easy time of it on NM running dual tanks. Sided with Mages and ran it at level 9.

 

Cassandra stayed S&S with War Cry down to Unbowed, Payback Strike and down the left to Shield Bash. 

 

My 2H tank also went War Cry to Unbowed but gave him Charging Bull + Upgrade, Mighty Blow + Upgrade, Block and Slash + Upgrade and Pommel Strike.

 

Together they kept pretty much everything taunted and knocked down on a regular basis, Varric and Dorian came along for the spectacle.  :P

 

Cassandra I mostly left alone and used my warrior to manage the field, team up on archers with Varric + Dorian and scoot enemies her way before charging through and coming back with Mighty Blow + Block and Slash to create a knockdown kill zone. Didn't really have to use potions much but for the last part (some of that because Dorian and Varric were being...tactical turds). 

 

Dorian was heavy into the Spirit Tree but picked up Fade Step and Winter's Grasp. Dispel was extra handy for the Horror's barriers. Varric I left alone but to target Full Draw since he was good at using Stealth + Leaping Shot to keep his butt out of trouble. I definitely made use of any corridor I could find to bunch them up, and could have specced Dorian into a more offensive role but it worked out really well in the end. Red Templar bowling pins...man that was glorious.  B)



#35
Shahadem

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Am I the only one who questioned why we were even using Trebuchets in the first place?

 

Mages can do the same thing, are mobile, and don't need to be wound up.



#36
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I made the mistake of not speccing any of my characters on being able to bring down the huge templar's guard.  Took me 10 minutes of chipping away at him to kill.  I was also on hard.  I just used the hill by the trebechat and rained fire and arrows on the templars while cassandra stood in front holding her shield up building her own guard.  

 

I realize this point of the game requires a small list of things of must when going into it kind of like the Rock Wraith in Da2.  



#37
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Am I the only one who questioned why we were even using Trebuchets in the first place?

 

Mages can do the same thing, are mobile, and don't need to be wound up.

 

that's a good question.  I imagine throwing a fireball does not go as far as a trebuchet.  They can toss an object weighing between 50-100 kg about 300 meters.



#38
actionhero112

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Am I the only one who questioned why we were even using Trebuchets in the first place?

 

Mages can do the same thing, are mobile, and don't need to be wound up.

More like they already come wound up. Look at Anders. 



#39
zeypher

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yea mages cannot do that level of kinetic impact and range.



#40
Chadwin

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I managed it on Nightmare solo with an archer against the mages but something definitely glitched.  When Fiona showed up I ran to the top of the snowy hill, they followed, I went into stealth and back to the trebuchet and turned it all the way while everybody else just stood around on the hill.,



#41
VilniusNastavnik

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I found it easy on nightmare. 

Me DPS Fire - Frost - Lightning Mage, Dorian Spirit - Fire - Frost mage, Sera DPS Stealth Archer and Blackwall Tank. 

All comes down to knowing enemy weaknesses and positioning. I was using a T2 superb enchanter coat I picked up somewhere.. standard magister staff.. the thing with the cubes on the end.. Saved absolutely everyone.

Threw sera onto the wheel using the tac camera so she turned it whilst the three of us held them off. Once we cleared the wave, she turned it again.. rinse and repeat. Not a single supply box was used. Mind you not having barrier was annoying in the tunnel.. those wraiths killed me a couple times until I managed to drop a mark of the rift on them from a spot before they could see me.



#42
Biotic Flash Kick

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You know the one I'm talking about. Goddamn, it's ridiculous. I just finished it on my third try on Hard. I thought I was sufficiently twinked out, with a level 11 party kitted out with tier 2 gear, and the templars still kicked my butt twice. I finally did it by luring each wave back to the doorway near Seggrit's merchant table and killing them there. Trying to fight at the trebuchet itself, with enemies coming from all sides and no structure, was just painful.

This was with me as an archer rogue, Cass, Blackwall and Solas, against the templars.

How do people handle this fight? Can't imagine what it's like on Nightmare.

cheeze it!

 

turn the wheel 3 times then stop!

pause then turn it 3 times.

 

only turn in threes.

that is the best way to spawn the pair of enemies away from the horde/boss

 

you have to count because sure you get 2 enemies at a time but there is a point where if you turn it once passed the 2 enemies a horde rolls in. 

and trust me those two archers / one archer one tank make the horde so much more to handle

 

also if a horde does spawn? book it to the chantry. they sometimes get gltichy around the stairs [where the andraste's mabari is found]which mean you can shoot an ability or two off, disengage, and run in circles to the potion guy's hut. grapple chain a guy then go back and forth.

 

also, set each party member's reserve to 5 potions. when you disengage they sometimes spawn behind you. 

 

also, after saving therinn/threnn don't use that supply crate just go inside. also don't use the supply crate by the trebuchet until you are in deep crap. 

 

Fiona is alot harder than denem because once you knock out here barrier she can sometimes auto refill it 

 

also, this is soooo insanely hard if you only have 8 potions. 

12 gives you so much more slack. you have no idea.



#43
papercut_ninja

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I sided with templars in my first game, breezed through this battle with potions to spare. In my second game I sided with mages, and geez that was so much harder. Red templar horrors are simply superior to anything the mages can throw at you for damage dealing. I came out of the chantry and by the time I had made my way down to the gates my potions supply was empty. The only way I managed to defeat Denem was by retreating all the way back to the tavern, covering the ground with antivan fire.

 

Huge difference in difficulty, not because of Denem, he is actually fairly simple, but red templar horrors and their one shot kills...



#44
Innsmouth Dweller

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NM, 2nd PTs: one with red templars + behemoth - was a bit more difficult (12 or 13 clvl, don't remember), other one with mages + fiona (9 clvl i think, wanted to do this earlier but i leveled up just before the last trebuchet fight)

 

me (mage), Solas (the same build as mine, micromanage barrier on tank when he loses guard, dispel theirs and when it's down static cage their ass - doesn't work on templar horrors tho; 2statics in the same time are killers), Blackwall (tank, i don't play melee so i didn't micromanage him much, he seems less squishy than Cass) and Sera (aoe archer, stealth in case of trouble), crafted equipment (electricity dmg on mage enemies, not sure if energy barrage dmg bonus works, but i went electricity dmg to gain more dps on static cage, no electricity dmg on templar enemies since they're immune, fire res on mages for Blackwall, physical res on templars; regeneration potions for Blackwall, watch out for Sera's aoe attacks). kill ranged first (but ignore mages, they're annoying but if you watch the battlefield, you can avoid most of their damage), keep tank in the middle and aggro any melee attacking your dps (don't let them be flanked, go behind trebuchet when new weave comes - if you lose your barrier casters, tank dies and it's pretty much the end)

after low hp mobs are dead (it should be done very quickly if you attack the same target and time your skills) - go after the boss, just keep him on your tank

it was a breeze, after the fight (2nd PT, don't remember the first one) i had 3/8 health potions or so w/o using the supply crate

 

i'm going to try this solo on my current PT (mage - cuz i'm unable to play any other class, and yup, it's going to be painful, probably i'll kite a lot)



#45
Arvaarad

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Ice wall makes this fight manageable. Retreat into in the notch behind the trebuchet (when you're turning the wheel, it's behind you and to the right). The entrance to that area is exactly the size of an ice wall.

Keep an eye on the cooldown - as soon as it expires, cast another wall. One or two enemies will filter in each time. For extra fun, cast a wall of fire on the other side of the ice wall, to put fear and burning on anything that gets close enough to try destroying the wall.

#46
UnearthlyCheese

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Completed this two days ago on my first try.

On Nightmare, myself as a Mage, I started the quest at level 9, hit level 10 during the fight. Party members were level 9.

I ran with Blackwall SnS, Sera, and Solas.

Sera with upgraded sleep, and explosive shot (long shot too obviously). She's a mix between Dex/Cun, and uses auto attack for most dps. Explosive shot under my control for CC, and same with Long shot (I use shatter and discharge combos to lock down or CC mobs a lot). I let her use long shot for regular fights. Use stealth to drop agro if needed.

Solas is mostly support, with nearly everything in the Spirit tree. I don't believe I have any ability upgrades for him yet. Def get the passive on the bottom right. Also have the freeze spell and frost step (1st two under frost). Also have barrage from storm tree. Also have the Fear spell from Fire.

My Inquisitor is spec'd support/dps. I have barrier & dispell, then barrage -> lightning bolt -> the one that shortenst CDs with auto attack from storm, then ice cube. Also have the Fear from fire tree.

I'm one of those people who try to fully explore an area before moving on to the next. I therefore usually have a lot of crafting mats, and keep my gear up to date constantly. I was also able to rack up about 5.5k gold from selling junk, so I was able to buy some decent plans from both Redcliff (arms & legs) and Val Royeaux.


This is my first time playing a DA game on Nightmare. For that reason, up until this point in the game, I had been using the tactical view a lot. With some practice, I've actually gotten quite quick with it, figured out what works and what doesn't, etc. I discovered that I can easily beat almost any fight with it, as having split second control over abilities can make all the difference in the world. I can precisely time knockdowns and freezes so that an enemy never gets an offensive attack in. Can also use it to fear/sleep multiple targets at once (also using sleep -> dispell -> fear for an extended, chain CC).

Between freezing, paralyzingly, shattering, discharge (use long shot & shield bash as detonators), sleep, fear, explosive shot, payback strike...think Solas had mind blast too...I can prevent my party from taking much damage. Throw dual barriers in the mix, and we're pretty tough.


For the actual fight, I ran in without much planning lol. Once I realized how overwhelmed I was about to become, I switched to tactical. Used my tank to round up what I could. CC as much as possible, and then use the 3 ranged to focus fire mobs down (high dps focus fire can be he best CC you can get...dead mobs don't hurt :) ). Between the knockdowns / stuns and barrier, I was able to tank the ranged enemies with my ranged guys without much problem.


Once the Knight Commander appears, I put Blackwall on him. Finished downing the rest of the trash while using both mages to keep barrier up on the tank. Once the adds are down, the Knight Captain is pretty simple. Blackwall downed him with full health and full guard thanks to barrier.



As someone else said, be careful with the resupply crates...only use them when you are really low on pots, not just to top up 1 or 2.

At this point, I had upgraded healing pots, and done both stage 1 upgrades to rejuv pots.

#47
UnearthlyCheese

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Forgot to add, I sides with the mages.

#48
matcjur

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Use a rogue with steath and upgraded sleep powder to control the Templar that transforms the others, have your tank grab aggro, keep barrier on him, murder the trash mobs. Reapply sleep as necessary.
After that kill the transforming dude and lastly the boss.
Also, turn the trebuchet wheel just 4 times in a row to avoid getting overwhelmed, you are not in a time limite.

#49
Deebo305

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And yes, Templars >>>> Mages in difficulty. But Envy >>>> Alexius in difficulty, so... pick your poison.


I don't agree with this the Venatori are WAY harder imo. They've got Archers,Tanks,Brutes and Mages.

Between the arrows,elemental mines and melee fighters its pure chaos and then Fiona rears her hypocritical head and dumps lighting everywhere...how are Templars harder again?

#50
xnarcosysx

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Ya it was massively difficult for my DW, cassandra and 2 mages. Ended up having cassandra survive just long enough for me to finish the last couple turns, Solas and vivienne were dead.