Last night I fired up the game and started an SnS character and picked this origin. I have read some old threads about the character in solos, and I have played this origin before albeit in a full team. I was not equipping promo-dlc gear and I didn't steal Gorim's shield from him (although maybe I should have), didn't have enough strength to equip his sword even if I wanted to (oddly Gorim didn't either).
I really only have one somewhat specific question about this origin, and then I suppose a more general question about SnS.
So for the specific question: Is it possible to get through this origin solo without the team taking any damage?
I played the merc encounter a bunch of times last night and couldn't figure out anyway to both prevent my useless team from being targeting while not getting killed. I could have limited success with the team taking 0 damage if I moved the three of them over the bridge and stayed in front of all the mercs, but that led to a pretty quick death and wasn't even always effective at preventing their damage.
I tried several times to run with them, backtracking through the map with the hopes of letting the party get well out of range while I could hold the tunnel, but I couldn't get that to work. Besides just taking arrows, the 2H merc really wanted to chase the squad. One time I went all the way to near the beginning and tried to hold the choke while the team hid by NPC guards. I stunned the merc leader with Pummel (that worked maybe 40% of the time), then shield bashed the 2H. Started in with auto attacks on the merc leader, but the 2H got up and just b-lined to the squad.
Eventually I just gave up on the idea and instead just left the three by the mercs while I retreated over the bridge and waited for them to be killed. Then I proceeded to "solo" the mercs. This felt a little unsatisfying to me only because it seems like letting them tank while I cross the bride isn't strictly a solo, even if it somewhat loosely approximates skipping the cutscene and attacking the mercs straight-away with no crew. Still took 3 health pots for me to kill the merc. I had wasted 1 pot on the yellow darkspawn before this, so had 0 after that.
Incidentally this was a little different than a normal "pull a guy then regen in between" since the dead squad seemed to prevent me from dropping out of combat ever. Although I did drop out (and squad was rezzed) when I looted the merc leader and got a cutscene. I had forgotten this happens. There was a merc archer still left by that point, who was standing around until I re-engaged him.
As far as preventing squad damage in the darkspawn ambush, this was actually achievable at least by somewhat cheesy methods. If I immediately ran the squad and myself back through the map, it was somewhat possible to tank the arrows myself (a lot of luck), but the blight wolf and 3 darkspawn would seemingly follow forever... at least until you hit the cutscene with the warning from Gorim. This required good pathing to put enough distance on the blight wolf that he didn't just run right at us after the scene. Anyway post scene I was able to move the squad even further in the tunnels and backtrack to solo the darkspawn with my 0 health pots, since I could drop out of combat. It felt a bit like skirting the rules unfortunately.
This is getting to be the world's longest post for two questions, but the next is about the rest of the thing. I know this character is relatively tedious, but I also have the fix pack mod one of which "fixes" shield wall's 20% damage penalty. Is it going to be practical to get through nightmare with the penalty (str - axe build)? I guess I could actually toggle it if need be.





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