Should i kill varnell




















This page details various strategies that can be used for the fight at the end of Offered and Lost. This fight has an exceedingly-high number of enemy units compared to any other battle, and thus makes it one of the most difficult fights in the game.

Most of them are Critter-ranked, but they still have some fairly high health considering it is Act 2, and Ser Varnell , as an Elite-ranked Commander, can activate a health regenerating aura to heal them faster than you can kill them.

Without the right party setup, abilities, and equipment this fight can get very difficult very quickly. The battle draws many parallels to the one in the "Barracks" at the end of Night Lies ; four waves of enemies bolstered by a Commander and no places to hide from archers. However, there are some key differences that can make this fight easier than that one. By now the player should be fully comfortable with how they've built Hawke, with a full understanding of the class's strengths and weaknesses.

Note that many of the tactics for companions can be carried out by a comparable and appropriate Hawke as well. Merrill is an excellent choice just based on her Primal, Spirit, and Entropy options. If she learns Horror, she is the most effective way of keeping Varnell in check. Tempest and an upgraded Chain Lightning are friendly fireproof and are great for use with warriors, between Staggering enemies and keeping them covered on the front line.

Against so many enemies a single successful detonation on a Normal rank can instantly kill an entire wave the Critter ranks, at least regardless of Varnell's aura.

Wrath of the Elvhen , fully upgraded, gives her a constant stream of health recovery and nature damage given the sheer number of enemies, working very well with Aveline. Hex of Torment, which she should have by default, and Spirit Strike can deliver a blistering amount of damage to a Disoriented Varnell. Finally, Rock Armor and a few max health upgrades means she won't have to worry about anyone, even the ones that get near her without getting on the sharp end of a two-hander's blade.

In short, Merrill has many options to adapt to however the situation develops. Fenris is very effective in this fight, especially when sufficiently developed in Vanguard and Tevinter Fugitive. With Giant's Reach his blade will cover a great distance, and Vanguard should be built similarly to a warrior Hawke, picking up Destroyer and Massacre. The Tevinter Fugitive tree grants many of the best aspects of all of Hawke's warrior specializations in a single tree.

In many ways, the efficiency with which he learns Battle Tempo compared to Hawke learning Fervor and the critical chance granted by Lyrium Ghost and Sunder make him a better two-handed Vanguard than Hawke. Might and upgraded Lyrium Ghost are his best sustained talents, Rally confers Might to everyone temporarily, and an upgraded Spirit Pulse is a great stun tool. With three ranged allies, you can control Fenris yourself while ordering the others to take their positions and auto-attack, which means less overall micro-managing to do.

Battle Tempo triggers with little hassle after killing a single Critter rank, and that plus Cleave and the Vanguard passives will kill the rest even faster, renewing the tempo. Varric is exceptionally useful, between Miasmic Flask and his Marksman abilities and attack speed boosts.

It "instantly kills weaker enemies" i. Critter-rank along its path, and with it he is more viable than Anders. If you've advanced his Sabotage abilities enough, Fatiguing Fog can be upgraded to obscure your warrior in trouble while Disorienting and slowing the horde, and Confusion can turn a handful against each other briefly, giving you time to breathe.

Other than that, set his tactics to prioritize attacking enemies using ranged attacks and Behavior set to Ranged. Aveline can take the hits with only a modest investment in Constitution, as long as she has Shield Defense and Immovable , as well as Thick Skin for good measure. Additionally, Indomitable makes her immune to Varnell's stun whistle, allowing her to keep fighting through his own efforts at "crowd control.

Disperse detonates Disorient combos, but Disorient is very much a single-target cross-class combo, given its means of application and detonators. Shield Bash , upgraded to Pummel , adds a Stagger or several to the mix especially with so many weak enemies bunched together , making them easy pickings for a Chain Reaction or Merciless Strike.

Anders is a natural fit for Elemental and Creation magic. Thus, for efficiency's sake, continue these investments and get Heroic Aura , preferably upgraded , Glyph of Paralysis and at least Firestorm and Pyromancer if not Elemental Mastery. Cast Haste or Great Haste if available, but neither is utterly necessary. Firestorm is enough to stop the Critter ranks on its own while damaging them, although a Force Mage Hawke using Gravitic Ring is a welcome addition to the combo.

If available, Regroup can revive fallen allies, but unlike in Act 1, Mythal's Favor is available as a substitute after a single jaunt down the Wounded Coast, so it may be better to focus Anders' efforts on damage and party buffs going forward.

Bring nature staves for your mages, if they've been randomly generated they are difficult to find in stores and are not guaranteed.

They are not necessary but will trivialize half of the enemy force. Bring a full stock of potions, though it need not be massive with the right setup and tactics. Loot Kirkwall and store what you find if you feel the need to lift the numbers. Parrk Status: Offline. By Maria Caliban - Wed Mar 16, am. This is the storyline forum. I have no idea who you're referring to. How can I give you advice if you tell me nothing of the situation or even attempt to jog my memory as to whom you are fighting?

This might be a difficult fight for you, but it's not even a memorable one for me. Maria Caliban Status: Offline. By punkioinapit - Wed Mar 16, am. I can't beat this no matter what I try doing. I did everything you guys said and my party no matter who it is keeps getting wasted. What the heck Bioware, why did you make this fight so impossible? I have Anders dedicated to support, be it healing or using Glyph of Paralyze.

Pausing and switching to control to gather adds is key. If you don't have a dedicated tank. Then it's wise to juggle threat between characters. KAAurious Status: Offline. I tried that. I have a Tank. That red headed chick. Then I have Anders on support, healing and stuff. And I've tried with many different characters as the fourth. Then I run back near that chest and gather my party there and try and kill them as they come.

I get wiped out near the second wave or so. I can't for the life of my beat it. I've tried every difficulty setting an nothing. I mean, nothing is working. I've died maybe a dozen times and I'm almost sick of playing the game at this point. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Topic Archived Page 1 of 2 Last.

Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. User Info: oskman Also how do I stop Merril from using Blood magic? User Info: RomanSynn. I got the option to kill the Qunari myself bottom left on the dialogue wheel. Perhaps it was because I intentionally chose every aggressive, confrontational and occasionally lethal option previously presented , or maybe you missed it.

Either way, Hawke should kill the Qunari. The ability to thrive in the real world while living in a fantasy one separates creative genius from crushing insanity. Nevermind then.



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