Dragon Age: Origins Catch-All

Blind_Evil wrote:
MrDeVil909 wrote:

but the story is better than the main game

Scratched wrote:

Awakening doesn't really have a strong story

Gotta love it.

True, I thought that was funny. I should have put an IMO in there.

Blind_Evil wrote:

For my money, the plot is better in Awakening, but the writing and characters are better in DA:O.

Yeah, I tend to think of story and plot as the same thing. Agree with you totally there.

MrDeVil909 wrote:
Blind_Evil wrote:
MrDeVil909 wrote:

but the story is better than the main game

Scratched wrote:

Awakening doesn't really have a strong story

Gotta love it.

True, I thought that was funny. I should have put an IMO in there.

Blind_Evil wrote:

For my money, the plot is better in Awakening, but the writing and characters are better in DA:O.

Yeah, I tend to think of story and plot as the same thing. Agree with you totally there.

Tie goes to me playing it, so I'll let you know how I like it... I'm a few hours in, and I sort of miss not using my regular group (No Leliana, Shale, etc.)

MrDeVil909 wrote:

True, I thought that was funny. I should have put an IMO in there.

Blind_Evil wrote:

For my money, the plot is better in Awakening, but the writing and characters are better in DA:O.

Yeah, I tend to think of story and plot as the same thing. Agree with you totally there.

I'll grant you that the plot in Awakening is more complex than the one in Origins, but Origins' plot was basically there as a framework to hang a bunch of cool viginettes from. It accomplishes what it sets out to do very well, while I'm not sure the same is true of Awakenings

Speedhuntr wrote:

There were times when it felt like it would never end (*cough*the fade and *cough* the deep roads).

The Deep Roads get a lot of hate, but I do think they should have a big part in the game. They're the home of the darkspawn, and are where Grey Wardens eventually end up going to their death. They're important in ways The Fade isn't. They just needed something to break up the monotony. If the Dead Legion you encounter had been part of some Redcliffe style fight you could help them out with, have a bit of time to breathe and interact with some characters, I think the thing would have gone over a lot better.

Alien Love Gardener wrote:
MrDeVil909 wrote:

True, I thought that was funny. I should have put an IMO in there.

Blind_Evil wrote:

For my money, the plot is better in Awakening, but the writing and characters are better in DA:O.

Yeah, I tend to think of story and plot as the same thing. Agree with you totally there.

I'll grant you that the plot in Awakening is more complex than the one in Origins, but Origins' plot was basically there as a framework to hang a bunch of cool viginettes from. It accomplishes what it sets out to do very well, while I'm not sure the same is true of Awakenings

Speedhuntr wrote:

There were times when it felt like it would never end (*cough*the fade and *cough* the deep roads).

The Deep Roads get a lot of hate, but I do think they should have a big part in the game. They're the home of the darkspawn, and are where Grey Wardens eventually end up going to their death. They're important in ways The Fade isn't. They just needed something to break up the monotony. If the Dead Legion you encounter had been part of some Redcliffe style fight you could help them out with, have a bit of time to breathe and interact with some characters, I think the thing would have gone over a lot better.

I understand the importance of the Deep Roads but it was just the length and uninterested color palette and environments (save from the room with the Anvil). From what I've seen of my roommate's playing dragon age 2 they've made the deep seem more interesting. That was my problem with the fade too; that ugly green tinge got on my nerves very quickly. And I'm happy to see that the fade in Awakening is much more appealing.

I went to the Deep Roads expecting a really long, boring experience, yet I loved them. Probably because I was playing the game for the combat, not the scenery, so a lot of combat was a pleasure.

MrDeVil909 wrote:

I went to the Deep Roads expecting a really long, boring experience, yet I loved them. Probably because I was playing the game for the combat, not the scenery, so a lot of combat was a pleasure.

Ditto. The Deep Roads section isn't even that long.

I thought the Deep Roads were too short. I blazed though pretty much the whole thing using Earthquake+Inferno.

it was a slog for me. I suck at these games so after the first 2 hours inching along on normal difficult i dropped down to easy to get out. i really didn't like any of orzammar.

anyway, HUZZAH! just finished Awakening so now my Grey Warden's story is complete after 67 hours of fun. Currently downloading Dragon age 2 on steam.

For me the fade annoyed me far more than the deep roads. If they had split the Orzammar and deep road stuff I think it would have felt better as the sheer amount of time underground got to me even though I enjoyed the combat encounters there.

Well, you could have left Orzammar or the Deep Roads and do other quests. Only part that locked you in was the last section.

Man tried to beat the "Harvester" in Golems of Amgarrak on hard (for the achievement) for my GF last night... not gonna happen apparently.

Came in with a fresh warden (rolled a mage)
specced as a controller/debil

Tried to kite the harvester (it always wanted to eat me not the heavy warrior)
but couldn't get people to attack the corpses it would spawn and they would eventually get over-run.

Anyone try something different?

I was thinking maybe respeccing (they give me one book) and making the warden have fire/frost/telekinetic weapons, tons of sustained buffs and heal/group/revive as the only castables and just run like mad and introduce a tactic on everyone else at slot one to attack lieutenant or lower first my concern is the boss is listed i believe as an orange elite the same as some of the corpses he spawns.

Here's what I had to say on the last page, skimmer!

Blind_Evil wrote:

I honestly just got tremendously lucky. During the second during the second phase when he scuttles around, I eventually got far enough away from him and any skeletons that my other 3 dead party members got up as if we were out of combat. Not having your Awakening party in that made it rough.

The usual boss tactics should help. Restart the DLC if you need to, stock up on potions/gear in Awakening. Socket them with runes, too, and bring respec books for yourself and the two dwarves just in case. Set their self preservation to Self Health < 25% = potion. Actually you might want to do light potion at 75% and a bigger one at 25%, sometimes I got burned on the cooldowns (I can't remember if they share a cooldown, but it's sound either way). That golem would be pretty impressive over the course of a whole game, but only having Group Heal doesn't work terribly well for that fight.

The switch to [kill] the skeletons is important, especially the orange/yellow elite skeletons that will make life tough on your non-tank, who will really have his hands full with the Harvester.

I didn't have the luxury of my Warden being a mage, which should help you. Your plan sounds pretty good. Hitting that switch when it's available is particularly important.

Wait... what switch?

There's a switch to the right of where the Harvester first shows up, if you click it they skeletons die or despawn or some such. I think it's only available when the world is in that hazy state or whatever.

It's been a while but you get the idea.

Edit: If you watch this video, it's the thing giving out wisps of energy at the 0:38 mark.

Son of a bitch i could have easily smoked him if i knew that, i saw the switch but didn't see a way to interact with it in combat mode... i'll have to figure that out.

Not sure if you're playing on PC or 360, but on 360 you just hit left or right on the d-pad to change targets like normal. Try whatever your target-toggle button is, I guess.

360 yeah just hectic while i run away so i don't get two shotted

Cayne wrote:

360 yeah just hectic while i run away so i don't get two shotted

After the first form is defeated there is still a potentially very difficult battle with the smaller form. I had a lvl 33 rogue that hit it and paralysis from my dagger hit it. After a couple failed attempts, this time it got smoked *hard*.

I'm going in with fresh characters to unlock the amulet for her 2nd playthrough of DA1 on her account (as opposed to mine)

Hence the mage warden since i knew no other mage in this DLC to play with.

Still completely doable. Maybe check TrueAchievements.com for tips on the battle for different classes.

I saw someone's post about using accuracy on a rogue with pumped up Dex... i wonder if you get into amgarrak without importing data if you use Awakenings skills or Origins...

I know I'm late to the party, but blimey killing that Archdemon is bleeding hard. Best I've done thus far is get him down to halfway, but the rest of my party was dead by that point, and for some reason there was one lone dwarf hanging around somewhere so I couldn't sub the elf archers in.

Any tips ?

My team is Logain, Shale and Wynne, for what it's worth.

You using the ballistas?

What difficulty? What class are you?

I did Hard, I think, as a rogue. Wynne was the only party member to fall.

I used Alistair, Shale, and Wynne, with my Warden being a back-stabby rogue. Make frequent use of ballistas. Remember to call in an army when the Darkspawn appear. Keep Wynne far away from the Archdemon and, maybe, have her only set to heal. As a rogue it was very easy to wander up behind the Archdemon and get near infinite backstabs. Have a lot of health poultices ready. I think I Had 3 or 4 stacks of 99 Lesser Health Poultices.

Difficulty - Casual (yeah, I know..)

Class - Warrior, lvl 20. I think I'm not using the ballistas enough, and my army usage was stymied by the fact that 1 dwarf wouldn't die so I couldn't jack the rest in.

I'll give it another go.

Yeah, sounds like you had a little bad luck. Beating the Archdemon isn't that hard.

MrDeVil909 wrote:

Yeah, sounds like you had a little bad luck. Beating the Archdemon isn't that hard.

Dunno about that, the scaly sod has just handed me my backside twice more. Had him jump off to the ranged-only distance, was ballista-ing him like a champ, then he took off, loads of darkspawn appeared and my three companions had already had it. I wish my supporting armies were (a) bigger than 50 and (b) would come out in bunches of more than 8. That's not why I ran round saving your arses earlier on, goddamn it !

Anyway, I've now started Awakenings, but I shall return !

Been a while since I got that far (working on it again now - just about to hit the deep roads) but if I remember correctly, first time I beat the Archdemon was using the circle mages, I found them to be much more effective than the other armies available in that last fight.

I also think i remember ignoring him while he was at range (there are Ballistas!?) and just dealing with the darkspawn until it came back again. Memory fuzzy though.

I was also on casual at the time btw.

MrDeVil909 wrote:

Yeah, sounds like you had a little bad luck. Beating the Archdemon isn't that hard.

If you beat him quickly and easily, then my hat is off to you, sir. But, for me, that Archdemon fight was perhaps one of the most difficult boss battles I have ever played. I played on normal difficulty, and it took me more than 50 tries, (yes, I actutally counted how many times I wiped out). The only way I ended up getting through it was by having my wife help copilot me. She would call out warnings for heals, attacks, and targets, and I honestly don't know that I could do it without her. I'm replaying the game again now, and I'm not looking forward to that fight in the least. The most important thing about that Archdemon battle is to have those big AoE spells working for you to control the hordes of reinforcements.

It really is a matter of keeping your head and keeping track of things like ThatGuy42's wife did for him. Keeping your party together so they can support each other, and dealing with adds as they come in. I know the fight is over once the AD dies but if you let too many Darkspawn pile up their damage output will exceed your healing abilities of mage/potions. So eliminate the spawns deal damage to the AD back off to heal as needed and keep moving, when he drops a big AOE get the hell out of the way.

Honestly beat him on normal first try using the armies mostly as fodder to distract him and the Darkspawns a bit, allthough as Stevenmack said the mages are the best for actually hurting the AD with elves coming in right behind with archers. the melee dwarves and humans are useless.