OK, what's the secret to beating the Mighty Dragon at the Bone Pit in Act 3??
I can handle the dragonlings that keep spawning but when he starts throwing in 1 or 2 Dragons, plus his fireballs, I start losing people quickly.
Mighty Dragon
- Crenshinibon
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I was able to solo this fight with a warrior by kiting larger dragons as well as the High Dragon.
When you run away, you can hit "R" to instantly dash back to the targeted opponent.
When you run away, you can hit "R" to instantly dash back to the targeted opponent.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
- GoldDragon
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- Darth Gavinius
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I managed the fight with:
Anders, Varric and Sebastian with myself as a melee rogue. Tactically this fight is one of the hardest, because you need a mage for both healing and offence. I was determined to complete the fight without losing anyone - and I did manage it- eventually. Make sure you have heat salves a-plenty, stamina/mana draughts and health potions - and if you don't want to redo the fight a buy some Mythal's favour bombs (if you have Black Emporium), they will revive fallen comrades.
When the dragon Retreats to the cliff-top use your ranged attackers to keep attacking it and use hit and run tactics so they don't get fire-balled. During my fight the Dragon went mostly for Anders with its attacks at range. In the end, so long as you have some Mythal's Favor Bombs - you can afford to lose someone if it is tactically worth it.
Anders, Varric and Sebastian with myself as a melee rogue. Tactically this fight is one of the hardest, because you need a mage for both healing and offence. I was determined to complete the fight without losing anyone - and I did manage it- eventually. Make sure you have heat salves a-plenty, stamina/mana draughts and health potions - and if you don't want to redo the fight a buy some Mythal's favour bombs (if you have Black Emporium), they will revive fallen comrades.
When the dragon Retreats to the cliff-top use your ranged attackers to keep attacking it and use hit and run tactics so they don't get fire-balled. During my fight the Dragon went mostly for Anders with its attacks at range. In the end, so long as you have some Mythal's Favor Bombs - you can afford to lose someone if it is tactically worth it.
Two wrongs don't make a right... but three lefts do!
If beauty is in the eye of the bee-holder, then why are hives considered unattractive features?
If beauty is in the eye of the bee-holder, then why are hives considered unattractive features?
I personally thought that this was one of the easier "boss" battles.
The key is of course Fire resistance. By act 3 you should have Fire resistance on at least one tank, along with both elemental defense abilities. The Tank should have 100% resistance to fire. If you can get this with other companions then that's nice, but not a requirement.
Of course Anders as a healer (both the base healer spell and the "justice" party heal spell), with the arcane defense triplet (for the entire party) is also recommended to increase fire resistance. (..you can always re-spec with the potion in the Black Emporium.) There are several trinket available as well with fire resistance (rings in particular- look at all the lowtown shops).
Tactically you can't avoid the High Dragon's fire balls - they auto target whomever (single character only), so it's a good idea to have your party members several meters away from each other so only one takes damage (..if possible). Note that the fire ball attacks don't seem to be effected by "threat", instead it seems to be directed on the lowest health of any given party member (..and possibly the lowest fire resistance as well).
As for spawns (Dragonling & Dragons), keep your party on one extreme side of the Bone Pit or the other, varying it after each round with the High Dragon. Takeout each Dragonling FIRST, then move onto a Dragon. (..and have your party run away from the Dragon toward each Dragonling.) Once the round gets to the "double dragon" spawn you should be far enough away from one dragon so that it's not an issue -because you are on the other side of the pit. You can then finish-off the first Dragon and Dragonlings and move to the other side of the pit to kill the next dragon.
Note: I personally never had much opportunity to range attack the High Dragon while it was on it's perch spewing fire balls.. I was too busy dealing with Dragonlings and Dragons.
"Wave" rounds (something like):
1. High Dragon
2. Dragonlings
3. High Dragon
4. Dragonlings and Dragon
5. High Dragon
6. Dragonlings and Dragon + Dragon
7. High Dragon + Dragonlings
Always go after each Dragonling before engaging any dragon. The reason: en mass they hit one party member for LOT of damage in a round, but conversely don't have the kind of health or armor of any Dragon - so they can be killed pretty quickly one at a time by all your party members acting together. IF a Dragon is also an issue at this time then always target a Dragonling that is furthest away from the Dragon if possible.
This is one of the few "boss" battles where I left it on "Nightmare" difficulty.
The key is of course Fire resistance. By act 3 you should have Fire resistance on at least one tank, along with both elemental defense abilities. The Tank should have 100% resistance to fire. If you can get this with other companions then that's nice, but not a requirement.
Of course Anders as a healer (both the base healer spell and the "justice" party heal spell), with the arcane defense triplet (for the entire party) is also recommended to increase fire resistance. (..you can always re-spec with the potion in the Black Emporium.) There are several trinket available as well with fire resistance (rings in particular- look at all the lowtown shops).
Tactically you can't avoid the High Dragon's fire balls - they auto target whomever (single character only), so it's a good idea to have your party members several meters away from each other so only one takes damage (..if possible). Note that the fire ball attacks don't seem to be effected by "threat", instead it seems to be directed on the lowest health of any given party member (..and possibly the lowest fire resistance as well).
As for spawns (Dragonling & Dragons), keep your party on one extreme side of the Bone Pit or the other, varying it after each round with the High Dragon. Takeout each Dragonling FIRST, then move onto a Dragon. (..and have your party run away from the Dragon toward each Dragonling.) Once the round gets to the "double dragon" spawn you should be far enough away from one dragon so that it's not an issue -because you are on the other side of the pit. You can then finish-off the first Dragon and Dragonlings and move to the other side of the pit to kill the next dragon.
Note: I personally never had much opportunity to range attack the High Dragon while it was on it's perch spewing fire balls.. I was too busy dealing with Dragonlings and Dragons.
"Wave" rounds (something like):
1. High Dragon
2. Dragonlings
3. High Dragon
4. Dragonlings and Dragon
5. High Dragon
6. Dragonlings and Dragon + Dragon
7. High Dragon + Dragonlings
Always go after each Dragonling before engaging any dragon. The reason: en mass they hit one party member for LOT of damage in a round, but conversely don't have the kind of health or armor of any Dragon - so they can be killed pretty quickly one at a time by all your party members acting together. IF a Dragon is also an issue at this time then always target a Dragonling that is furthest away from the Dragon if possible.
This is one of the few "boss" battles where I left it on "Nightmare" difficulty.