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<onlyinclude>{{CreatureTransformer
 
<onlyinclude>{{CreatureTransformer
 
|style = {{{style|}}}
 
|style = {{{style|}}}
 
|name = [[Vinsomer]]
 
|name = [[Vinsomer]]
|affiliation = [[Dragon]]s
+
|rank = [[Boss]]
  +
|affiliation = [[Dragon|Dragons]]
  +
|icon = High Dragon icon.png
 
|image = Vinsomer Profile.png
 
|image = Vinsomer Profile.png
 
|px = 270px
 
|px = 270px
|location = [[Storm Coast|The Storm Coast]]
+
|location = [[Storm Coast|The Storm Coast]] - [[Dragon Island]]
|quests = [[Dragon Hunter]]
+
|quests = [[Dragon Hunter]]
 
|appearances = [[Dragon Age: Inquisition]] <br> [[Heroes of Dragon Age]]
 
|appearances = [[Dragon Age: Inquisition]] <br> [[Heroes of Dragon Age]]
 
}}</onlyinclude>
 
}}</onlyinclude>
   
The '''Vinsomer''' is one of the ten [[high dragon]]s encountered in ''[[Dragon Age: Inquisition]]''. It is found on the [[Storm Coast]]. The Inquisitor's party will first encounter her by the beach, west of the [[Blades of Hessarian]] camp, while fighting a giant. The Vinsomer will leave that area if the giant dies or the Inquisitor gets close enough to the battle. Later in the game, she can be found on [[Dragon Island]], northwest of the storm coast. In order to reach Dragon Island, you must first acquire and complete the war table operation [[Red Templars on the Storm Coast]]. You will then get the [[Red Water]] quest, which will open the locked dwarven ruin door in the southwest area of the Storm Coast. At the end of the ruins, the Inquisitor's party can take a boat to Dragon Island.
+
The '''Vinsomer''' is one of the ten [[high dragon]]s encountered in ''[[Dragon Age: Inquisition]]''. It is found on the [[Storm Coast]]. The Inquisitor's party will first encounter her by the beach, west of the [[Blades of Hessarian]] camp, while fighting a giant. The Vinsomer will leave that area if the giant dies or the Inquisitor gets close enough to the battle.
   
  +
Later in the game, she can be found on [[Dragon Island]], northwest of the storm coast. In order to reach Dragon Island, you must first acquire and complete the war table operation [[Red Templars on the Storm Coast]]. You will then get the [[Red Water]] quest, which will open the locked dwarven ruin door in the southwest area of the Storm Coast. At the end of the ruins, the Inquisitor's party can take a boat to Dragon Island.
== Strategy ==
 
  +
The dragon's stats are as follows:
 
  +
== Background ==
  +
According to legend, an especially large Vinsomer was the last dragon felled by the hand of Caspar Pentaghast. In [[Nevarra|Nevarran]] poetry, its breath alone caused thunderstorms and its wings formed hurricanes. Modern Vinsomer no longer grow to the same length, but are wary, dangerous and usually prefer isolated, high and rocky coasts.<ref name=WoT2-304>{{cite wot2|304}}</ref>
  +
  +
== Stats ==
 
: Level 19 Boss
 
: Level 19 Boss
 
: 226288 HP (Nightmare difficulty)
 
: 226288 HP (Nightmare difficulty)
Line 23: Line 27:
 
: Immunity: All Disabling Effects
 
: Immunity: All Disabling Effects
 
: Immunity: Slowed
 
: Immunity: Slowed
: Perceptive
 
* The Vinsomer "breathes" electricity instead of fire, dealing electricity damage. It is therefore resistant to electricity damage, but vulnerable to spirit. Bringing electrical resistance potions is a must on higher difficulties, particularly for your tank. Regeneration potions can also help. Equip your mage or mages with an ice or fire staff. Dragon-Slaying and spirit runes can also help somewhat, but it's not required.
 
* The Vinsomer will stay on the ground for the entirety of the fight, except for some small "jumps" to cover distance at times.
 
* Regularly, The Vinsomer will generate a full guard bar that you will have to wear down. Abilities that do extra damage against guard, such as upgraded shield bash will therefore help in this battle.
 
* All dragons will often attack any party member close to her with melee attacks. She will signify a melee attack by raising the leg closest to the party member she will try to hit, avoid it with Fade Step/Evade/Combat Roll. Getting close to her tail will often make her raise her tail up and to the side in preparation to swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area, the best thing to do is to stay away from her tail.
 
   
 
== Strategy ==
* The Vinsomers methods of attack are similar to most other dragons, but like the [[Northern Hunter]], has a mobile version of [[Static Cage]] that becomes "attached" to each party member with a damage-over-time effect dealing electricity-based damage every 3–4 seconds for 20 seconds. You will see when the cage is about to become active when the Vinsomer rises up on her back legs, and then slams her front legs to the ground, doing high damage and knocking down any party member close to her. Your characters will then all get small lightning animations under them. Any character that crosses within the field of another receives increased damage which stacks, so spread your characters out somewhat. Dispel removes the Static Cage effect from party members, prioritizing to remove it from your melee characters makes sense if you have more than one of them, since they all will be standing close to the dragon. Note that the damage from Static Cage can interrupt the casting of Dispel. If The Vinsomer uses the static cage ability and the maelstrom ability very close to each other it can can be very damaging for your party if not dealt with.
 
  +
The Vinsomer breathes electricity, dealing electric damage. Accordingly, she’s resistant to electric damage but vulnerable to spirit damage. She is immune to almost all status effects; the one notable exception is poison, which will damage her.
   
  +
=== Vinsomer’s attacks and abilities ===
* Every time the dragon lifts its wings high up over her body, she's about to use her "Maelstrom" ability, an ability all or nearly all dragons in the game have. She will flap hers wings 4 times, and every time, she will suck your party closer to her and do high damage to them. The ability has an extremly long range so it's doubtful you can outrun it. There are 3 ways to deal with this ability:
 
  +
All dragon attacks deal high amounts of damage and may inflict status effects with certain attacks. The Vinsomer uses the following attacks and abilities:
# With high enough dps you can just weather it, since you will see this ability no more than a couple of times. Nuke the dragon down, popping potions, although you will burn through them quickly.
 
# You can hide behind obstacles. This can be difficult because of poor Ai pathfinding, AI unwillingness to stand where ordered even when "holding position", dragon constantly moving and destroying obstacles.
 
# Lastly, and the best way, is to get into melee range (inside the maelstrom circle). Inside it you will take no damage. As soon as you see the dragon's wings rise high, use your Evade (Rogues) & Fade Step (mages) to help get them inside the circle as fast as possible. Having your ranged party members stand not to far from the dragon at all times will help prepare for the maelstrom. Your melee companions will already be where they should. When the dragons stops flapping it's wings, get your ranged party members out again quick, so they don't get hit by the dragons melee attacks.
 
* The Vinsomer will also use her lightning ball ability if a party member that is not in melee range has aggro. it will shoot a ball of lightning in a straight line which will explode on the ground and leave it electrified for a while. Any party member that walks over this, will take damage and get shocked (vulnerable to magic). Avoid this ability with Fade Step/Evade/Combat Roll.
 
* The Vinsomer has a Lightning Breath ability that she will signify by raising her head back and up. She will then spray the ground in front and to the sides of her, trying to seek hitting any party members that are standing close enough. The breath will leave party members shocked as well as doing damage to them. Avoid this ability with Fade Step/Evade/Combat Roll.
 
   
  +
* '''Melee attacks:'''
* Focusing your party's damage on the dragons legs can make the dragon fall to the ground helplessly for a short while when you have damaged all four legs enough. A dragon which has a damaged leg will be bleeding severely from it. It will also show a "pain" animation and jump away if you have damaged a leg enough. Focus your damage on one leg at a time, after you see that leg start to bleed, change to another leg. When the dragon is lying on the ground, it is a very good time to use many of the party's ground-targeted focus abilities, like the Inquisitor's Mark of the Rift or Solas' Firestorm, since you know the dragon will not move for a short while. Typically it will take a very long time to damage the dragons legs enough for it to fall, often taking almost the whole battle for it to occur.
 
  +
** '''Claw:''' she will look at a target in melee range and raise the closest leg to signify a claw attack. This is done quite slowly and can easily be avoided with [[Combat Roll]] (warriors), [[Evade (Inquisition)|Evade]] (rogues) or [[Fade Step]] (mages).
  +
** '''Bite:''' she will bite a target in melee range, but only if they are at her front and attacking her head. Identifying this attack can be difficult as it uses a similar animation to other attacks.
  +
** '''Tail:''' she will raise her tail up and to the side, then swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area.
  +
** '''Jump:''' although not strictly an attack, she will occasionally jump about the battlefield, knocking over any party members in range at both her start and end points.
  +
** All melee attacks will knock over party members in range. Being knocked over deals damage and leaves the party vulnerable in the time it takes to get back to their feet.
  +
* '''Elemental attacks:'''
  +
** '''Electric ball:''' similar to a fireball, she may shoot a ball of electricity at a party member. The ball will deal damage on hit and leave a cloud of electricity behind afterwards. Any party member entering the cloud will have damage dealt to them over time. This ball can be avoided fairly easily because it travels in a completely straight line – just run to the side.
  +
** '''Electric breath:''' she may breathe electricity at nearby party members. She will broadcast this attack by raising her head back and up. Unlike the electric ball, she will turn to direct this attack at party members.
  +
* '''Vortex:''' she may raise her wings high up above her body and flap her wings four times. This generates a vortex that sucks party members outside of melee range close to her, dealing damage with every flap. It does not deal damage to party members inside the vortex. The vortex also deflects ranged projectiles coming from outside its area of effect, including ability attacks like [[Energy Barrage]] or [[Long Shot]], but doesn't deflect attacks from inside. Get all party members into melee range as quickly as you can. Once the vortex is over, move your ranged attackers away as soon as possible.
  +
* '''Guard:''' she may generate a full guard bar at random intervals. This is usually signified by her jumping away, lowering her head, stamping her feet on the ground, and glowing. The guard bar must be destroyed in order to keep damaging her.
  +
* '''Berserk<ref>Dragon Age: Inquisition Collector's Edition Prima Guide p.327: "Berserk: A devastating 40-metre area-of-effect attack utilising the dragon's elemental ability."</ref>:''' she will occasionally raise up on her back legs then slam her front legs into the ground, knocking any nearby party members over and creating electric circles around each party member. These rings will move with you and will deal damage over time; however, they also deal damage to any other party members inside another’s ring. This means that two party members standing close together will be dealt damage from their own ring ''and also'' from the other person’s ring. Dispel removes the effect, but the damage can interrupt the casting of dispel, so you may need to try a couple of times.
  +
  +
=== Preparation ===
  +
Ideally, your party should have the following set-up:
  +
  +
Two mages, each with the following abilities:
  +
* [[Barrier]]
  +
* [[Dispel]]
  +
* [[Energy Barrage]]
  +
* [[Fade Step]]
  +
One warrior, with the following abilities:
  +
* [[Combat Roll]]
  +
* Upgraded [[Shield Bash]]; if you have ''[[Trespasser]]'', make sure the upgrade [[Ring the Bell]] is toggled on for its extra guard damage.
  +
* An alternative to Shield Bash is the [[Battlemaster]] ability [[War Horn]] upgraded to have [[Break Their Spirit]], but given the investment needed to get it you’re better off with Shield Bash.
  +
  +
Your choice of fourth party member.
  +
{{Note|If your fourth party member is a rogue, they should have the [[Evade (Inquisition)|Evade]] ability.}}
  +
  +
It goes without saying that you will need to have decent equipment to stand a chance against any dragon, particularly on higher difficulties. However, there are some types of equipment that will give you a better chance against this particular dragon:
  +
  +
* Fire or ice staves for mages, with spirit runes equipped if you can manage
  +
* Dragon-slaying runes for non-mage weapons will help but aren't mandatory
  +
* Weapons that do additional guard damage, e.g. [[Mhemet's War Hammer]] (only if you replace the electricity rune!) or [[Pyre of the Forgotten]]
  +
* Any armour with increased electricity resistance
  +
* Any armour with increased magic defence (magic defence increases all elemental resistances)
  +
* Any accessories that gives a health bonus
  +
* Any accessories that increases electricity resistance
  +
* Any accessories that gives a guard damage bonus
  +
  +
If possible, you should have the [[Inquisition perks]] "More healing potions" (Forces) and "Tempered glass flasks" (Inquisition) to expand the number of potions your party members can carry. The following potions/tonics/grenades are '''''strongly''''' recommended:
  +
  +
* [[Regeneration Potion]] – upgrade this potion as high as possible, as soon as possible. Adding proximity heal will mean that the regeneration potion heals the user ''and'' any nearby party members - this stacks. Adding lifeward means it heals more and faster when you're at low health. Equip it on as many people as you can.
  +
* [[Electrical Resistance Tonic]] – particularly useful for your warrior, as they will take the brunt of the electric breath attack.
  +
  +
If you have any spare potion slots and/or you don't have access to one or more of the above potions, these may work as alternates:
  +
* [[Mighty Offense Tonic]] - will temporarily increase damage. This may be particularly useful for this fight if it's been upgraded to include bonus damage against guard.
  +
* [[Rock Armor Tonic]] - will temporarily increase armour.
  +
* [[Healing Mist]] - this grenade will heal any party members in its area of effect. If it's been fully upgraded, it will also revive fallen party members.
  +
* [[Tears of the Dead]] - rogues only. This adds poison to the rogue's attack, which will help whittle down the dragon's health but isn't that useful in comparison to other potions.
  +
  +
=== The battle ===
  +
The biggest problem with this battle is the combination of the Berserk attack and the occasional full guard bar she’ll generate. The guard bar will extend the fight and the Berserk attack can't be dodged, which will wear down your resources. Otherwise, this is a fairly straightforward battle.
  +
  +
Turn off the barrier spell in tactics for one of your mages and keep control of that mage as much as possible during the battle. This will allow you to refresh your party’s barrier just as it fades, while the other mage’s barrier spell is cooling down, while it also prevents the AI from casting both barrier spells at once. This means you can keep up a barrier for most of the battle, if not all of it. Only switch away from your chosen mage when you need to take control of another party member to use [[Combat Roll]], [[Fade Step]] or [[Evade (Inquisition)|Evade]] to dodge an attack.
  +
  +
Keep your party spread out as much as possible. If you have three ranged attackers you will be able to keep your party spread out so that they don’t inadvertently damage each other when the Vinsomer uses her Berserk attack. The Vinsomer will stay on the ground for the duration of the fight, but she will likely deal the most (non-electric) damage when she leaps across the area. Again, keeping your party spread out will help minimise this damage.
  +
  +
You have two main options for this fight: either focus on her head, or focus on her legs.
  +
  +
Focusing on her head will occasionally interrupt her attacks while she shakes her head and stops attacking for a couple of seconds, buying you precious time. This is a good tactic to take if you are having trouble with the damage she deals out – particularly the Berserk attack, which cannot be avoided. However, focussing on her head will lead your melee attackers away from her flanks and into the line of her breath and bite attacks, plus it gives up any chance of making her collapse.
  +
  +
Focusing on her legs, on the other hand, will eventually make her collapse on the ground for a short time, unable to move. This makes her a great target for ground-based multi-hit abilities such as [[Mark of the Rift]] or [[Firestorm]]. In order to do this, you should target one of her legs and command your whole party to attack that leg. After you have dealt enough damage to it, she will flinch and jump away, knocking nearby party members over. You know her leg is damaged enough when it starts bleeding profusely. At that point, you should switch to a different leg and repeat the process until that leg is bleeding as well.
  +
  +
Once all four legs are damaged enough, she will collapse to the ground a short time after (the collapse is not immediate). However, dealing enough damage to all of the legs takes a ''very'' long time, almost to the end of the battle, and you may not be able to make her collapse before she dies. If you do manage to make her collapse, however, she will be close to death - hit her with everything you’ve got and if you’re lucky you’ll kill her before she recovers.
   
 
== Rewards ==
 
== Rewards ==
  +
* 11,718 XP plus 2,649 XP
3000 Influence<br>
 
  +
* 3,000 influence
4 Power
 
  +
* 4 power
{{:In Peace, Vigilance|style=iconmini}}<br>
 
  +
{{:Wyvern Tooth|style=iconmini}}<br>
 
  +
== Loot ==
{{:Master Dragon-Slaying Rune Schematic|style=iconmini}}<br>
 
{{:Superb Ring of Flanking|style=iconmini}}<br>
+
* {{:In Peace, Vigilance|style=iconmini}}
{{:Dragon Gland|style=iconmini}} (50% chance)<br>
+
* {{:Wyvern Tooth|style=iconmini}}
{{:Pure Dragon Blood|style=iconmini}} (3–5)<br>
+
* {{:Master Dragon-Slaying Rune Schematic|style=iconmini}}
{{:Dragon's Tooth|style=iconmini}} (1–3)<br>
+
* {{:Superb Ring of Flanking|style=iconmini}}
{{:Dragon Webbing|style=iconmini}} (5–10)<br>
+
* {{:Dragon Gland|style=iconmini}} (50% chance)
{{:Dragon Scales|style=iconmini}} (5–10)<br>
+
* {{:Pure Dragon Blood|style=iconmini}} (3-5)
{{:Dragon Bone (Inquisition)|style=iconmini}} (5–10)
+
* {{:Dragon's Tooth|style=iconmini}} (1-3)
 
* {{:Dragon Webbing|style=iconmini}} (5-10)
 
* {{:Dragon Scales|style=iconmini}} (5-10)
 
* {{:Dragon Bone (Inquisition)|style=iconmini}} (5-10)
   
 
== Gallery ==
 
== Gallery ==
Line 59: Line 122:
 
Vinsomer vs Giant.png|Vinsomer combating a [[giant]]
 
Vinsomer vs Giant.png|Vinsomer combating a [[giant]]
 
Vinsomer.png|Vinsomer in flight
 
Vinsomer.png|Vinsomer in flight
  +
Dragon_Island_-_Vinsomer_Lair.png|Vinsomer lair
 
Vinsomer Flight.png|Vinsomer flying just off the coast
 
Vinsomer Flight.png|Vinsomer flying just off the coast
 
Promotional_Vinsomer.jpg|Artwork of Vinsomer in ''[[Heroes of Dragon Age]]''
 
Promotional_Vinsomer.jpg|Artwork of Vinsomer in ''[[Heroes of Dragon Age]]''
 
</gallery>
 
</gallery>
  +
  +
== References ==
  +
<references/>
 
[[Category:Dragon Age: Inquisition creatures]]
 
[[Category:Dragon Age: Inquisition creatures]]
 
[[Category:Dragons]]
 
[[Category:Dragons]]
  +
[[Category:Heroes of Dragon Age creatures]]

Revision as of 20:23, 24 October 2019


The Vinsomer is one of the ten high dragons encountered in Dragon Age: Inquisition. It is found on the Storm Coast. The Inquisitor's party will first encounter her by the beach, west of the Blades of Hessarian camp, while fighting a giant. The Vinsomer will leave that area if the giant dies or the Inquisitor gets close enough to the battle.

Later in the game, she can be found on Dragon Island, northwest of the storm coast. In order to reach Dragon Island, you must first acquire and complete the war table operation Red Templars on the Storm Coast. You will then get the Red Water quest, which will open the locked dwarven ruin door in the southwest area of the Storm Coast. At the end of the ruins, the Inquisitor's party can take a boat to Dragon Island.

Background

According to legend, an especially large Vinsomer was the last dragon felled by the hand of Caspar Pentaghast. In Nevarran poetry, its breath alone caused thunderstorms and its wings formed hurricanes. Modern Vinsomer no longer grow to the same length, but are wary, dangerous and usually prefer isolated, high and rocky coasts.[1]

Stats

Level 19 Boss
226288 HP (Nightmare difficulty)
59 Armor
Greater Electricity Resistance
Spirit Vulnerability
Immunity: All Disabling Effects
Immunity: Slowed

Strategy

The Vinsomer breathes electricity, dealing electric damage. Accordingly, she’s resistant to electric damage but vulnerable to spirit damage. She is immune to almost all status effects; the one notable exception is poison, which will damage her.

Vinsomer’s attacks and abilities

All dragon attacks deal high amounts of damage and may inflict status effects with certain attacks. The Vinsomer uses the following attacks and abilities:

  • Melee attacks:
    • Claw: she will look at a target in melee range and raise the closest leg to signify a claw attack. This is done quite slowly and can easily be avoided with Combat Roll (warriors), Evade (rogues) or Fade Step (mages).
    • Bite: she will bite a target in melee range, but only if they are at her front and attacking her head. Identifying this attack can be difficult as it uses a similar animation to other attacks.
    • Tail: she will raise her tail up and to the side, then swipe the whole area behind her. A tail swipe is harder to avoid than an attack with her legs since it will cover a larger area.
    • Jump: although not strictly an attack, she will occasionally jump about the battlefield, knocking over any party members in range at both her start and end points.
    • All melee attacks will knock over party members in range. Being knocked over deals damage and leaves the party vulnerable in the time it takes to get back to their feet.
  • Elemental attacks:
    • Electric ball: similar to a fireball, she may shoot a ball of electricity at a party member. The ball will deal damage on hit and leave a cloud of electricity behind afterwards. Any party member entering the cloud will have damage dealt to them over time. This ball can be avoided fairly easily because it travels in a completely straight line – just run to the side.
    • Electric breath: she may breathe electricity at nearby party members. She will broadcast this attack by raising her head back and up. Unlike the electric ball, she will turn to direct this attack at party members.
  • Vortex: she may raise her wings high up above her body and flap her wings four times. This generates a vortex that sucks party members outside of melee range close to her, dealing damage with every flap. It does not deal damage to party members inside the vortex. The vortex also deflects ranged projectiles coming from outside its area of effect, including ability attacks like Energy Barrage or Long Shot, but doesn't deflect attacks from inside. Get all party members into melee range as quickly as you can. Once the vortex is over, move your ranged attackers away as soon as possible.
  • Guard: she may generate a full guard bar at random intervals. This is usually signified by her jumping away, lowering her head, stamping her feet on the ground, and glowing. The guard bar must be destroyed in order to keep damaging her.
  • Berserk[2]: she will occasionally raise up on her back legs then slam her front legs into the ground, knocking any nearby party members over and creating electric circles around each party member. These rings will move with you and will deal damage over time; however, they also deal damage to any other party members inside another’s ring. This means that two party members standing close together will be dealt damage from their own ring and also from the other person’s ring. Dispel removes the effect, but the damage can interrupt the casting of dispel, so you may need to try a couple of times.

Preparation

Ideally, your party should have the following set-up:

Two mages, each with the following abilities:

One warrior, with the following abilities:

Your choice of fourth party member.

Note: If your fourth party member is a rogue, they should have the Evade ability.

It goes without saying that you will need to have decent equipment to stand a chance against any dragon, particularly on higher difficulties. However, there are some types of equipment that will give you a better chance against this particular dragon:

  • Fire or ice staves for mages, with spirit runes equipped if you can manage
  • Dragon-slaying runes for non-mage weapons will help but aren't mandatory
  • Weapons that do additional guard damage, e.g. Mhemet's War Hammer (only if you replace the electricity rune!) or Pyre of the Forgotten
  • Any armour with increased electricity resistance
  • Any armour with increased magic defence (magic defence increases all elemental resistances)
  • Any accessories that gives a health bonus
  • Any accessories that increases electricity resistance
  • Any accessories that gives a guard damage bonus

If possible, you should have the Inquisition perks "More healing potions" (Forces) and "Tempered glass flasks" (Inquisition) to expand the number of potions your party members can carry. The following potions/tonics/grenades are strongly recommended:

  • Regeneration Potion – upgrade this potion as high as possible, as soon as possible. Adding proximity heal will mean that the regeneration potion heals the user and any nearby party members - this stacks. Adding lifeward means it heals more and faster when you're at low health. Equip it on as many people as you can.
  • Electrical Resistance Tonic – particularly useful for your warrior, as they will take the brunt of the electric breath attack.

If you have any spare potion slots and/or you don't have access to one or more of the above potions, these may work as alternates:

  • Mighty Offense Tonic - will temporarily increase damage. This may be particularly useful for this fight if it's been upgraded to include bonus damage against guard.
  • Rock Armor Tonic - will temporarily increase armour.
  • Healing Mist - this grenade will heal any party members in its area of effect. If it's been fully upgraded, it will also revive fallen party members.
  • Tears of the Dead - rogues only. This adds poison to the rogue's attack, which will help whittle down the dragon's health but isn't that useful in comparison to other potions.

The battle

The biggest problem with this battle is the combination of the Berserk attack and the occasional full guard bar she’ll generate. The guard bar will extend the fight and the Berserk attack can't be dodged, which will wear down your resources. Otherwise, this is a fairly straightforward battle.

Turn off the barrier spell in tactics for one of your mages and keep control of that mage as much as possible during the battle. This will allow you to refresh your party’s barrier just as it fades, while the other mage’s barrier spell is cooling down, while it also prevents the AI from casting both barrier spells at once. This means you can keep up a barrier for most of the battle, if not all of it. Only switch away from your chosen mage when you need to take control of another party member to use Combat Roll, Fade Step or Evade to dodge an attack.

Keep your party spread out as much as possible. If you have three ranged attackers you will be able to keep your party spread out so that they don’t inadvertently damage each other when the Vinsomer uses her Berserk attack. The Vinsomer will stay on the ground for the duration of the fight, but she will likely deal the most (non-electric) damage when she leaps across the area. Again, keeping your party spread out will help minimise this damage.

You have two main options for this fight: either focus on her head, or focus on her legs.

Focusing on her head will occasionally interrupt her attacks while she shakes her head and stops attacking for a couple of seconds, buying you precious time. This is a good tactic to take if you are having trouble with the damage she deals out – particularly the Berserk attack, which cannot be avoided. However, focussing on her head will lead your melee attackers away from her flanks and into the line of her breath and bite attacks, plus it gives up any chance of making her collapse.

Focusing on her legs, on the other hand, will eventually make her collapse on the ground for a short time, unable to move. This makes her a great target for ground-based multi-hit abilities such as Mark of the Rift or Firestorm. In order to do this, you should target one of her legs and command your whole party to attack that leg. After you have dealt enough damage to it, she will flinch and jump away, knocking nearby party members over. You know her leg is damaged enough when it starts bleeding profusely. At that point, you should switch to a different leg and repeat the process until that leg is bleeding as well.

Once all four legs are damaged enough, she will collapse to the ground a short time after (the collapse is not immediate). However, dealing enough damage to all of the legs takes a very long time, almost to the end of the battle, and you may not be able to make her collapse before she dies. If you do manage to make her collapse, however, she will be close to death - hit her with everything you’ve got and if you’re lucky you’ll kill her before she recovers.

Rewards

  • 11,718 XP plus 2,649 XP
  • 3,000 influence
  • 4 power

Loot

Gallery

References

  1. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 2, p. 304
  2. Dragon Age: Inquisition Collector's Edition Prima Guide p.327: "Berserk: A devastating 40-metre area-of-effect attack utilising the dragon's elemental ability."