User blog comment:Leolab/Siege Breakers Season, Battle 4: The Warden's Party (Dragon Age: Origins) Vs An Army of Koloss (Mistborn)/@comment-422690-20140227191500

Well, this is a long vote because this fight has so many factors that I really can't give a short one.

In my mind, this battle really revolves around the Steel Inquisitors, The Warden, and Anders. The rest of the party and the Koloss are small fry compared to the Warden and the Steel Inquisitors; Anders only gets up there because of his healing ability.

The Warden can do massive amounts of damage through spells alone, and can also lay down a lot of pain with his sword. He's got very effective crowd control, such as Virulent Walking Bomb, Blood Wound, and Blood Control. He can even turn his foes on each other, using Blood Control or Animate Dead. Blood Control won't be anything other than a distraction tool if used on a Koloss, but if used on a Steel Inquisitor it can be a game changer for the duration. Its interaction with any hemalurigcally spiked party members is unknown.

The Warden can probably take on one or two Steel Inquisitors at a time with fairly even odds, but if they attack in larger groups or bring their Koloss to bear as a distraction things might get a little dicey. Anders can brez him if needed to counter that, though Anders may have other concerns (i.e., not dying). In addition, there's no way for him to break control from the Hemalurgic Spike - willpower isn't a factor, and you can't exactly dispel an effect that can be turned back on immediately.

Anders, however, can't serve as the Warden's pocket healer. As the only member of the party that can heal others, he needs to ensure that the whole party is able to fight. Anders will need to aid Justice (lol, DA2) the most, since it actively draws enemies closer to it. This diverts his attention from the rest of the team, creating some gaps in the healing upkeep.

Furthermore, Anders will need to be very mana-conscious. This isn't a quick fight like elsewhere in the game, it's going to go on for quite a while. And before you say "lyrium potion," I don't mention any potions or poultices in the blog for a reason; that being I sell them all. Anders is an asset, but he will be forced to divide his attention too much to be as helpful as he could be.

Once Justice and Oghren fall - and they will, due to the aforementioned mana issue - Anders has very little protection other than the Warden, who isn't built with party defense in mind, and Velana, who will likely be more focused on maintaining her Keeper area to protect herself. This will lead to Anders getting killed or worse, spiked.

Another factor to consider is who the Inquisitors can stick a Hemalurgic Spike into. They may get Anders, Velana, Sigrun, or Nathaniel, since they're wearing robes or leather armor. Anders and Velana are a given, considering the former is running around trying to heal everyone with little protection and the former is wearing some slashed rags and standing in one place. Sigrun's stealth will likely prevent her from being spiked outright, but she's highly likely to straight-up die without Anders. Nathaniel is royally screwed in this fight, since his arrows will just irritate the Koloss and the Inquisitors can completely ignore it for reasons mentioned below. He's definitely getting spiked.

One major factor people are not mentioning is the Inquisitor's Hemalurgy, which allows them to use both Allomancy and Feruchemy. Allomantically, they can use Steel and Iron to Push and Pull on metals (think telekinesis, except there's a single linear path towards/away from the center of mass of the user), which can allow them to completely ignore Nathaniel as well as messing up Oghren, Justice, and the Warden, since they're wearing metal armor and attacking with metal weapons; the latter will still be able to cast spells, but will find close combat difficult. Burning Pewter increases their physical strength, and Tin increases their senses. This isn't even taking Compounding into effect.

Compounding means that the Allomancer/Feruchemist can burn metals they have invested a feruchemical charge into, greatly increasing their effects. The most combat-potent of these are Iron, Steel, Pewter, and Gold which store weight, speed, strength, and health respectively. Alloy of Law shows that Gold compounding allows one to survive a point-blank dynamite explosion.

All in all, I think that the Warden's Party will take care of 100 or so Koloss and a Steel Inquisitor or two before falling or getting spiked, the Warden will take care of the remaining 250 and take out several (2-4) Steel Inquisitors (Dibs on Steel Inquisitors v The Inquisitor (DA:I)) before falling himself, either to the remaining Inquisitor(s) or to his mind-controlled party members.

Overall: Koloss win.