Morrigan's Tactics
#1
Posté 11 juin 2010 - 05:03
1. Self: Health < 50% --> Heal
2. Ally: Health < 50% --> Heal
3. Controlled Party Member: Any --> Heroic Offense
The rest of her slots, I want used for controlling enemies. However, I'm not really sure of the best method to do so.
Currently, Morrigan has 7 Tactic slots, and the following Spells:
Spec - Spider Shape
Primal - Winter's Grasp, Frost Weapons, Lightning
Creation - Heal, Heroic Offense
Spirit - Mind Blast
Entropy - Vulnerability Hex, Affliction Hex, the entire Sleep/Horror line, and Drain Life
If anyone can help me put together a decent set of Tactics, I'd appreciate it.
#2
Posté 11 juin 2010 - 06:21
1. Self: Health < 90% --> Drain Life
2. Self: target of melee attack: Mind Blast
3. Enemy: Rank: Elite or Higher --> Affl. Hex
4. Enemy: Any --> Vuln. Hex
5. Enemy: Status: Sleeping --> Horror
6. Enemy: Any --> Winter's Grasp
7. Controlled Party Member: Any --> Heroic Offense
So that's a way to get Heroic Offense on multiple companions, is it? I didn't know that - I've always set the tactics to put heroic offense on the particular member I figure most needs the boost.
#3
Posté 11 juin 2010 - 06:40
I never mess around with any other party members, so using Heal and Sleep manually doesn't really work for me. I'm lazy that way.
As for the Heroic Offense, it's actually for my PC. However, the only way to get Morrigan to cast it on the PC specifically is to use the 'Controlled Party Member' option. I'm using Alistair and Leliana as well. Alistair is my Tank, so whether he hits or not doesn't really matter, and Leliana is only there to open chests. I've built her as an auto-attack crit machine just so she has something to do in a fight, but all I care about is her ability to open chests. Therefore, neither of them really need any extra Attack. My Arcane Warrior, on the other hand, needs all the Attack he can get.
Finally, I would like to note that Morrigan only has 7 slots right now. I'm also looking for a setup I can use when I pick up all 4 Combat Tactics skills and the entire Entropy school. In the meantime, I'll go with a slightly modified version of your setup. It will look like this:
Self: Health < 50% --> Heal
Ally: Health < 50% --> Heal
Controlled Party Member: Any --> Heroic Offense
Enemy: Target rank is Elite or higher --> Affliction Hex
Enemy: Clustered with at least 3 Creaturs --> Sleep
Enemy: Sleeping --> Horror
Enemy: Any --> Winter's Grasp
Not a perfect setup (I wouldn't mind having that Vulnerability Hex at all), but I think it covers my needs while still taking your advice into account.
#4
Posté 11 juin 2010 - 06:41
#5
Posté 11 juin 2010 - 07:09
Ranged for sure and you are living dangerously if Mind Blast isn't a tactic!
#6
Posté 11 juin 2010 - 07:13
#7
Posté 11 juin 2010 - 08:28
I find setting "enemy at medium to long range" works better than "enemy clustered." Sleep will still work since it has a target, but usually enemies at long range are clustered enough already.
What I'm really not a fan of is heroic offense. Even if it's only being cast on a single target, it's such a sure way to drain your mana dry.
#8
Posté 11 juin 2010 - 08:59
soteria wrote...
Drain life is great with a hex, both in terms of damage and healing. Even without a hex, I find it superior to heal because you're killing the enemy at the same time you're healing yourself, reducing the need for heals. If an enemy at ~30 health is beating on you, drain life will end it right there, while heal will just waste mana and prolong the fight.
True enough. I'll change the 'Self: Health' tactic to 75%, and use Drain Life instead of Heal.
I find setting "enemy at medium to long range" works better than "enemy clustered." Sleep will still work since it has a target, but usually enemies at long range are clustered enough already.
I'll give it a try and see how it works.
What I'm really not a fan of is heroic offense. Even if it's only being cast on a single target, it's such a sure way to drain your mana dry.
My PC is an Arcane Warrior. I have a grand total of 79 Attack without Heroic Offense. With Heroic Offense, my Attack jumps up to 94, which is about what the rest of my party has. Without Morrigan casting it all the time, I'd be missing a lot. And I don't like to miss.
Also, I have Morrigan wearing the Tevinter Mage Robes, which have +2 Combat Mana Regen (I'm on the 360). So she's got mana coming back to her. However, as soon as she gains a level, I'm going to pick up Arcane Warrior for her and give her Wade's Superior Dragonskin, which will double her Mana Regen.
I'd much prefer to work without the Heroic Offense, but that would require me to put roughly 15 points into Dexterity or Strength, which I'm not really willing to do.
Modifié par swk3000, 11 juin 2010 - 09:00 .
#9
Posté 11 juin 2010 - 09:24
swk3000 wrote...
I'm not a big fan of Drain Life. It's rate of return is rather small. At her current Spellpower (53), she only gets about 30 health back, out of 139. A Heal spell restores twice as much health.
Well Drain Life also deals damage, but the real advantage is that it heals Morrigan without setting off your Heal cooldown.
Oh and Mind Blast is great for her self-defense, but I like to also use:
Being attacked by melee attack --> Horror
Modifié par Rolenka, 11 juin 2010 - 09:26 .
#10
Posté 11 juin 2010 - 09:38
#11
Posté 12 juin 2010 - 12:40
And after adding the Respec mod, I disable Spider shape for another choice; never used it, and probably never will,
#12
Posté 12 juin 2010 - 04:33
#13
Posté 12 juin 2010 - 04:35
Elhanan wrote...
I tend to have Nearest Visible; Attack or some like command on my lists, so they are always adding damage to the fray.
And after adding the Respec mod, I disable Spider shape for another choice; never used it, and probably never will,
Come on Spider Shape is useful. Until Morrigan learns Heal.
#14
Posté 16 juin 2010 - 02:45
1. Self: Health < 75% --> Drain Life
2. Ally: Health < 50% --> Heal
3. Self: Being attacked by a melee attack --> Mind Blast
4. Enemy: Target between medium and long range --> Sleep
5. Enemy: Target rank is Elite or higher --> Disorient
6. Enemy: Target rank is Elite or higher --> Affliction Hex
7. Enemy: Any --> Vulnerability Hex
8. Enemy: Sleeping --> Horror
9. Enemy: Any --> Winter's Grasp
10. Enemy: Any --> Lightning
How can I improve this? The only spells that I've added since last time are Misdirection Hex and Death Hex. I'm thinking of starting in on the Weakness line to give her Miasma next.
#15
Guest_werwulf222_*
Posté 24 juin 2010 - 10:40
Guest_werwulf222_*
1 health < 50% hp lp( health poultice least powerful)
2 self surr by 2 mind blast
3 self attkd melee horror
(4 self attkd melee behaviour passive)
4 tgt sr to mr winter's grasp
5 tgt health <50% vul hex
6 tgt has vul hex or aff hex drain life
7 nmy using melee disorient
8 tgt health <30% lightning
9 nmy nv attack
10 nmy tgt of contol attack
I don't know if you've got the advanced tactics mod installed, or if you can use that mod, but if you can, it's worth it for the behaviour change commands. Just remember to switch her back manually to default before you go exploring, or she might not follow correctly.
Using this list does the following:
She won't waste mana on mind blast unless she is surrounded, saving both mana and the spell itself for when it's really needed. She will cast horror on any melee attacker bothering her if it's not on cooldown. If you use the behaviour slot, she will switch to passive behaviour and try to avoid and evade melee attackers and if she has enchanter's boots on she's usually pretty good at it.
If you don't have the advanced tactics mod, it might improve your game a bit by opening the tactics book and switching her behaviour to passive if you notice she is being melee attacked. That will do the same thing as the command between 3 and 4 and by running away she significantly increases her survivability in melee battles. With passive behaviour enabled, she will still use her spells when she can, but she will not target enemies at longer ranges.
Rule 4 casts winter's grasp on a tgt between short and medium range. Winter's grasp is one of her best spells, relatively cheap with mana and a fast cooldown, so you want her to use it first as often as possible. Also, this will keep her from running too far out in front of the group when they are using ranged attacks against an enemy or group of enemies.
Rule 5 casts vul hex on an enemy that is at less than 50% health and rule 6 then casts drain life on the same target which gives you the spell combo "Improved drain", a 50% increase in the power of drain life, if I remember correctly. You can tweak the 50% trigger for that combo to your liking, but starting at 50% is usually enough to kill the target dead.
7 enemy using melee attack use disorient does two things. First it will target any of the enemies using a melee attack instead of just her target using a melee attack on her, and it will reset her target for one round to that enemy.
The next time the list resets, disorient will likely be on cooldown, so she will go back to attacking the nearest visible enemy. In this way, she will toggle between nearest visible enemy and enemy using melee attack to help out the party.
8 tgt health <30% lightning makes her use lightning on a low health target, and usually guarantees a kill. You can tweak the 30% trigger in your own game to make the spell even more effective and waste less mana, but that is a good starting point.
9 and 10 are default enemy commands that will set her initial target so that the target commands work properly for the rest of the battle if there is no melee attacker to use disorient on.
10 is actually overkill, but when you want her to attack the same enemy as the controlled character you can open the tactics book and grey out rule 9 and she will do so. Alternatively, if you don't think you'll need that behaviour, you could change it to your heal spell command and move it higher in the list.
Notice I didn't waste a slot for popping lyrium pots, with only 10 slots you can do that manually when you see her mana is low or hear her start using her staff for attacks.
Also, something I just learned the other day is that Custom 1,2 and 3 are for each individual character in the group, not the group as a whole, so you can actually have at least 3 sets of tactics for her and every other member of your party. One might be for attacking, like the list above, while another might focus on party support, while the 3rd might concentrate on healing.
Just remember that once you get your list to your liking, you must use the save preset button in the lower right hand of the tactics book to save the list, or it will be lost when you switch to another custom list. Also, you can't save the built in presets, except to custom 1,2 or 3. Finally, the above list is only a starting point. I didn't really look to see what spells you have available, but using the custom lists you will be able to find the combination that is right for your game and style of play.
If you set her behaviour to passive manually, remember to set it back to default when you go exploring, or she might not follow properly.
Hope this helps.
**Note** In order to get the enemy toggling behaviour, it might be necessary to change 9 from nmy nv attack to something like nmy nv winter's grasp. I just tried similar logic with the circle mage in ishal, and all he did when the nmy nv attack command was reached was make a staff attack. The battles were too short to do any testing, but I'll see if I can figure out the proper use of nmy nv attack. I expected the attack command to fire once or twice and then a command earlier in the list to fire, but this didn't really seem to happen once the attack command was reached.
**Final Note** I just tested the behaviour of the nmy nv attack command, and the list is OK. It will toggle enemies as expected. nmy nv attack will continue to fire if there are no earlier enemy commands in the list, but if there is one and it is true, the selection will toggle as expected.
Modifié par werwulf222, 25 juin 2010 - 06:59 .
#16
Posté 24 juin 2010 - 10:46
#17
Guest_Nadia73_*
Posté 25 juin 2010 - 03:44
Guest_Nadia73_*
swk3000 wrote...
Well, I've now got Morrigan up to 10 Tactic Slots. I've currently got her set up like this:
1. Self: Health Drain Life
2. Ally: Health Heal
3. Self: Being attacked by a melee attack --> Mind Blast
4. Enemy: Target between medium and long range --> Sleep
5. Enemy: Target rank is Elite or higher --> Disorient
6. Enemy: Target rank is Elite or higher --> Affliction Hex
7. Enemy: Any --> Vulnerability Hex
8. Enemy: Sleeping --> Horror
9. Enemy: Any --> Winter's Grasp
10. Enemy: Any --> Lightning
How can I improve this? The only spells that I've added since last time are Misdirection Hex and Death Hex. I'm thinking of starting in on the Weakness line to give her Miasma next.
i never use winter's grasp because if you walk in front of her while she's using it, you're a snowball
#18
Guest_werwulf222_*
Posté 25 juin 2010 - 03:51
Guest_werwulf222_*
#19
Posté 25 juin 2010 - 08:27
#20
Posté 25 juin 2010 - 10:42
Ally health below 50% heal
Ally health below 75% Heal
Alternativly
TANK health below 75% health heal
Ally health below 50% heal
this make sure she casts heal on who ever has the lowest health instead of randomly who meets that lowest health I cant say how frustrating it is when she refuses to heal the tank and heals another party member who was also lower at health.





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