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Spell suggestions for Morrigan


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11 réponses à ce sujet

#1
Commander Mad Cat

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I'm on my first playthrough of DAO and I need some advice on spells for Morrigan.  She is currently about to hit level 13 and so far I've only done the Arl of Redcliffe mission and am currently looking for Jarvia in Orzammar.

I'm trying to use Morrigan for CC / AoE purposes, but I find that she had a pretty terrible list of starting spells, making choices for newer spells pretty agonizing.  Also, I've read some threads about spell suggestions but they all seem to swear by spells that I cannot for the life of me find any use for.

For example, it seems every swears by Blizzard and Vulnerability Hex.  Since my team is all melee / physical classes except Morrigan, I cannot see why Vulnerability Hex is useful.  Unless I have Frost Weapons on, it seems to be a very situational spell.  As for, Blizzard, I just tried it out but I couldn't tell if it was doing anything.  Even then, the Defense BONUS to anyone under it's affects seems to imply it's a terrible idea to use.  Also, CC spells like Horror and Mind Blast are so ridiculously short on range that I almost never use them.

Meanwhile, I'm getting really tired of having my ass blasted with Fireballs all the time.  It seems like that would be the one spell to get, not Blizzard.  My only issue is I don't really need Flaming Blast of Fire Weapons.

I have the following spells so far for Morrigan:

Spider Form

Winter's Grasp
Frost Weapons
Cone of Cold

Lightning

Heal

Mind Blast

Vulnerability Hex

Disorient
Horror
Sleep

Drain Life


I have about 3 talent points free to spend.  Does anyone have any suggestions for mass AoE and useful CC spells?  Usually after casting Sleep and Cone of Cold and Winter's Grasp, I run out of things to do and, provided no one is attacking Morrigan, just start casting Lightning Bolt out of boredom.

#2
Elhanan

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If you are on the PC, I recommend the Respec mod to make such alterations user friendly.

As for spells, I highly recommend Glyphs (3) for every mage. The Repulsion spell may be used for protection, offense, or as a barrier for crowd control. The Paralysis glyph may be used on a single indv, or to detonate the combo spell on GoR. And the 2nd glyph is a simple buff spell for those in a fixed position.

Blizzard is much better when the Glyph combo holds everyone in place, and will do enough dmg over time to make it a worthy investment. It used to be a much stronger spell before being patched, so this may be why some early threads sing such praise. And it still is used as part of Storm of the Century combo. But as a rule, the 3rd primal spell in each line are the keepers.

The Telekenetic line is a good one, though Crushing Prison has a long cooldown time. As it is a good spell vs mages and Archers, it is up to you whether to take a single target spell over other choices.

#3
Mr_Steph

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I would also suggest mana clash and mass paralysis

#4
DWSmiley

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I see nothing terrible about her spells. Winter's Grasp, Cone of Cold and Sleep are excellent crowd control. Make sure everyone attacks the same target after Sleep. I'm also a big fan of the first three glyphs and I usually get her all the hexes, too. Vuln Hex + Drain Life = nice damage + heal. Sleep + Vuln Hex + Horror = big damage. Misdirection and Death Hex are great vs. revenants and other strong bosses. Force Field can be a life saver or neutralize a boss while you deal with the mob. Rock armor can help her survive any aggro she attracts and leads to stonefist, which lets her shatter beasticles herself.

#5
termokanden

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For a 3 x melee party, I can think of many useful spells.

- Up to Regeneration and you can put "ally use Regeneration" in tactics. This is VERY helpful.

- Up to Crushing Prison and then "nearest enemy mage -> use Crushing Prison".

- Force Field can be used to interrupt Overwhelm, Grab, Crushing Prison, Curse of Mortality and other nasty abilities.

- Fireball. I'm personally a big fan of this. Cheap, short cooldown, almost always a good opener. Devastating against archer groups and such.

- If you are using 2h warriors, you should definitely grab Haste as well.

- Use some kind of weapon spell, like flaming or frost weapons. With 3 x melee, it will be worth it.

- Avoid Blizzard. You're playing with 3 x melee, so you want to get in there and crack some skulls, not stand there and wait for some AoE to wear off.

Modifié par termokanden, 21 octobre 2010 - 05:25 .


#6
cJohnOne

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I always get Walking Nightmare.

#7
naledgeborn

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I giver her walking bomb and virulent walking bomb and set tactics to Enemy Health < 50%.

#8
Guest_Acharnae_*

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morrigan:
spirit healer as fast as available and - mass healing (followed by revival later on)
no spells in shapeshifting other than the initial
then the most damaging spells
fire, cold - full line plus electricity
for flair, sleep and the nightmare spell
maybe the armor spell although she'll very rarely be next to an enemy
hex vulnerability then drain life is ok too
tactics in such a way that spells make sense. for example first winter's grasp then stone fist. first vulnerability, then drain life etc. also mass healing or heal when ally <25% health. all other spells that have a cone radius, I use them manually. There were a lot of instances where alistair/leliana found themselves frozen/electrocuted/burned accidentally when those spells were in tactics.
A favorite tactic is to put morrigan and my mage in front of the group as the enemies attack and start with freezing them with a twin cone of cold, then twin flame them, twin electrocute them, throw them in sleep, then nightmare and finish them off with a cleaning fireball.
Sometimes alistair and leliana don't have much to do.

Modifié par Acharnae, 23 octobre 2010 - 06:04 .


#9
Kernel Cinders

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I'm not a fan Fire-based spells because there are too many NPC's with Fire immunity. However, Fireball is a great spell even if the enemy is immune to fire because of the knockdown effect, and that's very handy.



For my style of play, Cold-based spells have the most advantages. Enemies cannot move/attack when frozen, can be shattered, and Cone of Cold is a quick way to release party members from special attacks.

#10
termokanden

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There are also many enemies that are extra vulnerable to fire, including undead (there are many of these) and darkspawn (yes, there are many of these as well).

Cold is great too, but many enemies are resistant to that as well. Particularly the undead.

A really good option is to grab both Fireball and Cone of Cold. Problem solved :)

Modifié par termokanden, 23 octobre 2010 - 08:27 .


#11
Commander Mad Cat

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Thanks for the suggestions, everyone. I ended up taking Flame Blast + Fiery Weapons + Fireball and have not regretted it so far. Fireball's knockdown is especially useful, and Flame Blast at the least gives me another AoE damage spell in addition to Cone of Cold.

#12
Guest_Acharnae_*

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That's a nice way to go. Don't underestimate electricity. It deals good damage and at that line there's also chain lightning which will hit multiple targets without having to worry about your allies. It only hits multiple enemies, quite hard with the first enemy targeted getting the lion's share.