help with merril damager build
#1
Posté 22 octobre 2011 - 01:44
so any guide on skill- tactic and so on would be a huge help. I cant really find any guides under that sticky 5 start topic about merrill
#2
Posté 22 octobre 2011 - 06:01
All three of Arelex's guides have info on tactics and builds for Merrill.
#3
Posté 22 octobre 2011 - 08:01
#4
Posté 23 octobre 2011 - 12:46
#6
Posté 23 octobre 2011 - 05:28
also, are you playing on nightmare or is friendly fire not a problem? And do you have any weird objections to her using bloodmagic?
Additionally, equipment (such as the item pack dlcs etc) may affect the effectiveness of certain spells.
The optimal 'damager' setup partially involves firing off and setting up as many CCCs as possible. With a balanced party on nightmare (e.g. 1 rogue, 1 warrior, 2 mages), the primal tree is great to focus on as it provides stagger and disorient CCCs, sets up brittles, gives no friendly fire, and complements the +%lightning she gets from her ring etc (item dlc).
Fully upgrading this tree is a solid option for merrill, especially if she's using bloodmagic to hold sustains.
The rest of the spell allocations will largely depend on what you want.
The elemental tree is one of the most powerful trees for damager mages. The main issue with it is the tendency for that 'power' to completely destroy your own party. However, on lower difficulties there's nothing stopping you from dropping firestorms on anything that moves. The elemental tree provides two abilities that can brittle enemies (only one can be safely used on nightmare) and firestorms which can be all you need (making the game slightly boring). This is probably the best/most fun tree to go into with a fully ranged triple mage party. Dropping triple firestorms on enemies trapped in a gravitic ring is oddly satisfying (and complete overkill).
If you were to use a walking bomb setup and didn't want to give it to anders/bethany/hawke then you could give it to her; the spirit bolt provides a nice disorient CCC in any case. I personally prefer giving walking bombs to mage hawke and manually controlling it, although if you don't need to worry about friendly fire that won't be such an issue. I wouldn't bother going much further into the spirit tree for a blood-mage merrill though, death syphon is wasted and spirit mastery probably will not be worth the investment.
With staggers more free flowing (e.g. warrior hawke/2 warrior party) you could focus on the arcane tree. This works particularly well with a reaver hawke as the barrier can be used to safely maintain hawke's health at a low level for longer (maximising your blood frenzy). Crushing prison is one of the highest damage CCCs and provides CC as well- but it does take quite an investment and is only single target.
Entropy can be used as a 1-3 point wonder (hex of torment, upgraded horror) or with a more solid investment to get death hex. Death hex will enable warriors and mages in your party to dish out heaps of damage, but for rogues the 100% critical chance is mostly unnecessary. I personally wouldn't go that deep into this tree as most of the talents are pretty terrible.
Finally, Merrill's tree will largely depend on whether you want to go into the blood magic side of things. Blood magic is probably the most cost-effective thing for merrill as she gets a nice ~3-1 ratio from her friendship bonus (and more from her ring etc). This means that if you are planning on finishing fights quickly you can focus more on her damage rather than her mana pool.
Her Wounds of the Past spell is pretty average imo, although it doesn't hurt i suppose. It seems to have a really long casting animation while only dealing average damage.
Depending on how many sustains you're willing to load up on (i.e. if you're willing to go over 100% mana) wrath of the elvhen coupled with ensnare can help slow down any shades etc who get past to merrill somewhat adding to her survivability.
And there you have it, a somewhat long-winded spiel about merrills different trees...
Anyway, just to finish up, i'll give you an example build when you tell me your hawke's class/preferable companion selection
#7
Posté 25 octobre 2011 - 04:41
i think i am gonna use varric moore that pretty think Isabella dies a lot i think. So my team is proberly gonna be me 2h warrior+ varric and merril and perharps Anders so i got some heal
#8
Posté 26 octobre 2011 - 04:38
#9
Posté 26 octobre 2011 - 11:13
You can go over 100% mana on sustains? I didn't know that, how do you do it?
If you get tired of turning blood magic off and on, you can set up tactics to do it for you. AreleX guides show you how.
#10
Posté 26 octobre 2011 - 11:35
and yeah, just use tactics. i think that certain combinations of sustains don't work so well through, even using tactics (e.g. sometimes you can't activate bloodmagic when you have more than 70% already sustained or something, meaning you have to deactivate something before activating it...it's pretty stupid).
something like this should work- but yeah, use arelex's- it covers merrill pretty well
self:hp>50% deactivate bloodmagic
self:hp>25% use health potion
etc.
self: hp<=75% activate bloodmagic
Modifié par mr_afk, 26 octobre 2011 - 11:36 .
#11
Posté 26 octobre 2011 - 04:21
understatement of the millenium
#12
Posté 27 octobre 2011 - 09:02
its seems that a lots of the guides are based on "this build if you use that and that other companion with that build"
is there perhaprs a more generel build for varic and sebastian with will work, that can be use idenpendent from what else i use companions and build they have, since i have always either varric or sebastain i my party and i like to change around alot in what companions i use
and last question from all i can read about varric and sebastian everybody says that varric is better why is that?
#13
Posté 27 octobre 2011 - 09:25
#14
Posté 27 octobre 2011 - 09:38
AreleX wrote...
personal tree
To expand on that, Varric's personal tree gives him large buffs to his attack speed which turns him into a machine gun.
#15
Posté 27 octobre 2011 - 11:26
#16
Posté 28 octobre 2011 - 12:12
#17
Posté 28 octobre 2011 - 12:34
Here are some accessories of choice for Merrill.
If you have item packs, obviously equip the two Merrill specific accessories listed below and never take them off.
dragonage.wikia.com/wiki/The_Inner_Eye
http://dragonage.wikia.com/wiki/Sylaise's_Favor
If you don't have the item packs, you can use any combination of items listed below, or use them in combination with the two dlc items.
dragonage.wikia.com/wiki/Ring_of_Ruin
http://dragonage.wikia.com/wiki/Awakened's_Might
http://dragonage.wikia.com/wiki/Dirthamen's_Secret
dragonage.wikia.com/wiki/Sylvanwood_Ring_(ring)
http://dragonage.wikia.com/wiki/Dura's_Blue_Flame
dragonage.wikia.com/wiki/Talisman_of_Saarebas
dragonage.wikia.com/wiki/Belt_of_the_Primevals
http://dragonage.wikia.com/wiki/Master_Wyvern_Hunter's_Belt
dragonage.wikia.com/wiki/The_Deep_Green
dragonage.wikia.com/wiki/Ring_of_the_Ferryman
http://dragonage.wikia.com/wiki/Orsino's_Signet_Ring
http://dragonage.wikia.com/wiki/Rivani_Seer's_Brand
Legacy items:
- Smite (+fire/electricity/spirit damage)
- The Graven Circle (+ crit damage)
- Bloodstained Girdle (+ crit chance)
- generic +% elemental and/or BM conversion items found throughout the game (random loot from enemy drops or bought in various shops like Hubert's, trinkets emporium, mage's goods, etc...)
These are the best items to increase her damage output (wich are the best kind for this game IMO), and are far more effective than any +health item you can find. You can of course equip +health items, if you wish to have super high HP for Merrill, but that will only result in lower overall dps, wich in turn results in longer fights with Merrill loosing more HP than necessary. So you are not actually gaining much with +health items, especially compared to what you are potentially loosing out on.
Modifié par Relix28, 28 octobre 2011 - 12:44 .
#18
Posté 30 octobre 2011 - 11:17
Sebastian can outdamage Varric.
Sebastian has access to better weapons (including elemental weapons (Spirit (depending on DAO), Nature (MotA DLC) and Fire (Item Pack 1 + vanilla game)), also his physical weapon (Item DLC 2) is better then Bianca).
Under the effect of Haste the attack speed difference is highly diminished.
#19
Posté 30 octobre 2011 - 11:56
andraip wrote...
Regarding Varric vs Sebastian
Sebastian can outdamage Varric.
Sebastian has access to better weapons (including elemental weapons (Spirit (depending on DAO), Nature (MotA DLC) and Fire (Item Pack 1 + vanilla game)), also his physical weapon (Item DLC 2) is better then Bianca).
Under the effect of Haste the attack speed difference is highly diminished.
If you want Anders or Zevran on your side for the final battle then Varric is better than Sebastian.
#20
Posté 30 octobre 2011 - 12:02
#21
Posté 30 octobre 2011 - 12:27
mr_afk wrote...
which bow deals spirit damage?
Side with the werewolves in DAO, then do Changing one's nature quest in DA2, the bow is called The Trepanner's Gift
Modifié par jbblue05, 30 octobre 2011 - 12:29 .
#22
Posté 30 octobre 2011 - 12:35
That might be useful against ARW (although its base damage is pretty terrible). Can't really see it coming close to the aralthan replica bow in any other regards, even if it is elemental..
Modifié par mr_afk, 30 octobre 2011 - 12:44 .
#23
Posté 30 octobre 2011 - 12:43
As jbblue05 said the bow is called The Trepanner's Gift, it has 53 spirit damage, +5% crit chance and +12% spirit damage. It should be quite usefull against spirit weaks in Act 1 and 2 (in Act 3 the base damage of your fire bow should be high enough, besides you will have then access to the Ferrymans Ring and RoUC).mr_afk wrote...
which bow deals spirit damage?
As I recall you have to kill the Dalish clan, and not only side with the Werewolfes (killing Zathrian).
#24
Posté 30 octobre 2011 - 12:57
This one. But it's only available, if you sided with the Warevolves in Origins, or, if you choose the "No Compromise" pre-built history. You can also add it via GFF editor, if you wish to have the bow, despite not siding with the Warevolves in DAO (that's what I did for my Archer playthroughs).
The bow is actually pretty darn awesome, and it makes every templar encounter in Act 1 look like a complete joke lol. It becomes obsolete somewhere in late Act 2 (~lvl.19), but it's a blast to use until then. Personally, I really liked that spirit "paralyze" effect that gets forced upon enemies, if you hit them hard enough.
EDIT: Ninja'd.
Modifié par Relix28, 30 octobre 2011 - 12:58 .





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