So I've run into a weird problem when constructing Merril's tactics, and was wondering if anyone could help.
My current strategy with her is to turn on all the buffs, then activate Blood of the First to not care about the mana bar. It works pretty well.
The problem I seem to have is that she can only seem to activate the passives in a particular order. The passives in question are Blood of the First, Wrath of the Elvhen, Rock Armor, and Elemental Weapons.
Going BotF -> WotE -> RA -> EW works, leaving Merril with -10% mana (lol).
However, WotE -> RA -> EW -> BotF doesn't work, with Blood of the First displaying the red "insufficient mana" tag, despite arriving at the same result as the first path.
This normally wouldn't be a problem, but Merril has to occasionally deactivate Blood of the First mid-combat in order to heal (standard tactic of "Self: HP<50% -> Deactivate: Blood of the First", then lower down is "Self: HP >= 75% -> Activate: Blood of the First)
So the problem I'm having is that when she's deactivate BotF mid combat, she now can't activate it again,* without me manually taking over and turning on and off passives until they work again.
What I want to do is make a set of tactics so that when Merril has regained enough health to re-enable Blood of the First, she disables a different passive, probably Elemental Weapons, reactivates BotF, then turns back on Elemental Weapons. I'm just having trouble constructing a path that does this without accidentally disabling the "sacrificial" passive when other situations come up.
Anyone got any ideas?
*Note this probably isn't a bug. I think the bug is actually what's allowing her to drop 110% of her mana into passives in the first place. In normal situations, the game reads that she has 60% of her mana left, BotFcosts 70%, and the game goes "aww hell no". Activating BotF first must do something to screw up the mana costs of the other passives, allowing her to add more.
Also note that everything was working fine up until I picked up Elemental Weapons last level, which makes the jump from a total of 100% mana used to a total of 110% mana used.
Passives, Blood Magic, and negative mana
Débuté par
Zakrael
, févr. 28 2013 07:31
#1
Posté 28 février 2013 - 07:31
#2
Posté 01 mars 2013 - 02:28
Something like this might work:
...
...
Self: Health<50% -> Deactivate: BotF
Self: Health<50% -> Jump to: 20
Self: Health>=75% -> Activate: BotF
Self: Any -> Activate: Elemental Weapons
...
...
...
18. Self: At least one enemy is alive -> Skip Tactics
19. Self: Any -> Deactivate: Elemental Weapons (Actual Jump Destination)
20. Self: Health<50% -> Use: Health Potion
I don't like to go this way as this reduces the number of tactics slots available for her offensive arsenal. What I do is set her to turn off WotE when she's not surrounded by any enemy, and turn it on only when surrounded by at least three enemies. Provided that the primary tank is doing it's job, she hardly gets surrounded and since I don't use ensnare and stone's throw, this is hardly an issue.
...
...
Self: Health<50% -> Deactivate: BotF
Self: Health<50% -> Jump to: 20
Self: Health>=75% -> Activate: BotF
Self: Any -> Activate: Elemental Weapons
...
...
...
18. Self: At least one enemy is alive -> Skip Tactics
19. Self: Any -> Deactivate: Elemental Weapons (Actual Jump Destination)
20. Self: Health<50% -> Use: Health Potion
I don't like to go this way as this reduces the number of tactics slots available for her offensive arsenal. What I do is set her to turn off WotE when she's not surrounded by any enemy, and turn it on only when surrounded by at least three enemies. Provided that the primary tank is doing it's job, she hardly gets surrounded and since I don't use ensnare and stone's throw, this is hardly an issue.
#3
Posté 01 mars 2013 - 08:28
links in signature to tactics guide and merill build examples





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