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Tip of the Week #2: First of the King's Men

By Spoony@CW - 23rd January 2008 - 22:38 PM

This tip examines at the new, improved Morgomir and how he has been changed by Unofficial 2.02. There were several fundamental flaws in his abilities, and as a result he was not used so often, certainly not as commonly as Hwaldar and Karsh.

Let's take a look at Morgomir.

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His basic strengths have been tweaked. From the changelog:

---health reduced to 2700 (from 3000);
---attack damage increased to 250 (from 150);
---70% damage scalar vs. structures removed;


As you can see, his basic attack is now more powerful. This is due to an error in the .ini files for 2.00 and 2.01. Morgomir was given a more powerful attack, but it was not implemented correctly in 2.00 and 2.01. We've fixed this and given him the weapon EA designed for him.

Moving on to his special abilities.

Dread Visage (Level 2)

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Dread Visage is a passive ability, so it is always in effect. Dread Visage debuffs enemy units nearby, reducing their damage and armor.

Morgul Blade (Level 5)

Morgomir is one of the Nazgul, and no Nazgul is complete without his Morgul Blade. At level 5, Morgomir can use this against a chosen victim. Unofficial 2.02 has made the following changes:

- Morgul Blade:
--- available at level 5 (from level 4);
--- initial damage increased to 200 (from 80);
--- 200% scalar vs. heroes added;
--- dead victims now correctly rise as Wights; non-Hero units become Lesser Wights; hero units become Greater Wights with 90s duration;
--- recharge time increased to 60s (from 45s).


As you can see, the damage caused by the Morgul Blade attack is greatly increased. This is another bugfix. EA did design a powerful Morgul Blade attack for Morgomir, but it was not correctly implemented - instead he used the weaker attack of the Nazgul. (However, in 2.02, Morgomir's Morgul Blade still does only half the damage that EA had originally intended it to do.) Furthermore, if the original Morgul Blade strike killed Morgomir's victim, they would not become a Wight. That bug has also been fixed.

Furthermore, the Wights themselves have also been improved, which includes Morgomir's victims.

- Greater Wights:
--- health increased to 2000 (from 1000);
--- damage increased to 300 (from 200);
--- speed increased to 30 (from 25);
--- life drain reduced to 35% (from 50%);
--- no longer drain life from structures;
--- now have strong shockwave resistance.


The most obvious usage of the Morgul Blade attack is against an enemy hero...

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A quick stab from the Morgul Blade pins Faramir in place, dealing poison damage and rendering him unable to flee. His fate is now sealed.

However, the Morgul Blade can also be used when fighting enemy battalions. Here, Morgomir is outnumbered...

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...so let's improve the odds. With his Morgul Blade, Morgomir can turn one of his foes into a strong, if slow, ally.

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Dark Glory (Level 7)

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Dark Glory, which has been moved to level 7 from level 8, is a spell which buffs Morgomir and all nearby Black Numenoreans and Dark Rangers. However, it contained a major flaw in 2.01. While it gave +50% damage, it actually gave -100% armor, making Morgomir and nearby men of Angmar weaker, rather than stronger. This bug has been fixed in 2.02, so Dark Glory is now the buff it was supposed to be.

The best thing about Dark Glory is the fact that, as a Spell, it stacks with other modifiers. (This is why it has a new FX)So, by using Dark Glory as well as a Buff such as War Chant or the Black Numenoreans' Charge attack, or Leadership like Frozen Land, you can make the men of Angmar very powerful indeed.

Ruin (Level 10)

Morgomir's level 10 ability was something of a letdown in 2.01. As Producer Amir Rahimi stated during a promotional video for Rise of the Witch-king, Morgomir was intended to be a useful anti-structure hero. This, of course, mainly refers to his Ruin ability. At level 10, one would assume it to be considerably stronger than Gloin's Shake Foundation ability (gained at level 4), especially considering the fact Ruin does not disable the target structure. However, for some curious reason, Morgomir was given a 30% damage penalty against structures and Ruin itself has a 50% damage penalty against fortresses, which means it was not particularly powerful in 2.01.

With these scalars removed, and the damage of this power increased from 2500 to 3000, let's see Morgomir assault a fortress...

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But that's not all. There are two factors which alter the amount of damage caused by Ruin. The first is stances. Just like putting a hero in Aggressive Stance will make his attack stronger but his defense weaker, Ruin's damage will also be improved if Morgomir is in Aggressive Stance. So, be sure to switch him to Aggressive just before he smashes the structure.

The other factor is Dark Glory. If Morgomir uses Ruin while he is still glowing from the effect of Dark Glory, Ruin's damage will be improved even further.

Let's take a look at how powerful Ruin can be. The two earlier screenshots were in normal stance, and not using Dark Glory. Here's what happens with Morgomir in Aggressive Stance and with Dark Glory:

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It's not a level 10 ability for nothing. As Morgomir puts it... "Stone to dust!"


Updated May 28, 2010

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