TGS2011: DA2 demo hands-on, all talent descriptions
#376
Posté 18 février 2011 - 08:45
#377
Posté 18 février 2011 - 08:45
Modifié par jomonoe, 18 février 2011 - 08:46 .
#378
Posté 18 février 2011 - 08:46
Angrimsaur wrote...
Thank you! It is great to finally get an general idea of how combat mechanics work in DA2!
Just to be sure - "all abilities" would mean it also applies to abilities like Scythe, Whirlwind or Assail (with Besiege)?
Suddenly, it seems hard to imagine a 2h warrior in a nightmare setup, since a lot of their damaging abilities seem to have arc based area damage and I can see "gap closer" area damage like Scythe just being really hard to control in terms of friendly fire.
I would be hard to control without taking it into account beforehand. Pull other characters back before using it, or divide the enemies into separate groups. There are ways to adapt, but a similar problem is faced by Mages with a lot of their abilities.
One thing I didn't choose when I used 2handers on Nightmare was Giant's Reach, because I kept my party pretty close together. This meant I couldn't get Whirlwind, but he wasn't the focus of enemy attention anyway.
#379
Posté 18 février 2011 - 08:49
Altima Darkspells wrote...
Also, any idea what these enemy states actually do? I mean Brittle, Stagger, Disorient, etc. Do they only set up for harder-impacting skills, or do they actually debuff the enemy in some way?
They are debuffs, but I don't think information has been released on what they do yet.
#380
Posté 18 février 2011 - 08:49
The Can't Touch This rogue build.
Dual weapon:
Nothing. Chains, normal enemies won't live for 10 hits, bosses likely won't let you sit in their face for 10 hits, it's a rogue, not a tank.
Twin Fangs seem to have beastly damage/autocrit but also beastly prerequisites.
Lacerate seems uninspiring, the point is to do lots of damage till they drop, not poke once and watch them bleed slightly.
Sabotage:
Miasmic Flask(free). 100% stun on normals for crowd control, and you get it for free at lvl1. Ehh, why not, can't argue with free.
Rush. Improved mobility, and the requirement for:
Fatiguing/Overpowering/Impenetrable Fog. Nice enemy debufs while obscuring party in one package? Sign me up.
Specialist:
Speed/Lightning Speed/Energizing Speed.
Beastly 20% sustained stamina, but also beastly 15% attack speed and 10% less cooldowns, all for measly 3 points? Really no brainer.
Scoundrel:
Blindside, Twist the Knife, the no brainer passives.
Manual aggro control skills not necessary for this build, points saved.
Subterfuge:
Stealth/Ambush/Lingering Shroud. 2 free critical hits combined with 120% from Blindside passive while also dropping aggro, I almost feel sorry for the enemy now.
All this for only 12 points spent, plenty left on specializations/upgrades. Rogues seem quite mean this time around.
Modifié par havox2, 18 février 2011 - 08:54 .
#381
Posté 18 février 2011 - 08:54
Does Sleep have friendly fire on nightmare? (it applies an effect but it's description says it targets enemies)
Alodar
#382
Posté 18 février 2011 - 08:54
Peter Thomas wrote...
DSerpa wrote...
But lightning spells don't cause friendly fire damage?
Chain Lightning and Tempest don't target friendlies.
Please, pretty please, put stuff like this into in-game descriptions. Not everyone might start playing on Nightmare with FF, but it's still nice to know in advance rather than getting to know the hard way. (Like throwing your party away with Mind Blast.)
#383
Posté 18 février 2011 - 08:55
Does the UI expose the health/mana/stamina regeneration rate this time?
Modifié par axa89, 18 février 2011 - 08:56 .
#384
Posté 18 février 2011 - 08:55
Alodar wrote...
Sorry to pester, I'm just trying to wrap my brain around this, and it's late and Friday.
Does Sleep have friendly fire on nightmare? (it applies an effect but it's description says it targets enemies)
Alodar
Yes, though it won't affect the caster.
#385
Posté 18 février 2011 - 08:56
jomonoe wrote...
I just made a quick tanking build with some dps abilities and it used up all of the 20 points we are given (considering that most players finish the game by level 20 and that 1 talent point is given per level). So many awesome abilities here that it leaves no room for specializations. Er... that's coming from someone who hasn't seen the spec talents, of course.
this is what i was getting at, granted we haven't seen the specialization trees but im going to guess they are similar to the talent trees, it just seems like 20 points is a little low ( then again i could be wrong, this is just speculation ).
#386
Posté 18 février 2011 - 08:56
Peter Thomas wrote...
Altima Darkspells wrote...
Also, any idea what these enemy states actually do? I mean Brittle, Stagger, Disorient, etc. Do they only set up for harder-impacting skills, or do they actually debuff the enemy in some way?
They are debuffs, but I don't think information has been released on what they do yet.
So they'd be useful or important even if you didn't have other abilities to play off the statuses? Neat!
#387
Posté 18 février 2011 - 09:02
Peter Thomas wrote...
Alodar wrote...
Sorry to pester, I'm just trying to wrap my brain around this, and it's late and Friday.
Does Sleep have friendly fire on nightmare? (it applies an effect but it's description says it targets enemies)
Alodar
Yes, though it won't affect the caster.
Okay I think I've got it now. (hopefully)
Anything with an effect has friendly fire. If the spell despcription says it targets enemies that means it won't target the caster. (Fireball will hurt the caster, Fist of the Templar(assumedly) would knock over the caster but mind blast and sleep would not affect the caster.)
Lightning targets enemies and has no effect so it only affects enemies.
Alodar
Modifié par Alodar, 18 février 2011 - 09:03 .
#388
Posté 18 février 2011 - 09:05
However, it really looks like you have to have a 2H in the party to take advantage of the cold spells this time. Only the 2H and an archer appear to have BRITTLE combos.
#389
Posté 18 février 2011 - 09:05
Modifié par dreamextractor, 18 février 2011 - 09:06 .
#390
Posté 18 février 2011 - 09:06
o_CLeVeR_o wrote...
jomonoe wrote...
I just made a quick tanking build with some dps abilities and it used up all of the 20 points we are given (considering that most players finish the game by level 20 and that 1 talent point is given per level). So many awesome abilities here that it leaves no room for specializations. Er... that's coming from someone who hasn't seen the spec talents, of course.
this is what i was getting at, granted we haven't seen the specialization trees but im going to guess they are similar to the talent trees, it just seems like 20 points is a little low ( then again i could be wrong, this is just speculation ).
I second this. Not to create some kind of mass hate wagon or anything, just a first impressions kind of thing. Hopefully, by going into a spec, it will cover things that you will need to give up in the regular talent trees. So, like, let's say that I must forego some defender talents for templar but there are some templar defensive bonuses that balance things out.
#391
Posté 18 février 2011 - 09:10
dreamextractor wrote...
Anybody make up a build for a tank yet?
Not a point by point build, but I would say sink 10 points into defender and the defensive abilites in sword and shield and then grab either either the bravery "cluster" or the battle synergy cluster. That would seem build you someone who is hard to kill and either gaines buffs by having enemies on him (bravery) or by having party members near him (battle synergy).
#392
Posté 18 février 2011 - 09:13
o_CLeVeR_o wrote...
this is what i was getting at, granted we haven't seen the specialization trees but im going to guess they are similar to the talent trees, it just seems like 20 points is a little low ( then again i could be wrong, this is just speculation ).
Peter Thomas said about building out four trees, plus two abilities, in a play through. Assuming that he bought a few, but not all upgrades, that would still safely put him above 30.
#393
Posté 18 février 2011 - 09:15
Yes, I know that. I'm asking if there are any combos which don't require more than one class.Peter Thomas wrote...
Cross-class combos are there to encourage different classes to play off each other.
#394
Posté 18 février 2011 - 09:15
Good news, thank you.Peter Thomas wrote...
Enemies and party members don't have the same ability set. If an enemy did have something like Mind Blast, then yes, it would affect his allies too. That kind of ability would probably only be given to someone strong enough that he didn't care about the small fry around him anyway.
#395
Posté 18 février 2011 - 09:16
#396
Posté 18 février 2011 - 09:19
Peter Thomas wrote...
Anders Active 2 (very good for emergencies if I can keep him alive long enough...)
Anders specific spell useful for emergencies.
It is clearly Greater Summoning of Sir Pounce-a-Lot.
#397
Posté 18 février 2011 - 09:20
Same reason they did that in DAO, I suspect. It makes it easier for them to balance early encounters.karpik777 wrote...
Out of curiousity - why not allow us to choose the starting talent instead of having a fixed one for each class?
But also like DAO, I expect we'll get a mod that fixes that fairly quickly.
#398
Posté 18 février 2011 - 09:20
Walker White wrote...
Peter Thomas said about building out four trees, plus two abilities, in a play through. Assuming that he bought a few, but not all upgrades, that would still safely put him above 30.
Not to be confrontational or anything, but why do you think above 30 points? He could of just made a build that dabbled in everything.
#399
Posté 18 février 2011 - 09:23
#400
Posté 18 février 2011 - 09:24





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