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TGS2011: DA2 demo hands-on, all talent descriptions


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#601
ReallyRue

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Any idea about the talents/spells for specs? Really curious to see if they kept any old ones from Blood Mage and Spirit Healer, and what Force Mage has.

#602
Gnobbile

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Naitaka wrote...

Gnobbile wrote...

abilities' damage change depending on attribute values?


"Ability damage is based on a characters base damage, which is based on their weapon damage + primary attribute bonuses."


Thanks, bro. :happy:
... Weapon and Shield + Defender (Elemental Aegis) is awesome!! B)

#603
ladyofpayne

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Great! Much of them.

#604
lazuli

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Sabresandiego wrote...

Will miasmic flask stun friendlies in nightmare? And tremor knockback teamates?


I think so.  Here are some developer quotes from this thread that address it.

Peter Thomas wrote...
Friendly fire is on Nightmare and applies to all abilities. This is for damage and effects, not targeting.



Peter Thomas wrote...

Alodar wrote...

So on nightmare mind blast would effect your own party as well?


Correct.


Peter Thomas wrote...

DSerpa wrote...

But lightning spells don't cause friendly fire damage?


Chain Lightning and Tempest don't target friendlies.


Peter Thomas wrote...

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.


Peter Thomas wrote...

Alodar wrote...

Does Sleep have friendly fire on nightmare?  (it applies an effect but it's description says it targets enemies)


Yes, though it won't affect the caster.


Modifié par lazuli, 20 février 2011 - 03:40 .


#605
Naitaka

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Another question for Peter, is there going to be certain enemy arch-type particularly resistent to certain CCC condition? Like how golem was immune to bleeding in Origin, will some enemies be immune to stagger/disorient/brittle?

Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?

Modifié par Naitaka, 20 février 2011 - 06:36 .


#606
LinksOcarina

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excellent starting point for looking at the talent/spell trees. Good to see what goes where and how we can start planning character builds...knowing me I would do some sort of Primal Entropic mage for my Hawke..

#607
Sabresandiego

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Naitaka wrote...

Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?


Would love an answer to this. Do passive talents effect active talents? Does sunder (50% stagger on crit) affect tornado (100% crit AOE), allowing you to AOE stagger 50% of the enemies near you? This type of synergy would really make the game fun and I really want to know if it exists, or if Sunder and other passive bonuses are only good for auto attacks.

#608
Ensgnblack

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Pro taunt icon.

#609
jomonoe

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Does anyone know if Stagger, Brittle and Disorient are CC effects in and of themselves? Or are they just an effect that set up for more damage and nothing else? I know that in order to inflict these, you usually also inflict a stun to go along with it or a freeze or something, but do the three CCC status effects do anything to stop/ slow the enemy?

#610
HTTP 404

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can this be stickied?

#611
Sabresandiego

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Sabresandiego wrote...

Naitaka wrote...

Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?


Would love an answer to this. Do passive talents effect active talents? Does sunder (50% stagger on crit) affect tornado (100% crit AOE), allowing you to AOE stagger 50% of the enemies near you? This type of synergy would really make the game fun and I really want to know if it exists, or if Sunder and other passive bonuses are only good for auto attacks.


Hey Peter, saw you in the forums! You think you could answer this one? I am really curious to see if talents synergize or not, especially tornado and sunder or tornado and cleave.

#612
colejossart

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Several things:

First:  I like the S&S talents.  For a tank, the mix of sustained and activated abilities, along with some good passive abilities makes it a very viable option.  I play an S&S warrior more than anything else, so it's cool that it has so many options.

Second:  It seems to me that to make a great tank the Specializations really don't come into play.  The Elemental Aegis tree takes care of enough magic damage to make the Templar unnecessary, and the Beserker is damage oriented.  The Reaver is obviously not a good option because it involves damaging yourself (which is something tanks should avoid.)

Third:  I play with a more walk in with the tank and bash skulls than drawing enemies toward the party with a scout rogue.  The tank draws the threat, then the rest of the party demolishes the opposition.

So here is my level by level warrior:

1) Pommel Strike (It sucks that they FORCE me to take this talent)

2) Shield Bash (It's the only LVL 2 talent worth anything)

3) Taunt (A staple for every tank)

4) Shield Defense (Probably going to be active the entire game lol)

5) Turn the Blade (See Above)

6) Perception (No backstabby for you)

7) Pummel (Enter cross-class combos)

8) Shield Wall (Extra 50% damage reduction from behind)

9) Elemental Aegis (40% damage decrease to all elements?  Yes please!)

10) Bravery (DEFINITELY should take earlier, but don't know where else to put it.)

11) Bravado (More threat = Better tank)

12) Bellow (Wider range of taunt... Need I say more?)

13) Raise the Guard (Upgrade to Turn the Blade)

14) Assault (Time to start doing some damage with the tank)

15) Battery (Cross class comboing)

16) Stonewall (Getting it to get Adamant. Already have enough defensive abilities)

17) Adamant (Passive ability for better defense? Why not?)

18) Elemental Shroud (An extra 20% against most magical attacks seems fine to me.)

19) Tremor (Good for a tank that's constantly surrounded, but not good enough to take earlier)

20) Aftershock (See above)

There are also bound to be a few extra talents throughout the game, so here's what I would take if I happened to get six:

Bravura (More damage never hurts)

Bulwark (More defense never hurts either.)

Resilience (I thought long and hard about putting this talent in the main makeup, but I couldn't find a place for it.  Also, there are already a lot of talents in the warrior tree that keep Hawke on his feet.)

Resolute (An extra 10% MR is always appreciated)

Scatter (Gateway talent to Safeguard)

Safeguard (No criticals would be nice, but not necessary)

Let me know what you think because I'm always interested in feedback.

Modifié par colejossart, 21 février 2011 - 02:04 .


#613
Peter Thomas

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ViSeirA wrote...

While you're still around Peter could you tell us how the damage is calculated for talents?
Is it like (Base talent damage + base class damage + weapon damage)? or what exactly? considering that weapon damage and base class damage will change every now and then.


Ability damage is base damage multiplied by an ability damage factor.

Base Damage = 10
Mighty Blow Damage = 40

If Base Damage is raised to 15, Might Blow Damage will go to 60 (x4). Those numbers are examples. Also there may be other factors calculated in on top of that when the damage is actually being dealt.

Your Base Damage is weapon damage + attribute bonus + other specific things.

#614
Peter Thomas

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Naitaka wrote...

Another question for Peter, is there going to be certain enemy arch-type particularly resistent to certain CCC condition? Like how golem was immune to bleeding in Origin, will some enemies be immune to stagger/disorient/brittle?

Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?


Enemies are not immune to CCC effects, but they may be immune to other effects on a case by case basis. Any ability desciption that gives a chance "vs a normal enemy" will have a lesser chance of affecting a boss rank creature.

Abilities that strike with a weapon gain any on-hit effects that basic attacks can give. So, yes, auto-crit Whirlwind can Stagger a lot of enemies. If you build a Warrior so that he gets a lot of crit bonuses from other things, you might not need to invest in that particular upgrade to get the same effect.

#615
jomonoe

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colejossart wrote...

Several things:

First:  I like the S&S talents.  For a tank, the mix of sustained and activated abilities, along with some good passive abilities makes it a very viable option.  I play an S&S warrior more than anything else, so it's cool that it has so many options.

Second:  It seems to me that to make a great tank the Specializations really don't come into play.  The Elemental Aegis tree takes care of enough magic damage to make the Templar unnecessary, and the Beserker is damage oriented.  The Reaver is obviously not a good option because it involves damaging yourself (which is something tanks should avoid.)

Third:  I play with a more walk in with the tank and bash skulls than drawing enemies toward the party with a scout rogue.  The tank draws the threat, then the rest of the party demolishes the opposition.

So here is my level by level warrior:
(Snip)

Let me know what you think because I'm always interested in feedback.


Cool build, snipped it to save space. I also like tanking but I wanted to try something different and a little bit more risky. So I made a rough tank/ dps build. The goal is to get lot's of guys on and me then kill them as fast as possible.



(2) Shield Defense. For big bosses who deal big damage.

(1)Perception. for flanking defense

(2) Scatter. Scatter looks to be a good damage dealer and CC move.

(2) Shield Bash. I have to put 2 into shield bash because when I am the
only warrior in the party, I need some way to inflict STAGGER.

(2) Assault another good CC move.

(1) Stonewall This is really a stepping stone more than anything else

(1) Elemental Aegis for bosses again.

(1) Resilience Immunity to knockback is too good to pass up. Also, this build
focuses on dealing damage so anytime spent being knocked back is time not spent
dealing damage.

(1) Taunt Obvious tanking skill

(3) Bravery. This is the core of this build. The goal is to get lots on enemies
on me to reap the most benefits out of the damage bonuses.



Next part is to delve into Vanguard in order to up the damage.



(2) Control I chose control over might because the upgrade to control give +10%
chance to crit. Combine that with the bonus crit chance from bravery and I
should have a pretty good chance to crit.

(2) Cleave. 100% damage skill, too good to pass up on.

(1) Massacre. This effectively makes the last 1/5th of a normal enemy's health
non existent.



So that's 20 points. I guess that the goal of this build is to get enemies on
me and then rely on CC skills in the SnS tree to deal damage and stay
alive while Bravery and Vangaurd skills buff my damage and crit chance.

#616
Peter Thomas

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There had been a question earlier about what abilities I really liked. There was one I forgot to put. Resilience. It's really good for a tank character.

#617
Sabresandiego

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Thanks for the answers Peter! Your'e awesome

#618
Ershel

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ok thnx but how will I be a battle mage?

#619
themageguy

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hey peter did your tank take the reaver spec?

Also what was ur mage build? Im really liking primal myself cant wait to play it out.

#620
Naitaka

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Ershel wrote...

ok thnx but how will I be a battle mage?


If by battle mage you mean a mage that can stand on his own in Melee I think Primal/Arcane with Cone of Cold (Deep Freeze) from Elemental, Heoric Aura (Valiant Aura) from Creation, and Hex of Torment (Death Hex) from Entropy would be the way to go.

Cone of Cold is probably the most versitle close range damage spell with AOE speed reduction and freeze. Primal will provide just the right mix of defense and offense with Rock Armor and AOE Chain Lightning + Tempest that have no FF making them much safer to use in close quarter. Add the defensive capability of Arcane Shield and Barrier, extra damage from Elemental Weapon, Death Hex and Heoric Aura for extra damage and defense for the whole party, your mage will be formidable indeed in melee combat.

That's 25 points spent, assuming we have 25~30 points by the end of DA2, Heroic Aura and Hex of Torment are optional so at most we can have another 9 points to spend on another mage spec.

Update: Oops forgot the level gating.

Modifié par Naitaka, 21 février 2011 - 03:06 .


#621
Alodar

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Any reason Waking Nightmare was given to the rogue instead of remaining an entropy spell?

9. Confusion
Requires: Level 5
Points required in Sabotage: 2
The rogue tricks nearby enemies, causing some to fight among themselves for a short time.
Confuse chance: 50% vs. normal enemies
Duration: 10s
Size: 4m
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability

10. Chaos
Requires: Level 9
Requires: Confusion
Points required in Sabotage: 6
Confusion persists longer, and enemies who were attacking each other now leave their defenses open as well.
DISORIENT chance: 100% vs. confused targets
Duration: +10s
Type: Upgrade

Why does the rogue who is the best individual target single DPS machine also have the best crowd control spell, 50% of enemies attacking each other, and the effect lasts longer than any of the entropy spells?



This perplexes me.
Going over the six basic trees, I see no equivalent crowd control spell for the mage. The longest entropy spell is 15s and from my reading of it there is nothing as effective as half of your enemies fighting the other half.

Alodar

#622
themageguy

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ershel the battlemage spec isnt in da2 maybe it will be part of a expansion pack. However i suppose if ur looking to emulate the idea of a battlemage, primal ie rock armor, creation haste + the aura, arcane shield and a dmaging spell should suffice giving u buffs and a damge outlet. For specs force mage's fist of the maker or telekinetic look great for burst against mobs of enemies.

However, ur idea of a battlemage could be completely different to mine.

#623
themageguy

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or what naitaka said lol.

#624
Morroian

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Naitaka wrote...

Ershel wrote...

ok thnx but how will I be a battle mage?


If by battle mage you mean a mage that can stand on his own in Melee I think Primal/Arcane with Heoric Aura (Valiant Aura) from Creation, Cone of Cold (Deep Freeze) from Elemental and Hex of Torment (Death Hex) would be the way to go.

My battlemage will have a mix of abilities from Spirit, Arcane, Creation, entropy and force. Oh and rock armour.

Modifié par Morroian, 21 février 2011 - 02:55 .


#625
jomonoe

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Earlier Mr. Thomas said that Bolster was incredibly useful. From what I read, it only increases stamina regen rate by 5 percent. Am I missing something or is five percent a lot, in actuality?