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Official Mage class Discussion thread


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#476
Vuitton

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I was kind of hoping they would have revamped Shapeshifter and made it awesome this time so you could turn into really cool things like drakes and stuff :]

Modifié par Vuitton, 26 février 2011 - 08:46 .


#477
Morroian

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Reaverwind wrote...

I've taken a look through the spell trees, and a lot of the talents are upgrades, passive abilities, or sustained spells. Considering the longer cooldown timers combined with fewer activated talents, it's looking like playing a mage is going to be all about spamming staff attacks in between casting a few spells here and there - in other words, extremely boring.


Each school has 3-4 activated spells. All the main activated spells from DAO are there bar one. And Force mage will probably have another 4 and Blood mage another 2-3.

#478
Morroian

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froogle345 wrote...

Looks like my hawke will be going blood Mage and force Mage, personally think they dropped the ball with spirit healing this time around (and all healing be it potions or spell.)

Do we know whats in the spirit healing class yet?

#479
Grumpy Old Wizard

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Morroian wrote...

Reaverwind wrote...

I've taken a look through the spell trees, and a lot of the talents are upgrades, passive abilities, or sustained spells. Considering the longer cooldown timers combined with fewer activated talents, it's looking like playing a mage is going to be all about spamming staff attacks in between casting a few spells here and there - in other words, extremely boring.


Each school has 3-4 activated spells. All the main activated spells from DAO are there bar one. And Force mage will probably have another 4 and Blood mage another 2-3.


I'm not sure what you call "main" spells but there are a lot fewer spells in DA2 than in DA:O. Spin it however you want. Plus most of the returning spells were nerfed so that if you want them to do anywheres near what they did in DA:O you have to burn an additional spell pick to "upgrade" the spell. And the longer cooldown times were noted.

#480
Grumpy Old Wizard

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Morroian wrote...

froogle345 wrote...

Looks like my hawke will be going blood Mage and force Mage, personally think they dropped the ball with spirit healing this time around (and all healing be it potions or spell.)

Do we know whats in the spirit healing class yet?


We know "Healing Aura" and "Group Heal."  HA has to be activated to use Group Heal (a 30% heal with 40 second cooldown.) When HA is activated no offensive spells can be cast.

#481
Reaverwind

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Grumpy Old Wizard wrote...

Black-Xero wrote...

Reaverwind wrote...

And how is spamming staff attacks an improvement? If  I wanted to play a FPS, I'd get the real deal.

But it's third person? I'm lost...


I think he simply meant when playing a mage he does not want to be constantly shooting with his staff or he feels like he is playing a shooter. I think 99.9% of everyone playing their main character as a mage wants to be casting spells, not shooting. Anyways, he can clarify if that was not he intention.


Spot on. I don't like the "gun-staff" in DA anymore than I liked it in Oblivion, and I would love to see that concept dead and buried.

#482
mhendon

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I never play mages. I used to be a purely warrior type girl but DA:O made me fall in love with the rogue. After playing the DA2 demo...I really, really wanna be a mage. So good job Bioware, for making me WANT to step out of my comfort zone. There is one tiny thing though. Like a lot of people on this thread, I really don't wanna be running around in robes. Not only are they kind of unrealistic (Templars, hello?) but they just don't appeal to me aesthetically. Hopefully there will be pants for mages. Thats all I ask. If not, I would totally pay money for someone to mod an awesome armor set for mages. (Not really, but I would love you forever!)

#483
Morroian

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Grumpy Old Wizard wrote...

Morroian wrote...
Each school has 3-4 activated spells. All the main activated spells from DAO are there bar one. And Force mage will probably have another 4 and Blood mage another 2-3.

I'm not sure what you call "main" spells but there are a lot fewer spells in DA2 than in DA:O. Spin it however you want. Plus most of the returning spells were nerfed so that if you want them to do anywheres near what they did in DA:O you have to burn an additional spell pick to "upgrade" the spell. And the longer cooldown times were noted.

I repeat all the main spells from DAO are there bar perhaps 1 which may have something of an equivalent.

Do we have less spells yes, but I wouldn;t say a lot, and we are spoilt for choice anyway. We won't come near to getting all that we want. And many of the missing spells are useless sustainables anyway.

Mages have the same number of abilities as other classes now which is only fair. 

Grumpy Old Wizard wrote...
We know "Healing Aura" and "Group Heal."  HA has to be activated to use Group Heal (a 30% heal with 40 second cooldown.) When HA is activated no offensive spells can be cast.

This is a good thing, healing spam was a problem in DAO which greatly affected the difficulty.

Modifié par Morroian, 26 février 2011 - 09:10 .


#484
Icy Magebane

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Reaverwind wrote...

Grumpy Old Wizard wrote...

Black-Xero wrote...

Reaverwind wrote...

And how is spamming staff attacks an improvement? If  I wanted to play a FPS, I'd get the real deal.

But it's third person? I'm lost...


I think he simply meant when playing a mage he does not want to be constantly shooting with his staff or he feels like he is playing a shooter. I think 99.9% of everyone playing their main character as a mage wants to be casting spells, not shooting. Anyways, he can clarify if that was not he intention.


Spot on. I don't like the "gun-staff" in DA anymore than I liked it in Oblivion, and I would love to see that concept dead and buried.

First of all, 99.9% of mage players don't have anything in common, so stop generalizing.  Personally, I would have wanted to be a spellsword, not just a caster.  Read a couple posts on these forums and you'll see that not everyone sees magical ability the same way... casting spells is not the only reason this class interests people.

Secondly, the "gun-staff" idea.  Some folks actually like the idea of having a spell tied to the staff so that you don't just have to stand around or run away from enemies while your mana recharges.  So all I'm going to say to that is that I'm glad you aren't in charge of anything.

#485
Xeyska

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froogle345 wrote...

Looks like my hawke will be going blood Mage and force Mage, personally think they dropped the ball with spirit healing this time around (and all healing be it potions or spell.)


Same here. =/
Being able to only use basic attacks just ruined SH for me. Looks like Anders is going to be in my party often then.

Modifié par Xeyska, 26 février 2011 - 09:21 .


#486
Crocodiles

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I hope you don't have to activate force mage mode in order to use those spells

#487
Xeyska

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Crocodiles wrote...

I hope you don't have to activate force mage mode in order to use those spells


I hope not. D:

#488
Icy Magebane

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Crocodiles wrote...

I hope you don't have to activate force mage mode in order to use those spells

On the spell tree there is no sustained abilitiy in front of the activated abilities.  Also, I want to point out that the sustained mode for Spirit Healer locks you out of using offensive magic, but you don't need to activate it to use other abilities like group heal.  However, depending on the total number of availible skill points, you may or may not be able to invest heavily in more than 1 spec... it will probably depend on what you think is most useful.

#489
billybobgt

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has it been told what skills are in the mage specializations? My searching says no. just wondering though.

#490
Reaverwind

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Icy Magebane wrote...

Secondly, the "gun-staff" idea.  Some folks actually like the idea of having a spell tied to the staff so that you don't just have to stand around or run away from enemies while your mana recharges. 


That'd be great if it were actually implemented. From what I've experienced and seen, it's not. At range, it's stil a gun, albeit with fancier animations.

#491
Tomsly

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i'm not sure if this was covered or not but, is there an arcane warrior type to be for mages?

#492
Reaverwind

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Icy Magebane wrote...

Crocodiles wrote...

I hope you don't have to activate force mage mode in order to use those spells

On the spell tree there is no sustained abilitiy in front of the activated abilities.  Also, I want to point out that the sustained mode for Spirit Healer locks you out of using offensive magic, but you don't need to activate it to use other abilities like group heal.  However, depending on the total number of availible skill points, you may or may not be able to invest heavily in more than 1 spec... it will probably depend on what you think is most useful.


Yes, you do. Re-read the descriptions.

Modifié par Reaverwind, 26 février 2011 - 09:25 .


#493
Crocodiles

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Modifié par Crocodiles, 26 février 2011 - 09:26 .


#494
Xeyska

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Icy Magebane wrote...
On the spell tree there is no sustained abilitiy in front of the activated abilities.  Also, I want to point out that the sustained mode for Spirit Healer locks you out of using offensive magic, but you don't need to activate it to use other abilities like group heal.  However, depending on the total number of availible skill points, you may or may not be able to invest heavily in more than 1 spec... it will probably depend on what you think is most useful.


But you do need Healing Aura active to even use Group Heal.

Edit: Ninja'd.

Modifié par Xeyska, 26 février 2011 - 09:26 .


#495
Icy Magebane

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Reaverwind wrote...

Icy Magebane wrote...

Crocodiles wrote...

I hope you don't have to activate force mage mode in order to use those spells

On the spell tree there is no sustained abilitiy in front of the activated abilities.  Also, I want to point out that the sustained mode for Spirit Healer locks you out of using offensive magic, but you don't need to activate it to use other abilities like group heal.  However, depending on the total number of availible skill points, you may or may not be able to invest heavily in more than 1 spec... it will probably depend on what you think is most useful.


Yes, you do. Re-read the descriptions.

WHOA.  I take that back... that sounds horrible!  :(  Thanks for pointing that out because I totally missed that part.

#496
Reaverwind

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Icy Magebane wrote...

Reaverwind wrote...

Icy Magebane wrote...

Crocodiles wrote...

I hope you don't have to activate force mage mode in order to use those spells

On the spell tree there is no sustained abilitiy in front of the activated abilities.  Also, I want to point out that the sustained mode for Spirit Healer locks you out of using offensive magic, but you don't need to activate it to use other abilities like group heal.  However, depending on the total number of availible skill points, you may or may not be able to invest heavily in more than 1 spec... it will probably depend on what you think is most useful.


Yes, you do. Re-read the descriptions.

WHOA.  I take that back... that sounds horrible!  :(  Thanks for pointing that out because I totally missed that part.


Not that I used the spirit healer spec for more than the stat boost in DA:O, but it baffles me that Bioware would turn it into something that forces your mage to be a heal bot.

Modifié par Reaverwind, 26 février 2011 - 09:30 .


#497
Morroian

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Reaverwind wrote...

Icy Magebane wrote...

Secondly, the "gun-staff" idea.  Some folks actually like the idea of having a spell tied to the staff so that you don't just have to stand around or run away from enemies while your mana recharges. 


That'd be great if it were actually implemented. From what I've experienced and seen, it's not. At range, it's stil a gun, albeit with fancier animations.


I think the default attack is dependent on the staff ie. other staves will have a default electrical attack. Therefore I'd say it is implemented like he says.

#498
Morroian

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Reaverwind wrote...

Not that I used the spirit healer spec for more than the stat boost in DA:O, but it baffles me that Bioware would turn it into something that forces your mage to be a heal bot.

Healing has been nerfed a lot from the look of it, like I said healing spam was a big problem in DAO.

#499
Icy Magebane

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30% of mana reserved for Healing Aura is kind of high... if you add say, Rock Armor and Heroic Aura, there goes 50% of your mana pool. On the other hand, if you combine it with Blood Magic, you will most likely be casting using HP... so maybe the best way to do it would be to use ALL mana on sustained powers, activate Blood Magic, and ... so do things like Hex of Torment count as offensive? Meh... no matter how you slice it, this spec sounds boring as hell to me.

#500
Reaverwind

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Morroian wrote...

Reaverwind wrote...

Not that I used the spirit healer spec for more than the stat boost in DA:O, but it baffles me that Bioware would turn it into something that forces your mage to be a heal bot.

Healing has been nerfed a lot from the look of it, like I said healing spam was a big problem in DAO.



A problem for whom? All those who thought Wynne was vital to gameplay?