Official Mage class Discussion thread
#576
Posté 27 février 2011 - 12:52
What? R-freakin'-eally? I just can't agree with that, unless you're speaking with DLC items, then sure... wearing t7 armor in the very beginning is certainly helping.
#577
Posté 27 février 2011 - 12:58
BHRamsay wrote...
OK I'm going to embarrass myself here... I have played and beat the demo with every class except mage. I can not get past that danm Ogre no matter what combo of spells and tactics I've tried ...it's getting to the point where i think I might have to go *shudders* casual for my first ingame mage run, can someone offer a tip or trick.
There are two ways to do it. Both hing on keeping Aveline up for as long as possible.
1) Take over Aveline and let the AI cast for you. This way you stay on top of Avelines health through pots. She don't look like she is doing much to him but her constant stabbing will bring him down. The default AI is excellent at casting appropriate spells.
2) ****** off the Ogre early on so it chases your mage, use the pause to see where it is. Let it get close enough to start to attack, you can out manoever its attacks 80% of the time. This will cause it to pause and you can throw a spell preverably winters grasp. Again try and keep Aveline up so she can constantly be stabbing him. Move around the area you can go quiet a distance down the path ways too. basically you Kite it, and if your lucky you can move his adds into some of his charges. You simply can not just stand there and cast unless Aveline has agro. even then its all about keeping Aveline alive.
#578
Posté 27 février 2011 - 01:10
#579
Posté 27 février 2011 - 01:47
Good luck!
#580
Posté 27 février 2011 - 02:17
Morroian wrote...
The cooldown on pots has increased too hasn't it?Kryplixx wrote...
I'm going keep repeating this til I get an answer!
Why is the only heal on 60 sec CD? I heard there is a Group heal on a 40 sec CD...but didn't see it.
I don't want the game to be too easy or whatever... but I also hate chugging pots. That even annoyed me in D2.
The group heal is a spirit healer specialization ability and will be available to spirit healers
I am really hoping Anders has access to healing, somehow i dont plan to bring merill around too often
I did prefer Isabela or Fenris to the off tanking. But i should settle for Isabela with her rogue abilities of unlocking
#581
Posté 27 février 2011 - 02:21
Baelyn wrote...
Morroian wrote...
No, it could get irritating though.Felfenix wrote...
Is there any reason you can't just toggle healing aura off when you want to use an offensive spell, and toggle it back on when you want to use the long cooldown group heal?
I think probably the idea for this is that they dont want a single class tossing out tons of damage while still being able to heal very well.
It seems the name of the game in DA2 is control control control. They want us to be more creative in the way we evolve and scheme our tactics...not just im going to heal and pot spam my way through this.
Also I believe the cooldown on the Heal spell in Creation is to discourage players from healing too much without being specialized in Spirit Healer. They want it there as an option to fall back on in case you need it....but not to really on it...thats what your Spirit Healer would be for...hence the no offensive spell block on most of the abilities in that tree.
Im also thinking Healing Aura may have a cooldown to avoid just toggling it on and off at will.
I'm sure the aura will have a cooldown, like most sustainables. However, I think it's reasonable to toggle it on and off real quick if you just need to use group heal every once in a while, and keep healing aura on, neglecting offense, if you actually "need" to use group heal every 40 seconds.
Le Diable wrote...
Morroian wrote...
The cooldown on pots has increased too hasn't it?Kryplixx wrote...
I'm going keep repeating this til I get an answer!
Why is the only heal on 60 sec CD? I heard there is a Group heal on a 40 sec CD...but didn't see it.
I don't want the game to be too easy or whatever... but I also hate chugging pots. That even annoyed me in D2.
The group heal is a spirit healer specialization ability and will be available to spirit healers
I am really hoping Anders has access to healing, somehow i dont plan to bring merill around too often
I did prefer Isabela or Fenris to the off tanking. But i should settle for Isabela with her rogue abilities of unlocking
I'd bet on Anders being a competant healer, since it's part of his story in DA2.
Modifié par Felfenix, 27 février 2011 - 02:22 .
#582
Posté 27 février 2011 - 02:40
#583
Posté 27 février 2011 - 03:31
Ashaman X wrote...
The more I think about it, the more I get the feeling that if Hawke and my mage Amell ever had a friendly little family duel, Hawke would lose. In general, I've discovered that raising a powerful mage in Origins is a lot of work, but by the time you near the end, it's worth it. If done right, a mage can be incredibly tactical and versatile.
Perhaps the same holds true in DA2, in that mage is going to need a lot of careful planning, but if done right, should become a pretty powerful character in his/her own right. I'm going to do my best to forget my style of play from Origins and instead focus on DA2's system. Going to be some interesting times ahead I think.
It doesn't take a ton of planning to put one point in Heal and three in the fire line, breaking half of the game. Similarly, it doesn't take a lot of planning to abuse Sleep, Blood Wound, and Waking Nightmare to keep most foes completely locked down. And finally, it doesn't take a lot of planning to drop a Force Field on your tank. Mages were powerful in Origins. I would argue that of all the classes they required the least amount of tactical planning, as even their less desirable spells had some potent effects. I enjoyed playing them, but I can also see the reasons why there has been a shift in power.
Keep in mind that if your Warden were to exist in DA2, he or she would probably be bound by the same rules as Hawke. The restructuring of the power dynamics is more of a gameplay change than a lore change, as I understand it.
Felfenix wrote...
I'd bet on Anders being a competant healer, since it's part of his story in DA2.
I would hope that the competent healer part of Anders' skills is also available to Spirit Healers in general, so we don't have to rely on one character for a niche as broad as healing can be.
Modifié par lazuli, 27 février 2011 - 03:35 .
#584
Posté 27 février 2011 - 04:15
I can not get past that danm Ogre no matter what combo of spells and tactics I've tried
Just nuke it till everyone in your party is dead, then kite it around with magehawke is the easiest way to do it. It cant really catch you.
#585
Posté 27 février 2011 - 04:21
Baelyn wrote...
Grumpy Old Wizard wrote...
Baelyn wrote...
He/She-Hawke is an APOSTATE....not classically trained Circle magi...I think the fighting style much more fits this background...Apostates didn't learn the proper "manners" someone like Wynn would expect. He grew up in a rough life (as far as we can tell) and had to teach himself how to fend for himself so a staff/fighting style would make much more sense than acting exactly like someone who had been trained from 5 years old in an isolated tower about history and classical magic.
Apostate mage does not imply gish and has nothing to do with "proper manners." Apostate merely means a mage not trained by the circle. An "unsanctioned" mage.
You are misunderstanding my intent with "manners" hence why I quoted it as it was to be used loosely. An earlier poster made a statement about how Wynn would feel about mages engaging in combat in this staff fighting style as if to imply that they were being sloppy and not being proper in their use of magic. I would think of it as how someone who learned how to fend for himself on the street with a blade in contrast to a knight who was trained in the proper stances and steps, a polished swordsman.
An apostate could consist of several different backgrounds...for example with Anders...someone who was in the Circle but defected and escaped in which case he did have some formal training (albeit his rogue attitude may contribute to his fighting style but this has yet to be seen). Where as in Hawke's situation, someone with magical ability who has been hidden away from the Circle their entire life that has had to basically learn on his own and fend for himself. I imagine a young Hawke who still hasn't truly mastered the art of magic trying to defend his family in whatever way he can and developing this style.
Of course all of this is conjecture and ultimately it comes down to what style you prefer in a mage, but I don't think that anyone can argue that this doesn't "fit."
I was making a joke about Wynne's possible responsible. We saw Apostates in DA:O and DA:A and and none of them were ninja baton whirlers who were also decked out in armour. I think I can argue it doesn't "fit" with the DA cannon pre DA2 and in fact I already did!
#586
Posté 27 février 2011 - 04:28
Going back on Origins and playing a mage feels flat in comparison. That poking animation... I'm so glad that changed it.
Can't wait to see the spells for Spirit Healer/Blood Mage/Force Mage.
#587
Posté 27 février 2011 - 04:34
Playing the DAII demo made the combat in Origins feel so...boring.I'm having a boring time trying to beat it one last time.ReallyRue wrote...
I keep playing on the demo so that I can play the mage again.
Going back on Origins and playing a mage feels flat in comparison. That poking animation... I'm so glad that changed it.
Can't wait to see the spells for Spirit Healer/Blood Mage/Force Mage.
#588
Posté 27 février 2011 - 04:36
Black-Xero wrote...
Playing the DAII demo made the combat in Origins feel so...boring.I'm having a boring time trying to beat it one last time.ReallyRue wrote...
I keep playing on the demo so that I can play the mage again.
Going back on Origins and playing a mage feels flat in comparison. That poking animation... I'm so glad that changed it.
Can't wait to see the spells for Spirit Healer/Blood Mage/Force Mage.
Same here. I made an Amell playthrough, but it's difficult to go back to that combat now.
#589
Posté 27 février 2011 - 04:43
#590
Posté 27 février 2011 - 04:50
#591
Posté 27 février 2011 - 05:23
Shapeshifting was a fan favorite? All I ever heard on the forums was that it was useless. I did roleplay a shapeshifter, but I found it severely underwhelming and eventually had to give it up and respec my character due to the face morph bug.dangeraaron wrote...
But...Awakening did however, bring new specs (Both full Specializations and Talent Trees) to the table when it released. Perhaps we can see the return of fan favorites such as Arcane Warrior and Shapeshifting in a DLC. The reason I'm clamoring for them so much is the fact that combat is much more indepth and fast paced, and playing a melee mage or a shapeshifted monster/animal could be a hell of a lot of fun.
With the new animations and melee capability, arcane warrior is obsolete for me. It was never very great IMO, especially without mods.
#592
Posté 27 février 2011 - 05:27
#593
Posté 27 février 2011 - 06:08
#594
Posté 27 février 2011 - 06:51
Mezinger wrote...
I realize this makes me old school, but I prefer the archetype mage, with robes and a staff... old school, sturdy, the interface to the fade, resolute and brimming with will but careful not to end up on the front line. I mean really what would Wynne say about this new breed? I detest the new animations, sounds and the baton wielding melee attacks. The spell trees look okay though, and I like the idea they've introduced were you can upgrade a specific skill / spell.
I like the idea of upgrading a specific spell, but I do not like the implementation I saw in the demo. I don't want my ugrades to bring my spell into line of what it should have done i the first place. All that means is I had to spend 2 points to get one spell, because I had 1/2 a spell at the first point.
#595
Posté 27 février 2011 - 07:10
Ahglock wrote...
Mezinger wrote...
I realize this makes me old school, but I prefer the archetype mage, with robes and a staff... old school, sturdy, the interface to the fade, resolute and brimming with will but careful not to end up on the front line. I mean really what would Wynne say about this new breed? I detest the new animations, sounds and the baton wielding melee attacks. The spell trees look okay though, and I like the idea they've introduced were you can upgrade a specific skill / spell.
I like the idea of upgrading a specific spell, but I do not like the implementation I saw in the demo. I don't want my ugrades to bring my spell into line of what it should have done i the first place. All that means is I had to spend 2 points to get one spell, because I had 1/2 a spell at the first point.
Agreed. The spells were considerably weakened from DA:O and even with spending 2 spell picks on a spell it will mostly be weaker than it was in DA:O. The mage's stun type effects also seem to be shorter than those of the rogue and warrior.
Oh, the cooldowns in the demo are shorter than those in the game. Winter's Grasp has a 10 second cooldown in the demo but a 20 second cooldown in the game for instance.
A developer confirmed that this talent/spell list is more recent than the demo build.
http://social.biowar...1/index/6090138
Modifié par Grumpy Old Wizard, 27 février 2011 - 07:13 .
#596
Posté 27 février 2011 - 07:10
Ahglock wrote...
Mezinger wrote...
I realize this makes me old school, but I prefer the archetype mage, with robes and a staff... old school, sturdy, the interface to the fade, resolute and brimming with will but careful not to end up on the front line. I mean really what would Wynne say about this new breed? I detest the new animations, sounds and the baton wielding melee attacks. The spell trees look okay though, and I like the idea they've introduced were you can upgrade a specific skill / spell.
I like the idea of upgrading a specific spell, but I do not like the implementation I saw in the demo. I don't want my ugrades to bring my spell into line of what it should have done i the first place. All that means is I had to spend 2 points to get one spell, because I had 1/2 a spell at the first point.
I agree; the upgrades should have been more like this: You gain a spell, and you can spend additional skill points to increase an aspect of it.
Example: Increase the range of Fireball's explosion, or increase it's initial damage.
#597
Posté 27 février 2011 - 07:30
Grumpy Old Wizard wrote...
Ahglock wrote...
Mezinger wrote...
I realize this makes me old school, but I prefer the archetype mage, with robes and a staff... old school, sturdy, the interface to the fade, resolute and brimming with will but careful not to end up on the front line. I mean really what would Wynne say about this new breed? I detest the new animations, sounds and the baton wielding melee attacks. The spell trees look okay though, and I like the idea they've introduced were you can upgrade a specific skill / spell.
I like the idea of upgrading a specific spell, but I do not like the implementation I saw in the demo. I don't want my ugrades to bring my spell into line of what it should have done i the first place. All that means is I had to spend 2 points to get one spell, because I had 1/2 a spell at the first point.
Agreed. The spells were considerably weakened from DA:O and even with spending 2 spell picks on a spell it will mostly be weaker than it was in DA:O. The mage's stun type effects also seem to be shorter than those of the rogue and warrior.
Oh, the cooldowns in the demo are shorter than those in the game. Winter's Grasp has a 10 second cooldown in the demo but a 20 second cooldown in the game for instance.
A developer confirmed that this talent/spell list is more recent than the demo build.
http://social.biowar...1/index/6090138
I was staff spamming quite a bit as is, if the cooldown is twice as long I am not going to be happy.
#598
Posté 27 février 2011 - 07:53
darklordpocky-san wrote...
Ahglock wrote...
Mezinger wrote...
I realize this makes me old school, but I prefer the archetype mage, with robes and a staff... old school, sturdy, the interface to the fade, resolute and brimming with will but careful not to end up on the front line. I mean really what would Wynne say about this new breed? I detest the new animations, sounds and the baton wielding melee attacks. The spell trees look okay though, and I like the idea they've introduced were you can upgrade a specific skill / spell.
I like the idea of upgrading a specific spell, but I do not like the implementation I saw in the demo. I don't want my ugrades to bring my spell into line of what it should have done i the first place. All that means is I had to spend 2 points to get one spell, because I had 1/2 a spell at the first point.
I agree; the upgrades should have been more like this: You gain a spell, and you can spend additional skill points to increase an aspect of it.
Example: Increase the range of Fireball's explosion, or increase it's initial damage.
For me spells should be different part of game as the actual talent trees. Atm we got 56 spells (that is with talents) and if we dont count talents or the upgrades if you prefer to call them - we got 31 spells. That is not too much right? Fleshy - yes, how much replayability at the ned - min ~^
#599
Posté 27 février 2011 - 08:00
darklordpocky-san wrote...
I agree; the upgrades should have been more like this: You gain a spell, and you can spend additional skill points to increase an aspect of it.
Example: Increase the range of Fireball's explosion, or increase it's initial damage.
Peter Thomas has pointed out on the talent thread that its not clear but Winters Grasp becomes a small AOE with its upgrade. This is an upgrade on DAO.
#600
Posté 27 février 2011 - 08:01
Ahglock wrote...
Grumpy Old Wizard wrote...
Ahglock wrote...
Mezinger wrote...
I realize this makes me old school, but I prefer the archetype mage, with robes and a staff... old school, sturdy, the interface to the fade, resolute and brimming with will but careful not to end up on the front line. I mean really what would Wynne say about this new breed? I detest the new animations, sounds and the baton wielding melee attacks. The spell trees look okay though, and I like the idea they've introduced were you can upgrade a specific skill / spell.
I like the idea of upgrading a specific spell, but I do not like the implementation I saw in the demo. I don't want my ugrades to bring my spell into line of what it should have done i the first place. All that means is I had to spend 2 points to get one spell, because I had 1/2 a spell at the first point.
Agreed. The spells were considerably weakened from DA:O and even with spending 2 spell picks on a spell it will mostly be weaker than it was in DA:O. The mage's stun type effects also seem to be shorter than those of the rogue and warrior.
Oh, the cooldowns in the demo are shorter than those in the game. Winter's Grasp has a 10 second cooldown in the demo but a 20 second cooldown in the game for instance.
A developer confirmed that this talent/spell list is more recent than the demo build.
http://social.biowar...1/index/6090138
I was staff spamming quite a bit as is, if the cooldown is twice as long I am not going to be happy.
Yeah, I know. Arcane bolt has a 10 second cooldown for god's sake.





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