Lycidas wrote...
Graunt wrote...
They didn't have anything outside of combat in Origins either aside from lockpicking and pickpocketing. The initial complaint made it seem like the Rogue was more in Origins than they are now, and they were not.
I'll miss the stealth scouting tho that was not exactly a pure OOC thing either.
Why is stealth scouting no longer an option?
1. Stealth
Requires: Level 3
The rogue fades from view, stalking
the battlefield. Enemies immediately cease attacking the stealthed
rogue, although any action beyond movement will break the cover.
Stealth chance: 100%
Movement speed: 60%
duration: 10s
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability
2. Silent Running
Requires: Level 7
Requires: Stealth
Points required in Subterfuge: 2
The rogue no longer suffers a movement penalty while stealthed.
Movement speed: 100%
type: Upgrade
3. Camouflage
Requires: Level 9
Requires: Stealth
Points required in Subterfuge: 3
The rogue now stays hidden for longer, and dropping into stealth is less tiring.
Duration: +5s
Cost: -10 stamina
Type: Upgrade
4. Ambush
Requires: Level 4
Requires: Stealth
Points required in Subterfuge: 2
The
rogue executes an automatic critical hit if striking from stealth. This
ability also combines with other talents, such as Hail of Arrows or
Backstab.
Critical chance: 100% when stealthed
Type: Passive ability
5. Lingering Shroud
Requires: Level 6
Requires: Stealth
Points required in Suberfuge: 2
The
rogue is master of concealment. If the rogue is obscured and stealthed
at the same time, the rogue is able to take a single action, like making
an attack or using an item, while still maintaining stealth. Only the
obscure effect is lost. The rogue's second action will still break
stealth. When paired with other abilities that enhance stealth. When
paried with other abilities that enhance stealth, like Ambush or Shadow
Veil, this can be a powerful advantage.
Type: Passive ability
It's not going to have the infinite out of combat duration as before, but as far as we know it wouldn't be needed anyway with how the areas are setup now. The one thing that I do not like though is how a lot of the "new" abilities are simply upgrades that make the base ability work how they worked by default in Origins.
I guess since the cooldown on Heal is so long, mages are more optional in DA2.
They are even more necessary than ever before because of crowd control (Nightmare). Besides that, the strongest theoretical group build right now seems like it would be Warrior (either SnS or 2h) for tanking, Archer and two Mages, one with all of the Spirit Healer abilities, one area of effect damage spell and some crowd control, and the other with a few offensive spells, an aura and some crowd control.
Chain Lightning and Tempest are going to be two of the most popular Mage spells for Nightmare simply because they don't friendly fire and get a gigantic boost from staggered enemies.
Modifié par Graunt, 04 mars 2011 - 04:00 .