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All Specialization Talent Description


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#626
Shinimas

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Cuthlan wrote...

turkojavla wrote...

I have a question what does the armor rate and what does the defense rate do i mean for rogue if i add points to cunning my def is going up but what does it do do i get to be more resistant to mele attack or what and what does the armor rate do pls answer


Defense is your chance to avoid getting hit. Armor reduces the amount of damage you take if you DO get hit.


Even with successful defense checks you do get hit, just for a greatly reduced damage. And special attacks hit all the time.

#627
Gerudan

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Blood magic again doesn't seem to be worth the effort, compared to the other two specs.

Half of the spells are just there to heal the mage.

#628
Ajwol Semreth

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masterkajo wrote...
It could be used when positioning yourself far away and pull the most dangerous enemy away from your tank (eg. Assassin) and while he is trying to run up to you you can make good use of the archers high impact shots and abilites.


I stand corrected :)

That would certainly work, yes. It has been said several times that archers are quite good at taking down single foes before they even reach them... Seriously thinking about changing my first Hawke now, just a shame we already have two archer companions.

#629
Coldest

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Icy Magebane wrote...

Coldest wrote...

I wonder if it would be a good idea to invest in only 1 specialization tree the entire game?

For example, assuming it is possible to achieve 25 skill points, I can max out the Reaver tree and still have 15 skill points left to use. Investing in 2 specialization trees to me feels like spreading it too thin.

I don't see any other way to do it, really.  Most trees require a lot of backtracking to get certain upgrades, or high requirements for points in that tree.  This is true of all classes.  Warriors get a bit more flexibility than Mages, but I haven't really looked deeply into Rogues.  And even then, it's a matter of play style...  Still... limited points mean sacrifices.  Until we know for sure how many tomes or bonus points are out there, it's safe to build with 20-25 points in mind.

Keep in mind though, you can get nice bonuses just from selecting a spec and never actually learning any of the skills...

@ Wolf - as much as I like Peter, he never really said what "heavily" meant.  I mean, for him that might mean 4-6 skills in a tree...  I take it with a grain of salt.  If I have extra points because of too much caution, then that's like having a little bonus.

Yes that's what I had in mind, taking 2 specs for the passive bonuses but only investing skill points into one. It all depends on how many skill points we're given by end game.

#630
Leo Church 13

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Blood magic looks viable for a lot of <Nightmare fun if paired with Elemental, possibly with the +100 Spirit healer talent and heavy plate. For nightmare, I'm going Primal/Force for slowdowns/stuns +easy DD spells. BM is 10 points for 1 50% stun and a whole lot of team killing. I really need to look into some mass staggering after seeing that +900% AoE to staggered targets for 1 point in Force.

Edit:  it's 2 points in force.  upgrade required.

Modifié par Leo Church 13, 06 mars 2011 - 04:14 .


#631
JSLfromBx

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thanks a lot for all your hard work Naitaka some of us do appreciate it

Did the person who sent you these also sent to you some data regarding companion specs? that would be very nice.
Also did they say if the data from your other thread regarding normal talent is up to date with the release version? I am not sure how old is the built that was available at the TGS.
We know it's more up to date than the public demo thatwas released but there may still be difference with the actual release version.

#632
Shinimas

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Bolster will be pretty much needed for the Berz. It will be quite an interesting playstyle, careful usage of offense and using the right moment to recuperate.

I think it will be really useful during boss stages where you have to avoid getting hit, but can't attack yourself (like that stone-golem-spirit thing from which you have to hide behind pillars, might as well pant away and come back fully refreshed when his AoE is finished).

#633
Cuthlan

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Shinimas wrote...

Cuthlan wrote...

turkojavla wrote...

I have a question what does the armor rate and what does the defense rate do i mean for rogue if i add points to cunning my def is going up but what does it do do i get to be more resistant to mele attack or what and what does the armor rate do pls answer


Defense is your chance to avoid getting hit. Armor reduces the amount of damage you take if you DO get hit.


Even with successful defense checks you do get hit, just for a greatly reduced damage. And special attacks hit all the time.


Yes yes, but that's the basics of what the two terms mean. I wasn't out to provide a guide for how melee works.

#634
Cuthlan

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Gerudan wrote...

Blood magic again doesn't seem to be worth the effort, compared to the other two specs.

Half of the spells are just there to heal the mage.


Makes sense, though. It gives you a mode that makes you cast spells for essentially 1/3 of the cost, and gives you ways to heal yourself since you can't be healed otherwise while using that mode.

I wish the upgrade for the Blood Magic mode was a boost to all spell damage rather than another reduction in casting cost.

#635
Galf706

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Cuthlan wrote...

Gerudan wrote...

Blood magic again doesn't seem to be worth the effort, compared to the other two specs.

Half of the spells are just there to heal the mage.


Makes sense, though. It gives you a mode that makes you cast spells for essentially 1/3 of the cost, and gives you ways to heal yourself since you can't be healed otherwise while using that mode.

I wish the upgrade for the Blood Magic mode was a boost to all spell damage rather than another reduction in casting cost.


Seems powerful to me.  Focus on Con and you'll be very efficient, and assuming sustained modes still tie up mana, you could have a few ones running essentially for free.

#636
Cuthlan

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Coldest wrote...

Icy Magebane wrote...

Coldest wrote...

I wonder if it would be a good idea to invest in only 1 specialization tree the entire game?

For example, assuming it is possible to achieve 25 skill points, I can max out the Reaver tree and still have 15 skill points left to use. Investing in 2 specialization trees to me feels like spreading it too thin.

I don't see any other way to do it, really.  Most trees require a lot of backtracking to get certain upgrades, or high requirements for points in that tree.  This is true of all classes.  Warriors get a bit more flexibility than Mages, but I haven't really looked deeply into Rogues.  And even then, it's a matter of play style...  Still... limited points mean sacrifices.  Until we know for sure how many tomes or bonus points are out there, it's safe to build with 20-25 points in mind.

Keep in mind though, you can get nice bonuses just from selecting a spec and never actually learning any of the skills...

@ Wolf - as much as I like Peter, he never really said what "heavily" meant.  I mean, for him that might mean 4-6 skills in a tree...  I take it with a grain of salt.  If I have extra points because of too much caution, then that's like having a little bonus.

Yes that's what I had in mind, taking 2 specs for the passive bonuses but only investing skill points into one. It all depends on how many skill points we're given by end game.


The more I look, the more I think I might end up doing this as well.

I know I'm filling out the Elemental tree, which depending on if I upgrade both cold spells or just one with be 9-10 points.

I know I'm putting a bunch in Arcane because Paralyzing Prison is still gonna be a great single-target damage spell, especially if Aveline shield bashes them first, and it's physical damage. Stunning Blast is a no-brainer to me since Mind Blast is forced on us, might be even if it wasn't. Definitely getting Elemental Weapons. There's 5-8 points burned up depending on if I build up Arcane Shield and it's upgrades.

So at minimum I've already mentally commited 14 points there.

Even as my offensive mage it's probably not a terrible idea to pick up Heal due to the potion timer.

Earth Armor might be worth it.

Spirit Bolt might be worth getting depending on how much damage the basic staff attacks do (hopefully fire staff for that 50% bonus from Elemental mastery will make Spirit Bolt less needed).

Definitely want to at least dabble in Force Mage. So I really just don't see myself having enough talents to go the Blood Mage route unless I change the concept I have in mind for my mage entirely... which I don't wanna do.

Guess I'll just have to play two different mages.

Modifié par Cuthlan, 06 mars 2011 - 03:40 .


#637
Adhin

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@Arijharn: It's a pretty big health drain but all damage is based off your weapon and all that. If you look at Devour, its 10. Which is I'm guessing is roughly your DPS at that point (lvl 4 for all these SS). So take that into consideration at base, its basically 1/2 your damage in radius per tick for 5% of your hp. 5% maxhp is a huge chunk for sure, sadly the upgrade that reduces it we don't know by how much.

Looking at all the other skills I'd say it puts it down to 2.5% your maxHP. I'd say, if it only harms enemies, then having a Spirit Healer near the Reaver would basically nullify the effect. Its 5% 'per' 4 seconds. which is basically -50 regeneration. I'm sure there will be items and other means to nullify it, plus the upgrade to lower it down to about -25.

So I'd say, at face value its kind of scary but with enough messing around it should be more then manageable. Damage is still kinda **** though. But then just shy your normal attack dmg, to everything around you in 'Spirit Damage' (less likely to be mitigated due to armor).... well yeah it could prove pretty useful.

#638
Shinimas

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Incantrix wrote...

I think what a previous poster said is right, becoming a templar might be disasterous to your party; Anders would hate you, Bethany would hate you, Merril would definitley hate you. Yep...say bye bye to your mages.


Having Templar training =/= being a mage hunter.

#639
DaggerFiend

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I haven't looked too deep into all the trees, but some of the specialization talents/spells essentially replace those in other trees. I got rid of about seven talents for my Rogue build because Shadow and Assassin could do basically the same thing. Of course, I wanted my Rogue to specialize in stealth and taking advantage of critical hits. Maybe you guys have too general of a build to use two specializations? Or maybe you want to specialize in certain types of attacks that the specializations don't provide.

Anyway, Blood Mage/Spirit Healer looks like an interesting combination. Start out with AoE damage, then move to support spells when you start dying. I'm having a hard time deciding between FM/SH and BM/SH, now.

#640
IronVanguard

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Mages ones look cool too. Man, Spirit Healer has some crazy passives. Actually, all the specs seem to have a few crazy passives.

Doesn't seem to be a good spec for a warrior tank though. Maybe some Templar to stop enemy mages.

#641
Avl521

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So can we use other spells while using Bloodlust? say use Apocalyptic Firestorm during the Bloodlust due to 1 health being 3 mana? or we HAVE to use only Blood Magic during Bloodlust?

#642
Cuthlan

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IronVanguard wrote...

Mages ones look cool too. Man, Spirit Healer has some crazy passives. Actually, all the specs seem to have a few crazy passives.

Doesn't seem to be a good spec for a warrior tank though. Maybe some Templar to stop enemy mages.


Templar looks AMAZING for a warrior tank. If there's one thing that a warrior tank traditionally has trouble with it's a mage. Templar should really help with that.

#643
Troika0

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Had this idea for a Spirit/Force/Blood spec with change form the entropy line; feels a bit broad and stretched far too thin, but I like it thematically:

1 - Mind Blast
2 - Spirit Bolt
3 - Horror
4 - Walking Bomb
5 - Hex of Torment
6 - Spirit Strike
7 - Despair
8 - Fist of the Maker
9 - Telekinetic Burst
10 - Pull of the Abyss
11 - Corrosive Walking Bomb
12 - Virulent Walking Bomb
13 - Unshakable
14 - Blood Magic
15 - Grave Robber
16 - Sacrifice
17 - One Foot In
18 - Hemorrhage
19 - Blood Lust
20 - Paralyzing Hemorrhage
21 - Maker's Hammer
22 - Blood Slave
23 - Blood Splatter
24 - Edge of the Abyss
25 - Maker's Fury

Have to say, when you really start to plan ahead and examine the skill trees, you start to notice that they don't really offer much more than the illusion of choice. There's simply no way--for example--to progress through the Blood line without taking sacrifice, which is a spell I'd personally prefer to go without.

Modifié par Troika0, 06 mars 2011 - 04:08 .


#644
Alodar

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Here is my initial build:




  • Mind Blast
  • Stonefist
  • Chain Lightning
  • Petrify
  • Tempest
  • Chain Reaction
  • Fist of the Maker
  • Unshakable
  • Desiccate
  • Strikes Twice
  •  Galvanism
  • Telekinetic Burst
  • Pull of the Abyss
  • Gravitic Ring
  • Maker's Fury
  • Telekinetic Blast
  • Maker's Hammer
  • Edge of the Abyss
  • Gravitic Sphere



At first opportunity to Respec I will replace Mind Blast with Horror.

Any additional spells from events or tomes will be selected in order from:
  • Hex of Torment
  • Despair
  • Misdirection Hex
  • Shackling Hex
  • Death Hex





Alodar :)

Modifié par Alodar, 06 mars 2011 - 04:22 .


#645
Cuthlan

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I don't have a level-by-level build in mind, but so far this is where I am in my brainstorming:

Elemental Tree: filled up to Elemental Mastery (9-10 points, skip Deep Freeze if too thin on points?)

Arcane tree: Crushing/Paralyzing Prison, Stunning Blast, Elemental Weapons (5 points)

Force Mage: Fist of the Maker and upgrades, Unshakable, Telekinetic Burst, Pull/Edge of the Abyss (7 points)

Heal? (1-2 points)

Arcane Shield? (1-3 points)

Earth Armor? (1 point)

And for Anders, who will be my support mage, I'll build up Spirit healer, the Creation tree (including glyphs and the heroic aura), and fully upgraded Arcane Shield if I don't do it myself (which I'm leaning toward letting Anders do).

Modifié par Cuthlan, 06 mars 2011 - 04:25 .


#646
The_mango55

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Reaver looks beastly.

#647
Malfustheone

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Cuthlan wrote...

I don't have a level-by-level build in mind, but so far this is where I am in my brainstorming:

Elemental Tree: filled up to Elemental Mastery (9-10 points, skip Deep Freeze if too thin on points?)

Arcane tree: Crushing/Paralyzing Prison, Stunning Blast, Elemental Weapons (5 points)

Force Mage: Fist of the Maker and upgrades, Unshakable, Telekinetic Burst, Pull/Edge of the Abyss (7 points)

Heal? (1-2 points)

Arcane Shield? (1-3 points)

Earth Armor? (1 point)

And for Anders, who will be my support mage, I'll build up Spirit healer, the Creation tree (including glyphs and the heroic aura), and fully upgraded Arcane Shield if I don't do it myself (which I'm leaning toward letting Anders do).

I do not think Anders is allowed to have a specialization, aside from his vengeance tree.

#648
Cuthlan

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Malfustheone wrote...

Cuthlan wrote...

I don't have a level-by-level build in mind, but so far this is where I am in my brainstorming:

Elemental Tree: filled up to Elemental Mastery (9-10 points, skip Deep Freeze if too thin on points?)

Arcane tree: Crushing/Paralyzing Prison, Stunning Blast, Elemental Weapons (5 points)

Force Mage: Fist of the Maker and upgrades, Unshakable, Telekinetic Burst, Pull/Edge of the Abyss (7 points)

Heal? (1-2 points)

Arcane Shield? (1-3 points)

Earth Armor? (1 point)

And for Anders, who will be my support mage, I'll build up Spirit healer, the Creation tree (including glyphs and the heroic aura), and fully upgraded Arcane Shield if I don't do it myself (which I'm leaning toward letting Anders do).

I do not think Anders is allowed to have a specialization, aside from his vengeance tree.


I guess I assumed he was a Spirit Healer still. Now I'm curious.

#649
scootermcgaffin

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He has his unique tree, but it is at least a little Spirit Healer-y. He has the same sustain, at least, and I'd assume he has a group healing as well.

#650
Cuthlan

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A minor hump, then. If he's less of a healer than a Spirit Healer, that means it's more likely that I'll want to have Heal myself as a backup.