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#726
Shinimas

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Icy Magebane wrote...

Shinimas wrote...

What's the point of Massacre? 10% on lieutenants is way too low and who cares about normals? 20% is probably two, if not one, AA hit.

One benefit is that it's 10% of a much higher hp total on Nightmare... you still get the instant kill even though you might need 3-4 (or however many) hits to do it without Massacre.


I'd avoid 2H Warriors on Nightmare... but that's for another topic. In the demo, playing on hard, I haven't actually noticed that much of a health boost compared to normal. The most efficient way is to focus fire enemies one by one, chances are your Warrior won't even sneak in a Massacre-hit before the mob drops. Unless mobs becomes iron-skinned on NM, I can't see how Massacre is any good. Of course, it's better than DA:O's Critical Strike, but points talent points are too scarce these days.

#727
ALVIG824

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7. Pull of the Abyss
Requires: Level 9
Requires: Telekinetic Burst
Points required in Force Mage: 2
The mage conjures a maelstrom of energy that draws enemies to its center while slowing them to a crawl.
Physical force: 30x
Enemy attack speed: -50%
Enemy movement speed: -50%
Duration: 5s
Size: 10m
Cost: 30 mana
Cooldown: 25s
Type: Activated ability

so singularity spin-off?

#728
Shinimas

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This freaking forum keeps swallowing my posts.

#729
Wissenschaft

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Fenris has Blood Frenzy............Sweet.

#730
Graunt

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Shinimas wrote...

Icy Magebane wrote...

Shinimas wrote...

What's the point of Massacre? 10% on lieutenants is way too low and who cares about normals? 20% is probably two, if not one, AA hit.

One benefit is that it's 10% of a much higher hp total on Nightmare... you still get the instant kill even though you might need 3-4 (or however many) hits to do it without Massacre.


I'd avoid 2H Warriors on Nightmare... but that's for another topic. In the demo, playing on hard, I haven't actually noticed that much of a health boost compared to normal. The most efficient way is to focus fire enemies one by one, chances are your Warrior won't even sneak in a Massacre-hit before the mob drops. Unless mobs becomes iron-skinned on NM, I can't see how Massacre is any good. Of course, it's better than DA:O's Critical Strike, but points talent points are too scarce these days.


I think you're ignoring what Fervor does.  Also, I agree that a Two-Handed Warrior seems relatively pointless on Nightmare, unless you're making a Reaver/Warmonger "tank", but that would also require Mage sustainables and buffs.  Massacre is an extremely huge boost to damage for SnS tanks especially who already do pitiful amounts.

#731
disturbedfan248

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ALVIG824 wrote...

 

7. Pull of the Abyss
Requires: Level 9
Requires: Telekinetic Burst
Points required in Force Mage: 2
The mage conjures a maelstrom of energy that draws enemies to its center while slowing them to a crawl.
Physical force: 30x
Enemy attack speed: -50%
Enemy movement speed: -50%
Duration: 5s
Size: 10m
Cost: 30 mana
Cooldown: 25s
Type: Activated ability

so singularity spin-off?



Pretty much, except it seems enemies will still be able to move and attack while under its (short) effect. It will still make enemies an easy target for aoe abilities.

#732
Graunt

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disturbedfan248 wrote...

ALVIG824 wrote...

 

7. Pull of the Abyss
Requires: Level 9
Requires: Telekinetic Burst
Points required in Force Mage: 2
The mage conjures a maelstrom of energy that draws enemies to its center while slowing them to a crawl.
Physical force: 30x
Enemy attack speed: -50%
Enemy movement speed: -50%
Duration: 5s
Size: 10m
Cost: 30 mana
Cooldown: 25s
Type: Activated ability

so singularity spin-off?



Pretty much, except it seems enemies will still be able to move and attack while under its (short) effect. It will still make enemies an easy target for aoe abilities.


Oh wow, I'm glad you pointed out the duration.  That's absolutely awful and the move may as well just be a knockback.  Yay...it's another telekinetic burst -- redundancy, but who cares!?

Modifié par Graunt, 07 mars 2011 - 01:12 .


#733
RPGamer13

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I was going to decry Bioware for ruining Berserker, but then it hit me they didn't really ruin it. In some ways, it's better. Barrage is going to be beast maxed out.

I am going to pick up Reaver just for the bonus damage, going to be very useful with the one mage talent.

#734
Graunt

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RPGamer13 wrote...

I was going to decry Bioware for ruining Berserker, but then it hit me they didn't really ruin it. In some ways, it's better. Barrage is going to be beast maxed out.

I am going to pick up Reaver just for the bonus damage, going to be very useful with the one mage talent.


Barrage and Death Blow are the only "must have" abilities from Berserker.  Barrage also isn't even that great compared to Fervor since Fervor is already in a superior tree with superior requirements.  On top of that, there's no activation for Fervor.  The main saving grace for Barrage is that unlike Fervor, you can activate it on bosses that have no adds.  It still has a LONG cooldown though.

Which Mage talent were you talking about too?  Unless one of the companions comes with a similar skill (heal by taking ally health), you wouldn't be able to do this unless YOU were the Blood Mage and you brought along Fenris (he has Blood Frenzy).

Modifié par Graunt, 07 mars 2011 - 01:19 .


#735
disturbedfan248

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9. Voracious
Requires: Level 12
Requires: Devour
Devour becomes so vicous that enemies are automatically STAGGERED, leaving them open to devastating follow-ups from a mage or rogue.
Physical damage: +3
Health regeneration: +3
STAGGER chance: 100%
Stun chance: 100% vs. normal enemies
Type: Upgrade

10. Insatiable
Requires: Level 14
Requires: Devour
Points required in Reaver: 2
Devour is now much more effective, particularly if a rogue has lowered the enemy's defenses.
Physical damage: +3
Physical damage: 300% vs DISORIENTED targets
Health regeneration: +3
Health regeneration: 300% from DISORIENTED targets
Cooldown: -20s
Type: Upgrade


This looks fun. Use it on a disoriented enemy, do extra damage, regenerate more and on top of that stagger it for someone else to play with.

#736
Zubie

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Soooooo....Aura of Pain.....yay or nay for a 2H tank on hard difficulty?

I do plan on having Bethany be a dedicated healer, or is that point simply better off elsewhere anyway.

#737
Cloaking_Thane

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Duelist and assassin are looking fantastic

#738
Graunt

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easygame88 wrote...

Soooooo....Aura of Pain.....yay or nay for a 2H tank on hard difficulty?

I do plan on having Bethany be a dedicated healer, or is that point simply better off elsewhere anyway.


If you aren't going for Fervor, there's no real point in picking up any of the Reaver abilities past Blood Frenzy and possibly it's upgrade.  If you're going for a two-handed tank, it *might* be worth it if you keep struggling with aggro, but better micromanagement + taunt should be more than enough.

IN NO PARTICULAR ORDER
I'd probably do something like this for a two-handed tank...

1. Mighty Blow
2. Giant's Reach
3. Sunder
4. Scythe
5. Whirlwind

6. Taunt
7. Pommel Strike (free)
8. Bravery
9. Bravado
10. Bravura

11. Might
12. Control
13. Cleave
14. Assail
15. Besiege

16. Turn the Blade
17. Elemental Aegis

18. Blood Frenzy

From there, if threat has not been an issue, work on survivability or just more damage.  If threat was a problem, maybe get Aura of Pain or invest three into Battlemaster.  You might also need to think about stamina regenerating talents as well since two sustainables would cost 45% - 50%.  I also probably wouldn't play this above whatever is right below Nightmare.

Modifié par Graunt, 07 mars 2011 - 02:01 .


#739
Zubie

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Interesting.

Thank you.

Just another question if I may. In the early game, should I be focusing on grabbing survivability talents in Defender and some of the Warmonger ones before going up the Two Handed tree?

Just concerned about my survivability in the early game if I don't grab those Defender talents asap.

Thanks.

Modifié par easygame88, 07 mars 2011 - 02:09 .


#740
Ace Attorney

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I am thinking Blood Mages will now play like old Arcane Warriors. Pick up lots of sustainable buffs to eat up your Mana pool and use your health as your energy source all the time. I am trying to figure out a build for a Blood Mage but it seems Rock Armor, Heroic Aura, and Arcane Shield are MUST haves.

Modifié par T3hAnubis, 07 mars 2011 - 02:32 .


#741
Graunt

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T3hAnubis wrote...

I am thinking Blood Mages will now play like old Arcane Warriors. Pick up lots of sustainable buffs to eat up your Mana pool and use your health as your energy source all the time. I am trying to figure out a build for a Blood Mage but it seems Rock Armor, Heroic Aura, and Arcane Shield are MUST haves.


Should be easy enough to take whatever you want from Blood, grab those and then think about what else you want your Mage to be better at (CC or AOE).  You may as well pick up Elemental Weapons too.

If you can't direct where the enslaved unit runs, Blood Spatter is another one of those "must not get" abilities for Nightmare, and you would be better off just getting even something as generic as Fireball.

Modifié par Graunt, 07 mars 2011 - 02:49 .


#742
Grumpy Old Wizard

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Wow, developers want templars to totally own mages eh? Looks like a mage will be lucky to get off a single spell in combat and if they do it is likely to fizzle. Lingering Silence + Staggering Smite + Annulment = ownage.

#743
Ace Attorney

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Graunt wrote...

T3hAnubis wrote...

I am thinking Blood Mages will now play like old Arcane Warriors. Pick up lots of sustainable buffs to eat up your Mana pool and use your health as your energy source all the time. I am trying to figure out a build for a Blood Mage but it seems Rock Armor, Heroic Aura, and Arcane Shield are MUST haves.


Should be easy enough to take whatever you want from Blood, grab those and then think about what else you want your Mage to be better at (CC or AOE).  You may as well pick up Elemental Weapons too.

If you can't direct where the enslaved unit runs, Blood Spatter is another one of those "must not get" abilities for Nightmare, and you would be better off just getting even something as generic as Fireball.

Yeah, Elemental Weapons plus Upgraded Arcane Shield and Heoric Aura makes the Blood Nage a solid support Mage too.

Modifié par T3hAnubis, 07 mars 2011 - 02:58 .


#744
Grumpy Old Wizard

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Sorry, double post.

Modifié par Grumpy Old Wizard, 07 mars 2011 - 02:57 .


#745
Eclipse_9990

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T3hAnubis wrote...

Graunt wrote...

T3hAnubis wrote...

I am thinking Blood Mages will now play like old Arcane Warriors. Pick up lots of sustainable buffs to eat up your Mana pool and use your health as your energy source all the time. I am trying to figure out a build for a Blood Mage but it seems Rock Armor, Heroic Aura, and Arcane Shield are MUST haves.


Should be easy enough to take whatever you want from Blood, grab those and then think about what else you want your Mage to be better at (CC or AOE).  You may as well pick up Elemental Weapons too.

If you can't direct where the enslaved unit runs, Blood Spatter is another one of those "must not get" abilities for Nightmare, and you would be better off just getting even something as generic as Fireball.

Yeah, Elemental Weapons plus Upgraded Arcane Shield and Heoric Aura makes the Blood Nage a solid support Mage too.


Well if your going to go close combat you should probably go Force Mage just for the Unshakable sustained. So you don't get smacked around all over the place.

#746
Graunt

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Eclipse_9990 wrote...

T3hAnubis wrote...

Graunt wrote...

T3hAnubis wrote...

I am thinking Blood Mages will now play like old Arcane Warriors. Pick up lots of sustainable buffs to eat up your Mana pool and use your health as your energy source all the time. I am trying to figure out a build for a Blood Mage but it seems Rock Armor, Heroic Aura, and Arcane Shield are MUST haves.


Should be easy enough to take whatever you want from Blood, grab those and then think about what else you want your Mage to be better at (CC or AOE).  You may as well pick up Elemental Weapons too.

If you can't direct where the enslaved unit runs, Blood Spatter is another one of those "must not get" abilities for Nightmare, and you would be better off just getting even something as generic as Fireball.

Yeah, Elemental Weapons plus Upgraded Arcane Shield and Heoric Aura makes the Blood Nage a solid support Mage too.


Well if your going to go close combat you should probably go Force Mage just for the Unshakable sustained. So you don't get smacked around all over the place.


CC = crowd control, not close combat.  Unshakable is ok, but unless you plan on already going deep into Force, probably not worth it.  Force is worth dropping a specialization point into just for the damage boost across all spells.

Also, I can't really think of any uses for Pull of the Abyss outside of clumping up a group quickly to land a damaging area of effect spell.  And that's if you can even get a good amount of enemies targeted in the first place.

On Nightmare it has the "benefit" of also taking your tank along with (this is can be good) them if they were anywhere near the radius.  The movement and attack speed penalties are negligible since it only lasts for 5s and it has zero effect on instant abilities. 

Modifié par Graunt, 07 mars 2011 - 03:17 .


#747
Ace Attorney

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@Eclipse: When I said Arcane Warrior I didn't mean going into Close Combat, I meant the high use of Sustained abilities. But no doubt a blood mage with those sustained can take a punch.

This is all assuming the Sustained abilities use your mana pool instead of health...

Modifié par T3hAnubis, 07 mars 2011 - 03:15 .


#748
Icy Magebane

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I think Unshakable is overrated. If you keep your mage at a safe distance and use ranged attacks, you won't be getting hit often enough to worry about being knocked down. If anybody gets too close, just use Mind Blast or, preferably, Stunning Blast.

This only applies if you aren't already going to learn several Force Mage abilities... if it's just a "bonus" spec, then Unshakable isn't that great. IMO. 

Edit:  It's probably great if you're going to be a melee mage, but I haven't really considered that type of build.

Modifié par Icy Magebane, 07 mars 2011 - 03:20 .


#749
Darth Kraken

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Tank build please graunt, sabresandiego.

#750
Graunt

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Darth Kraken wrote...

Tank build please graunt, sabresandiego.



social.bioware.com/forum/1/topic/141/index/6359674/29#6381114

That is a really solid place to start, but I'm not sure I would invest so heavily into Templar (early anyway), but I have no idea how many casters we would have to deal with.  I would just use Varric to take them out anyway, although there could be a boss or two that does a lot of status effect type spells.  Besides that, Aveline has some pretty nice skills you can't get either, although I wouldn't say they are "superior" all around, but still really good.

For anything below Nightmare, Holy Smite seems like it could be used either to pull with or the Warrior can drop it on top of themselves whem completely surrounded (might not have FF, but until I see that it doesn't, I'll assume it does).

Picking up Elemental Aegis (+20% elemental resists) and Turn the Blade (+10% defense) might be worth it too, but it depends on how stamina is looking.

Modifié par Graunt, 07 mars 2011 - 05:06 .