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#751
RVNX

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I do hope Mages will have some recourses vs Templars, without resorting to Blood Magic.

also, I'm a little confused about the Force Mage spells.

Is the Fist of the Maker group the only spells that do actual physical damage?

or are all the Force Mage spells either knockback, or slowing/pulling spells that don't do damage?

#752
Graunt

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RVNX wrote...

I do hope Mages will have some recourses vs Templars, without resorting to Blood Magic.

also, I'm a little confused about the Force Mage spells.

Is the Fist of the Maker group the only spells that do actual physical damage?

or are all the Force Mage spells either knockback, or slowing/pulling spells that don't do damage?


They keep using terms like "Physical Force", but that just seems like a resistance as well as how far something gets knocked back.  None of the Force Mage spells but Fist seem like they do anything other than crowd control.  So ultimately, it doesn't look that hot to me.  Gravity Ring is about the best the tree has to offer other than just picking up the specialization for the across the board spell bonuses.  Fist is absolutely nuts against something staggered, but other than that, zzz...

Modifié par Graunt, 07 mars 2011 - 05:10 .


#753
Avl521

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hmm Graunt would you mind helping me with a Blood Mage? I was considering getting paralyzing prison from the arcane tree, and getting almost all the blood mage skills. Was thinking what to choose between Elemental and Primal. I mean... maybe you could help me create a good build.

#754
darklordpocky-san

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man. . . Mages really got the most boring Specs this time around

Blood Mage is still cool, but it's kind of known for being OP, and Force Mage is exactly what I feared. . . a pushy mage. . .

I'm going to have a miserable time being a Mage, thanks to this rigid system, and now I know that I won't be able to play even close to what I was hoping for; a melee mage, or at the very least a battlemage

well, here's hoping that we get some interesting specs in the expansion, or DA3. . .

Modifié par darklordpocky-san, 07 mars 2011 - 05:40 .


#755
godlike13

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darklordpocky-san wrote...

man. . . Mages really got the most boring Specs this time around

Blood Mage is still cool, but it's kind of known for being OP, and Force Mage is exactly what I feared. . . a pushy mage. . .

I'm going to have a miserable time being a Mage, thanks to this rigid system, and now I know that I won't be able to play even close to what I was hoping for; a melee mage, or at the very least a battlemage

well, here's hoping that we get some interesting specs in the expansion, or DA3. . .


Given the cool and innovating specializations we got in Awakening i was disappointed Mage specializations this time around. Only one spell in Force Mage does actual damage, and the last two sound awfully redundant. Also for Blood Mage its spells still has the Blood Magic must be active restriction. No uber restriction free spells like Vendetta or Assassinate, nor any indefinite damage stacking like Adrenaline.

They didn't really seem to do anything new with Mages, instead just toned them down.

:pinched::pinched::pinched:

Modifié par godlike13, 07 mars 2011 - 06:03 .


#756
darklordpocky-san

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godlike13 wrote...

darklordpocky-san wrote...

man. . . Mages really got the most boring Specs this time around

Blood Mage is still cool, but it's kind of known for being OP, and Force Mage is exactly what I feared. . . a pushy mage. . .

I'm going to have a miserable time being a Mage, thanks to this rigid system, and now I know that I won't be able to play even close to what I was hoping for; a melee mage, or at the very least a battlemage

well, here's hoping that we get some interesting specs in the expansion, or DA3. . .


Given the cool and innovating specializations we got in Awakening i was disappointed Mage specializations this time around. Only one spell in Force Mage does actual damage, and the last two sound awfully redundant. Also for Blood Mage its spells still has the Blood Magic must be active restriction. No uber restriction free spells like Vendetta or Assassinate, nor any indefinite damage stacking like Adrenaline.

They didn't really seem to do anything new with Mages, instead just toned them down.

:pinched::pinched::pinched:


and again, we're stuck with sticks.

The Force mage is also redundant in that it is AOE centered. . . what, like the majority of the Mage's other spells?

I just can't find get excited for the game now, since my Mage character will either be stuck healing, pushing things away like an idiot, or being a blood mage.

Arcane Warrior was way too OP, but at least it had visible variation from the common mage. I was hoping they'd put in the effort this time around, balance things out, and give us the option. But alas, we're stuck with sticks and pushing. . . oh yay <_<

#757
godlike13

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darklordpocky-san wrote...

godlike13 wrote...

darklordpocky-san wrote...

man. . . Mages really got the most boring Specs this time around

Blood Mage is still cool, but it's kind of known for being OP, and Force Mage is exactly what I feared. . . a pushy mage. . .

I'm going to have a miserable time being a Mage, thanks to this rigid system, and now I know that I won't be able to play even close to what I was hoping for; a melee mage, or at the very least a battlemage

well, here's hoping that we get some interesting specs in the expansion, or DA3. . .


Given the cool and innovating specializations we got in Awakening i was disappointed Mage specializations this time around. Only one spell in Force Mage does actual damage, and the last two sound awfully redundant. Also for Blood Mage its spells still has the Blood Magic must be active restriction. No uber restriction free spells like Vendetta or Assassinate, nor any indefinite damage stacking like Adrenaline.

They didn't really seem to do anything new with Mages, instead just toned them down.

:pinched::pinched::pinched:


and again, we're stuck with sticks.

The Force mage is also redundant in that it is AOE centered. . . what, like the majority of the Mage's other spells?

I just can't find get excited for the game now, since my Mage character will either be stuck healing, pushing things away like an idiot, or being a blood mage.

Arcane Warrior was way too OP, but at least it had visible variation from the common mage. I was hoping they'd put in the effort this time around, balance things out, and give us the option. But alas, we're stuck with sticks and pushing. . . oh yay <_<


I do like that Mages are now able to melee, but even there it not like there are any spells that compliment melee for a Mage or anything. So ya its cool to have, but u'd think they try to at least give an option embrace that then. Cool melee spells or something.

Modifié par godlike13, 07 mars 2011 - 06:08 .


#758
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I really like Pull of the Abyss. I'm thinking: Pull (toward 2H Warrior) --> Whirlwind (with autocrit upgrade, staggering half of them) --> Fist of the Maker. Yeah, the Force Mage line isn't really big on direct damage, but that's not the point. The Force Mage is a controller whose spells can be used to set up some really nasty combos.

#759
darklordpocky-san

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godlike13 wrote...

darklordpocky-san wrote...

godlike13 wrote...

darklordpocky-san wrote...

man. . . Mages really got the most boring Specs this time around

Blood Mage is still cool, but it's kind of known for being OP, and Force Mage is exactly what I feared. . . a pushy mage. . .

I'm going to have a miserable time being a Mage, thanks to this rigid system, and now I know that I won't be able to play even close to what I was hoping for; a melee mage, or at the very least a battlemage

well, here's hoping that we get some interesting specs in the expansion, or DA3. . .


Given the cool and innovating specializations we got in Awakening i was disappointed Mage specializations this time around. Only one spell in Force Mage does actual damage, and the last two sound awfully redundant. Also for Blood Mage its spells still has the Blood Magic must be active restriction. No uber restriction free spells like Vendetta or Assassinate, nor any indefinite damage stacking like Adrenaline.

They didn't really seem to do anything new with Mages, instead just toned them down.

:pinched::pinched::pinched:


and again, we're stuck with sticks.

The Force mage is also redundant in that it is AOE centered. . . what, like the majority of the Mage's other spells?

I just can't find get excited for the game now, since my Mage character will either be stuck healing, pushing things away like an idiot, or being a blood mage.

Arcane Warrior was way too OP, but at least it had visible variation from the common mage. I was hoping they'd put in the effort this time around, balance things out, and give us the option. But alas, we're stuck with sticks and pushing. . . oh yay <_<


I do like that Mages are now able to melee, but even there it not like there are any spells that compliment melee for a Mage or anything. So ya its cool to have, but u'd think they try to at least give an option embrace that then. Cool melee spells or something.


basically; it's due to them wanting to strip down the classes (more than others obviously)

Warrior lost Dual weild
Mage lost Melee (they gain a generic animation that looks like melee)
not sure what Rogues lost

either way, I'm not too happy with oversimplifying a basic 3-class system. It's not going back to basics, it's just removing options to make it easier to for you to develop.

#760
Cahill84

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I am wondering Blood Mage could combine with the spirit tree. Will the sustained mode skill Death Syphon/Death Vortex works well for a blood mage? By right i thought a blood mage shd be using evil or undead spells like spirits. Looks more matchable although i know other trees are more powerful.

Modifié par Cahill84, 07 mars 2011 - 06:23 .


#761
godlike13

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Filament wrote...

I'm thinking: Pull (toward 2H Warrior) --> Whirlwind (with autocrit upgrade, staggering half of them) --> Fist of the Maker. Yeah, the Force Mage line isn't really big on direct damage, but that's not the point. The Force Mage is a controller whose spells can be used to set up some really nasty combos.



Or just have ur 2H Warrior use Taunt to draw them in <_<

#762
godlike13

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darklordpocky-san wrote...

basically; it's due to them wanting to strip down the classes (more than others obviously)

Warrior lost Dual weild
Mage lost Melee (they gain a generic animation that looks like melee)
not sure what Rogues lost

either way, I'm not too happy with oversimplifying a basic 3-class system. It's not going back to basics, it's just removing options to make it easier to for you to develop.


I don't mind them wanting to strip down the classes and making each one more unique. As long as they improve the core that makes them uniqe, and add some new things to it.

They seem to have done that with Rogues and Warriors at least, but with Mages they just seem to have stripped it down. Not giving us much new things to work with, and forcing us to use up more spells points to get what we had in the first even.

Modifié par godlike13, 07 mars 2011 - 06:35 .


#763
darklordpocky-san

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godlike13 wrote...

Filament wrote...

I'm thinking: Pull (toward 2H Warrior) --> Whirlwind (with autocrit upgrade, staggering half of them) --> Fist of the Maker. Yeah, the Force Mage line isn't really big on direct damage, but that's not the point. The Force Mage is a controller whose spells can be used to set up some really nasty combos.



Or just have ur 2H Warrior use Taunt to draw them in <_<


Force Mage just seems boring.

"I can pull enemies in, and slow them down!" Why not just use a glyph of paralysis?

"I can knock enemies down and damage them!" Why not just hit them with a spell that does that, like fireball?

about the only unique things it can do is knock people back, which is pretty much mind blast, and make themselves almost mmune to knockback and stagger. . . which would have fit better with a melee mage, in all honesty.

#764
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Imagine that, multiple ways of doing the same thing. You could say that about the whole combat system, since the ultimate purpose of every ability you get is to kill your enemies dead. But pulling them is still more immediate than taunting them, and it knocks them on their asses, or so I would assume, so I would say it's cleaner and more elegant than just using Taunt. Or hell, you could use both. But that's only one example anyway.

Modifié par Filament, 07 mars 2011 - 06:36 .


#765
darklordpocky-san

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godlike13 wrote...

darklordpocky-san wrote...

basically; it's due to them wanting to strip down the classes (more than others obviously)

Warrior lost Dual weild
Mage lost Melee (they gain a generic animation that looks like melee)
not sure what Rogues lost

either way, I'm not too happy with oversimplifying a basic 3-class system. It's not going back to basics, it's just removing options to make it easier to for you to develop.


I don't mind them wanting to strip down the classes and making each one more unique. As long as they improve the core that makes them uniqe, and add some new things to it.

They seem to have done that with Rogues and Warriors at least, but with Mages they just seem to have stripped it down. Not giving us much new things to work with, and forcing us to use up more spells points to get what we had in the first even.


exactly, I was about to mention that all the spells don't seem to be upgrading, rather you get a crummy version of it, then the real one from Origins. . . which is like in Origins; when you get the real spell, then get the better version.

why is this a better system again?

#766
godlike13

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darklordpocky-san wrote...

godlike13 wrote...

Filament wrote...

I'm thinking: Pull (toward 2H Warrior) --> Whirlwind (with autocrit upgrade, staggering half of them) --> Fist of the Maker. Yeah, the Force Mage line isn't really big on direct damage, but that's not the point. The Force Mage is a controller whose spells can be used to set up some really nasty combos.



Or just have ur 2H Warrior use Taunt to draw them in <_<


Force Mage just seems boring.

"I can pull enemies in, and slow them down!" Why not just use a glyph of paralysis?

"I can knock enemies down and damage them!" Why not just hit them with a spell that does that, like fireball?

about the only unique things it can do is knock people back, which is pretty much mind blast, and make themselves almost mmune to knockback and stagger. . . which would have fit better with a melee mage, in all honesty.


Im still not seeing the point of having Pull of the Abyss and Gravitic Ring. They sound like they do the same thing :blink:.

#767
darklordpocky-san

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Filament wrote...

Imagine that, multiple ways of doing the same thing. You could say that about the whole combat system, since the ultimate purpose of every ability you get is to kill your enemies dead. But pulling them is still more immediate than taunting them, and it knocks them on their asses, or so I would assume, so I would say it's cleaner and more elegant than just using Taunt. Or hell, you could use both. But that's only one example anyway.


their ability only slows them down, it doesn't knock them down. Only 2 of their abilites actually do that, and only 1 of those 2 does any actual damage.

#768
AnathamaDye

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I wonder if there will be any different animations for Blood Mages this time around...hopefully our eyes turn red like the trailer ♥

Modifié par AnathamaDye, 07 mars 2011 - 06:41 .


#769
ProfessionalPirate

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sorry to quote meself, but you could..........

ProfessionalPirate wrote...


Use edge of the abyss, fully upgraded, to draw enemies close, lay down fully upgraded gravatic ring on top of it, then....... hail of arrows, firestorm, tempest, fireball, bursting arrow and maybe a miasmic flask tossed in just for the heck of it, and Virulent Walking Bomb, I think could decimate just about everything whilst keeping your party at a safe distance if FF is on. 


1 tank
1archer rogue
2 mages.
Seems like a viable way to use force mage as a part of a team.  I'd like to see groups survive that!
and for bosses, just switch one mage over to healing/support, use tank to keep boss distracted and blast away!

#770
Icy Magebane

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Ok... that red font scared the hell out of me.

While making all those plans for Pull, keep in mind that it only lasts 5 seconds...

Modifié par Icy Magebane, 07 mars 2011 - 06:44 .


#771
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darklordpocky-san wrote...

Filament wrote...

Imagine that, multiple ways of doing the same thing. You could say that about the whole combat system, since the ultimate purpose of every ability you get is to kill your enemies dead. But pulling them is still more immediate than taunting them, and it knocks them on their asses, or so I would assume, so I would say it's cleaner and more elegant than just using Taunt. Or hell, you could use both. But that's only one example anyway.


their ability only slows them down, it doesn't knock them down. Only 2 of their abilites actually do that, and only 1 of those 2 does any actual damage.


If it doesn't knock them down at least initially, the physical force x30 descriptor seems nonsensical. It sounds to me like they have to do a resistance check, and if they fail they get pulled toward the center and knocked down, much like the Revanant's Mass Pull, and if they succeed they're just slowed.

#772
ProfessionalPirate

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Icy Magebane wrote...

Ok... that red font scared the hell out of me.

While making all those plans for Pull, keep in mind that it only lasts 5 seconds...


yup, thats what gravatic ring is for, to slow them down and keep them centered in the maelstrom of destruction.
Paralyze only gets 4(at most) and only for a few seconds

#773
Icy Magebane

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Maybe the lack of damage means that some of the force magic spells can be used while Healing Aura is active. If that's true, then at least there's one advantage to learning them...

Modifié par Icy Magebane, 07 mars 2011 - 06:55 .


#774
darklordpocky-san

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Filament wrote...

darklordpocky-san wrote...

Filament wrote...

Imagine that, multiple ways of doing the same thing. You could say that about the whole combat system, since the ultimate purpose of every ability you get is to kill your enemies dead. But pulling them is still more immediate than taunting them, and it knocks them on their asses, or so I would assume, so I would say it's cleaner and more elegant than just using Taunt. Or hell, you could use both. But that's only one example anyway.


their ability only slows them down, it doesn't knock them down. Only 2 of their abilites actually do that, and only 1 of those 2 does any actual damage.


If it doesn't knock them down at least initially, the physical force x30 descriptor seems nonsensical. It sounds to me like they have to do a resistance check, and if they fail they get pulled toward the center and knocked down, much like the Revanant's Mass Pull, and if they succeed they're just slowed.


and a glyph of paralysis usually stops eveything dead. This seems more like a gamble move, if anything. Or a poor man's Singularity from ME2 <_<

#775
godlike13

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ProfessionalPirate wrote...

Icy Magebane wrote...

Ok... that red font scared the hell out of me.

While making all those plans for Pull, keep in mind that it only lasts 5 seconds...


yup, thats what gravatic ring is for, to slow them down and keep them centered in the maelstrom of destruction.
Paralyze only gets 4(at most) and only for a few seconds


Isn't that what Pull of the Abyss is for too <_<