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All Specialization Talent Description


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#801
godlike13

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Icy Magebane wrote...

@ Filament: You make good points, but Stunning Blast works 100% of the time. It costs 10 mana and has a 10 second cooldown. I'm not seeing the advantage of Pull, which gives you 5 seconds of crowd control for 30 mana.

Blood Magic is far superior. It allows you to cast all spells at 1/2 and 1/3 the cost. There is an attack that does 900% damage (vs. Staggered), the base damage of which is more powerful than Fist of the Maker (20 vs. 49 w/ level 5 stats). All you need to be able to do is manage your health wisely and have a good selection of attack (or defensive) spells so you can keep casting without worrying about cooldown.


Blood Magic is cool. Like Origins it seems like it could still work well as a reserve Mana pool. Just wish we didn't have to have Blood magic on to benefit from an awesome spell like Hemorrhage :pinched:.

But now convectional healing has no effect, and not just a lesser effect. Sure there is Grave Robber and One Foot In, but they're not going to heal u much against single boss battles, not too mention there 45s cooldown, and with Sacrifice i don't really want to weaken my companions if i could help it.

Modifié par godlike13, 07 mars 2011 - 07:43 .


#802
Icy Magebane

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@ Godlike - Heal will restore more health than you take from the ally. Either you or Anders could pick it up... maybe Anders has some healing spells in his special tree? At least they didn't keep the random chance of killing your target with Sacrifice... that would have really sucked...

#803
Malfustheone

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Icy Magebane wrote...

@ Godlike - Heal will restore more health than you take from the ally. Either you or Anders could pick it up... maybe Anders has some healing spells in his special tree? At least they didn't keep the random chance of killing your target with Sacrifice... that would have really sucked...


What random chance of killing your ally? I don't think it had that, perhaps you are confusing the phrase "potentially killing the ally" (which means it will kill them if they are too low) with random death chance?

#804
Icy Magebane

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No, I mean in DA:O... there was a random chance that Blood Sacrifice would kill the target. I was saying I'm glad they removed that for DA2.

Wait... are you saying that it wasn't there in DA:O either?  Wow... lol... guess I should have used it more often then.

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


#805
Graunt

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Avl521 wrote...

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.


Level 25 isn't a "realistic" build, but you should be getting 1-3 bonus points, and people have hit level 26 by doing everything.  This isn't in any particular order either.

1. Blood Magic
2. Bloodlust
3. Grave Robber
4. One Foot In
5. Sacrifice
6. Grim Sacrifice - Only if Fenris is in the group
7. Hemorrhage
8. Paralyzing Hemorrhage
9. Blood Slave
10. Blood Spatter - Only if you can control the unit or are not playing on Nightmare, even then it had better have a good radius and do some really good damage.

11. Elemental Weapons
12. Barrier
13. Arcane Fortress
14. Arcane Shield
15. Arcane Wall
16. Elemental Shield
17. Crushing Prison
18. Paralyzing Prison

19. Hex of Torment
20. Death Hex

From here it's a matter of preference.  To get the "real" Heroic Aura requires three points total in Creation, so it would be:
21. Heal
22. Heroic Aura
23. Valiant Aura
It doesn't seem like this Mage is going to be doing that much damage and is more of a crowd control/assist type.

I would consider:
21. Fist of the Maker
22. Maker's Hammer
23. Maker's Fury
24. Telekinetic Burst - boring, but a requirement
25. Gravitic Ring

If you're going to go Primal, you should still pick Force Mage just for the bonus, and go with:

21. Chain Lightning
22. Chain Reaction
23. Tempest
24. Stikes Twice
25. Galvanism (no idea if the regen works for health though)

Modifié par Graunt, 07 mars 2011 - 08:04 .


#806
godlike13

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Icy Magebane wrote...

@ Godlike - Heal will restore more health than you take from the ally. Either you or Anders could pick it up... maybe Anders has some healing spells in his special tree? At least they didn't keep the random chance of killing your target with Sacrifice... that would have really sucked...


But now Heal has quite a cool down. So its not going to be as readily available as it once was, potions too.

#807
Icy Magebane

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godlike13 wrote...

Icy Magebane wrote...

@ Godlike - Heal will restore more health than you take from the ally. Either you or Anders could pick it up... maybe Anders has some healing spells in his special tree? At least they didn't keep the random chance of killing your target with Sacrifice... that would have really sucked...


But now Heal has quite a cool down. So its not going to be as readily available as it once was, potions too.

I'm not saying that you should always heal somebody you stole life from... I'm just saying that Heal can be useful if you steal from say, a tank.  If their health starts going down too quickly because of the bit you stole from them, you will have an option outside of potions for restoring it.  Ideally, a mage shouldn't even be taking damage, so this is all kind of moot.  If you invest in CON instead of WIL, and upgrade to Bloodlust, your spells shouldn't be draining your hp all that quickly.  And if all else fails, turn off blood magic and drink a potion, then go back to using mana for 20 sec (or whatever you need to do).  As I said before, the trade-off for using blood magic is wise hp management... as long as you have a lot of options in mind, it shouldn't be a problem.

Modifié par Icy Magebane, 07 mars 2011 - 08:09 .


#808
Graunt

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I haven't seen any developers comment on this yet, but it's going to be funny if all Blood Magic does is makes your spells "cheaper" and allows for Blood Magic abilities, but it makes your blood work exactly the same as mana, including sustainables.

#809
Icy Magebane

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Graunt wrote...

I haven't seen any developers comment on this yet, but it's going to be funny if all Blood Magic does is makes your spells "cheaper" and allows for Blood Magic abilities, but it makes your blood work exactly the same as mana, including sustainables.

lol... so what, turning on Blood Magic drains your hp by 50%?  No thanks.  Edit:  I just thought about that... and it would be incredibly sadistic of them to design it so that any sustain you activate while BM is on drains HP... wow... I really, really hope that's not true.  Then again, that's what respec tomes are for...

Modifié par Icy Magebane, 07 mars 2011 - 08:13 .


#810
Nightshade IX

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Templar -> Annulment -> +50% passive magic resistance. This has to be the most overpowered defensive talent in the game.

#811
Haplose

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Nightshade IX wrote...

Templar -> Annulment -> +50% passive magic resistance. This has to be the most overpowered defensive talent in the game.


Well, at least it's skill based and has a number of prerequisites.

It's still very weak compared with DA:O and 40% magic resistance from Knight Commander Templar armor which could be bought very early and worn from level 7, when you got your first specialization point - without any other prerequsites.

Past level 7 I've never worn any other armor on my warrior in DA:O and Awakening.

#812
AnathamaDye

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Graunt wrote...

I haven't seen any developers comment on this yet, but it's going to be funny if all Blood Magic does is makes your spells "cheaper" and allows for Blood Magic abilities, but it makes your blood work exactly the same as mana, including sustainables.


That's exactly what we expect blood magic to do..

#813
Morroian

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darklordpocky-san wrote...

I'm sure it was; but this seems like I have to cast 2 spells to do a basic strategy, rather then this big-super-awesome-mega-death spell.


You don't have to do 2 spells you can use gravitic ring on enemies already clustered.

#814
Vuokseniska

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you can make a rogue quite a passive ability user... that should be interesting

#815
KallDay

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Primal/Force/BM is indeed looking to be very strong. Whether it goes over the top might well depend on how itemization impacts BMs.

#816
Graunt

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Nightshade IX wrote...

Templar -> Annulment -> +50% passive magic resistance. This has to be the most overpowered defensive talent in the game.


Maybe, but knowing Bioware, it's only going to work on non elemental effects this time.  Otherwise it would be too easy to hit 100% elemental resists without even thinking about it (and that's before gear).

That's exactly what we expect blood magic to do..


Uh, maybe I should have been more specific.
BM is off - activate whatever sustainables you have.  This takes X mana.
Turn BM on - blood is now "mana".  You just lost X life.

Never said it worked this way, but I haven't seen any comments on it, and there have been a handful of changes to stats and spells.

Modifié par Graunt, 07 mars 2011 - 10:17 .


#817
Shinimas

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Graunt wrote...

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).


I hope using Adrenaling refreshes the duration of the already built stack, it's going to be a great ability if that's the case. I wonder if Fervor activates if you were NOT the one who delivered the killing blow, if it doesn't, it's still possible to gain it with some micromanagement, but it's more of a hassle.

I, for one, will be passing on Deathblow. 5% more stamina on every mob killed... it sure can be useful during waves of weak enemies, where you need to constantly keep AoEing, but otherwise?

#818
Graunt

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Shinimas wrote...

Graunt wrote...

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).

I, for one, will be passing on Deathblow. 5% more stamina on every mob killed... it sure can be useful during waves of weak enemies, where you need to constantly keep AoEing, but otherwise?


If you aren't putting points into WIL, you may run out of stamina before all of your cooldowns are back, especially if you have 1-2 auras up.  You don't gain stamina per level anymore, the only way to get any is through WIL and assumedly gear. 5% per kill (essentially 5.5 at base) is the bare minimum you get back, not the max. It's also been said Warriors get stamina back from kills, but I haven't seen it specified if this was through Death Blow only, or if that's by default and no number as to how much has been stated.

Even if Adrenaline refreshes the stack each new application, it still makes Berserk nothing but a pointless prerequisite unless you use Second Wind right after, but then 7s later you would need to start eating into the Berserk bonus again.

Also, the majority of Bioware's games (most in general) revolves around fighting packs and packs of trash.  So I'm not sure why you think the impact of AOE would somehow be minimal.  

Modifié par Graunt, 07 mars 2011 - 10:55 .


#819
Morroian

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godlike13 wrote...

Morroian wrote...

Me neither, although they aren't quite the same thing the effect is ultimately pretty similar. I'll only be taking Gravitic 
Ring, it lasts 20 sec as opposed to 5 sec for pull. 


U have to take Pull of the Abyss to get Gravitic Ring. They basically forceu to take a lesser version.

No you don't, you have to take Fist of the Maker and Telekinetic burst.

#820
Graunt

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Morroian wrote...

godlike13 wrote...

Morroian wrote...

Me neither, although they aren't quite the same thing the effect is ultimately pretty similar. I'll only be taking Gravitic 
Ring, it lasts 20 sec as opposed to 5 sec for pull. 


U have to take Pull of the Abyss to get Gravitic Ring. They basically forceu to take a lesser version.

No you don't, you have to take Fist of the Maker and Telekinetic burst.


Right, but they don't have the same use at all.  The snare is inconsequential for the most part.  If I were to actually pick Force as a primary specialization, I'd probably take both, but as a secondary no way.

Modifié par Graunt, 07 mars 2011 - 11:09 .


#821
Lehanna

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Seems like people were right when they guessed that 2-hand warrior was a 'slow starter' and not a lame duck.

#822
Graunt

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Lehanna wrote...

Seems like people were right when they guessed that 2-hand warrior was a 'slow starter' and not a lame duck.


That took me all of a single playthrough to figure out, and that was before Peter said that the auto attack damage was actually doubled since the demo. ;)  

My only concern about them still though is whether or not there is a compelling reason to have one for Nightmare since they seem as much of a "party killer" as an enemy killer.

Modifié par Graunt, 07 mars 2011 - 11:21 .


#823
Nightshade IX

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I lack stacking tons of sustainables on my main character. Does anyone know if the costs will be additive or multiplicative?

#824
Haplose

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Lehanna wrote...

Seems like people were right when they guessed that 2-hand warrior was a 'slow starter' and not a lame duck.


That would be exactly like they were back in DA:O.

Sluggish, weak and constantly missing at the beginning, they turned to whirling dervishes of destruction somewhere around level 12, when they collected their key talents and stuck enough Strength.

Modifié par Haplose, 07 mars 2011 - 11:39 .


#825
Graunt

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Haplose wrote...

Lehanna wrote...

Seems like people were right when they guessed that 2-hand warrior was a 'slow starter' and not a lame duck.


That would be exactly like they were back in DA:O.

Sluggish, weak and constantly missing at the beginning, they turned to whirling dervishes of destruction somewhere around level 12, when they collected their key talents and stuck enough Strength.


The problem with them is simply that it didn't matter how much they did, they were still eclipsed by dual-wielding which is why no min/max player would use them.  They are actually very different in this as well because they get decent damaging abilities much earlier (by level 7 you have your three primary attacks).  And unless I'm just completely mistaken, they also didn't hit multiple enemies with one auto attack.

Modifié par Graunt, 07 mars 2011 - 12:36 .