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All Specialization Talent Description


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#826
djxput

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[quote]disturbedfan248 wrote...
I do wanna be a spirit healer =D

Although do u need to train in particular skill trees to choose certain specialisations, since there is that mage one with the healing spell, as well as symbol of paralysis and the aura...[/quote]

No that won't be necessary. But the creation tree could be extremely useful as a Spirit healer simply because the sustainable ability keeps you from casting offensive spells, so things like heroic aura and haste are ways of helping your party offensively without direct damage spells. Also things like elemental weapons and arcane shield + upgrades from the arcane tree. This will probably be how my first mage works.

[/quote]

I originally thought the same way for my 1st main character (will play on nm only).  I was hoping I could combine it with bloodmage but I dont really see them being that synergistic; but once I get the game Ill have to see.  

Mainly looking for my character to be a support/buffer and then have other characters do the damage.  NM can make it a bit difficult since the aoe types of abilities.

#827
Shinimas

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Graunt wrote...

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.  


I do plan on putting points in WIL, which will benefit Berserk too, even though the bonus is nothing great. Maybe the excessive drain of Stamina through Adrenaline can be adressed with Bolster, but it depends on the length of Bolster's animation. The viability of Berserker also depends greatly on gear and stamina bonuses from it, as well as availability of stamina potions.

In many cases you have to face 3-4 tougher enemies rather than waves of 10 one-shot enemies. In the first case, it might prove more efficient to kill enemies one by one rather than pour massive AoE on them all.

#828
Seagloom

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Does anyone know how healing aura's restriction on offensive spells works yet? Originally I was going to give spirit healer a pass. I am now considering it again, but that is contingent on what exactly constitutes offense. Is it any magic that targets enemies or only direct damage spells? The specialization is handier than I expected, but that limitation is a killer. I am keeping my fingers crossed that we can still throw around glyphs, hexes, and other crowd control at least. Otherwise I will have to accept it is too passive for my tastes.

#829
Graunt

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Shinimas wrote...
I do plan on putting points in WIL, which will benefit Berserk too, even though the bonus is nothing great. Maybe the excessive drain of Stamina through Adrenaline can be adressed with Bolster, but it depends on the length of Bolster's animation. The viability of Berserker also depends greatly on gear and stamina bonuses from it, as well as availability of stamina potions.

In many cases you have to face 3-4 tougher enemies rather than waves of 10 one-shot enemies. In the first case, it might prove more efficient to kill enemies one by one rather than pour massive AoE on them all.


There's no possible way Bolster will be able to recover the cost of Adrenaline, especially since you're talking about multiple applications.  "Stacking" Adrenaline negates some of the benefit of Berserk, and Berserk starts eroding it's own bonus as well.

You have 200 stamina, you'll have a 20% damage bonus from Berserk
You have 180 stamina, you'll have a 5% (8%) bonus through Adrenaline and 18% from Berserk
You have 160 stamina, you'll have a 10% (16%) bonus through Adrenaline and 16% from Berserk
You have 140 stamina, you'll have a 15% (24%) bonus through Adrenaline and 14% from Berserk.
You have 120 stamina, you'll have a 20% (32%) bonus through Adrenaline and 12% from Berserk.

With the cooldown reduction and the damage upgrade it looks pretty decent, but now you'll have to maintain it. You've probably also lost 10 - 20 stamina just from attacking.  As someone suggested previously, using Adrenaline until you're almost empty and then using Second Wind would be the way to go.

And who suggested "one-shot" enemies anyway?  Whirlwind with it's upgrade has a 100% chance to crit, you would also use Mighty Blow and Scythe on top of having access to Cleave (+100% damage for 10s). Fervor is also a 30% attack speed increase...

Modifié par Graunt, 07 mars 2011 - 01:41 .


#830
cast_

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djxput wrote...

disturbedfan248 wrote...
I do wanna be a spirit healer =D

Although do u need to train in particular skill trees to choose certain specialisations, since there is that mage one with the healing spell, as well as symbol of paralysis and the aura...


No that won't be necessary. But the creation tree could be extremely useful as a Spirit healer simply because the sustainable ability keeps you from casting offensive spells, so things like heroic aura and haste are ways of helping your party offensively without direct damage spells. Also things like elemental weapons and arcane shield + upgrades from the arcane tree. This will probably be how my first mage works.



That's how I'm rolling too :D Spirit healer looks like it will be the best mage again.

Modifié par cast_, 07 mars 2011 - 01:34 .


#831
Haplose

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Graunt wrote...
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.


Pure dps-wise, perhaps. But I would never trade my DA:O 2-handed warrior for a dual-wielder. Dual Wielders didn't have Indomitable for example. And that alone was huge.
Also didn't nearly have the crowd control abilities of a two-hander. Stunning criticals (which happened very often), 2H Sweep sending everyone around my char flying. I completed this setup with WarCry and Holy Smite... therefore had 3 aoe-s which incapactitated entire groups of enemies.

With Indomitable and those skills that turned everyone around me into ragdolls, the only thing I used to fear was magic. Well untill I got the 100% magic resist gear that is.

#832
Graunt

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Haplose wrote...
With Indomitable and those skills that turned everyone around me into ragdolls, the only thing I used to fear was magic. Well untill I got the 100% magic resist gear that is.


That happened far too little for it to matter.  Similarly how Mana Clash was great when you actually needed to use it, it was seldom used for the majority of the game.  There were also similar, yet not-quite-as-effective alternatives.

Modifié par Graunt, 07 mars 2011 - 01:35 .


#833
Haplose

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Umm in every mass-combat is too little? I don't know what would be frequent enough then.

#834
Graunt

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Haplose wrote...

Umm in every mass-combat is too little? I don't know what would be frequent enough then.


I'm not sure how you approached fights, but for any large scale, I would always force filtering.  This was especially the case and easy in any building.  Rarely ever did any of the group get knocked down, and in almost all cases it was usually a Mage.

If you're talking about Mana Clash, there were not enough instances to make it a "cannot live without period" ability for it's cost.  You could always just Smite/Arrow of Slaying/Prison/Stealth/Blizzard  etc.

Modifié par Graunt, 07 mars 2011 - 02:04 .


#835
Joy Divison

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I ragged on DA:O's two-handers until I played one and microed it correctly. Designers actually did a very good job making that build competitive and in many cases superior to dual weapon rogues and warriors.

#836
Haplose

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I was talking about 2HSweep/WarCry/Holy Smite chain. All of those were 100% knockdowns, If I remember correct. 2H Sweep also ended with roughly 50% enemies stunned.

To recreate that feeling I'm tempted to get Tremors in DA2. Whirlwind is a no-brainer. Then there is Holy Smite again.... so many nice talents this time around... it's pretty difficult to choose.

Modifié par Haplose, 07 mars 2011 - 02:10 .


#837
odin1999

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     Personal viewpoint here but I honestly don't see why people are complaining about mages "lacking" power. With healing nerfed due to long cooldowns mages importance will be making sure you have enough cc to last a member taking damage to have a health potion come back up for use.

     With the abilities that I've read about though lacking the specific order to take when lvling (don't get game till tommorow no rush on that) after what to take when to take it. I believe if you build your characters to take advantages of cross class combo's and actual have enough tactics slots to put them in a good order ( I play on console so I unfortunatley don't get mods to make it easier). If you have slots set up like in dao if enemy is X use Y the abilities of force and blood magic seem great if you actual use them in combination with certain tree's abilities.

    With the way it appears outside of major boss fights you know like maybe 2-3 in the entire game like in origins gaxkang (sp), final dragon and high dragon I prefer golem cause he isn't a whiny git like Mr. Drunk. You probably will not even need to use a sword and board tank. I also would not be surprised if your companions get their "special" spec and at 14 get one regular one also on all the interviews to my knowledge they (game designers) never said anything that I heard about not getting them (granted I only caught second half of last interview on saturday).

#838
Graunt

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Haplose wrote...

I was talking about 2HSweep/WarCry/Holy Smite chain. All of those were 100% knockdowns, If I remember correct. 2H Sweep also ended with roughly 50% enemies stunned.

To recreate that feeling I'm tempted to get Tremors in DA2. Whirlwind is a no-brainer. Then there is Holy Smite again.... so many nice talents this time around... it's pretty difficult to choose.


I had considered Tremor as well (mostly for the stagger though), but I don't know how much the enemies get shoved back.  That would be especially annoying when the entire point of a two-handed Warrior is hitting as many enemies as they can at once.

I believe if you build your characters to take advantages of cross class combo's


There are a handful of CCC that are pretty powerful, but the majority of them are too situational, and I don't like basing a build around gimmicks.  I know why Bioware went this route, but I just don't think it was a good move as it doesn't actually promote diverse builds.  I'm only going to be focusing on Warrior abilities that stagger and 1-2 Mage spells that can take advantage of them.  It's even more situational if you plan on playing on Nightmare.

Modifié par Graunt, 07 mars 2011 - 02:36 .


#839
Ace Attorney

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Here is my theory AoE Battle Blood Mage build. This build assumes 26 talents (plus free first talent):

Creation: 3
Heal/Glyph of Paralysis
Valiant Aura: 2

Elemental: 4
Searing Fireball: 2
Apocalyptic Firestorm: 2

Primal: 5
Rock Armor
Chain Reaction: 2
Strikes Twice: 2

Arcane: 3
Mind Blast (Free)
Arcane Wall: 3

Blood Mage: +25 Health
Blood Magic: 8
Blood Lust (Sustained): 2
One Foot In: 2
Grim Sacrifice: 2
Paralyzing Hemorrhage: 2

Force Mage: 125% Physical, and Elemental force for spells
Force Mage: 3
Maker's Hammer: 2
Unshakable

The concept is simple. A Blood Nage who uses lots of sustained abilities (like ye old Arcane Warrior) since your Mana pool is not important) too protect and augment himself and his party. The 3 base Sustains: Arcane Shield (Upgraded), Heroic Aura (Upgraded), and Rock Armor. This nets you:
25% Armor
20% Elemental Resist, 10% Crit, 28% Defense, 10% Damage, and 15% Attack (all to allies too)

Since you will be a Bloodmage, your Cobstitution should be very high, which helps you in close combat. This isn't meant to be a tank, it is meant to be a Battle Mage, a caster in the middle of the Battlefield who can take a punch and give it back.

Any comments, tips, ideas, etc. are welcomed.

Modifié par T3hAnubis, 07 mars 2011 - 03:02 .


#840
Graunt

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T3hAnubis wrote...
While I have this concept in my head, I dunno what offensive spells to take.


Did you mean besides what's already listed (26 points), or are the Primal and Elemental spells just placeholders?

Err, that's assuming you're even talking about damage at all.  FWIW, I'd try to fit in Death Hex on at least one Mage.  That's also not exactly what I'd go with if I were playing a BM, but it's relatively close and looks really solid.

Modifié par Graunt, 07 mars 2011 - 02:59 .


#841
orjerby

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What's the diffrent between 2X and 4X physical force?

#842
Ace Attorney

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Graunt wrote...

T3hAnubis wrote...
While I have this concept in my head, I dunno what offensive spells to take.


Did you mean besides what's already listed (26 points), or are the Primal and Elemental spells just placeholders?

Placeholders, though those are the best AoE damage ones. If I wanted I could go heavy single Target (Ice, Stone Fist, etc.) or debuff heavy.

#843
Graunt

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T3hAnubis wrote...

Graunt wrote...

T3hAnubis wrote...
While I have this concept in my head, I dunno what offensive spells to take.


Did you mean besides what's already listed (26 points), or are the Primal and Elemental spells just placeholders?

Placeholders, though those are the best AoE damage ones. If I wanted I could go heavy single Target (Ice, Stone Fist, etc.) or debuff heavy.


Edited the previous post.

#844
Ace Attorney

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Graunt wrote...

T3hAnubis wrote...

Graunt wrote...

T3hAnubis wrote...
While I have this concept in my head, I dunno what offensive spells to take.


Did you mean besides what's already listed (26 points), or are the Primal and Elemental spells just placeholders?

Placeholders, though those are the best AoE damage ones. If I wanted I could go heavy single Target (Ice, Stone Fist, etc.) or debuff heavy.


Edited the previous post.


But those might as well be the spells. Perhaps drop the Fire spells for Spirit Bolt and the Bomb spell or heavy Primal.

#845
rabidhanar

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Question regarding Templar spec...

Okay, with the passive boost a Templar has a 50% magic resist.
Will a Templar completely absorb the spell if it is AOE or will the Templar be unaffected but the rest of the targets in that area be effected?

I'm asking because if it is the second option FF might become a nonissue. Templar tanks the mob, mages use huge AOE attacks (firestorm, fireball, Fist O Maker), Templar absorbs the damage from the spell...enemies still take the full damage.

That would be a humongous advantage for a Templar Hawke!!!

#846
Graunt

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rabidhanar wrote...

Question regarding Templar spec...

Okay, with the passive boost a Templar has a 50% magic resist.
Will a Templar completely absorb the spell if it is AOE or will the Templar be unaffected but the rest of the targets in that area be effected?

I'm asking because if it is the second option FF might become a nonissue. Templar tanks the mob, mages use huge AOE attacks (firestorm, fireball, Fist O Maker), Templar absorbs the damage from the spell...enemies still take the full damage.

That would be a humongous advantage for a Templar Hawke!!!


Oh my god, all this time I thought Fist was single target. :o
That spell is disgusting, especially once upgraded.

Modifié par Graunt, 07 mars 2011 - 03:20 .


#847
Dinaminjo

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Primal 9
- everything except petrify upgrade
- safe aoe without ff

Arcane 2
- mind blast (free)
- barrier 50% dr

Spirit 1
- dispel

Entropy 6
- Hex of torment + death hex = 15 sec 100% crit, -25 dr (2 mages with this = 100% uptime)
- horror = single target 10 sec stun
- sleep + coma = 50% chance + paralyze
- misdirection hex

Creation 6
- Greater Heal
- Paralysis + Binding = 4 enemies 10 sec
- Heroic + Valian Aura

Force 4
- Fist of the Maker
- Unshakable = 100 fortitude
- Telekinetic Burst = area kb
- Gravity Ring = area pull

Spirit Healer 2
- Healing Aura
- Revival (for ups moments)

Fist + Gravity Ring + chain lightning drool..
Lots of cc: glypth of para, sleep, horror, petrify.
Lots of utility: valiant aura (10 dmg, 10 crit, 15 attack, 8 def), death hex, misdirection hex
Off healing: greater heal, barrier, revival.

If we get less than 30 priority drop
- dispel 1
- glypth 2

If we get more, get fist upgrade + crushing prison..

Modifié par Dinaminjo, 07 mars 2011 - 03:33 .


#848
rabidhanar

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Yes, indeed that spells seems like it will be amazing. 10m is not a small distance...combine with the bonus damage for the prior cc and the damage will be huge!

Still on the fence between Mage Hawke and Templar Hawke...depends on the actual effect of the Templar passive.

#849
Ace Attorney

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Graunt wrote...

rabidhanar wrote...

Question regarding Templar spec...

Okay, with the passive boost a Templar has a 50% magic resist.
Will a Templar completely absorb the spell if it is AOE or will the Templar be unaffected but the rest of the targets in that area be effected?

I'm asking because if it is the second option FF might become a nonissue. Templar tanks the mob, mages use huge AOE attacks (firestorm, fireball, Fist O Maker), Templar absorbs the damage from the spell...enemies still take the full damage.

That would be a humongous advantage for a Templar Hawke!!!


Oh my god, all this time I thought Fist was single target. :o
That spell is disgusting, especially once upgraded.

You can't have a Templar and a Force Mage....


But yeah, I was trying to fit both upgrades but only could fit one.

#850
JSLfromBx

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Am I the only one who think it's pretty damn hilarious that we got gigantic ramance spoiler , like we practically have a frame by frame recap of the love scene but we still don't know the answer to simple question like is there bonus talent point into the game, or how many attributes point we get total?Or do you need xx amount of willpower to wear that pretty ring with bonus fire damage etc.

now that I think about it we know NOTHING about Isabella unique skill tree or theMerill dalish magic one.But we do know EVERYTHING about these companion story line :/sigh some people really got weird priority

Someday, mabe for DA3 I wish that just one single serious gamer would get the game early.