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#926
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distinguetraces wrote...

Peter Thomas wrote...

T3hAnubis wrote...

Force Mage effectively adds 25% to your damage, and more Crowd Control is NEVER a bad thing. It is a solid spec.


It adds 25% to the force of your attacks, not damage. Yes, effectively it counts as more damage, but some people seem to misunderstand it.


Wait what?

I thought elemental and physical force affected only the chance of knockback or elemental effects like the "on fire" animation.

It adds directly to damage as well?


No, it counts as more damage only inasmuch as calculating the force effect is concerned. The amount of force an attack applies is based on the amount of damage it does. So a 40 damage hit with force mage counts as a 50 damage hit as far as the amount of force the impact imparts, but it still only does 40 damage.

#927
Trefecka

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Does anyone know how long most CC spells will last on nightmare? Cause if they are reduced by a lot, then the knockdown-getup animation caused by the force mage spells might be one of the best source's of CC in nightmare.

Gravitic ring seems to be made for rain of arrows/tempest/firestorm. 20s has to be on of the longest lasting AOE snares available.

#928
DrDuckman

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I am assuming that yes, the knockdown effect will be the main advantage, especially with Force Blast. That being said, Gravitic Ring does sound pretty useful, as the -50% attack speed would make your tank live MUCH longer. However, normal mages can achive simular results with elemental Ice spells, Entrophy spells etc. In nightmare I would assume that an extra SH or BM would be more useful.

#929
DrDuckman

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I love that you get a bonus more powerful Walking Bomb spell with blood magic :D.

#930
Graunt

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The strategy guide is mostly worthless for anything technical.  It doesn't even list more than 3-4 skills per tree and even then simply gives vague statements about them such as "it would be a good idea to get this along with..." and doesn't even actually describe the function of the skill itself.  

It also doesn't say anything at all about stamina/mana regeneration or if Warriors get back stamina per kill and Rogues per hit.  About it's only use outside of the obvious quest spoiler is the unique gear you can find and the stat requirements as well as a quick reference for runes and the bestiary.  Definitely not a must have.

42 STR/DEX/MAG (single primary stat for each class) are the caps on weapon requirements for the best in the game.

For armor it seems to be 32 STR + 32 CON or 32 MAG + 32 WIL or 31 DEX + 31 CUN < odd

+stamina/WIL gear is SPARSE for Warriors, so you will be forced to drop points into WIL.  I only see maybe +30 total sta from 2x rings and an amulet and there's a weapon with +42 sta.  Nothing on armor and there doesn't appear to be any runes that give WIL or sta.  --- this is from the UNIQUE gear listing, enemies drop non special gear with random stats as well, but none of those are actually shown.

Modifié par Graunt, 08 mars 2011 - 12:13 .


#931
JSLfromBx

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thanks a lot for some real information :) It's a nice change from "fenris is sooo hot" kind of spoilers.

so it seems mages WILL need at least 32 will power to get the best mage armor, well that changes things a LOT for blood mage cause that's a lot of wasted point. what are the bonus for mages armor? Is it possible to make do without it? I suppose if mage armor only increase mana regen you live without as a blood mage but if armor give bonus fire damage or whatever, then it becomes a problem.


does the guide say anything about bonus talent point and attributes points? is there any to be had in the game?

Modifié par JSLfromBx, 08 mars 2011 - 12:10 .


#932
Peter Thomas

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T3hAnubis wrote...

Can we go up to 100% Sustainables and eatup your Mana/Stamina pool completely? I reason that may be a good idea for Blood Mages since you are not using your Mana pool.


You can reserve up to 100% of your mana pool.

#933
Graunt

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Peter, if this has not already been answered: can you manually control an enslaved enemy, and if not, does Blood Spatter have FF?

#934
JSLfromBx

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Graunt wrote...

The strategy guide is mostly worthless for anything technical.  It doesn't even list more than 3-4 skills per tree and even then simply gives vague statements about them such as "it would be a good idea to get this along with..." and doesn't even actually describe the function of the skill itself.  

It also doesn't say anything at all about stamina/mana regeneration or if Warriors get back stamina per kill and Rogues per hit.  About it's only use outside of the obvious quest spoiler is the unique gear you can find and the stat requirements as well as a quick reference for runes and the bestiary.  Definitely not a must have.

42 STR/DEX/MAG (single primary stat for each class) are the caps on weapon requirements for the best in the game.

For armor it seems to be 32 STR + 32 CON or 32 MAG + 32 WIL or 31 DEX + 31 CUN < odd

+stamina/WIL gear is SPARSE for Warriors, so you will be forced to drop points into WIL.  I only see maybe +30 total sta from 2x rings and an amulet and there's a weapon with +42 sta.  Nothing on armor and there doesn't appear to be any runes that give WIL or sta.  --- this is from the UNIQUE gear listing, enemies drop non special gear with random stats as well, but none of those are actually shown.

 thansk a lot for the update so is there any rune that are usefull for tanks? things that increase your armor or your health?

Forgot to ask, does the guide say anything about Isabella or merill unique specialisation? because both of those are a complet mystery for everyone.

Modifié par JSLfromBx, 08 mars 2011 - 12:33 .


#935
Grumpy Old Wizard

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JSLfromBx wrote...

thanks a lot for some real information :) It's a nice change from "fenris is sooo hot" kind of spoilers.

so it seems mages WILL need at least 32 will power to get the best mage armor, well that changes things a LOT for blood mage cause that's a lot of wasted point. what are the bonus for mages armor? Is it possible to make do without it? I suppose if mage armor only increase mana regen you live without as a blood mage but if armor give bonus fire damage or whatever, then it becomes a problem.


does the guide say anything about bonus talent point and attributes points? is there any to be had in the game?


32 willpower is a huge investment to get the best mage robes for ANY mage. I think I'll be going with a "lighter" version of mage robes so as to have a higher Magic attribute for better damage. Course if I see that such a "heavy" robe has awesome stats on it (beyond protection from melee attacks then I may have to change my mind.

Consider that any sustainable a mage has running decreases the "value" of each point you put in willpower since the sustainables operate on a percentage of your mana rather than a base value of mana.

Robes providing protection from melee attacks should be of little concern to a mage if he invests in crowd control spells instead of just damage spells.

Modifié par Grumpy Old Wizard, 08 mars 2011 - 12:38 .


#936
Adhin

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Yeah Graunt that's kinda what I was expecting. Shame the guide doesn't actually go into useful details, kinda pathedic actually. Thankfully we have some semi-confirms on here so we know Warriors get base %45 stamina per kill (per rank) and Rogues 1% per auto-attack.

The +stamina thing is a bit scary. May mean I'll want to get Con to 32, and then focus entirely on Willpower for my stamina pool and use Runes for +HP or items for it. +42 sta on a weapon sounds nice but only if that's a 2hander (sword). I don't want to use a maul or axe, RP reasons.

#937
TheStrand221

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Grumpy Old Wizard wrote...

JSLfromBx wrote...

thanks a lot for some real information :) It's a nice change from "fenris is sooo hot" kind of spoilers.

so it seems mages WILL need at least 32 will power to get the best mage armor, well that changes things a LOT for blood mage cause that's a lot of wasted point. what are the bonus for mages armor? Is it possible to make do without it? I suppose if mage armor only increase mana regen you live without as a blood mage but if armor give bonus fire damage or whatever, then it becomes a problem.


does the guide say anything about bonus talent point and attributes points? is there any to be had in the game?


32 willpower is a huge investment to get the best mage robes for ANY mage. I think I'll be going with a "lighter" version of mage robes so as to have a higher Magic attribute for better damage. Course if I see that such a "heavy" robe has awesome stats on it (beyond protection from melee attacks then I may have to change my mind.




These double stat requirements for gear are killing me.  It's incredibly limiting to builds since you can't fool around with what you're going to invest in outside the class' primary stat.  The ability to make a warrior CUN tank or a CON heavy blood mage seems severly debilitated.  Hopefully here is a piece of the puzzle I'm missing here, otherwise it's going to feel like they should have just given each class two stats each.

#938
godlike13

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Im sure there will be rings and belts to help boost Will too remember.

#939
Graunt

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JSLfromBx wrote...
thansk a lot for the update so is there any rune that are usefull for tanks? things that increase your armor or your health?


What's listed so far for runes is:

Protection - damage resistance
Fortune - +monetary gain
Element Warding type - resistance against that element
Defense - improves defense
Valiance - applies Valiance, a non stacking effect that improves all attributes (hmm looks like there is one for WIL sorta)
Impact - physical damage bonus
Element - adds bonus damage to that element
Striking - critical strike chance
Devastation - applies non stacking effect that improves all forms of damage

There are three more with special names that might be spoilerific, so I'll just leave their effects.

A - Increases magic resistance
B - Enchants a weapon with knockback
C - Increases attack speed

Modifié par Graunt, 08 mars 2011 - 12:45 .


#940
godlike13

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TheStrand221 wrote...

Grumpy Old Wizard wrote...

JSLfromBx wrote...

thanks a lot for some real information :) It's a nice change from "fenris is sooo hot" kind of spoilers.

so it seems mages WILL need at least 32 will power to get the best mage armor, well that changes things a LOT for blood mage cause that's a lot of wasted point. what are the bonus for mages armor? Is it possible to make do without it? I suppose if mage armor only increase mana regen you live without as a blood mage but if armor give bonus fire damage or whatever, then it becomes a problem.


does the guide say anything about bonus talent point and attributes points? is there any to be had in the game?


32 willpower is a huge investment to get the best mage robes for ANY mage. I think I'll be going with a "lighter" version of mage robes so as to have a higher Magic attribute for better damage. Course if I see that such a "heavy" robe has awesome stats on it (beyond protection from melee attacks then I may have to change my mind.




These double stat requirements for gear are killing me.  It's incredibly limiting to builds since you can't fool around with what you're going to invest in outside the class' primary stat.  The ability to make a warrior CUN tank or a CON heavy blood mage seems severly debilitated.  Hopefully here is a piece of the puzzle I'm missing here, otherwise it's going to feel like they should have just given each class two stats each.


Maybe there are Robes specifically for Blood Mages or something.

Its sustainables taking up a set percentage thats killing me :pinched:.

#941
Sabresandiego

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Warriors, Any item which gives you an attribute point in strength or constitution can be considered an item that boosts your stamina... Why you ask? Because you can invest points which you would have invested into str or con, into willpower instead since the gear gives you the str and con you wanted for the level.

Modifié par Sabresandiego, 08 mars 2011 - 12:46 .


#942
Sabresandiego

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Graunt, does the Piggyback strategy guide list the locations of extra talent points you can get? (through tomes, quests, or any way possible). My strategy guide does not arrive until tomorrow so I am curious to know.

#943
Adhin

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Yeah it kind of is, though a Blood Mage has a bit of an advantage there in that of they go Willpower for the requirements, and rest in Con. They can use all there mana for sustained abilities. Granted Blood Magic takes up 50% of that but that's still 2-3 other sustained that wont eat into there 'hp pool'. Upgrade its a 3:1 ratio.

So if you can get 30 con, that's 200 HP. 100 of that's basically the same as 300 mana. Add to that upgraded Grave robber and... well damn. You potentially have an unlimited source of mana while sustaining a few party buffs.

You could also skip out on Willpower and split your points between 32 str/con for Heavy Armor. Rest in Magic, take as many +Magic items as you can find outside of that and equip the best staff you can manage at that point. Your damage may suffer a small bit but your survivability and HP pool would be pretty solid, 210 base HP, high Armor value. Probably a worthwhile setup, more so if you find good armor with lots of +HP on it. I think Medium armor just requires STR but that could just be low grade heavy armor.

Either way I find it a bigger kick in the nuts for Warriors and going Berserk. Trying to get the willpower to keep rage competitive late game, but still needing the 42/32 split on STR/CON only leaves you with 8 points (18-25). That just isn't a lot of Will. basically 145 stamina, almost not worth it.

#944
JSLfromBx

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Graunt wrote...

JSLfromBx wrote...
thansk a lot for the update so is there any rune that are usefull for tanks? things that increase your armor or your health?


What's listed so far for runes is:

Protection - damage resistance
Fortune - +monetary gain
Element Warding type - resistance against that element
Defense - improves defense
Valiance - applies Valiance, a non stacking effect that improves all attributes (hmm looks like there is one for WIL sorta)
Impact - physical damage bonus
Element - adds bonus damage to that element
Striking - critical strike chance
Devastation - applies non stacking effect that improves all forms of damage

There are three more with special names that might be spoilerific, so I'll just leave their effects.

A - Increases magic resistance
B - Enchants a weapon with knockback
C - Increases attack speed


wow thanks again, that's very helpull do you know what they mean about the runes I put into bold text the vaillance one. what does non stacking mean? you can only have one runes like that ?

#945
Graunt

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godlike13 wrote...

Im sure there will be rings and belts to help boost Will too remember.


Maybe the randomly dropped gear will have higher amounts, but it's really low on the unique stuff.  There are also "set bonuses" for some armors.  For Warriors you get 20 health, Rogues 20 sta, Mages 20 mana.

The best (and only that I can see) belt with WIL bonuses would be: +12 mana/stamina, +2 stamina regen rate, 7% healing.

Neck: +15 mana/stamina, +38 attack, 10% healing

Ring: 14 health/mana, +5% spirit damage
Ring: 10 mana/stamina, 4% fire damage, 196 fire resist.

A (2h) Warrior could technically get 93 sta from gear.

Modifié par Graunt, 08 mars 2011 - 12:56 .


#946
godlike13

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Graunt wrote...

godlike13 wrote...

Im sure there will be rings and belts to help boost Will too remember.


Maybe the randomly dropped gear will have higher amounts, but it's really low on the unique stuff.  There are also "set bonuses" for some armors.  For Warriors you get 20 health, Rogues 20 sta, Mages 20 mana.

The best (and only that I can see) belt with WIL bonuses would be: +12 mana/stamina, +2 stamina regen rate, 7% healing.

Neck: +15 mana/stamina, +38 attack, 10% healing

Ring: 14 health/mana +5% spirit damage


Wow, they're not making it easy. Mages just get weaker at every turn it seems :blink:

#947
Adhin

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Wow, +2 stamina regen rate? that's... super weak. Unless that's 2%, highly doubt that though. Anyways that's basically 0.05% stamina per second, or 1% every 20 seconds. Probably a good thing, makes the +10 Passive and +10 from berserk more worth it on Warriors.

#948
KallDay

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"Stubborn BM" build: No points into WIL; only wear WIL-requiring-robes up to a cap determined by +WIL items, runes, and possible freebie "findable" WIL nodes like in the DAO Circle Tower.

Heck, maybe just wear default robes/no robes and consider it a passive +32 CON buff.

#949
Graunt

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Adhin wrote...

Wow, +2 stamina regen rate? that's... super weak. Unless that's 2%, highly doubt that though. Anyways that's basically 0.05% stamina per second, or 1% every 20 seconds. Probably a good thing, makes the +10 Passive and +10 from berserk more worth it on Warriors.


This is an example of how worthless the guide is for anything technical:

+X mana/stamina regeneration - This increases the regeneration rate of mana, which becomes appreciable during long battles.  All classes require plenty of mana or stamina for their many abilities.  Some top-tier talents can be used for stamina recovery later in the game, but a substantial bonus here benefits characters early on.

Wow, that helps me out a lot!

Modifié par Graunt, 08 mars 2011 - 01:04 .


#950
Sabresandiego

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Graunt, does your strategy guide show if extra talent points can be obtained through any means? Such as tomes or quests?