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All Specialization Talent Description


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#976
Adhin

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Elixiers? Same thing as Tomes but crafting form, maybe...?

#977
Sabresandiego

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Graunt wrote...

Sabresandiego wrote...

Another question graunt, what type of armor do shields provide? Even if they only provide 10% mitigation if you assume that a 2hand warrior has 60% mitigation, that would mean a sword and shield user has 70% mitigation. That means the sword and shield user is taking a whopping 25%!!! less damage then the 2 hander (because 10% is 25% of 40%). This means that stacking armor resistance can be extremely powerful for a shield user (if shields provide that much armor).


This is NOT a definitive answer to how many of each you can actually get, only how many times they show up on vendor lists:

Arcane Tome of the Mortal Vessel: 1
Tome of Technique: 2
Greater Tome of the Mortal Vessel: 1
Elixir of Arcane Technique: 1
Elixir of Physical Technique: 1
Elixir of the Mortal Vessel: 1

The listing for shields just shows the stats, most of which are random. Stuff like +38 armor +100% basic attack (I guess auto attack) damage vs enemies that attack in melee or +94 attack +21 armor + immunity to knockback.  It doesn't say if shields give any base advantage over just the stats on them.  Also, keep in mind those two shields are some of the "better" shields.  The basic crap starts out like +9 armor/+8 fort or 1 rune slot/+15 armor.  Some have extremely high resists (as expected).


Any idea on how early in the game you can aquire them tome of technique, or elixer of technique? Those items are considerably more valuable earlier in the game because you get to use the abilities for a larger portion of the game. As you can imagine, the abilities you get the last barely see any use before the game ends so getting these technique items ASAP is important.

#978
rabidhanar

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If the elixers are craftable expect me to drink those things like no tommorow!
Oh also thanks OP for the specialization info!!! Image IPBImage IPBImage IPB

makes building a class much easier this way...perhaps I will finally make a character build for here on the forums.

Modifié par rabidhanar, 08 mars 2011 - 02:10 .


#979
Adhin

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@KallDay: Your mixing up 'Armor%' (aka, Physical Resist) and Damage Resist. Armor gives out Armor % which is your physical resist, thats whats capped at 80%. Damage Resist effects all damage (fire, lightning, physical, etc.).

Basically with out using a talent like Stonewall+Bulwark or Barrier your not going to hit 100% damage resist. The only other source of it, besides the WnS Sustained (for 25%, or 50% from behind) is a passive in Defender for a passive 5%. And then via runes in armor, 3-4 slots max there. So even if its 5% thats only 20% max (and I doubt you can do that). Basically, your not gonna be hitting 100% with that.

Also Damage Resist is not 'added' to Armor%, its multiplied along side it. So 100 Dmg, lets say 80% Armor and 50% Damage Resist: 100 * 0.2 * 0.5 = 10 dmg.

#980
Ace Attorney

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Graunt/Peter, can Rogues/Mages wear Heavy Armor (and Medium Armor for Mages) if they meet the requirements?

#981
Adhin

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@Sabresandiego: With how the game is structured, and compared to DAO - I'd say 'right away'. Just keep in mind there probably going to cost that 20-22 gold. And the first act your trying to make save up cash. So... While you can buy them it may not be to viable but with lots of freedom, a high emphasis on additional side-quests... I think you'll be doing a lot of character development in Act 1 honestly. If the Giant Bomb video is any indictation you'll be around lvl 8-10 by the end of Act 1. And they may of ignored a lot of **** just for the purposes of the demonstration, so doing 'everything' could be more like 12-13 by then.

Point im trying to make is you can probably get an extra skill point or 2 by lvl 10. All speculation of course but that seems reasonable to me when I take all of this info into consideration.

@T3hAnubis: Yes Mages can wear (most) armor if they meet requirements. Barring any that may have a class restriction or specailization (like in DAO with templar armor).

Modifié par Adhin, 08 mars 2011 - 02:15 .


#982
RVNX

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Adhin wrote...

Yeah RVNX, you basically can't use 'offensive' spells. Which mean spells that do damage. Other sustained you can keep up so all that's still ok. You can also use some defensive based spells, I think Barrier is also usable and maybe even the Glyphs, maybe - Peter didn't give a full list (few pages back).


thanks!

#983
atheelogos

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Peter Thomas wrote...

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.

cool

#984
Graunt

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Oh, and I especially like this under the "choosing your class section"...
It talks about either being a "tank" or "damage dealer".

A less robust warrior build focused on abilities that cause greater harm. These can play a decisive role in battles against strong individual enemies, but tend to be less efficient against large groups of stock assailants. -- Are they thinking of the Rogue here?

Conclusion: We recommend using the Mage class for your first playthrough concentrating on raw damage from afar is an ideal way to build a greater appreciation of how Dragon Age 2 works. Our second choice would be the Rogue: these dynamic and daring characters are a lot of fun to play, although they are a little more demanding to control. This may seem to belittle the Warrior, but that's not our intention (it's to belittle you!): it's just that this class is arguably a more "technical" choice than the other two in how it's abilities must be used for maximum efficiency. The Warrior is probably best left for a future playthrough when you have a better understanding of the game and it's multifarious mechanics (ok, just about anyone who already knew what mutlifarious meant should be able to come to terms with even a tanking Warrior prettty quickly...).

There's also something mentioned about threat and how it relates to distance...which was already assumed, but it's more specific.

Modifié par Graunt, 08 mars 2011 - 02:18 .


#985
JSLfromBx

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So there is really nothing at all about companion unique skill tree? damn that's my luck, well bed time for me, tomorow when I get up all of you Us people will be playing the game :( life is cruel sometimes.

Modifié par JSLfromBx, 08 mars 2011 - 02:22 .


#986
Sabresandiego

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Graunt, how much do the tomes and elixer of technique cost, and are they available as soon as you enter kirkwall?

#987
Graunt

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Proximity amounts for up to 100 points of threat when up close, falling to 1 point at 60m distance on a linear scale. The maximum amount of threat being 1,000. The amount of threat generated by damage is directly proportional to the harm inflicted upon the enemy.

All of that of course is before threat modifiying abilities. I haven't seen anything yet on armor type being a factor this time.

Graunt, how much do the tomes and elixer of technique cost, and are they available as soon as you enter kirkwall?


Between 21g - 39g.  I'm also not giving out locations other than to say they are pretty well spread across all acts.

So there is really nothing at all about companion unique skill tree?
damn that's my luck, well bed time for me, tomorow when I get up all of
you Us people will be playing the game :( life is cruel sometimes.


It's even more vague than the player listed "trees". <_<

Modifié par Graunt, 08 mars 2011 - 02:29 .


#988
KallDay

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Adhin wrote...

@KallDay: Your mixing up 'Armor%' (aka, Physical Resist) and Damage Resist. Armor gives out Armor % which is your physical resist, thats whats capped at 80%. Damage Resist effects all damage (fire, lightning, physical, etc.).

Basically with out using a talent like Stonewall+Bulwark or Barrier your not going to hit 100% damage resist. The only other source of it, besides the WnS Sustained (for 25%, or 50% from behind) is a passive in Defender for a passive 5%. And then via runes in armor, 3-4 slots max there. So even if its 5% thats only 20% max (and I doubt you can do that). Basically, your not gonna be hitting 100% with that.

Also Damage Resist is not 'added' to Armor%, its multiplied along side it. So 100 Dmg, lets say 80% Armor and 50% Damage Resist: 100 * 0.2 * 0.5 = 10 dmg.


Thanks for clearing that up for me. Do you know if resistance to magic damage is capped?

#989
Sabresandiego

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The strategy guide seems like an excellent tool for planning out the order in which you want to do quests and complete the game. I am glad I ordered it, but it needs to be here now!

Anyways, Graunt thanks for the info. 1 additional technique point per act? what level ranges are the acts would you say (assuming you do all content)?

1-10 Act 1
10-17 Act 2
17-25 Act 3

Does that seem right? So we can assume 1 extra ability in each level range. Also Graunt, is a tome of technique available in Act 1?

Modifié par Sabresandiego, 08 mars 2011 - 02:37 .


#990
Graunt

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I don't normally ever buy game guides, and when I do they are always for fighting games. Only reason I bought this was because I was hoping it would have some of the really basic stuff, and at the very least skill trees. It's not completely useless, but other than the walkthrough and loot locations, it's information you could find online in a matter of days anyway.

I also bought the MvC3 guide when that game was released, due to how much hype it was getting by just about everyone, and it literally *is* the best guide ever written for any game period...which just makes this guide look that much more tame in comaprison.

1-10 Act 1
10-17 Act 2
17-25 Act 3


That's the most logical.  There's nothing to indicate experience, leveling, level caps or monster levels (since apparently everything scales anyway).

Modifié par Graunt, 08 mars 2011 - 02:41 .


#991
Sabresandiego

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Graunt, is there a tome/elixer of technique available in act 1?

Also does the level spread I listed per act seem accurate if you do all side quests?

#992
Graunt

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Sabresandiego wrote...

Graunt, is there a tome/elixer of technique available in act 1?


Yes, and that's all you're getting for now (I'm going to sleep).  I would post the full list, but I don't know how many other people actually want to see that kind of info and whether or not it's a spoiler -- because it seems like it minor one to me.
Actually, I'll just PM the info to you. Check in about 10 minutes.

Modifié par Graunt, 08 mars 2011 - 02:43 .


#993
Sabresandiego

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Awesome, thx for the info. Can't wait until midnight.

#994
Adhin

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@KallDay: No idea if Magic Resistance is capped, part of me thinks it is just because a Templar Warrior could tehnically' max it out' using Magic. Course they'd be heavily gimped trying to do that. Either way its incredibly hard to get a lot of Magic Resist anyways, but if it is capped its 80% probably.

@Graunt: Looks like the base threat from distance is the exact same as DAO. Though due to Warriors getting 'bonus threat' for everything that 100 probably is 200. And Bravado may increase the distance threat too. I hope it does, that'll be sweet.

Modifié par Adhin, 08 mars 2011 - 03:17 .


#995
Graunt

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My bad, it actually does "kind of" show companion specializations.
I'll post what's listed when I wake up, but they are pretty much just as vague as Hawke's skill list, and they also only seem to actually "show" 3-4 skills, and only give a definition to two of them.

#996
Graunt

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JSLfromBx wrote...

Sorry guys but the best CC isn't slow, or knockback, or pull . No, the best crowd control is to make 'em dead. rosted genlock don't jump around poking you.

the whole force tree seem particulary unintersting when you can instead master both the elemental and primal tree. image the insane burst damage you could do:

Imagine that scene you play on nightmare, your tank have the anullement passive from templar and the elemental aegis sustain from the defender tree, gaining near imunity do elemental magic, you lunch that tank in a horde of darkspawn, taunt a good 20 of them in one go and as soon as they get whithing range, before they can hurt your tank, you unleash hell on them!!!

upgrade fireball, upgrade firestorm, upgrade tempest all cast back to back obliterating them.
you could also have your arche throw in a burst shot and an hail of arrow for good measure, your tnak should take it. and you'd still ahve your cone of frost and chain lighthing as back up.

what's a sight of beauty :( too bad playing mage mean killing bethany, don't think i'll have the stomach for it.

to come back to force mage if it was specialized in single target spell then yes it would be very usefull as it would mahe mages on par with varric or sebastien, too bad it isn't so.


Imagine that you have a bunch of moving enemies that you want to actually hit...at the same time...
Look at what Pull does and ignore the snare aspect (even though that too gives you enough time for 1-2 spells to land).
Moving on, look at what Gavity does and it's radius and duration. So many applications to kill enemies without them ever reaching (or damaging outside of spells) the group.

Neither of those do damage, but then neither do spells that don't even hit half of your intended targets.  Also, I'm not sure you understand how strong an upgraded Fist really is, especially against staggered (easy...) enemies.  The only real "blah" skill is Telekinetic Burst, although if that actually worked against bosses, it could be useful too.

Modifié par Graunt, 08 mars 2011 - 03:25 .


#997
disturbedfan248

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Sabresandiego wrote...

Graunt wrote...

Sabresandiego wrote...

Another question graunt, what type of armor do shields provide? Even if they only provide 10% mitigation if you assume that a 2hand warrior has 60% mitigation, that would mean a sword and shield user has 70% mitigation. That means the sword and shield user is taking a whopping 25%!!! less damage then the 2 hander (because 10% is 25% of 40%). This means that stacking armor resistance can be extremely powerful for a shield user (if shields provide that much armor).


This is NOT a definitive answer to how many of each you can actually get, only how many times they show up on vendor lists:

Arcane Tome of the Mortal Vessel: 1
Tome of Technique: 2
Greater Tome of the Mortal Vessel: 1
Elixir of Arcane Technique: 1
Elixir of Physical Technique: 1
Elixir of the Mortal Vessel: 1

The listing for shields just shows the stats, most of which are random. Stuff like +38 armor +100% basic attack (I guess auto attack) damage vs enemies that attack in melee or +94 attack +21 armor + immunity to knockback.  It doesn't say if shields give any base advantage over just the stats on them.  Also, keep in mind those two shields are some of the "better" shields.  The basic crap starts out like +9 armor/+8 fort or 1 rune slot/+15 armor.  Some have extremely high resists (as expected).


Any idea on how early in the game you can aquire them tome of technique, or elixer of technique? Those items are considerably more valuable earlier in the game because you get to use the abilities for a larger portion of the game. As you can imagine, the abilities you get the last barely see any use before the game ends so getting these technique items ASAP is important.


A lot of abilities wont be unlocked if you get them at a low level. If you use it when you dont want to you may be forced to take a talent you don't really want.

#998
Sabresandiego

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disturbedfan248 wrote...

Sabresandiego wrote...

Graunt wrote...

Sabresandiego wrote...

Another question graunt, what type of armor do shields provide? Even if they only provide 10% mitigation if you assume that a 2hand warrior has 60% mitigation, that would mean a sword and shield user has 70% mitigation. That means the sword and shield user is taking a whopping 25%!!! less damage then the 2 hander (because 10% is 25% of 40%). This means that stacking armor resistance can be extremely powerful for a shield user (if shields provide that much armor).


This is NOT a definitive answer to how many of each you can actually get, only how many times they show up on vendor lists:

Arcane Tome of the Mortal Vessel: 1
Tome of Technique: 2
Greater Tome of the Mortal Vessel: 1
Elixir of Arcane Technique: 1
Elixir of Physical Technique: 1
Elixir of the Mortal Vessel: 1

The listing for shields just shows the stats, most of which are random. Stuff like +38 armor +100% basic attack (I guess auto attack) damage vs enemies that attack in melee or +94 attack +21 armor + immunity to knockback.  It doesn't say if shields give any base advantage over just the stats on them.  Also, keep in mind those two shields are some of the "better" shields.  The basic crap starts out like +9 armor/+8 fort or 1 rune slot/+15 armor.  Some have extremely high resists (as expected).


Any idea on how early in the game you can aquire them tome of technique, or elixer of technique? Those items are considerably more valuable earlier in the game because you get to use the abilities for a larger portion of the game. As you can imagine, the abilities you get the last barely see any use before the game ends so getting these technique items ASAP is important.


A lot of abilities wont be unlocked if you get them at a low level. If you use it when you dont want to you may be forced to take a talent you don't really want.


Just because you have a talent point doesnt mean you have to use it right way. Talent points can be saved up, you dont have to use them every level.

#999
Graunt

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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.


I understand this logic, but don't really see it that way.  If my character is all about stacking STR and I see an item with STR, I'm not suddenly going to think that I can now simply replace the points in STR I do each level up with WIL, although I'm not saying it's anything more than a perspective.  

The book also states you would want a "1.25" point per level spread in your primary attribute, or 5 attribute points every four levels and 1 in CUN for defense (if you care about the defense aspect) due to diminishing returns.  Attribute points above that "optimal value" will still increase that character's power, but will give diminishing returns in effectiveness.

So it seems to mostly agree with your assessment.  You would get more overall by not going over the optimal level of STR and instead replacing it with WIL.  The main problem I have with this is when I have to switch gear around, especially if it was a weapon.

Modifié par Graunt, 08 mars 2011 - 03:41 .


#1000
Firescue42

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I am curious on what you people think about this. I am going TANK warrior (SnB) and I was thinking about trying out berzerker?? How do you think that will go as a tank or is there a better spec. I should try instead?