Id be okay with the Knight Enchanter being the sentinel of the dragon age series.
or perhaps I've just been playing way too much mass effect 2,3 lately haha.
Anyone else having a qunari knight enchanter?
First play through female Quizzy KE
Id be okay with the Knight Enchanter being the sentinel of the dragon age series.
or perhaps I've just been playing way too much mass effect 2,3 lately haha.
Anyone else having a qunari knight enchanter?
I thought we were supposed to say how we imagine the KE, based on its description.
And the description translates to a front liner, using protection magic and wielding blades of arcane force. The symbol could imply an armored caster as well. A melee character.
Now how it works exactly mechanically, i don't know.
Since Mages can wear heavy armor if they want, it's probably your choice to trade armor gains for the consequenses of wearing it, or not.
But i doubt this description translates to someone debuffing from afar, or using spirit healer abilities.
Does every Mage need to be a basic boring robed Wizard?
I thought we were supposed to say how we imagine the KE, based on its description.
And the description translates to a front liner, using protection magic and wielding blades of arcane force. The symbol could imply an armored caster as well. A melee character.
Now how it works exactly mechanically, i don't know.
Since Mages can wear heavy armor if they want, it's probably your choice to trade armor gains for the consequenses of wearing it, or not.
But i doubt this description translates to someone debuffing from afar, or using spirit healer abilities.
Does every Mage need to be a basic boring robed Wizard?
Well, since this is a mage specialization, melee or not you would expect a mage to either cast or sustain spells, and both in DA:O and DA2 some of the strongest buffs were actually sustained spells. Again, with the absence of Spirit Healer, it would make sense to have a support oriented specialization, or rather, utility oriented if you don't like the word support. Since healing is restricted, we can't have a dedicated healer archetype, but a buffer archetype? That's absolutely viable. The fact that your mage is summoning a blade of arcane force to, presumably, use it for damage means that the mage might be lacking a bit in direct offensive spells, or their spellcasting will be modified whenever he wields a sword, i.e. we have something similar to Arcane Warrior. And this is why it will also probably be a good idea to wear medium armor with enchantments that favour that particular specialization, and you end up with a not-so-typical melee mage. It's actually more fun to buff or debuff in a very small range around yourself, forcing you to be careful about positioning, or even better - if you can sustain 4-8 aura spells to make your party a monster. The way I see it, Knight Enchanters are a team-based specialization.
Well, since this is a mage specialization, melee or not you would expect a mage to either cast or sustain spells, and both in DA:O and DA2 some of the strongest buffs were actually sustained spells. Again, with the absence of Spirit Healer, it would make sense to have a support oriented specialization, or rather, utility oriented if you don't like the word support. Since healing is restricted, we can't have a dedicated healer archetype, but a buffer archetype? That's absolutely viable. The fact that your mage is summoning a blade of arcane force to, presumably, use it for damage means that the mage might be lacking a bit in direct offensive spells, or their spellcasting will be modified whenever he wields a sword, i.e. we have something similar to Arcane Warrior. And this is why it will also probably be a good idea to wear medium armor with enchantments that favour that particular specialization, and you end up with a not-so-typical melee mage. It's actually more fun to buff or debuff in a very small range around yourself, forcing you to be careful about positioning, or even better - if you can sustain 4-8 aura spells to make your party a monster. The way I see it, Knight Enchanters are a team-based specialization.
Well, since this is a mage specialization, melee or not you would expect a mage to either cast or sustain spells, and both in DA:O and DA2 some of the strongest buffs were actually sustained spells. Again, with the absence of Spirit Healer, it would make sense to have a support oriented specialization, or rather, utility oriented if you don't like the word support. Since healing is restricted, we can't have a dedicated healer archetype, but a buffer archetype? That's absolutely viable. The fact that your mage is summoning a blade of arcane force to, presumably, use it for damage means that the mage might be lacking a bit in direct offensive spells, or their spellcasting will be modified whenever he wields a sword, i.e. we have something similar to Arcane Warrior. And this is why it will also probably be a good idea to wear medium armor with enchantments that favour that particular specialization, and you end up with a not-so-typical melee mage. It's actually more fun to buff or debuff in a very small range around yourself, forcing you to be careful about positioning, or even better - if you can sustain 4-8 aura spells to make your party a monster. The way I see it, Knight Enchanters are a team-based specialization.
I have no idea how they're gonna work mechanically, but utility and support is something that any mage could have.
About what's more fun to do, that's subjective, don't you think?
Anyway, i guess we'll see in the followiing weeks, what they're really about.
I just hope we don't get shoeboxed again into a limited playstyle of the basic D&D Wizard, since DA Mages are supposed to be more than that, but was not reflected since Origins.
The necromancer and or rift mage are much more likely likely characters for utility spell imo. I doubt necromancer will have more than 1 summon if at all and we have no idea yet what a rift.mage is supposed to be. The Knight Enchanter's description hints much more at spells buffing themselves than others.
Necromancers and Rift Mages will probably have more traditional utility, true, like crowd control, but if no mage specialization has any focus on party buffs then... I don't know, then the developers probably don't like players buffing their party. And the whole point of specializations is to bring unique playstyles, because all mages can do everything apparently, so they are all just a homogeneous mass of people who don't need specializations to bring any playstyle you want. Of course I could be wrong, and we could have 3 types of mages essentially having the exact same versatility, but in different guises.
Necromancers and Rift Mages will probably have more traditional utility, true, like crowd control, but if no mage specialization has any focus on party buffs then... I don't know, then the developers probably don't like players buffing their party.
I assume Knight Enchanter's will buff alright, since Clerics in D&D do the same (and to be honest they did give that vibe to me from the description).
I assume Knight Enchanter's will buff alright, since Clerics in D&D do the same (and to be honest they did give that vibe to me from the description).
I think, especially since we can only take one spec, it would make sense if we could further specialize in either support/utility or pure offense.
Just don't make it absurdly over powered like the Arcane warrior was. If you are going to be able to be both a fighter and a magic user make some very real drawbacks to having that specialty.
It would be interesting if Viv is a Knight Enchanter because that suggests you can build your specializations, at least this one, in multiple ways. Either as a front line damage dealer or more someone who protects your party. Though, we did not see many of the former from Viv, so we just don't know how advanced she was along those lines, only time will tell.
It would be interesting if Viv is a Knight Enchanter because that suggests you can build your specializations, at least this one, in multiple ways. Either as a front line damage dealer or more someone who protects your party. Though, we did not see many of the former from Viv, so we just don't know how advanced she was along those lines, only time will tell.
I have no idea what the specialisations will be like.
Here are some ideas I have for the Knight Enchanter.
[In my concept all specialisations will have 4 skill trees].
Each skill tree has 3 spells and upgrades for each spell along with a few passive abilities.
Each skill tree has 10 perk points to spend.
In the concept below I've only listed the active/sustained abilities.
_______________________________________________________________________________________________
Skill Tree 1: Arcane Weapons.
This skill tree broadens the mage's diversity of weapons that they can wield in combat. All bound weapons will reserve a portion of the wizard's manna. This skill tree can also buff the effectiveness of certain spells depending on which sustained spell is being used.
Arcane Blade [sustained]: The Wizard conjures a 1 handed blade (held in left/right hand). The damage output of this blade depends on the Wizard's magic stat. If you cast this spell twice you can dual wield the arcane blades. Whilst active, the wizard can cast their other spells through the blade, rather than relying on a staff. You will also get a close quarters damage bonus for certain offensive spells.
Arcane Shield [sustained]: The Wizard conjures a hexagonal shield (held in left/right hand) that allows to block physical attacks and arrows. The shield has a chance to completely deflect oncoming spells. You will also get a bonus to the effectiveness of defensive spells.
Arcane Bow [sustained]: The Wizard conjures a bow. The damage output of the bow depends on the Wizard's magic stat. Whilst active, the wizard can cast their other spells through the blade, rather than relying on a staff. You will also get a long range damage bonus for certain offensive spells.
_______________________________________________________________________________________________
Skill Tree 2: Paladin
Paladin skill tree provides buffs to the entire party.
All spells in this skill tree are active and have limited duration.
Heroic Aura [Active with duration]: Increases the party's damage output for all attacks.
Heroic Defence [Active with duration]: Party takes less damage for all sources. Status based attacks and crowd control effects are less likely to be successful.
Haste [Active with duration]: The party moves faster whilst active.
_______________________________________________________________________________________________
Skill Tree 3: Tanking
All spells are sustained and take up a portion of the mana pool.
Arcane Armour [Sustained]: This reduces the damage taken from all attacks.
Firewall [Sustained]: Foes who are within melee range of the caster will be continuously damaged by the firewall. All enemy types can take damage from this wall.
Sanctuary [Sustained]: A sphere will surround the caster. The caster's health will continuously regenerate. Allies within the range of the sphere will have regenerating health. Hostile spells and projectiles from enemies have a good chance of being bounced off the sphere. However, the caster will move slower whilst this spell is active.
_______________________________________________________________________________________________
Skill Tree 4: Healing
Knight Enchanters can play the healer role effectively though healing allies.
All spells are active spells.
Group Heal [Active]: Restores some health to the entire party.
Clarity [Active]: Remove all negative effects from entire party.
Revive [Active]: Revive all fallen allies, restoring 10% of their health.
So what do you think of these ideas?
So first off I want to say that I know I've made a bunch of Specialization speculation threads in my time here...and if that's becoming annoying to some of you then I apologize. Ignore it.
But I just recently posted a thread about Dorian being a Necromage and Solas being a Rift Mage, along with my theories that companions will NOT have unique specializations, as they seem to be recycled from the Inquisitor's specialization(s).
In that thread a heated debate among users began about what the true nature of the Knight Enchanter specialization really is.
In addition to that, a lot of people constantly debate whether Vivenne is a Knight Enchanter. If Dorian and Solas are already 2/3's of the Mage specializations, that leaves Vivenne as a Knight Enchanter, provided companions won't have unique specializations.
This confuses some of us, for Vivenne doesn't seem to fit the Knight Enchanter description at all, except for the fact that it's "among the Circle of Magi."
For your reference:
Among the Circles of Magi, only a few mages have the strength of will necessary to focus their energy inward. Wrapped in protective magics and wielding blades of arcane force, the Knight Enchanters are rare, but inspiring sights as they lead the charge into enemy ranks.
So, according to its description and your speculations, what do you think the Knight Enchanter specialization will truly be like?
Honestly, I don't think it will be like Arcane Warrior in DA:O. I don't think it will give Mages the option to wear Heavy Armor and wield melee Weapons. it's already been confirmed that any class can wear any armor...it's not a matter of having the right specialization as it is the right stats/attributes.
Despite the description, and the Plate Helmet Image, I don't think Knight Enchanter will have any physical alteration to our Inquisitor. I believe the Plate Helmet image is symbolic of the protection a Knight Enchanter offers. I think what is will actually do is emphasis magic shields/barriers, as well as conjuring magical/elemental melee weapons for as long as the specialization is sustained.
Think Arcane Shield from DA:2, except much more prominent and useful. Think Elemental Weapons, except instead of just adding an effect to an existing weapon, it conjures up a new one.
In this case, I can totally see Vivenne as a Knight Enchanter, summoning massive barriers around herself and the party for added defense/protection.
Thoughts?
You just took away the part of being the "warrior"
So what do you think of these ideas?
I think there's a good chance that Heroic Offense and Defense will make a return in one of the base spellcasting trees, and we already know that Haste is present as a focus ability. I also don't think healing should be an aspect of the Knight Enchanter at all. Splitting it up into 4 trees with 3 core spells each makes it lose focus as well, IMO.
I think there's a good chance that Heroic Offense and Defense will make a return in one of the base spellcasting trees, and we already know that Haste is present as a focus ability. I also don't think healing should be an aspect of the Knight Enchanter at all. I also think splitting it up into 4 trees with 3 core spells each makes it lose focus.
Fair enough.
So what do you think of these ideas?
I have no idea what the specialisations will be like.
Here are some ideas I have for the Knight Enchanter.
[In my concept all specialisations will have 4 skill trees].
Each skill tree has 3 spells and upgrades for each spell along with a few passive abilities.
Each skill tree has 10 perk points to spend.
In the concept below I've only listed the active/sustained abilities.
_______________________________________________________________________________________________
Skill Tree 1: Arcane Weapons.
This skill tree broadens the mage's diversity of weapons that they can wield in combat. All bound weapons will reserve a portion of the wizard's manna. This skill tree can also buff the effectiveness of certain spells depending on which sustained spell is being used.
Arcane Blade [sustained]: The Wizard conjures a 1 handed blade (held in left/right hand). The damage output of this blade depends on the Wizard's magic stat. If you cast this spell twice you can dual wield the arcane blades. Whilst active, the wizard can cast their other spells through the blade, rather than relying on a staff. You will also get a close quarters damage bonus for certain offensive spells.
Arcane Shield [sustained]: The Wizard conjures a hexagonal shield (held in left/right hand) that allows to block physical attacks and arrows. The shield has a chance to completely deflect oncoming spells. You will also get a bonus to the effectiveness of defensive spells.
Arcane Bow [sustained]: The Wizard conjures a bow. The damage output of the bow depends on the Wizard's magic stat. Whilst active, the wizard can cast their other spells through the blade, rather than relying on a staff. You will also get a long range damage bonus for certain offensive spells.
_______________________________________________________________________________________________
Skill Tree 2: Paladin
Paladin skill tree provides buffs to the entire party.
All spells in this skill tree are active and have limited duration.
Heroic Aura [Active with duration]: Increases the party's damage output for all attacks.
Heroic Defence [Active with duration]: Party takes less damage for all sources. Status based attacks and crowd control effects are less likely to be successful.
Haste [Active with duration]: The party moves faster whilst active.
_______________________________________________________________________________________________
Skill Tree 3: Tanking
All spells are sustained and take up a portion of the mana pool.
Arcane Armour [Sustained]: This reduces the damage taken from all attacks.
Firewall [Sustained]: Foes who are within melee range of the caster will be continuously damaged by the firewall. All enemy types can take damage from this wall.
Sanctuary [Sustained]: A sphere will surround the caster. The caster's health will continuously regenerate. Allies within the range of the sphere will have regenerating health. Hostile spells and projectiles from enemies have a good chance of being bounced off the sphere. However, the caster will move slower whilst this spell is active.
_______________________________________________________________________________________________
Skill Tree 4: Healing
Knight Enchanters can play the healer role effectively though healing allies.
All spells are active spells.
Group Heal [Active]: Restores some health to the entire party.
Clarity [Active]: Remove all negative effects from entire party.
Revive [Active]: Revive all fallen allies, restoring 10% of their health.
So what do you think of these ideas?
Great post. Personally, I think the Arcane Weapons and Tanking tree will actually resemble what the specializations consists of. The Paladin and Healing trees are less likely to be incorporated. Like others said, I think healing and those kind of buffs will be utilized in other base skill trees.
Melee mages are supposed to be spellswords not tanks, paladin is supposed to be the templar in DA, spirit healer should just die.
Yes, except that Knight Enchanters sound like a defensive specialization. Arcane Warriors were pretty much the spellswords of DA, and how are templars paladins again? Spirit Healers rule.
Yes, except that Knight Enchanters sound like a defensive specialization. Arcane Warriors were pretty much the spellswords of DA, and how are templars paladins again? Spirit Healers rule.
I am seeing a lot of people assume that knights are heavily armored all the time.
most knights wore mail, gauntlets, leg guards and a helmet.
I feel as though the Knight Enchanter was made to try to make all the people who wanted arcane warrior back a little less noisy. I doubt it will let people where armor and wield swords and stuff because they seem to be sticking to class specific weapons and there is no word from bioware that says it will swap strength with magic so you can wear warrior armor.
I am seeing a lot of people assume that knights are heavily armored all the time.
most knights wore mail, gauntlets, leg guards and a helmet.
I feel as though the Knight Enchanter was made to try to make all the people who wanted arcane warrior back a little less noisy. I doubt it will let people where armor and wield swords and stuff because they seem to be sticking to class specific weapons and there is no word from bioware that says it will swap strength with magic so you can wear warrior armor.
Did you miss the reveal one year ago(or half?) that Mages can wear heavy armor?