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Discerning the Knight Enchanter specialization...


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#51
Abraham_uk

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I've taken the advice from the forum members.

Here is a tweaked version of Knight Enchanter.

 

 

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. 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 Blade & Shield [Arcane Blade Upgrade]: 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 Elemental [Arcane Blade Upgrade]: The arcane blade takes into account whatever elemental enchantment is on the staff. If the staff has a fire enchantment then a fire blade will be conjured. If the staff has an electric enchantment then an electric blade will be conjured.

 

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Arcane Armour [Sustained]: This reduces the damage taken from all attacks.

 

 

Firewall [Arcane Armour Upgrade]: 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 [Arcane Armour Upgrade]: 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.

 

 

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Push [Active]: All enemies within a 2 metre radius of caster will be either flung or staggered.

 

Shockwave [Push Upgrade]: Foes will be flung further. Enemies who can't be flung will be staggered for longer.

 

Armour Weakening Push [Push Upgrade]: Push now weakens enemy armour rating making the foes more vulnerable to physical attacks.

 

 

__________________________________________________________________________________________________

 

Pull [Active]: Enemies can be pulled towards the caster as long as they are within 15 metres. Foes who cannot be pulled will suffer some arcane damage.

 

Lash [Pull Upgrade]: Lash deals more arcane damage to targets.

 

Bleed Effect [Pull Upgrade]: Pull can now inflict a damage over time effect on targets. 

 

 

__________________________________________________________________________________________________

 

Arcane Blast [Active]: A close ranged cone like blast that takes into account whichever element is on your staff.  For example, if you wield a fire staff then the attack will be a fire based attack. If the staff is an ice staff then the attack will be an ice based attack.

 

Arcane Wall [Arcane Blast Upgrade]: The attack will cover an area of the battlefield in the elemental effect of your staff. For example if you wield a poison staff then there shall be a corrosive fluid on the ground for 10 seconds. If you wield an electric staff then an area of the ground shall be electrified for a period of time.

 

Arcane Storm [Arcane Blast Upgrade]: Increases the area of effect  arcane blast by 20%.

 

__________________________________________________________________________________________________

 

Enrage [Active]: Draw the attention of nearby enemies, taking the heat of your allies.

 

Blind Rage [Enrage Upgrade]: Archers and melee combatants will miss more frequently. Enemy wizards may miss their targets. Should those enemy wizards be casting an area of effect spell, they may end up causing friendly fire.

 

Flailing Rage [Enrage Upgrade]: The damage output of effected enemies will be reduced.


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#52
Chrom72

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I'm not really sure what to take from the description, other than the KE seems to be front-line focused and can apparently summon weapons. I do like the idea of having specializations that dramatically changes the way a class works, and that blur the lines between classes. My biggest complaint with DA2 was the fact that every class (especially rogue and warrior) gave very limited playstyle options to choose from. My guess is that the KE's get a buff to increase armor and defense, rather than swapping magic for strength like the AW.


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#53
Swoopdogg

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I will have to state straightaway that I disagree that viv will be Knight Enchanter, particularly because I can't imagine seeing her getting up-close-and-personal (such a great risk to the quality of her clothing) and also because I hate the idea of companions sharing protag specs... It really does away with a sense of uniqueness for both the Inquisitor and the companion

 

With that out of the way, I think the Knight Enchanter is going to be more like a sort of Jedi-like mage, with ethereal blades, magic-enhanced speed and reflexes, and of course arcane armor.

 

I also think it could be similar to the wizard from Diablo 3, with all its elemental armor buffs (and Diamond armor--so OP) it was basically a mage tank. I don't think the Knight Enchanter will necessarily be tanky, but I do think it will be more focused on up-close combat.

 

This also brings me to the idea of the Mass Effect Vanguard, which was a very up-close yet "magic" (space magic, I guess) class. I really hope the KE turns out similarly, with an awesome charge ability to boot


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#54
ElementalFury106

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I've taken the advice from the forum members.

Here is a tweaked version of Knight Enchanter.

 


 

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.

 

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.

 

 

I hope it includes more than just a myriad of sustained abilities. Maybe an active or two, definitely some passives. We know it heavily focuses on defense/protection, and has a slight emphasis on offensive (blades of arcane force)



#55
Swoopdogg

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I've taken the advice from the forum members.

Here is a tweaked version of Knight Enchanter.

 


 

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.

 

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.

 

This is interesting, though I don't know if a bow would fit (doesn't mean it can't work!) I'd also like to see a sort of charge spell, allowing the Enchanter to get up into the thick of the action in a second. Probably a force push type thing as well, that sort of radiates out form you and pushes enemies back. Basically just more spells that are focused on being closer to the enemy


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#56
luckyloser_62

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*snip*

 

With that out of the way, I think the Knight Enchanter is going to be more like a sort of Jedi-like mage, with ethereal blades, magic-enhanced speed and reflexes, and of course arcane armor.

*snip*

 

This also brings me to the idea of the Mass Effect Vanguard, which was a very up-close yet "magic" (space magic, I guess) class. I really hope the KE turns out similarly, with an awesome charge ability to boot

I also hope for a Dragon Age Jedi. I'm hoping for a summoned sword that takes on the attributes, including damage type, of your staff. I am dying to have a mage with a "lightsaber" with lightning spells, and hopefully some returning force mage spells. But I hope for something closer to ME Sentinel than Vanguard.

I also hope this spec will provide spells for enhanced battlefield control to go along with the new melee option. This would create a nicely rounded tree in my opinion. To this end, something similar to force mage abilities would work nicely,like a force pull could serve as an equivalent to the chain pull demonstrated in both warriors and rogues to help close the gap with enemies.



#57
Abraham_uk

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I've tweaked the class again.

Check the spells at the top of page 3.



#58
Morroian

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I hope it includes more than just a myriad of sustained abilities. Maybe an active or two, definitely some passives. We know it heavily focuses on defense/protection, and has a slight emphasis on offensive (blades of arcane force)

 

I would hoped it includes some of the force mage abilities from DA2 if this is what the spec is about. Plus I doubt they would have an arcane bow. Its redundant with a staff.



#59
Abraham_uk

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I would hoped it includes some of the force mage abilities from DA2 if this is what the spec is about. Plus I doubt they would have an arcane bow. Its redundant with a staff.

 

I've changed the specialisation abilities.

Check the top of page 3.

 

There are only 2 passive abilities now.



#60
ElementalFury106

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I've changed the specialisation abilities.

Check the top of page 3.

 

There are only 2 passive abilities now.

 

Those are some really cool ideas Abraham.

 

Obviously that's way too many to make up the full specialization, those are enough talents to make up 2 specializations!

 

The ones that I feel are most appropriate and will probably resemble the KE are the Arcane Blade, Arcane Armor, and Arcane Blast trees. Those all look very appropriate to the description. Though I feel like the "Sanctuary" upgrade should be another spell of its own.

 

The enrage tree feels like it's more akin to something a Rogue would specialize in, which is manipulating the threat direction and class effectiveness of the battlefield, as portrayed by the Scoundrel tree in DA:2.

 

The Push and Pull trees kind of appear gimmicky in a way, it would feel like Bioware is trying to force some Force Mage spells for old time's sake (an interesting choice of words, I know). Not that it doesn't sound cool, but I just doubt it would find its way into the KE specialization. Also, do I detect a bit of Mass Effect creativity in there? :P

 

Anyway, everything else seems on point. Thank you for your post, these are some great ideas.


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#61
Mirrman70

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Did you miss the reveal one year ago(or half?) that Mages can wear heavy armor?

no and neither did I say they couldn't. If I remember correctly armor will still have stat requirements still so heavy armors intended for warriors will most likely have strength requirements which a properly specced mage would not put much investment in.



#62
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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?

 

Wrapped in protective magics


Magical girl transformation sequence (for girls and boys), semi-confirmed rumor.
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#63
Dobyk

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Magical girl transformation sequence (for girls and boys), semi-confirmed rumor.

 

:D :D :D

"Mew Mew Inquisitor, METAMORPHOOOSIS"!

 


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#64
adorkable-panda

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^In that case, maybe Vivienne is a Knight Enchanter. Dorian would be jealous then. 


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#65
Mornmagor

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no and neither did I say they couldn't. If I remember correctly armor will still have stat requirements still so heavy armors intended for warriors will most likely have strength requirements which a properly specced mage would not put much investment in.

 

Actually, we have no idea how it works, yet.

 

It's gonna be revealed soon i guess.

 

With a new engine and all, the possibilities of handling it even better than the previous games are there.



#66
Schreckstoff

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Actually, we have no idea how it works, yet.

 

It's gonna be revealed soon i guess.

 

With a new engine and all, the possibilities of handling it even better than the previous games are there.

 


Well there have to be deterrents to using heavy armors on other classes, having stat restrictions is the most likely, I doubt fatigue will make a comeback.

#67
Mirrman70

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Actually, we have no idea how it works, yet.

 

It's gonna be revealed soon i guess.

 

With a new engine and all, the possibilities of handling it even better than the previous games are there.

 

a new engine has nothing to do with whether or not all classes can wear the same armors.



#68
Mornmagor

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a new engine has nothing to do with whether or not all classes can wear the same armors.

 

It has to do with the coding, how you set class restrictions for example. If i remember correctly.

 

Anyway.



#69
Mornmagor

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By the way, some things have been confirmed for Knight Enchanter and Mages in general, from the Q&A.

 

1) Knight Enchanters will be able to summon their weapons.

 

2) Mages in general, are still armor restricted to Mage armor, but through the crafting system, you can craft whatever type of armor you want (cloth, leather, plate) and tailor it to your needs and stats, without class restrictions. And of course customise it visually as you please.

 

3) Knight Enchanters can tank if they want, although if you don't plan your build carefully, and don't put the right skills, you might have trouble in the most challenging encounters, if your only tank is a Knight Enchanter(or a Rogue).

 

It seems that Knight Enchanters are basically as we said:

 

- Melee Mages with blades summoned, bypassing weapon restrictions of Mages.

 

- Can choose to be walking fortresses with the heaviest armor around, or opt for default Mage armor.

 

- Can tank with proper skill and build planning.

 

Battle Cleric sounds about right, after all.



#70
Raven X

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wonder if we have a variety of summoned weapons/armor to choose from or if we can somehow customize the look/color of them.......

#71
sunnydxmen

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any classs can wear any armor but you need to meet the requirement for it. if mages want to wear heavy armor there going to have to put point into strength with that i think it will work like arcane warrior to allow mages to wear heavy armor. Dorian is very against his tevinter in thinks there evil i think he be against being a necromancer i think he is a knight enchanter.



#72
luckyloser_62

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any classs can wear any armor but you need to meet the requirement for it. if mages want to wear heavy armor there going to have to put point into strength with that i think it will work like arcane warrior to allow mages to wear heavy armor. Dorian is very against his tevinter in thinks there evil i think he be against being a necromancer i think he is a knight enchanter.

No it won't work like AW, but it was confirmed we can craft armor that meets our needs that a mage can wear. 



#73
Schreckstoff

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any classs can wear any armor but you need to meet the requirement for it. if mages want to wear heavy armor there going to have to put point into strength with that i think it will work like arcane warrior to allow mages to wear heavy armor. Dorian is very against his tevinter in thinks there evil i think he be against being a necromancer i think he is a knight enchanter.


Weapons and armor will be class restricted.

#74
themageguy

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Just to point out sunnydxmen, in the q&a they said that necromancy is a grey area, and that the nevarran mages treat the art with respect.
its also mentioned in the world of thedas too i believe.

#75
adorkable-panda

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Yes! I was looking forward to more confirmation. I love the idea of conjuring our own blades; that's so much cooler than Arcane Warrior ever was! I think this might be the specialization for me unless Rift Mage comes up. I wanted to play as a elven mage first playthrough and run team yolo primarily but I realized that Bull would be the only melee and Sera is more backup melee since i'm gonna hybrid her with bows and daggers. But with something like Knight Enchanter I could totally go up and personal with Bull so more party balance :D