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Skill Trees: View and discuss DA:I's skill tress here.


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#3126
Kage

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>_> I really hope there's more to Rift Mage (actives) than being a home for orphaned spells.

 

Yeah, this seems to be the case...

Stonefist was not a spec spell at the beggining, nor firestorm, and there you have them... I wonder what are those 2 other spells that really defined the specialization to begin with...



#3127
mikeymoonshine

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So, I was thinking. At the start of the game warriors and rogues can choose between their two weapon options ton decide the starting abilities and gear. Mages can't so I assume we all start with the same ability/abilities unless race is also a deciding factor I guess.  

 

But what ability will that be? 



#3128
Skymaple

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So, I was thinking. At the start of the game warriors and rogues can choose between their two weapon options ton decide the starting abilities and gear. Mages can't so I assume we all start with the same ability/abilities unless race is also a deciding factor I guess.  

 

But what ability will that be? 

If I am not mistaken, I think some dev (Allan?) said we started with 2 abilities... I'd say energy barrage and... barrier? fade step? Hmmm...



#3129
Patchwork

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I'd forgotten about the Rift Mage specialisation pic that must have been what they meant. 

 

If Firestorm is part of the quizzy's spec and not something exclusive to Solas I hope it's green and they call it Veil Firestorm or something.  


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#3130
TheBlackSwordsman

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Knight enchanter looks appealing and even harder to not choose in the first play!
But warrior's battlemaster tree sounded interesting to, just check out all those weakness-exploiting skills, even coup de grace is now an warrior's skill '_'



#3131
Icy Magebane

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I'd forgotten about the Rift Mage specialisation pic that must have been what they meant. 

 

If Firestorm is part of the quizzy's spec and not something exclusive to Solas I hope it's green and they call it Veil Firestorm or something.  

Yeah, that's what I'm hoping for as well... I'm kind of hoping all of the spells in that tree are based on "Fade energy" and take on a gree hue... kind of like the Green Lantern's constructs.


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#3132
The Night Haunter

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What I'm thinking Rift Mage is based off of is creating something from nothing.

 

Stonefist - You create a giant ball of stone from thin air and throw it at the enemy.

Firestorm - You create balls of rock and fire from the air.

The other ability (since KE only has 3 actives I'll just assume 1 more ability for Rift Mage + 4 or 5 passives) is most likely defensive. Maybe an earth type barrier.



#3133
Icy Magebane

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So, I was thinking. At the start of the game warriors and rogues can choose between their two weapon options ton decide the starting abilities and gear. Mages can't so I assume we all start with the same ability/abilities unless race is also a deciding factor I guess.  

 

But what ability will that be? 

My guesses are:

 

Weapon and Shield - Payback Strike, Challenge

Two Handed - Mighty Blow, Harpoon

Archery - Long Shot, Poisoned Weapons

Daggers - Backstab (is that it's name or is it Flank Attack now?), Caltrops

Mage - Barrier, Energy Barrage

 

I avoided Stealth on purpose, but that could easily have been chosen instead of Poisoned Weapons or Caltrops...



#3134
mikeymoonshine

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If I am not mistaken, I think some dev (Allan?) said we started with 2 abilities... I'd say energy barrage and... barrier? fade step? Hmmm...

 

That would be great and any of those would be very useful. I want all of those spells for my first playthrough so it will save me some points if I get any of them to start with. I wonder if you get those points back if you do a respec. Was that the case in previous games? 



#3135
Adhin

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Yeah hoping Rift Mage = green spell stuff. As far as starter skills for mages I'd imagine Barrage and barrier yeah. Seems the most base useful regardless of what anyone intends to do. Also, Rogue/Warrior don't start with any kind of dodge move right off the bat either so I could see them not starting mage with Blink. That and I'd imagine we at least get barrier, I bet everyone has 1 dmg skill at lvl 1. Having Barrier and Blink pretty much means as a starter mage you'd just be entirely reliant on auto-attack for damage output which seems like an odd choice. Now maybe it's Barrage 'and' Blink, not barrier but again... I think barrier makes more sense.

 

-edit-

Icy you changed your avatar! o.O Also I'd figure poison on dagger, caltrop on bow, or both start with stealth. Actually yeah I bet you they both start with stealth. Or at least the daggers does. or maybe not, meh.



#3136
Zehealingman

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I'd say Energie Barrage and Barrier.



#3137
Patchwork

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>_> I really hope there's more to Rift Mage (actives) than being a home for orphaned spells.

 

Same for necromancy and orphaned spirit spells. I want Crushing Prison and Walking Bomb in the game and Animate Dead seems guaranteed for that spec but at the same time it feels cheap that basic spells have been made into specialisation ones because there's simply no room for them to be mage basics with the heavy emphasis on elemental magic.



#3138
Hellion Rex

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I'd forgotten about the Rift Mage specialisation pic that must have been what they meant. 

 

If Firestorm is part of the quizzy's spec and not something exclusive to Solas I hope it's green and they call it Veil Firestorm or something.  

YES. I think a green color scheme would seriously make me feel better about getting all of the orphaned spells. Plus, a green firestorm would look so freakin' awesome!



#3139
The Baconer

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What I'm thinking Rift Mage is based off of is creating something from nothing.

 

Yeah, but that's pretty much the crux of magic in general, no?

 

Given its description I was hoping it would be more like "Thedosian Green Lantern" in practice.



#3140
Icy Magebane

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What I'm thinking Rift Mage is based off of is creating something from nothing.

 

Stonefist - You create a giant ball of stone from thin air and throw it at the enemy.

Firestorm - You create balls of rock and fire from the air.

The other ability (since KE only has 3 actives I'll just assume 1 more ability for Rift Mage + 4 or 5 passives) is most likely defensive. Maybe an earth type barrier.

Isn't that how magic has always worked?  Like the DA:O Stone Fist, DA2 Firestorm, DA2 Rock Armor, etc?  Or are you talking about something specifically related to the visual effects?



#3141
The Night Haunter

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Isn't that how magic has always worked?  Like the DA:O Stone Fist, DA2 Firestorm, DA2 Rock Armor, etc?  Or are you talking about something specifically related to the visual effects?

 

Yeah, but that's pretty much the crux of magic in general, no?

 

Given its description I was hoping it would be more like "Thedosian Green Lantern" in practice.

 

It could be that's how magic always worked, but on the other hand Fire Magic could have just been heating up air (not creating something from nothing, but changing what already exists), Frost magic is just cooling air, electricity is just energizing air (far more complicated than that, but w/e), spirit is also creating something from nothing, but it creates less substantial somethings (barriers, force push).



#3142
Hellion Rex

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What I'm thinking Rift Mage is based off of is creating something from nothing.

 

Stonefist - You create a giant ball of stone from thin air and throw it at the enemy.

Firestorm - You create balls of rock and fire from the air.

The other ability (since KE only has 3 actives I'll just assume 1 more ability for Rift Mage + 4 or 5 passives) is most likely defensive. Maybe an earth type barrier.

 

Well, based on the Rift mage description, I think it's more of transporting matter and energy from the Fade and shaping it into weapons...kinda sorta. I mean, we have Veilfire now as an actual mechanic in the game, and I see Firestorm as just an enormous version of that, more or less.

 

But I too would like to see some manner of defensive spell...a barrier of some sort would be great! I'd definitely add that to my mapped abilities.



#3143
Eudaemonium

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YES. I think a green color scheme would seriously make me feel better about getting all of the orphaned spells. Plus, a green firestorm would look so freakin' awesome!

 

Maralagidyne!

 

Hopefully Teddie Icy Magebane will know what I'm on about.

 

I have to admit, I'd really geared up to play a Rift mage before we got a look at it, and it just seems so disappointing. A green colour scheme would be nice, but doesn't change the fact we just seem to have Stone Fade Fist and Fire Fade Storm by any other name. That said it looks like Necromancer is comprised of things like Walking Bomb and Raise Dead, so it's only really Knight Enchanter that has some new stuff — and even that seems to have a Force Mage skill tucked away out of sight. 


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#3144
Skymaple

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That would be great and any of those would be very useful. I want all of those spells for my first playthrough so it will save me some points if I get any of them to start with. I wonder if you get those points back if you do a respec. Was that the case in previous games? 

Yeah, totally. When you respecced in DA2 you got the mind blast's point :)


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#3145
The Baconer

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It could be that's how magic always worked, but on the other hand Fire Magic could have just been heating up air (not creating something from nothing, but changing what already exists), Frost magic is just cooling air, electricity is just energizing air (far more complicated than that, but w/e), spirit is also creating something from nothing, but it creates less substantial somethings (barriers, force push).

 

Regardless, all of these examples would be creating forms of energy that did not previously exist, and then you have things like Rock Armor, petrification, patches of oil, swarms of insects, and so on.



#3146
Icy Magebane

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Maralagidyne!

 

Hopefully Teddie Icy Magebane will know what I'm on about.

 

I have to admit, I'd really geared up to play a Rift mage before we got a look at it, and it just seems so disappointing. A green colour scheme would be nice, but doesn't change the fact we just seem to have Stone Fade Fist and Fire Fade Storm by any other name. That said it looks like Necromancer is comprised of things like Walking Bomb and Raise Dead, so it's only really Knight Enchanter that has some new stuff — and even that seems to have a Force Mage skill tucked away out of sight. 

Agneyastra perhaps?  o.O

 

As for the KE's final ability, I was actually toying with the possibility that this is Walking Fortress, the ability that was mentioned as a proc for one of the staves shown in some recent footage (Staff of the Void?).  I was thinking maybe the snail icon was relevant if it were an ability that greatly increased damage resistance, armor, or perhaps even granted Guard to a mage at the cost of severely decreased movement speed... I could be way off, but I think Walking Fortress has to be a mage ability since it was on a mage's weapon... who better to have a powerful defensive buff than a KE?  Assuming, of course, that this ability even made it into the final version of the game...

 

Now that I'm thinking about it, this sounds a lot like the Iron Flesh Pyromancy from Dark Souls...



#3147
The Night Haunter

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Regardless, all of these examples would be creating forms of energy that did not previously exist, and then you have things like Rock Armor, petrification, patches of oil, swarms of insects, and so on.

Indeed matter = energy (with other coefficients), but there is a difference between manipulating energy and creating matter. But anyway this is all a guess. Mostly based on the fact that they decided to put Stonefist in Rift Mage so I'm trying to come up with a reason that makes sense for that decision lol.



#3148
Eudaemonium

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Agneyastra perhaps?  o.O

 

As for the KE's final ability, I was actually toying with the possibility that this is Walking Fortress, the ability that was mentioned as a proc for one of the staves shown in some recent footage (Staff of the Void?).  I was thinking maybe the snail icon was relevant if it were an ability that greatly increased damage resistance, armor, or perhaps even granted Guard to a mage at the cost of severely decreased movement speed... I could be way off, but I think Walking Fortress has to be a mage ability since it was on a mage's weapon... who better to have a powerful defensive buff than a KE?  Assuming, of course, that this ability even made it into the final version of the game...

 

Maralagidyne is a green fire attack, though. I can't remember about Agneyastra.

 

Walking Fortress would be interesting. Either way I'm fairly intrigued as to what the final skill on the tree is — especially since it's really far down it. KE is the only mage spec I'm that interested in at the moment.

 

That said, I still haven't decided between my female elf mage or my male qunari rogue for first run. (Almost tempted to go with female human mage, but that would block Solas, Cassandra and Dorian, who are the only romances I'm interested in!) XD Nonetheless, I've been enjoying combing the skill trees for potential builds.



#3149
Icy Magebane

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Maralagidyne is a green fire attack, though. I can't remember about Agneyastra.

 

Walking Fortress would be interesting. Either way I'm fairly intrigued as to what the final skill on the tree is — especially since it's really far down it. KE is the only mage spec I'm that interested in at the moment.

 

That said, I still haven't decided between my female elf mage or my male qunari rogue for first run. (Almost tempted to go with female human mage, but that would block Solas, Cassandra and Dorian, who are the only romances I'm interested in!) XD Nonetheless, I've been enjoying combing the skill trees for potential builds.

It's basically a physical damage version of Firestorm... visually, it's a meteor shower that causes explosions, but it doesn't deal any  fire damage.  Also, it's not green, so that wouldn't work if the meteors come from the Fade... :/

 

It's hard to decide isn't it?  All of the classes look like a lot of fun this time... I'm pretty much set on mage right now, although for a very long time I only had eyes for warrior.  I've also been spending a lot of time coming up with builds, and I think I have some interesting ones lined up.  I'll probably rotate party members frequently just to see them all in action. 

 

I am kind of hoping they reveal the rest of the info soon, though... Vanguard is a bit of a mystery, and we know almost nothing about most of the specs...  As a result, my warrior builds aren't really that impressive... :/



#3150
Hellion Rex

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Before I do any more theorycrafting, I have to see more of the Warrior Trees, especially the Templar one. I NEED it now.