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


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#3176
themageguy

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Mae referred to an exiled Magister.


And the dalish.

ah that's the right , the exile was the rumor,y bad.

Still it means that dalish or at least some clans, may very well incorporate spirits into their magics.

#3177
themageguy

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Im really keen on seeing more tempest skills in action.
flask of fire looks pretty damn hot.

My planned inquisitors are
Female dalish RM or KE

Male qunari DD Tempest
OR necromancer

Male human necromancer or Archery Tempest.

#3178
Shahadem

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Actually the Dalish view is pretty interesting. Merrill and Anders conversations especially.

 

Merrill says something along the lines of: "The Dalish do not recognize the difference between demons and spirits, they are all dangerous." After Anders goes crazy. And she was right :)

 

Masked Empire Spoiler:

But considering 

Spoiler

Not all Dalish feel the same about spirits.

 

Merril, the same character who thought all demons were just misunderstood despite a ton of evidence to the contrary?

 

I have a really hard time believing that the Dalish can really fail to see the huge difference between demons and spirits.



#3179
The Night Haunter

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Merril, the same character who thought all demons were just misunderstood despite a ton of evidence to the contrary?

 

I have a really hard time believing that the Dalish can really fail to see the huge difference between demons and spirits.

It is entirely possible that demons and spirits have no difference besides which emotion they feed on. A spirit could just as easily become a demon. (Look at Justice/Vengeance)


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#3180
Icy Magebane

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Im really keen on seeing more tempest skills in action.
flask of fire looks pretty damn hot.

My planned inquisitors are
Female dalish RM or KE

Male qunari DD Tempest
OR necromancer

Male human necromancer or Archery Tempest.

I see what u did there... :P

 

Right now I have a few characters that I plan to try out...

 

male elven KE

female human necromancer

male dwarven Champion

male elven Champion

some kind of an assassin... maybe a female dwarf or qunari?

 

The only specs that I really have no interest in are Reaver and Artificer... what I've seen from these two specs simply does not appeal to me.



#3181
themageguy

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I see what u did there... :P

Right now I have a few characters that I plan to try out...

male elven KE
female human necromancer
male dwarven Champion
male elven Champion
some kind of an assassin... maybe a female dwarf or qunari?

The only specs that I really have no interest in are Reaver and Artificer... what I've seen from these two specs simply does not appeal to me.


heheheheh. ;)


i like your idea of a dwarf or qunari assassin. Fits great with the backgrounds, especially the dwarf.

#3182
Patchwork

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Not trusting anything in the Fade seems like a smart idea to me, be suspicious of everything and you have a better chance of not being a meat suit. 

 

In theory it's possible for a demon to stop feeding off darker human emotions thereby changing their classification. Calling them all dangerous spirits is just easier I think.  



#3183
Hellion Rex

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As of right now, here's the breakdown of my class/race/spec choices:

 

Gale Trevelyan - Male Human, Rift Mage

 

Tristan Trevelyan - Male Human, Templar

 

Lugh Adaar - Male Qunari, Knight Enchanter

 

Manwë Lavellan - Male Elf, Necromancer/Assassin



#3184
themageguy

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As of right now, here's the breakdown of my class/race/spec choices:

Gale Trevelyan - Male Human, Rift Mage

Tristan Trevelyan - Male Human, Templar

Lugh Adaar - Male Qunari, Knight Enchanter

Manwë Lavellan - Male Elf, Necromancer/Assassin


Yeah KE Qunari is going to be an awesome class race combo.

Will your templar recruit /side with Templars ?

As you have a rift mage it too it looks like you're ready to explore both sides of the conflict through the same eyes (both being human).

#3185
ZerioctheTank

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Keep in mind in DA2 your health auto-regenerated after every fight, as long as 1 survived it's like the fight never happened. So maybe you where fine not ever using taunt, but I used it. I liked to keep things tight and ensure my other forces weren't being swamped by a bunch of adds or 'mooks'. As Icy said, warriors build guard now, taunt is one method of doing that. If I can keep most enemies on my warrior(s) via taunt while keeping their guard up giving my ranged free reign, why not do that?

Against dragons, sure, taunt maybe a skill I swap out when I see a dragon if I can't obtain guard even on a failed taunt. I'm not actually sure if I can use Counter Attack to avoid a dragon's claw attack. From a game mechanic, it probably doesn't care whats doing it. Mentally (and if this was an action game) that would be an uncounterable attack altogether which would make that skill pointless too, but I intend to use it constantly.

In the end, there are only 10 dragons in the game, or at least that's the number we've heard. Swapping a skill out just for those fights isn't exactly a huge ordeal for me. And I doubt all the bosses will just be immune to taunt but im sure something else besides dragon will end up getting that tag. Probably some kind of demon or something, or an enraged spirit or something that blatantly ignores people and just does whatever.

I'm sure some effective means of combat will involve Icewall, static cage and a lot of AoE where warriors wont have a place unless FF is turned off. But hey, that's more a choice on how you want to play then anything else. Often times whats most effective is an objective thing, what works for you, doesn't always work great for others. Granted somethings are universally better, in general, the others but as a whole peoples preferences tend to orient them towards a specific play style vs others.

I mean you can say choke points make it easy, but how're you going to choke point on the open desert planes? What if your going up against a bunch of archers spread out? From what we've seen of Rifts there generally aren't a lot of choke points to be used, and then get shuttered in around the area not all in 1 tight nit group. Taunt's generally how you deal with group management like that, blatantly ignoring it cause of a few situations... Meh, whatever, everyone does what they want - and I don't wanna ignore taunt.


Tanking is literally the role I enjoy the most when it comes to games like this & other mmos. My Inquisitor is going the traditional s&b tank route & seeing dragons immune to taunt makes me worry about aggro management in those fights. While my party based strategy will change depending on who is in it since I plan on using everyone my IDEAL team will consist of:

Inquisitor (s&b tank)
Iron Bull (DPS & off tank if I don't go too overboard with lowering his health since he is a reaver)
Vivienne (Support/close range DPS if she is a knight enchanter)
Cole (DPS with a huge emphasis on stealth based abilities)

I know in Dragon Age games the character with the most armor always gets aggro first until someone does something to go on top of the aggro list. Maybe dragons will just have random aoe physical attacks & throw out random fireballs for range attacks. Since we haven't seen the vanguard or champion trees yet there may be additional ways to gain aggro. Maybe a passive that increases threat generated or an aura (there will definitely be passives for that on our equipment) I just hope it will be enough to keep the marshmallows safe.

(Come on Bioware show us tanks some love here!! Vanguard & Champion!! I want to post random builds on the forums too!)
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#3186
Eudaemonium

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It is entirely possible that demons and spirits have no difference besides which emotion they feed on. A spirit could just as easily become a demon. (Look at Justice/Vengeance)

 

I kind of thought that this was supposed to be one of the takeaway points from DA2. Cole's existence is basically building on what we first started seeing with Justice (in Awakening, and then moreso in DA2 after his merge with Anders).



#3187
karushna5

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I usually prefer tanking as well, but this time, I plan on

Female Dwarf Duel Wield Assassin

Female Qunari Knight Enchanter

Female Elf Sword and Shield (probably Champion, maybe templar)

and eventually maybe... Male Human Rift Mage (buff/healing spec) because getting to play defensive is my incentive to play evil My last major playthrough is always evil and apparently I play a lot of evil healers.



#3188
LexXxich

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Since killing mobs stops giving you XP once you get to certain level, but same isn't true for quests most likely, it can lead to counter-intuitive behaviours being encouraged. Like grinding mobs till you outgrow them, and only then doing quests so that your combined XP from the area would be bigger.

#3189
Icy Magebane

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Since killing mobs stops giving you XP once you get to certain level, but same isn't true for quests most likely, it can lead to counter-intuitive behaviours being encouraged. Like grinding mobs till you outgrow them, and only then doing quests so that your combined XP from the area would be bigger.

That sounds kind of annoying... so long as I can get to level 25 without too much trouble, I'm not doing that.  Having a few extra passives isn't worth the hassle, especially since I plan to play as several different Inquisitiors.  I never return to older characters after completing a game with them, so maximizing their power doesn't mean much to me.



#3190
Icy Magebane

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I usually prefer tanking as well, but this time, I plan on

Female Dwarf Duel Wield Assassin

Female Qunari Knight Enchanter

Female Elf Sword and Shield (probably Champion, maybe templar)

and eventually maybe... Male Human Rift Mage (buff/healing spec) because getting to play defensive is my incentive to play evil My last major playthrough is always evil and apparently I play a lot of evil healers.

Ah... just in case you didn't know, the only healing spell in the game (Resurgence) is in the Knight Enchanter tree... There may be some kind of buff spells in Rift Mage, but so far we've only seen what look like offensive abilities (Stone Fist, Firestorm Focus, possibly Ensare, and one other).  Spirit magic has Barrier, however, which is available to any mage.  Beyond that, I can't think of any buff spells... there are some in Battlemaster, but that's a Warrior tree...



#3191
Adhin

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Yeah I definitely wont be going to the farming lengths prior to questing as an attempt to maximize levels or anything crazy. We should be able to get to 25 by doing 'all the stuffs' anyway (probably over that) so whatever. Rather enjoy my self and all that, but I'm sure someone out there will do that. I'm pretty curious what lvl can be reached via those absurd methods I wont ever willingly employ my self.

 

Also, from what I've theorized (course, it could work differently) looks like properly specced you could keep barrier up almost indefinitely. I'm sure that's not 100% the case, especially if you keep your group split up. But for instance if you have 3 melee and 1 mage, that one mage with the upgraded barrier + some CD reducing passives could potentially keep barrier up on all 3 of them rather consistently. The only major thing to keep in mind is that -4 sec CD based off a barrier fading? It's gonna fade off the main tank 'first'. So while you could keep it up indefinitely on the rogue who isn't being hit as often that tank is gonna have some time lapse of no barrier. Course, Warrior has Guard and I'd imagine that could make up the difference.

 

Still, I think a properly specced support mage could keep barrier up an absurd amount of time, even if that means 4-5 second lapse between no barrier on the main tank.



#3192
Icy Magebane

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@ Adhin - I've been wondering about exactly how the Barrier upgrade will work... Is it really as powerful as it sounds?  So long as a mage casts it on all four party members, the cooldown decreases by 16 seconds.  When you combine that with the known passives that reduce cooldown (Clean Burn - 1 sec reduction per spell cast, Gathering Storm - .5 sec reduction per basic attack), then the cooldown for this ability can be rendered negligible with very little effort.  I plan to use 2 mages most of the time, and at least the Inquisitor will eventually acquire every cooldown reduction passive.  However, even if the mage in question only has one of the two that I mentioned, that would still be a powerful bonus in addition to the Barrier upgrade.  Flashpoint should also be kept in mind.  This passive completely removes the cooldown of the next spell cast after a critical hit.  That might be handy to have in case you miss with a Barrier... depending on how easily mages can crit, of course...

 

I hadn't factored this into my build, but I'll probably grab Elegant Defense relatively early and use the free point from the Inquisition perk to make up the difference.  It sounds too useful to pass on.



#3193
KnightXE

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I really want to see the other Rift Mage skills so I can decide if I want to choose Knight Enchanter or Rift Mage.



#3194
LexXxich

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It bothers me that "properly specced support mage" is pretty much all barrier all the time. There does not seem to be any other spells that buff allies, unless yet to be known specialisations have some.

#3195
Icy Magebane

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It bothers me that "properly specced support mage" is pretty much all barrier all the time. There does not seem to be any other spells that buff allies, unless yet to be known specialisations have some.

Indeed.  I honestly have very little faith in the idea that Necromancers would utilize party buffs, and it's pretty much a foregone conclusion that Rift Mage is an offensive spec.  For buffs, you will likely need to rely on the Warrior's Horn of Valor, or the upgrade to Shield Wall that increases the armor of nearby allies... perhaps something in Champion?

 

Actually, one of the Spirit passives grants mana regeneration to allies... if they are under a Barrier... :unsure:



#3196
Adhin

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@Icy Magebane : ah hah see I think it does and lemmy go into why... melee range and radius of the spell. It only effects things in about a 5 meter radius (same as dispell/mind blast, mildly larger then Immolate). Now, if you watch the most recent twitch stream (not todays stream, hasn't happened yet as of this post) you'll see he used mind blast but was outside of that archers range even though he was relatively close. He then cast Barrier on him self and the 2 melee but only gets him self and 1 other. I think Bull was just barely out of range.

 

Basically you have to have all 4 people in close proximity to get a full shield on everyone. This means, in most situations you'll probably only be shielding up 2-3 people, more so if you incorporate some heavy range, especially if your mage isn't in the thick of it. Add to this it's based off when the barrier it's self drops, and not when just 1 fades or on application based off targets and it means the targets being hit (probably just 1-2 of your 4, preferably) it'll drop before it drops off the others.

 

Lemnmy give a little example, lets say your working 2 warriors and a dagger rogue (or 2 dagger rogues, 1 war) and your mage is keeping distance. To get the 4 barriers you run up in range, throw down barrier so you get it on everyone then back out. 1 of your Warriors whos taking the bulk of the damage, or both if it's being evenly-ish distributed will fall first (the barrier i mean). That's lets say 8 seconds off after 2-3 seconds of having barrier (you can see this in the video, it drops about twice as fast from taking dmg compared to not taking dmg from enemies). That means your tanks wont have barrier quite as often as everyone else, but it does mean that -8 second kicks in sooner due to it dropping faster.

 

Now you have your rogue, mostly unharmed, your mage who hasn't bee hit at all who still have there barrier up for another 2-3 seconds. Now in that amount of time you've been able to extra-reduce it cause of said passives but that's still 2-3 seconds of no barrier on your tanks. Granted, as I mentioned, with Guard mechanic that's pretty substantial help. Also might take longer to fade normally, I didn't really time it but you get the idea.

 

Now as far as passives for CD reduction theres 3 we know of. Min-points required to obtain all 3, is 8 points. That's about a third of your points on a lvl 20-25 build. All dedicated just to cut into CD reduction. Your gonna end up with 10-11 in your Specialization which, at 25 only really gives you lets say 9 points to mess with (maybe 10). Not to bad really, but if you intend to work on barrier heavily it's gonna absorb a good 5 skill points, leaving you with just 4 points to fill things out, if you want dispel and revive? Well you can see where I'm going with this.

 

Point is your probably gonna wanna 'not' go for all 3 CD reduction just for Barrier spam. Oh and one more thing I'm pretty sure you don't need to get Peaceful Aura to get Dispell. From last stream and recent youtube stuff looks like you could circle around from Barrier, get revive and go straight to dispell. I'm hoping it works that way in the end, ultimately we have no real idea till it's in are hands but atm that's what its looking like so... yay if that's true.


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#3197
ZerioctheTank

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Support doesn't always have to revolve around healing & buffs. Crowd control can play a part as well like laying down mines & setting up chokepoints. Also having SOME offensive capabilities will help take things down faster & give you something to do just in case everyone is dead & you just need a few attacks to finish them off.

#3198
Adhin

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Yeah definitely looks like, outside of barrier, Support is crowd control more then anything. Which I'm fine by, I've never been a big fan of the buff-train prior to fights.. it gets tedius super quick. Though few things mid fight can be nice, hopefully the last skill in KE is a buff of some kind, or at least something that can help people out.



#3199
ZerioctheTank

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I can see it now. One of you support mages can create a choke point & I'll be right at the end ready to use war cry. With them all clustered together you can spam aoes or go for even more cc! My body is ready!!!!

#3200
Hellion Rex

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WALKING BOMB SWORD.