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


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#3226
Adhin

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Yeah it can get tricky, more so when we just don't have all the info. :pinched:



#3227
Icy Magebane

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Yeah it can get tricky, more so when we just don't have all the info. :pinched:

See, I confused myself when I removed Ice Mine from an old build but didn't realize that this was what was connecting the rest of the powers to Ice Armor... xD  Well, I was looking for an excuse to take Fade Step, so this might be for the best.  And it's better to realize these mistakes now than later...

 

Although I wouldn't complain if they went ahead and released all the finalized data for every basic and spec tree... :whistle:


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#3228
themageguy

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In the latest video, at about 1min 16sec, when the Bull uses 'dragon claw' (I've dubbed it that name til info is out), does it look like it ignited that enemy on death?

i suppose it couldve been a mage blast or a fire arrow. I don't think it was a weapon cause it didn't look like his weapon was enchanted.

Also slightly disappointed that Sera or Dorian didn't seem to show off and of their Tempest or Necromancer specs in that video.

But only cause im starving for more skills in specs info.

#3229
themageguy

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Hopefully next week we get a video or a stream showing the specialisation skills.

That could feed us til release :D

#3230
ZerioctheTank

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Hopefully next week we get a video or a stream showing the specialisation skills.

That could feed us til release :D


Yes we need this! I don't care about changing banners, curtains & my bed sheets (although since I'll be with Iron Bull I'll be changing those quite often) I want info on the remaining trees. Reading the templar thread has gotten me curious as to how they will change it. Champion is still my go to spec for Karaas Adaar but should it lack the necessary umph for my tank I may switch to it. Silence in DA2 has really intrigued me so and the magic defense passive. Since Aveline was a much better tank in terms of damage reduction & Anders was a ****** I restarted my main game & made a support mage.

All I want is proper aggro management in a high DPS party & a few oh #$@# buttons when I need to survive. Looking at that latest stream Cassie was taking ALOT more damage than I anticipated, even with guard. Granted the person playing was.......yeah, it still shocked me some.

#3231
Adhin

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That was not Cass tanking 'with guard'. That was Cass taking a beating with out generating guard worth a damn. The only guard they where generating through out that WHOLE stream was via the individual taunt which is... it's a bad example, it was also on hard dif instead of normal. She has an actual block skill that only consumes stamina (10) anytime she blocks a hit, each blocked hit is like 20% guard generated. She could of basically foregone dmg to immediately build up guard and failed to do so.

 

Also I'm pretty sure Guard is literally your HP based, that is it's based off your max HP (im assuming, might not be). If that's the case then directing the 'tank' toward a lot of +Con via items (which SnB passives already all do +3 con) your gonna get more out of your guard then a low HP warrior. Anyway, my point ultimately is - the last stream is a garbage example of how tell Cass or any warrior can tank on the grounds they didn't use any of her abilities, and as such got face rolled. Also, the guy driving it got just as screwed on normal diff - just mildly slower. Not sure if hes just bad bad (he says he is) or if it's the whole streaming + explaining = bad gameplay. A lot of people have a tendency to do really bad once they start streaming for an audience, even if they're not freaking out about it. Think it's a split attention issue.



#3232
ZerioctheTank

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Lol yes it was really bad gameplay & seeing that almost ruined the whole stream for me. What did shock we was when Cass lost ALOT of guard from one attack. It makes me wonder about shield wall now since I'm sure its a toggle ability. If it actives immediately upon selection we can time shield wall to protect the tank & turn it off when we need to go on the offensive or just to regenerate stamina. I'll admit I rather skeptical about shield wall since it was a waste in DA2 but that last stream is making me think otherwise. Hopefully we have more tools to work with here.

I wonder how much guard we can have at one time. Since the more HP a character has the more squares they have in their bar but when I see the bars for guard I usually only see a max of 5.

#3233
Icy Magebane

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Lol yes it was really bad gameplay & seeing that almost ruined the whole stream for me. What did shock we was when Cass lost ALOT of guard from one attack. It makes me wonder about shield wall now since I'm sure its a toggle ability. If it actives immediately upon selection we can time shield wall to protect the tank & turn it off when we need to go on the offensive or just to regenerate stamina. I'll admit I rather skeptical about shield wall since it was a waste in DA2 but that last stream is making me think otherwise. Hopefully we have more tools to work with here.

I wonder how much guard we can have at one time. Since the more HP a character has the more squares they have in their bar but when I see the bars for guard I usually only see a max of 5.

Well, our characters can get access to certain abilities and weapon upgrades that do additional damage to Guard and Barrier, so it's possible that certain enemies have something similar...

 

As for alternatives to Shield Wall and Taunt, I've heard the devs mention armor that automatically generates Guard (over time, I think?).  This sounds like a late game or rare armor ability, but it will exist alongside the known methods of generating Guard.  There is also an unknown passive on the bottom left side of the Vanguard tree that's in the shape of a shield... that may or may not be related to Guard, but it's possible.  Finally, Champion has been described as a "tanking" spec, so at least a few of the passives and actives will probably be related to Guard in some way...

 

So there should be a few different ways of increasing Guard in addition to what we've seen... on top of all that, you can equip your tanks with weapons that have life drain runes so that they can heal themselves.



#3234
Adhin

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I hadn't heard about armor that generates guard, that sounds awesome though. Maybe it's instead of the RPG standard of regeneration? 1% guard every 1-3 seconds instead of HP per sec? That'd be sexy, I'll slap that on everything I can. They did mention something about passives adding guard based off taking damage or... something. Either way Shield Wall and Counter both seem to be rather... snappy. Also doesn't work the same way and it's actually not entirely a toggle on/off but it is.

 

Erm, ok lemmy.. Blizzard is the other type of on/off toggle, so is stealth though that has a duration timer on it, apparently. Anyway, point is, with Blizzard you cast it and its on till you press the button again. Counter Attack and Shield Wall are only active while your holding the button down. Second you let go they deactivate. So I guess, hey, same thing, but how you as a player interact with it is a bit different. Either case they're designed as a 'you see an attack, you deflect that'. It's designed to be reactive, something you use as a reaction, not some sustained skill you toggle on like in DA2.

 

Also, unlike DA2, it's not giving your self DR% while lowing your dmg, it's literally doing no dmg at all while holding your shield in front, absorbing every hit incoming the whole time. Each hit absorbed is 10 stamina gone, and guard gained as compensation (all while taking no dmg, again...). It's super tank skill as far as I'm concerned. You avoid all dmg for it's duration (least while you have stamina), and gain temporary health. It would be like if blocking with a shield in Dark Souls also HEALED you everytime you got hit - that's pretty awesome.

 

Counter Attack (for 2H) is a little less impressive but still pretty awesome. You ready the block with your 2H, and deflect 1 attack into a counter. It does stamina to sustain the mode instead of per-countered attack (already a big difference there) but I don't think you can counter 3 attacks at once. I'm pretty confident in saying if 3 attacks come in, the first gets countered, and the other 2 make it in. On the plus side the target you counter gets smashed by some solid dmg and if upgrade you get some guard for your trouble. Makes Counter extremely potent against a single target but not nearly as good as Shield Wall when in groups.

 

Honestly, if I was building a SnB tank, I'd be pretty heavily focused on Shield Wall and group taunt. Only issue would be in figuring out how to handle stamina costs. I'd probably focus on jacking up willpower 'and' constitution over strength. At which point it becomes a matter of juggling the Shield Wall to ignore attacks and build guard, and letting your guard bleed away as your stamina goes back up. With a good balance you could keep that juggle going indefinitely... or at least long enough to extent your actual health bar a hell of a long time.

 

-edit-

Oh hey that reminds me (well none of this did but.. sayings!). Recent video today, Iron Bull did this one move where he kinda left-arm pumps thing.. and you see like a red, thing, happen. I wonder if that's devour? I think it might be devour... It's probably devour.



#3235
Yggdrasil

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Does anyone have a guess as to how many abilities/upgrades/passives we'll actually be able to select during an average playthrough before the soft level cap?  I've been looking at the trees and kinda designing my first Inquisitor in my head.  I'm thinking that the strategic gameplay will favor maxing out fewer trees rather than grabbing abilities, etc. from all of the different ones available. 

 

Each mage skill tree has approximately 12 total abilities/upgrades/passives, so I'm thinking that--at the most--you could fill out two trees and one specializations.  (And that's assuming their isn't an Inquisitor skill tree with a bunch of abilities other than Mark of the Rift AND assuming you can get up to around level 35.)  I'm thinking about maxing the Storm and Spirit trees for a nice balance of offensive and defensive abilities and then maxing out Necromancer 'cuz it sounds badass.

 

Anyone have thoughts on this?  I realize that it's all speculation and that we'll be able to play in earnest in about a month, but thinking about such things keeps my excitement piqued and fills the time while I wait.


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#3236
DMaster2

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I doubt you can max 3 trees, 2 at most. I hope to be wrong though.



#3237
themageguy

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*snip*

-edit-
Oh hey that reminds me (well none of this did but.. sayings!). Recent video today, Iron Bull did this one move where he kinda left-arm pumps thing.. and you see like a red, thing, happen. I wonder if that's devour? I think it might be devour... It's probably devour.

That's the ability i call dragon claw. We've seen the reaver use the ability in the MP videos.
To me, it also looked like it may have IGNITED the enemy too.

#3238
Icy Magebane

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Does anyone have a guess as to how many abilities/upgrades/passives we'll actually be able to select during an average playthrough before the soft level cap?  I've been looking at the trees and kinda designing my first Inquisitor in my head.  I'm thinking that the strategic gameplay will favor maxing out fewer trees rather than grabbing abilities, etc. from all of the different ones available. 

 

Each mage skill tree has approximately 12 total abilities/upgrades/passives, so I'm thinking that--at the most--you could fill out two trees and one specializations.  (And that's assuming their isn't an Inquisitor skill tree with a bunch of abilities other than Mark of the Rift AND assuming you can get up to around level 35.)  I'm thinking about maxing the Storm and Spirit trees for a nice balance of offensive and defensive abilities and then maxing out Necromancer 'cuz it sounds badass.

 

Anyone have thoughts on this?  I realize that it's all speculation and that we'll be able to play in earnest in about a month, but thinking about such things keeps my excitement piqued and fills the time while I wait.

I figure 24-27 is a reasonable range to use when building characters.  We should be able to reach level 25 during the course of the game, humans get a free point, and you can get a free point from Inquisition training (perks).  I've been hearing 25-30 whenever the devs talk about the level cap, so I wouldn't plan for reaching level 35... that sounds way too high, especially since enemies stop giving exp at a certain point.  You can't farm them indefinitely.


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#3239
Adhin

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I feel the need to post out of boredom and second what Icy said, just pretend I said that but differently. Also I which MP video? Ones I saw didn't involve that animation and red claw. I've seen the tripple-hit combo one that has 2 red claw things come up from the ground but... meh, maybe i'm mixing stuff. But the one in the recent video looked like it was an individual 'claw' going from the enemy 'to' Iron Bull, instead of out of the ground. I probably just missed it in some MP video - that or i haven't seen the MP video. The one on Dragon Age youtube channel or something else?



#3240
Roninbarista

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Does anyone have a guess as to how many abilities/upgrades/passives we'll actually be able to select during an average playthrough before the soft level cap?  I've been looking at the trees and kinda designing my first Inquisitor in my head.  I'm thinking that the strategic gameplay will favor maxing out fewer trees rather than grabbing abilities, etc. from all of the different ones available. 
 
Each mage skill tree has approximately 12 total abilities/upgrades/passives, so I'm thinking that--at the most--you could fill out two trees and one specializations.  (And that's assuming their isn't an Inquisitor skill tree with a bunch of abilities other than Mark of the Rift AND assuming you can get up to around level 35.)  I'm thinking about maxing the Storm and Spirit trees for a nice balance of offensive and defensive abilities and then maxing out Necromancer 'cuz it sounds badass.
 
Anyone have thoughts on this?  I realize that it's all speculation and that we'll be able to play in earnest in about a month, but thinking about such things keeps my excitement piqued and fills the time while I wait.


I'd love to see the tree for Necromancer. I too plan to put some points in storm, and spirit.

Hello Bog Unicorn. We're gonna have a good time riding into towns.
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#3241
themageguy

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I feel the need to post out of boredom and second what Icy said, just pretend I said that but differently. Also I which MP video? Ones I saw didn't involve that animation and red claw. I've seen the tripple-hit combo one that has 2 red claw things come up from the ground but... meh, maybe i'm mixing stuff. But the one in the recent video looked like it was an individual 'claw' going from the enemy 'to' Iron Bull, instead of out of the ground. I probably just missed it in some MP video - that or i haven't seen the MP video. The one on Dragon Age youtube channel or something else?

http://m.youtube.com...h?v=CCYLvhRERCI

You can see 'dragon claw' at roughly
1.56/57
2.28
2.30
And the ability used multiple times from
4.08-4.10.

To me it looks like the claw is an extension of his arm /movement, rather than coming from the ground.

At least that's how i see it....i could be wrong.

And YES to the necromancer riding a bog unicorn :D
Great idea Ronin
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#3242
themageguy

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Im betting that dragon claw /devour is like the spirit blade, cost and function wise.

#3243
The Night Haunter

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I figure 24-27 is a reasonable range to use when building characters.  We should be able to reach level 25 during the course of the game, humans get a free point, and you can get a free point from Inquisition training (perks).  I've been hearing 25-30 whenever the devs talk about the level cap, so I wouldn't plan for reaching level 35... that sounds way too high, especially since enemies stop giving exp at a certain point.  You can't farm them indefinitely.

While true that level 25 is a reasonable assumption for an end game build, we'll probably get about 3 bonus points from quests and tomes, with maybe 1 or 2 more from special things (Inquisition Perk, Human Trait, etc).


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#3244
Adhin

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Ok yeah your first example at 1.56, that's 2 seperate skills I think. In the recent video you see iron bull doing just 1 of them where he lunges with the red arm, and pulls back. We've seen it before where it's just the 2 arms in an upward direction (when I say its kinda coming out of the ground, it's not but it's from that direction I mean). I'm pretty sure we're (at least semi) talking about 2 separate moves!

 

If you look at the one at 4.08-ish, it seems like a combo, right, left, double up kinda thing. If you look at the Iron Bull one hes attacking with just his left arm and then 'ripping out', like hes wearing something away and toward him self. Theres is no follow up move, why I think the one he used was devour, and the one in the MP (least most of them) is more of a big ol' dmg move kinda thing. Starting to think that's Dragon Rage or something, kinda like a tripple hit combo like the shield assault moves.... but Reaver oriented.



#3245
The Night Haunter

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Im betting that dragon claw /devour is like the spirit blade, cost and function wise.

I wouldn't bet on that, it would be odd for most specializations to have a 'replace standard attack' ability. Reaver's Devour has typically been powerful and costly (long CD especially).



#3246
Adhin

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Spirit Blade doesn't 'replace' standard attack. You tap it, it does one 'attack' (its counted as a cast, its a spell) and cost 10 mana. You can keep going with it if you want to expend more mana but it is 'not' an auto-attack replacement. You just attack with your off hand with a blade of light that... looks kinda like a whip almost but short range due to the blur effect.

 

It does, however, also have a nice upgrade that allows you to deflect projectiles back at whoever threw them your way like some kinda mage-lightsaber. They even mentioned the fireball a dragon spews out could be re-directed, though I'd imagine not the flamethrowery like effect, just the fireball style attack. Either way you can re-direct attacks at enemies that throw crap at you which is pretty damn snazzy.



#3247
The Night Haunter

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Spirit Blade doesn't 'replace' standard attack. You tap it, it does one 'attack' (its counted as a cast, its a spell) and cost 10 mana. You can keep going with it if you want to expend more mana but it is 'not' an auto-attack replacement. You just attack with your off hand with a blade of light that... looks kinda like a whip almost but short range due to the blur effect.

 

It does, however, also have a nice upgrade that allows you to deflect projectiles back at whoever threw them your way like some kinda mage-lightsaber. They even mentioned the fireball a dragon spews out could be re-directed, though I'd imagine not the flamethrowery like effect, just the fireball style attack. Either way you can re-direct attacks at enemies that throw crap at you which is pretty damn snazzy.

Actually it does.

 

It is a toggle ability, while active all your attacks are melee and have those special attributes (damage, guard-passing, etc). You cannot cast normal attack bolts while it is active, and (presumably) while it is active on a non-controlled character their autoattacks will be spirit blade attacks.



#3248
themageguy

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I wouldn't bet on that, it would be odd for most specializations to have a 'replace standard attack' ability. Reaver's Devour has typically been powerful and costly (long CD especially).


The spirit blade when active, costs 10 mana per attack whilst active.
I cant see why this unknown reaver ability cant be the same cost wise.

#3249
Roninbarista

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And YES to the necromancer riding a bog unicorn :D
Great idea Ronin


Thanks. I want to play up all aspects of being a Necromancer.

#3250
The Night Haunter

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The spirit blade when active, costs 10 mana per attack whilst active.
I cant see why this unknown reaver ability cant be the same cost wise.

I'm not saying it couldn't, it just seems to me that they would go for diversity, making each specialty unique rather than have several that all have very similar attributes. They quite easily could make Reaver's Devour a 'fast cast' or attack replacing active that drains a bit of health, but the abilities we saw from the MP demos seemed more 'burst' type.