Aller au contenu

Photo

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


6397 réponses à ce sujet

#3251
Adhin

Adhin
  • Members
  • 2 997 messages

Ehh, it doesn't have any of the icons on its, um, icon to indicate it's an ability you toggle on/off. Nor in the gameplay did we ever see them 'activate' it on/off prior to attacking. They just would press the button to get an attack. But I guess I'll go watch it again to see if they actually activate it then do attacks instead of just use it directly.

 

Either way, seems odd you would activate it - see absolutely NO glowy sword the whole time except when you auto-attack. Just seems odd, might as well just make it so when you use the skill it does an individual swing since that's all its doing.



#3252
themageguy

themageguy
  • Members
  • 3 176 messages

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.


Ah yeah that's right ! In one of the old videos where bull had reaver and templar skills, and one of them was called dragon rage. Thanks id totally forgotten about that.

I still think it will be something like spirit blade, which would explain the combo look to it in the video link id posted.

As for the recent video, i think the single swipe from iron bull was just that, a single swipe, cause the bull whopped the enemies butt.

I could be wrong about the dragon rage (thanks again) ability being similar to spirit blade, but the hunch i have is very much the same when i predicted that the tempest would have elemental skills, and many people didn't believe me, suggesting it was a speedy type of spec.

#3253
The Night Haunter

The Night Haunter
  • Members
  • 2 968 messages

Ehh, it doesn't have any of the icons on its, um, icon to indicate it's an ability you toggle on/off. Nor in the gameplay did we ever see them 'activate' it on/off prior to attacking. They just would press the button to get an attack. But I guess I'll go watch it again to see if they actually activate it then do attacks instead of just use it directly.

 

Either way, seems odd you would activate it - see absolutely NO glowy sword the whole time except when you auto-attack. Just seems odd, might as well just make it so when you use the skill it does an individual swing since that's all its doing.

They seem to have done away with different icons for Sustain abilities, and also made all sustain abilities have a cost rather than a permanent mana drain (Spirit Blade's cost per attack, the Shields Block mode's cost per block, etc).



#3254
Loki_344

Loki_344
  • Members
  • 535 messages

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

 

Maybe not with the vanilla game, but in a year with all the dlc and a maximized experience playthrough? Definite Maybe.



#3255
Adhin

Adhin
  • Members
  • 2 997 messages

I wouldn't be surprised if it's similar, that is, single attack is a swipe, with follow ups and all that. Whirlwind already works like that, if you keep holding the button you'll keep whirlwinding, no reason this ability can't be the same, consuming stamina per attack. It has it's own icon though (and you see it getting used with a very quick CD in the MP video). It's the Rage icon, most definitely not the Devour or Aura of Pain icons. Why I think the thing you see Iron Bull doing - where he very specifically 'rips away' from the enemy in the attack, something you don't see in any of the 3 attack chains regardless of when they end - is most definitely devour.

 

Ahh I really wanna know the full Reaver skill tree.. well I want to know all of them lol. But Reaver is gonna be my main character. I like using it to create a high risk/reward 2H tank. Be a little more interesting considering unlike the other specs they can actually heal there base health. Which, apparently Devour gets bonus something based off if targets are effected by Aura of Pain. Least in MP anyway, so you have to harm your self, to do toggle on a DMG aura so you can get a more powerful of devour which you probably need because you've been hurting your self lol. The cycle of pain and healing continues. :lol:

 

-edit-

@We Stand Midnight Clad : No, no they haven't. The ^ at the top (singular and small) are for stuff like Blizzard or Stealth. It's a toggle, as close to sustained as we have from past games. You click it, it toggles on, and stays on till your out of resource, it's duration is up (stealth), or you click it again to toggle it off.

 

The Larger V on top/bottom of an icon is used for something you have to manually hold the button down to keep going. Shield wall and Counter are good examples of this, you can hold it down and it'll suspend the CD of the skill till you stop (in the case of Whirlwind). Something with a little sparkly *-ish at the top means its a detonator.

 

Recent Examples : http://imgur.com/a/DzqMh - and there in the recent twitch streams : https://www.youtube....gVd8zKKM2NnPDRg

 

That said Spirit Blade has none of those, not even the *, but it lists it as a detonator sooo... I feel like they kinda forgot that icon's indictaors all together lol. Does look (and sound) like hes pressing the button for each use of the spirit blade though in that video, could be a toggle though - but again, you don't see the blade unless he attacks so I have a hard time believing its a toggle.



#3256
themageguy

themageguy
  • Members
  • 3 176 messages

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.


Ah diversity. I can see your point.

Though i could also see them giving a skill that encourages to get up close and personal to not only a mage spec, but to a warrior spec that shines in such close quarter combat.

Arrgh i love speculation with you guys and gals, but it seems to only make my craving for the knowledge even worse....im getting a headache :(

#3257
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

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.

In the PC UI demo, the Spirit Blade icon is only darkened during the animation of each attack.  There doesn't seem to be any delay at all between when the animation ends and the icon is lit again (meaning it's available for use).  You can see this clearly at 6:00 in this video:

 

At one point (around 6:05), you can even see a brief delay in between swings, during which the icon flashes from darkened to light, and back to dark again for another attack.  This suggests that the button can be held down to continuously attack, which technically would make it a sustained ability, but not a "toggled" sustained ability.

 

At least, that's what it looks like to me, especially if you consider the various points Adhin made about the icons...

 

edit:  Another thing I have to agree with Adhin on is the lack of a visual cue to suggest that "Spirit Blade mode" is active.  Toggled abilities usually have some kind of animation or persistent special effect so that the player knows when it is and isn't active, aside from the mapped icon... considering how heavy this game is on visuals, it seems very strange that they would switch all of a mage's auto-attacks to melee without having the "unsheathed" or "conjured" arcane blade appear in the mage's hand to show this... that seems like a very obvious special effect to add if this truly was a toggled mode... at the very least, the left hand should be glowing or something.



#3258
themageguy

themageguy
  • Members
  • 3 176 messages
@Adhin, hmmm if that's the new devour....are you ripping their heart out?
That would be so awesome.

#3259
Adhin

Adhin
  • Members
  • 2 997 messages

Heart? Nah, blood and their SOUL... sure. It's probably just blood, you hit em with the magic dragon claw, and 'rip' it through them and its all magically turning their blood into healing your wounds. Cause dragon magic blood! Reasons... :?

 

-edit-

As an aside, it would be weird, cool, and just confusing if you ripped out someones heart each time, even while they remain completely alive. I mean can you imagine a boss fight, early on 'Ah hah! Your heart is mine!' then like, 30 seconds later 'Your other heart that you keep as backup is now also mine!'. 2 minutes later 'ok dude, I've ripped out like 6 hearts already, freakin' die...'


  • Icy Magebane aime ceci

#3260
themageguy

themageguy
  • Members
  • 3 176 messages
Hahahahahaha.

#3261
The Night Haunter

The Night Haunter
  • Members
  • 2 968 messages

In the PC UI demo, the Spirit Blade icon is only darkened during the animation of each attack.  There doesn't seem to be any delay at all between when the animation ends and the icon is lit again (meaning it's available for use).  You can see this clearly at 6:00 in this video:

 

At one point (around 6:05), you can even see a brief delay in between swings, during which the icon flashes from darkened to light, and back to dark again for another attack.  This suggests that the button can be held down to continuously attack, which technically would make it a sustained ability, but not a "toggled" sustained ability.

 

At least, that's what it looks like to me, especially if you consider the various points Adhin made about the icons...

 

edit:  Another thing I have to agree with Adhin on is the lack of a visual cue to suggest that "Spirit Blade mode" is active.  Toggled abilities usually have some kind of animation or persistent special effect so that the player knows when it is and isn't active, aside from the mapped icon... considering how heavy this game is on visuals, it seems very strange that they would switch all of a mage's auto-attacks to melee without having the "unsheathed" or "conjured" arcane blade appear in the mage's hand to show this... that seems like a very obvious special effect to add if this truly was a toggled mode... at the very least, the left hand should be glowing or something.

I'm just going off the ability text, I think it says 'while active'. I can't seem to find all the images of KE abilities... they disappeared lol.



#3262
Adhin

Adhin
  • Members
  • 2 997 messages

http://i.imgur.com/v6t4NpR.jpg it does say while active, but it's not per second, and from the stream it doesn't seem to be something you toggle like we've said.



#3263
The Night Haunter

The Night Haunter
  • Members
  • 2 968 messages

http://i.imgur.com/v6t4NpR.jpg it does say while active, but it's not per second, and from the stream it doesn't seem to be something you toggle like we've said.

Hmm, mysteries. I thought it was press 1 then left-mouse-button to use it, and when you wanted to switch to normal attacks again hit 1 (assuming it is bound to 1 and KBM).

 

It could be hit 1 to launch it once.

 

I guess we'll find out a bit before Nov 18 (when xbox gets it for prerelease event :x)



#3264
Adhin

Adhin
  • Members
  • 2 997 messages

I can definitely tell you that icon isn't finished. Either it works like your thinking, and it needs its upside down V, and/or it doesn't and it needs it's * mark cause its a detonator. Whirlwind, for instance has both it's Double V thing and the * to note it handles both.



#3265
Kage

Kage
  • Members
  • 599 messages
Spirit blade is an ACTIVE. not sustain, not toogle. Active, Confirmed by a tweet of Bioware, check the KE support thread.

Stop over thinking it! :P

#3266
Eudaemonium

Eudaemonium
  • Members
  • 3 548 messages

Maybe not with the vanilla game, but in a year with all the dlc and a maximized experience playthrough? Definite Maybe.

 

To max 3 trees you'd need 35-40 points depending on the trees (Standard Trees have 12-14 nodes, Specialistions 11). Maybe after a bunch of high-level DLC.



#3267
themageguy

themageguy
  • Members
  • 3 176 messages
For me, the mage seems to be the most hardest class in order of planning the spending of skill points.

In regards to the tempest, its only the daggers i have a little trouble figuring out how much i want to invest in a skill tree.
Hopefully i can ride a wyvern and role play that's where i get the poison for my daggers.

#3268
Kage

Kage
  • Members
  • 599 messages

There are also items that are basically consumables and give you one extra point, for a certain character.

It might be possible to craft them, so I think in this game the number of skill points will depend a lot on exploration/sidequesting, since there is a lot of interesting loot. No more junk, here we will have crafting materials all the time, and some of them, rare ones, might give us extra points.

 

For example, there might be an amulet that gives 1 extra ability point, only for Vivienne, and it is a loot. But also, there might be a schematic to craft that amulet, with some rare material (which is finite of course), so we can choose whether we want to craft that amulet with that material to boost Vivienne's spells, or maybe for other companion, or maybe we can use it to enhance a weapon..... SO MANY POSSIBILITIES!

 

I am really glad they have done this crafting system. It has a lot of potencial.


  • Abraham_uk aime ceci

#3269
themageguy

themageguy
  • Members
  • 3 176 messages
Great points Kage ;)
  • Kage aime ceci

#3270
Kage

Kage
  • Members
  • 599 messages

I wouldn't be surprised if it's similar, that is, single attack is a swipe, with follow ups and all that. Whirlwind already works like that, if you keep holding the button you'll keep whirlwinding, no reason this ability can't be the same, consuming stamina per attack. It has it's own icon though (and you see it getting used with a very quick CD in the MP video). It's the Rage icon, most definitely not the Devour or Aura of Pain icons. Why I think the thing you see Iron Bull doing - where he very specifically 'rips away' from the enemy in the attack, something you don't see in any of the 3 attack chains regardless of when they end - is most definitely devour.

 

Ahh I really wanna know the full Reaver skill tree.. well I want to know all of them lol. But Reaver is gonna be my main character. I like using it to create a high risk/reward 2H tank. Be a little more interesting considering unlike the other specs they can actually heal there base health. Which, apparently Devour gets bonus something based off if targets are effected by Aura of Pain. Least in MP anyway, so you have to harm your self, to do toggle on a DMG aura so you can get a more powerful of devour which you probably need because you've been hurting your self lol. The cycle of pain and healing continues. :lol:

 

Yeah, I think we have already been shown the 3 reaver actives, but all the passives and upgrades are unknown.

We have the "Aura of pain" (called Ring of Pain was it? whatever), "Devour" and the new attack of red claws. It seems both devour and claws can heal you, at least claws do if you use them inside the ring of pain... I guess devour always heals you.

 

Do you think this will be the same for SP? Maybe there are some differences between SP and MP. After all, the elementalist of MP has the firestorm, and in SP firestorm does not even exist anymore!!! LOL



#3271
Adhin

Adhin
  • Members
  • 2 997 messages

Oh theres some differences, but the base skills seem to be identical. It's how it was in ME3 too. Actual skills functioned the same unless they couldn't (such as slow time stuff). All the skills (of which hasn't been many) that you've seen in MP seem to match up with the SP version. That said the passives are all over the place. I mean in SP, bow tree has 5/4 right, 5 actives, 4 passives. In MP it's... 2 actives and 10 passives. And that is true for each tree for each class, 10 passives, 2 active (1 upgrade each). That is a LOT of passives.



#3272
PillarBiter

PillarBiter
  • Members
  • 1 146 messages

How freaking awesome would it be for 'devour' to have a vampire animation? I mean, your character grabbing the other and biting and guzzling blood?

 

 

I want my 2H tank reaver NOW!



#3273
themageguy

themageguy
  • Members
  • 3 176 messages
I've been thinking about KE getting the mass heal spell, as it seems some people are confused / disappointed they have that spell.

We know that the KE spec is a circle origin spec.
We also know that circle mages that are capable healers can call on benevolent spirits for greater healing magic.
We also know that this calling of spirits is a form of magic that the chantry turns a blind eye to.
As such, if these chantry sanctioned mages are on the battlefield, the ability to call upon these spirits is beneficial to the mage and the party.
On those thought processes, it then actually makes sense (at least to me) that a group heal spell would be part of a KE spell repertoire.

Well, that's my 2 cents worth :)

#3274
Lumix19

Lumix19
  • Members
  • 1 843 messages

I've been thinking about KE getting the mass heal spell, as it seems some people are confused / disappointed they have that spell.

We know that the KE spec is a circle origin spec.
We also know that circle mages that are capable healers can call on benevolent spirits for greater healing magic.
We also know that this calling of spirits is a form of magic that the chantry turns a blind eye to.
As such, if these chantry sanctioned mages are on the battlefield, the ability to call upon these spirits is beneficial to the mage and the party.
On those thought processes, it then actually makes sense (at least to me) that a group heal spell would be part of a KE spell repertoire.

Well, that's my 2 cents worth :)

I agree.


  • themageguy aime ceci

#3275
Kage

Kage
  • Members
  • 599 messages

Well, you can actually justify to put the spell almost everywhere. You just lored-it for the KE, but we all thought it would be with Necromancer since healing is spirit based, and then of course it could also be in the Spirit tree...

 

You can easily find a way to justify any decision with just a rename, recolor, or some twist of thought from a lore perspective. And I dont care really.

 

I just want the gameplay to be strong, the lore I enjoy during conversations, reading codex and following the story.

 

If they have decided the über heal to be in the KE tree, I hope it is for balance's sake, because it makes sense from a gameplay perspective. I guess puting HASTE there could be atrociously overpowered, since having the same character with the slow time and the inmense burst that spirit blade is supposed to bring, would be just too much. If you want that combowombo, bring 2 mages to do it! And a heal actually makes sense and balances well with the high-risk high-reward concept of melée mage.

 

Also, a firestorm in a specialization that melées would not make any sense from a gameplay's perspective either.