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


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#3276
natalscar

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-edit-
It'll be curious to see how high people can actually go. I'm sure some crazy person out there will kill things till they stop gaining XP while doing as little quests as humanly possible. Then do all the quests to see how high they can push the level up.


+1 one of those crazy people-I love doing this! Just running around exploring, killing, crafting, and leveling before edged touching story. I'll probably sink a good 30+ before story

#3277
natalscar

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-edit-
It'll be curious to see how high people can actually go. I'm sure some crazy person out there will kill things till they stop gaining XP while doing as little quests as humanly possible. Then do all the quests to see how high they can push the level up.

+1 one of those crazy people-I love doing this! Just running around exploring, killing, crafting, and leveling before even touching story. I'll probably sink a good 30+ before story

#3278
themageguy

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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.


That's ok that you don't care, it doesn't bother me.

Im pretty sure that the spell is for balancing / gameplay. And i like that a KE can not only fight in melee, but also act as a battlefield cleric in a pinch.

I don't get the firestorm comment? I hadn't mentioned firestorm in relation to the KE, as its pretty clear it is in the rift mage spec.
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#3279
themageguy

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I miss ice_Quinn.

:(
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#3280
Adhin

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Yeah kinda bummer there not around, still no idea why they left.

 

Oh, and the EA early access thing (to an earlier post) - it's either only 2 hours total time in SP, or access to the MP. We wont learny jack squat about specializations from that other then people digging into the files via pre-loaded files. Which you know, could prove useful. Or maybe they can see the trees with in that 2 hour window and I dunno, take a video capture of em or something... that'd be nice.



#3281
Kage

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Oh, I mean that since we knew all 3 focus mage spells: haste, firestorm and heal.

I was talking about the gameplay decision to put what spell where, not answering to nobody in special. ^^



#3282
The Night Haunter

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Yeah kinda bummer there not around, still no idea why they left.

 

Oh, and the EA early access thing (to an earlier post) - it's either only 2 hours total time in SP, or access to the MP. We wont learny jack squat about specializations from that other then people digging into the files via pre-loaded files. Which you know, could prove useful. Or maybe they can see the trees with in that 2 hour window and I dunno, take a video capture of em or something... that'd be nice.

Harder to dig into files on an XB1 than on PC (much, much harder). But it is possible. Personally I think the PC data miners will get to that info before the X1, even with the head start.



#3283
Adhin

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Yup PC will get it first from preloading - that's what I was saying. Probably should of specified I meant PC pre-loading and not some silly 2 hour preview thing on XB1. Actually curious if people will get access to MP the whole week. If so that'd be pretty sweet, just 2 hours (in total) would suuuck balls. Unless it was 2 hours 'per' character you make. If it was 2 hours per char for SP I could make all of em ahead of time lol (if I had early access, which I don't).



#3284
LexXxich

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Wouldn't PC pre-load be encrypted?



#3285
Adhin

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Yeah, probably. Meh, I doubt we'll get any useful information from any of it really till release. *sighs* we really just need them to stream up class showcase stuff with the specializations.



#3286
Icy Magebane

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Yeah, probably. Meh, I doubt we'll get any useful information from any of it really till release. *sighs* we really just need them to stream up class showcase stuff with the specializations.

Even if they insist on keeping us in the dark about the other specs (for whatever reason), they could at least show us some of the Vanguard tree... that's pretty basic, so I don't understand why it has been avoided so far.



#3287
ZerioctheTank

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Even if they insist on keeping us in the dark about the other specs (for whatever reason), they could at least show us some of the Vanguard tree... that's pretty basic, so I don't understand why it has been avoided so far.


*Falls on hands and knees*

Bioware please! I know use tanks are few in numbers but show us some love.
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#3288
themageguy

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Maybe we will get something the next coming Monday?

Im not sure if its cause im a little obsessed with the game or not, but didn't we get spec and basic skill info in dragon age 2 much earlier?

Its probably cause im getting impatient

..

#3289
Icy Magebane

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Maybe we will get something the next coming Monday?

Im not sure if its cause im a little obsessed with the game or not, but didn't we get spec and basic skill info in dragon age 2 much earlier?

Its probably cause im getting impatient

..

Ah... it was posted on the forums, but I believe the forumite who gave us that info did so unofficially... their name was Naitaka... or... Nikita?  Something like that... I don't recall Bioware ever releasing that information, but if they did, this person beat them to it.



#3290
Adhin

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Yeah they did, I was hosting the images for the first week or so when he got em initially. Least till he had a more permanent setup. Think he got em from a convention, or something. It ultimately was the same scenario as the youtubers except he was one of us and actually you know, looked at all the skills to share it instead of having no idea wtf they where doing and barely looked at half the stuff lol.



#3291
Icy Magebane

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Yeah they did, I was hosting the images for the first week or so when he got em initially. Least till he had a more permanent setup. Think he got em from a convention, or something. It ultimately was the same scenario as the youtubers except he was one of us and actually you know, looked at all the skills to share it instead of having no idea wtf they where doing and barely looked at half the stuff lol.

lol...  I'd complain, but considering the fact that some those people seemed like they'd never even heard of DA before, we're lucky that we got as much info as we did... and of course, I have to thank Laidlaw for taking the time to highlight a selection of KE abilities... that was pretty cool of him.



#3292
Adhin

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Yeah it was, that whole 2 second fade out you can use as a dodge? That's some sexy stuff right there. Really has me curious what that last active is. And yeah most of those guys didn't seem to have any idea wtf they where playing. Except Jesse Cox, and he didn't show us jack. That wiki guy though, I guess that's what his whole channel is based off of. Happy he showed a buncha stuff.



#3293
sunnydxmen

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#3294
Abraham_uk

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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.

 

Hmm. I don't find it that tricky.

Obviously I haven't played the game, but it would seem less difficult this time around.

 

Defensive Mage: Max out both Spirit and Knight Enchanter specialisations. Keep your allies close, defend them with your spells and support the front lines with healing and a bit of melee combat. (Not the bulk, because as demonstrated you're still squishy). If there are any points left after maxing both skill trees, pick an element and dump the rest of your points there.

 

Offensive Mage: Pick and element and max out skill tree. Then pick either necromancer or rift mage then max out said tree. Dump the remaining points in whichever tree you want. Pretty easy. Keep back, let other party members tank and deal hefty damage.

 

Defensive/Offensive Mixture: Spirit + one of the elementals + some specialisation ideas. Okay now this third build might be tricky. It's pretty versatile but deciding what skills to pick and what skills to ignore will prove challenging.

 

 

If in doubt, pick one party member to be a defensive mage and pick one party member to be an offensive mage.

Vivienne as defensive and Dorian or Solas as offensive.

 

Then pick a tanky warrior and rogue (archery or dual wield).

 

 

There. A traditional warrior, rogue, cleric and mage type setup.


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#3295
Roninbarista

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If I pick mage, I want a few spells from the elementals, and spirit tree while maxing out the specialization. I really need some storm spells at my Inquisitor's disposal. I think my mage is greedy. ;)

I think I'd do the same with a rogue archer. I'd max out the archer tree, liberally take from the sabatoge and subterfuge trees, and max out a specialization.

EDIT: Play-wise, I like for my mages to bring the pain, while supporting the team. I'm gonna miss entropy. As an archer, the goal is to bring the damage. Take everyone down who threatens us.
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#3296
azarhal

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I was reading the screenshots we had so far and I want to see what "Throw Everything" (Artificer) looks like with full stamina. It place traps at the value of  1 trap per 5 stamina on the battlefield. If the trap are Spike Traps it must be hilarious to watch unfold.



#3297
ProphetEars

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At around 2:26-2:30 we see Dorian casting some spells, anyone else think these may be necromancer ablitites?

First one seems to be single target, next one a big AOE cloud! What do ya'll think?



#3298
Adhin

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On the Necromancer I was thinking about there 3 skills over the past few days. As for the AoE Cloud I have no idea, the only 'aoe cloud' I see is dispell. That said the description on the webpage kinda states Fear, Walking Bomb, and Animate Dead (or some analog to this skill). Now the part I've been thinking about was... fear? Buncha fire spells 'do' fear.

 

Anyway, what I've been considering has been maybe they just meant necromancy is scary and all that. I'm also kind of hoping instead of fear it's some other entropy. Plenty of things it could be, could be a blind, could be a sleep, could be death hex like thing but might not, that could actually be a passive too. Personally, I'm hoping it's a sleep, only sleep effect we know of so far is on rogue. Anyway, some kinda walking nightmare like thing, you know, base spell puts em to sleep, upgrade adds a DoT while they sleep.

 

It's probably just fear though, no idea what it would upgrade to.



#3299
PillarBiter

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Hmm. I don't find it that tricky.

Obviously I haven't played the game, but it would seem less difficult this time around.

 

Defensive Mage: Max out both Spirit and Knight Enchanter specialisations. Keep your allies close, defend them with your spells and support the front lines with healing and a bit of melee combat. (Not the bulk, because as demonstrated you're still squishy). If there are any points left after maxing both skill trees, pick an element and dump the rest of your points there.

 

Offensive Mage: Pick and element and max out skill tree. Then pick either necromancer or rift mage then max out said tree. Dump the remaining points in whichever tree you want. Pretty easy. Keep back, let other party members tank and deal hefty damage.

 

Defensive/Offensive Mixture: Spirit + one of the elementals + some specialisation ideas. Okay now this third build might be tricky. It's pretty versatile but deciding what skills to pick and what skills to ignore will prove challenging.

 

 

If in doubt, pick one party member to be a defensive mage and pick one party member to be an offensive mage.

Vivienne as defensive and Dorian or Solas as offensive.

 

Then pick a tanky warrior and rogue (archery or dual wield).

 

 

There. A traditional warrior, rogue, cleric and mage type setup.

 

You forgot:

 

Tactical mage: this mage controls the battlefield. Uses walls and mines from both elements, barriers from spirit and whatever else sabotaging he can use from his specialty. (<3 dorian, this is how I will build him, he will be my standard huntin' buddy, he and varric, who will also be saboteur. Hahaha, enemies will suffer and die slowly. Then dorian will raise their corpses and make them agonise some more! bwahahaha!)


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#3300
ProphetEars

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My Dorian will be similar I think, but specializing in only the winter tree. My Elven Necromancer will be filling out the Inferno tree so we can be "dueling necromancers". Extra points go into barriers/dispel and the awesome lighting passives. I'm hoping that Necromancy is as cool as it should be, I'm not 100% sure that Haste would be it's focus skill. Perhaps that's in Tempest or Champion? I'm also curious as to whether or not the Inquisitor's specialization trees will be slightly different than their companions, for example Varric's Artificer Focus skill wouldn't be in the Inquisitor's Artificer tree or maybe the layout of the spells/abilities are slightly adjusted, etc.

I'm also really curious about how the Multiplayer Necromancer character is gonna play, with the 2 different skill trees there will probably be a whole lot of fun spells that didn't make the cut for the single player mode. I can't wait to dive in and play all the multiplayer characters to check out their trees.

I'd love to have Sleep/Nightmare style spells in both multiplayer and singleplayer trees, it is a skill that has saved my ass so many times in the past and always has cool follow up combos to consider. I'm hoping to lay a lot of traps and use lots of poision to compliment my Necromancy skills while I cycle through different combos of classes and companions. From what I've seen Warriors with awesome Battlemaster buffs will be so useful to jack up damage for the group, hopefully Blackwall can use those and Champion abilities for awesome buffs. Still can't wait for the moment I get to cycle through all the abilities myself and play around with the "skill reset" potions!