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


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#3376
Medhia_Nox

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@Roninbarista: I know!  I'm psyched. 

 

While the Mortalitasi skull has me psyched... there's literally nothing else about the Necromancer for me to be even "maybe" excited about. 

IF I go Necro (and it's not some emo grimdark douche) - then I'll just make my bestie Viv go Spirit/KE for maximum Barrier. 



#3377
mikeymoonshine

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I'm not sure if Animate Dead will be back (it's not in DA2).

 

I expect the Necromancer to have:

- Death Siphon (passive)

- Walking Bomb

- Slow has Focus (and not Haste, but work the same way)

 

I remember seeing glyph of repulsion in an old video, but it was used by an enemy mage. I'm going to be jealous if playable mages can't have it.

well here is the description.

"These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die."

 

From this I would guess. 

-Fear (of death)

-Walking Bomb

-Some sort of spirit summon or something like animated dead. 

 

I also wouldn't be shocked at a Death Siphon like passive.



#3378
Medhia_Nox

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Yeah - they totally said that all NPC Companion's Focuses would work with both weapon choices.\

 

Actually - they said every ability the companions had would work with both weapons. 



#3379
EdwinLi

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They have said that the rogue Focus skills will flip depending on which weapons you have equipped, daggers or bow/crossbow.

 

I hope so because that would make the use of all Specializations useful for any weapon use.

 

Back on topic:

 

I still wonder if they will start showing off the Tempest, Rift Mage, and Necro Specialization since they're the least known Specializations for now.

 

We are 4 weeks (3 weeks if you consider that the game is released on a Monday) away from release so I guess it a matter if they plan on going for 1 last livestream before release.



#3380
Hellion Rex

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I hope so because that would make the use of all Specializations useful for any weapon use.

 

Back on topic:

 

I still wonder if they will start showing off the Tempest, Rift Mage, and Necro Specialization since they're the least known Specializations for now.

 

We are 4 weeks (3 weeks if you consider that the game is released on a Monday) away from release so I guess it a matter if they plan on going for 1 last livestream before release.

At this point, I just need to see the Rift Mage and more of the Templar trees to be happy.



#3381
Roninbarista

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@Roninbarista: I know!  I'm psyched. 
 
While the Mortalitasi skull has me psyched... there's literally nothing else about the Necromancer for me to be even "maybe" excited about. 

IF I go Necro (and it's not some emo grimdark douche) - then I'll just make my bestie Viv go Spirit/KE for maximum Barrier.


It looks like Necromancy has all the dark magic, and people will react to it. I'm sure once we see the tree, we shall have some worthwhile spells. I personally hope there's a horror spell that's contagious and disrupts enemies. I loved the entropy magic from the previous games.

#3382
Medhia_Nox

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The Knight Enchanter has an hourglass power near the top of his tree... anyone think that might be Haste?  I'm so against the weirdness that Necromancer gets haste.

 

And I'd really like to know what the very top KE power is... since it was completely hidden in the Twitch video.

 

@Roninbarista:  Totally not against darker magic... just against heavy breathing weirdo goth kids waxing endlessly about pain and darkness.. it'll be an instant turnoff. 

 

Dorian isn't anything like that though - so there's some serious hope for a good Entropy spec here.



#3383
Hellion Rex

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The Knight Enchanter has an hourglass power near the top of his tree... anyone think that might be Haste?  I'm so against the weirdness that Necromancer gets haste.

 

A circle around the spell/talent means that it is a Passive Ability. Diamonds denote activated spells or talents. So, it's a passive and I don't think Haste is a passive spell.



#3384
mikeymoonshine

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I still wonder if they will start showing off the Tempest, Rift Mage, and Necro Specialization since they're the least known Specializations for now.
 
We are 4 weeks (3 weeks if you consider that the game is released on a Monday) away from release so I guess it a matter if they plan on going for 1 last livestream before release.

 
Well there is this livestream 
 

Dragon Age ‏@dragonage
We're livestreaming #DAI this Saturday from 10-11am PDT during @Raptr's @ExtraLife4Kids stream http://bit.ly/1uMrVzN
 
 
 
Screen_Shot_2014_10_23_at_4_01_28_PM.jpg
 
 
extra_life_schedule.png
 
http://www.twitch.tv/raptr

 
There is no guarantee that they will show any specialisation info though.



#3385
Medhia_Nox

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@Eluvianus Rex:  Why must you always destroy my life with logic.



#3386
Roninbarista

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The Knight Enchanter has an hourglass power near the top of his tree... anyone think that might be Haste?  I'm so against the weirdness that Necromancer gets haste.
 
And I'd really like to know what the very top KE power is... since it was completely hidden in the Twitch video.
 
@Roninbarista:  Totally not against darker magic... just against heavy breathing weirdo goth kids waxing endlessly about pain and darkness.. it'll be an instant turnoff. 
 
Dorian isn't anything like that though - so there's some serious hope for a good Entropy spec here.


Ha. Gotcha about dark magic/goth.

The hour glass is passive on the KE tree. I imagine it reflects shorter cooldowns for spells and talents.

Haste in Necromancer seems odd. Dunno how that works.

#3387
Hellion Rex

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@Eluvianus Rex:  Why must you always destroy my life with logic.

Whoops! ;)

 

Trust me, I don't get why the hell it's in Necromancy either. Makes absolutely no effin' sense to me.


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#3388
Adhin

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...finally got to the last post... and 2 more pop up, dammit. Bah, whatever - gadda say this - Guard is NOT dispelled by Dispel. Barrier is, not Guard. Guard is NOT a spell, it is not prone to magical disruption. Now some enemies may use abilities that do bonus dmg vs guard, or you can get stuff that does bonus dmg vs guard (such as KE Spirit Blade) but Dispel doesn't. It's also already been said but they didn't say the focus changes. Mike just said that all the skills would work regardless of weapon choices.

 

On the plus side, Dispels description states it removes hostile spells from friendlies, and beneficial ones from enemies so it's probably 100% FF safe (which it's pretty much always been in Dragon Age but you know, other games I can think of...).



#3389
mikeymoonshine

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I'm not a fan of focas at all to be honest and I am not a fan of them being in the specs. If they don't even try to make them fit I will be somewhat irritated. I guess healing/revive would make some sense for a battlemage and It would be amazing if firestorm is like a veil fire thing now but haste, in the necromancy tree? I don't get how that makes any sense at all. 



#3390
Hellion Rex

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...finally got to the last post... and 2 more pop up, dammit. Bah, whatever - gadda say this - Guard is NOT dispelled by Dispel. Barrier is, not Guard. Guard is NOT a spell, it is not prone to magical disruption. Now some enemies may use abilities that do bonus dmg vs guard, or you can get stuff that does bonus dmg vs guard (such as KE Spirit Blade) but Dispel doesn't. It's also already been said but they didn't say the focus changes. Mike just said that all the skills would work regardless of weapon choices.

 

On the plus side, Dispels description states it removes hostile spells from friendlies, and beneficial ones from enemies so it's probably 100% FF safe (which it's pretty much always been in Dragon Age but you know, other games I can think of...).

It says specifically, "beneficial effects", not "beneficial spells". So it can knock down a guard. In DA2, it knocked down all sustained abilities, so there's no reason it can't knock down guard as well as barrier.



#3391
Medhia_Nox

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@Eluvianus Rex:  LOL "Whoops!"

 

@mikeymoonshine:  It "can" fit - the Necromancer could be life and death and Haste was in the Creation school.  Also - you could get kinda poetic about it... and consider it swift again... life flying by... etc. etc.



#3392
Icy Magebane

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I'm not a fan of focas at all to be honest and I am not a fan of them being in the specs. If they don't even try to make them fit I will be somewhat irritated. I guess healing/revive would make some sense for a battlemage and It would be amazing if firestorm is like a veil fire thing now but haste, in the necromancy tree? I don't get how that makes any sense at all. 

I don't dislike the Focus mechanic, but I was more in favor of these abilities when they were a part of the basic trees... but back then, the trees were a bit more linear, so who knows.  This might have been the only way they could get things to work out without adding in an "x skills in this category" requirement... that said, shoehorning Haste into Necromancy doesn't make much sense to me, so hopefully they went in a different direction.  Personally, I'd have gone with Resurgence and given Haste to the KE...


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#3393
Hellion Rex

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I'm not a fan of focas at all to be honest and I am not a fan of them being in the specs. If they don't even try to make them fit I will be somewhat irritated. I guess healing/revive would make some sense for a battlemage and It would be amazing if firestorm is like a veil fire thing now but haste, in the necromancy tree? I don't get how that makes any sense at all. 

 

 

I don't dislike the Focus mechanic, but I was more in favor of these abilities when they were a part of the basic trees... but back then, the trees were a bit more linear, so who knows.  This might have been the only way they could get things to work out without adding in an "x skills in this category" requirement... shoehorning Haste into Necromancy doesn't make much sense to me, so hopefully they went in a different direction.

At the very least, I like that we are forced to be a lot more creative this time with all magical abilities, as well as non-magical talents. I already feel like I'm a lot more invested in the combat of this game than the previous two, and DAI's not even out yet lol.


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#3394
Icy Magebane

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It says specifically, "beneficial effects", not "beneficial spells". So it can knock down a guard. In DA2, it knocked down all sustained abilities, so there's no reason it can't knock down guard as well as barrier.

I'm not so sure... looking at the spell descriptions in the Spirit tree, every one of them that mentions Barrier also point out that it is vulnerable to Dispel (Barrier, Guardian Spirit, Fortifying Blast), but none of the Warrior's Guard generation abilities (Flawless Defense, Shield Wall) mention this... instead, they say that Guard must be broken before the enemy takes damage.



#3395
Hellion Rex

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I'm not so sure... looking at the spell descriptions in the Spirit tree, every one of them that mentions Barrier also point out that it is vulnerable to Dispel (Barrier, Guardian Spirit, Fortifying Blast), but none of the Warrior's Guard generation abilities (Flawless Defense, Shield Wall) mention this... instead, they say that Guard must be broken before the enemy takes damage.

Hmmmm, that's a good point. It could be that those abilities just don't mention it. But I suppose we will see soon.



#3396
The Night Haunter

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I certainly hope Guard isn't vulnerable to Dispel, that would be super silly. 'My preparedness and guard will vanish if you throw some dispelling magic at me! Why? I don't know, just because the Maker specified Guard is a sustained effect.'



#3397
Hellion Rex

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I certainly hope Guard isn't vulnerable to Dispel, that would be super silly. 'My preparedness and guard will vanish if you throw some dispelling magic at me! Why? I don't know, just because the Maker specified Guard is a sustained effect.'

I'm curious as to how often, and even if enemy mages will throw out Dispel on us.



#3398
mikeymoonshine

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I don't dislike the Focus mechanic, but I was more in favor of these abilities when they were a part of the basic trees... but back then, the trees were a bit more linear, so who knows.  This might have been the only way they could get things to work out without adding in an "x skills in this category" requirement... that said, shoehorning Haste into Necromancy doesn't make much sense to me, so hopefully they went in a different direction.  Personally, I'd have gone with Resurgence and given Haste to the KE...

 

It would just be very odd if they have in fact done that. Resurgence would work better in necromancy it's a revive and would require spirits to cast (I assume). Haste would make more sense in KE. So I dunno, maybe they did it that way for balance or something, maybe haste is not in the necromancy tree, does that mean it's gone? 

 

 

At the very least, I like that we are forced to be a lot more creative this time with all magical abilities, as well as non-magical talents. I already feel like I'm a lot more invested in the combat of this game than the previous two, and DAI's not even out yet lol.

 

 

True, it's just a minor gripe I have. I like the look of combat over all. 



#3399
Icy Magebane

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Hmmmm, that's a good point. It could be that those abilities just don't mention it. But I suppose we will see soon.

True.  Even if Dispel doesn't work, two handers and Spirt Blade aren't the only options.  I've seen weapons with "+ Guard damage" properties... and now that I'm thinking about it, a maul with this ability in addition to Guard Breaker would make short work of Behemoths...



#3400
Hellion Rex

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True.  Even if Dispel doesn't work, two handers and Spirt Blade aren't the only options.  I've seen weapons with "+ Guard damage" properties... and now that I'm thinking about it, a maul with this ability in addition to Guard Breaker would make short work of Behemoths...

I also saw Solas use a Winter's Grasp on a Behemoth and it knocked a very large portion of the creature's guard.