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


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#3476
azarhal

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Is the Ice Armor ability why people suggest winter?  Cause while nice - it says it needs to have cold effects to work meaning I'll have to be throwing out ice spells and I "may" not have time for that.  

 

You can get Ice Armor bonus from

- Persistent cold spells (the tooltip doesn't say it needs to be your spells, so enemy ice wall, ice mine and blizzard should trigger it too, maybe even some enemy only abilities and zones effects that are considered cold spells)

- Frozen enemies (from spells or weapon procs)

 

But, I'm in the Winter Mage bandwagon, so biased. I played a CC mage in DAO (ice based) and DA2 (force mage). Now the question is which one between Knight Enchanter and Necromancer will compliment my CC mage playstyle the best. Can't decide until we learn more about Necro.


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#3477
Hellion Rex

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Dont fear my dear, you are safe with OP-Cass in your team!! Shield slam has a 800% damage bonus against guard!!! O_o

Hold up, what? Does anyone have the Shield Bash screenshots?!?!



#3478
azarhal

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Hold up, what? Does anyone have the Shield Bash screenshots?!?!

 

I don't know about the 800%, but this official skill list does mention the bonus vs guard for Shield Bash.



#3479
Lumix19

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Hold up, what? Does anyone have the Shield Bash screenshots?!?!

Go to the OP, there's plenty of info there.

 

Edit: But it seems the Shield Bash screenshot is not. I believe that compilation is all seen screenshots as well so I have no idea where 800% came from.



#3480
Hellion Rex

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Go to the OP, there's plenty of info there.

I am fully aware of what's in the OP, considering I took quite a few of those screenshots myself, and I already know Shield Bash isn't in the OP.


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#3481
UniformGreyColor

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What is Shield Slam?



#3482
Hellion Rex

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What is Shield Slam?

"Slam"? That might be the name of the Shield Bash upgrade.



#3483
Lumix19

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I am fully aware of what's in the OP, considering I took quite a few of those screenshots myself, and I already know Shield Bash isn't in the OP.

My apologies.


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#3484
Milan92

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So from what we have heard, which mage spec would do the most damage? 

 

Knight Enchanter or Rift Mage?



#3485
Hellion Rex

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So from what we have heard, which mage spec would do the most damage? 

 

Knight Enchanter or Rift Mage?

Rift Mage, all the way.

 

Rift Mage is meant to blow everything to hell. It even has Firestorm.



#3486
Kage

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We had a lot more screenshots and videos when the skill trees were not so official.

However, when the official skill trees got out due to the youtube videos, they were replaced.

 

We have seen the text of the shield slam, if I remember correctly, from a youtube video of a reviewer of the "rescue from the avvar" mission. One youtuber, german, viewed the skill list (not the tree, the list). And we got A LOT of juicy info from it.

 

It must be in this same thread.

 

 

Edit: Found it. It was called Shield Bash, my mistake. Shield slam must be from some other game and I got confused.

 

Shield Bash

Many foes think a shield is just for defense. You correct that mistake with a brutal slam that does bonus damage to an enemy's guard.

Damage: 300% Weapon Damage

Bonus Damage vs. Guard: 800%

Cooldown Time: 8 seconds

Cost: 35 Stamina

 

 

And this is the video:


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#3487
Lumix19

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We had a lot more screenshots and videos when the skill trees were not so official.

However, when the official skill trees got out due to the youtube videos, they were replaced.

 

We have seen the text of the shield slam, if I remember correctly, from a youtube video of a reviewer of the "rescue from the avvar" mission. One youtuber, german, viewed the skill list (not the tree, the list). And we got A LOT of juicy info from it.

 

It must be in this same thread.

 

 

Edit: Found it. It was called Shield Bash, my mistake. Shield slam must be from some other game and I got confused.

 

Shield Bash

Many foes think a shield is just for defense. You correct that mistake with a brutal slam that does bonus damage to an enemy's guard.

Damage: 300% Weapon Damage

Bonus Damage vs. Guard: 800%

Cooldown Time: 8 seconds

Cost: 35 Stamina

Actually that does sound familiar. I must have forgotten about it.



#3488
UniformGreyColor

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We had a lot more screenshots and videos when the skill trees were not so official.

However, when the official skill trees got out due to the youtube videos, they were replaced.

 

We have seen the text of the shield slam, if I remember correctly, from a youtube video of a reviewer of the "rescue from the avvar" mission. One youtuber, german, viewed the skill list (not the tree, the list). And we got A LOT of juicy info from it.

 

It must be in this same thread.

 

 

Edit: Found it. It was called Shield Bash, my mistake. Shield slam must be from some other game and I got confused.

 

Shield Bash

Many foes think a shield is just for defense. You correct that mistake with a brutal slam that does bonus damage to an enemy's guard.

Damage: 300% Weapon Damage

Bonus Damage vs. Guard: 800%

Cooldown Time: 8 seconds

Cost: 35 Stamina

 

 

And this is the video:

 

I never saw that video before so you more than make up for the name difference in my book.



#3489
Kage

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Rift Mage, all the way.

 

Rift Mage is meant to blow everything to hell. It even has Firestorm.

 

I dont know, maybe KE can dish out a lot of damage in melée with the spirit sword... 300% damage every cast seems a lot of damage potential.

I think the difference might be that KE is kind of a rogue, little numbers, a lot of attacks/casts. Rift mage seems to be the awesome nuker from distance, less casts but a freaking firestorm yeah xD

 

We will have to see which one puts more damage on the table... I kind of thing they should be even. KE must be in melée, yes, but they also have some utility/avoidance spells. Rift mage is more safe by the distance, but has only nuking power so far that we know of.

 

What I really do expect, is Stone Fist being an awesome nuke. Maybe an awesome detonator. I would hate it to be a specialization spell that does almost the same damage as inmolation/winter grasp.



#3490
Milan92

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Rift Mage, all the way.

 

Rift Mage is meant to blow everything to hell. It even has Firestorm.

 

Ah, okay! I was planning on going with KE, but if Rift Mage is the damage dealing spec than I'll go with that.

 

Though I could always just try out both :)



#3491
Spinotech

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I've been lurking on this awesome thread for a while and all this talk about theory-crafting possible builds has tempted me to try creating one.  It's a dual-wielding artificer intended for a playful and sarcastic human with a penchant for causing trouble.  Why Artificer?  First, I plan on having a dual-wielding tempest dwarf and a Dalish archer assassin, thus I need an artificer rogue.  Second, I'm not interested in a bow-wielding artificer even if it will likely be awesome.  Based on the current information on the rogue skill-trees, I've devised the following:

 

29 Abilities (11 Active, 7 Upgrades, and 11 Passives)

 

Artificer

 

Spike Trap

Set Them Up

Opportunity Knocks

Fallback Plan +

Tricks of the Trade

 

Subterfuge

 

Stealth

Easy to Miss

Knockout Powder +

Mercy Killing

Shadow Strike +

 

Sabotage

 

Poisoned Weapons

Infected Wounds

Fighting Dirty

Explosive Toxin

Toxic Cloud +

Caltrops

Throwing Knives +

Looked Like It Hurt

Cheap Shot

 

Double Daggers

 

Flank Attack +

Twin Fangs +

Bloodied Prey

 

I planned on mapping the following abilities: Fallback Plan, Stealth, Knockout Powder, Shadow Strike, Poisoned Weapons, Toxic Cloud/Caltrops, Flank Attack, and Twin Fangs.  My alternates would be Toxic Cloud/Caltrops, Spike Trap, and Throwing Knives.


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#3492
Icy Magebane

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I've been lurking on this awesome thread for a while and all this talk about theory-crafting possible builds has tempted me to try creating one.  It's a dual-wielding artificer intended for a playful and sarcastic human with a penchant for causing trouble.  Why Artificer?  First, I plan on having a dual-wielding tempest dwarf and a Dalish archer assassin, thus I need an artificer rogue.  Second, I'm not interested in a bow-wielding artificer even if it will likely be awesome.  Based on the current information on the rogue skill-trees, I've devised the following:

 

28 Abilities (10 Active, 7 Upgrades, and 11 Passives)

Spoiler

 

I planned on mapping the following abilities: Fallback Plan, Stealth, Knockout Powder, Shadow Strike, Poisoned Weapons, Toxic Cloud/Caltrops, Flank Attack, and Twin Fangs.  My alternates would be Toxic Cloud/Caltrops, Spike Trap, and Throwing Knives.

That looks pretty solid, but you seem to have forgotten to include Caltrops on this list... I was wondering how you were going to get those Sabotage passives until I noticed the list of mapped skills at the bottom.  Either way, it looks like a fun, high damage build.  You even managed to include Knockout Powder, one of my favorites... xD



#3493
EdwinLi

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Winter Mage provides more Defensive stuff which is why it favored.

 

It will also go well with players who go for Knight Enchanter as well since it has good melee range benefits such as how they gain defense bonus for being near frozen enemies.



#3494
Skymaple

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I've been lurking on this awesome thread for a while and all this talk about theory-crafting possible builds has tempted me to try creating one.  It's a dual-wielding artificer intended for a playful and sarcastic human with a penchant for causing trouble.  Why Artificer?  First, I plan on having a dual-wielding tempest dwarf and a Dalish archer assassin, thus I need an artificer rogue.  Second, I'm not interested in a bow-wielding artificer even if it will likely be awesome.  Based on the current information on the rogue skill-trees, I've devised the following:


I planned on mapping the following abilities: Fallback Plan, Stealth, Knockout Powder, Shadow Strike, Poisoned Weapons, Toxic Cloud/Caltrops, Flank Attack, and Twin Fangs.  My alternates would be Toxic Cloud/Caltrops, Spike Trap, and Throwing Knives.

I'm hating the 8 abilities' limit when doing a build for a rogue >.< with mages it seems easier, but rogues... to much situational/cool stuff!

For my tempest DD rogue (male elf) I don't know what to map, I want:

1.Toxic cloud

2. Poisoned weapons

3. Stealth

4. Throwing Knives

But the problem now is that I'd like to have 3+ DD talents, but then no focus or tempest skills! >.< Too hard!

 

My awesome Artificier rogue will be an archer male qunari, and the actives he'll have...

1. Stealth

2. Spike trap

3. Caltrops/Hail of arrows (depending on situation)

4. Long shot

5. Leaping shot/Explosive shot

6. Full draw

7. Knockout Powder/Fallback plan

8. Poisoned weapons/the other active in Artificier



#3495
EdwinLi

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And this is the video:

 

I notice the video showed a Unique skill that is only avaliable to the Inquisitor which was some kind of Black Hole skill. 

 

The Black Hole Skill icon had the Seeker eye Icon.

 

As a great man once said....

 

THAT IS AWESOME!!! -Mr. Torgue



#3496
Spinotech

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That looks pretty solid, but you seem to have forgotten to include Caltrops on this list... I was wondering how you were going to get those Sabotage passives until I noticed the list of mapped skills at the bottom.  Either way, it looks like a fun, high damage build.  You even managed to include Knockout Powder, one of my favorites... xD

 

Thanks for informing me that I forgot Caltrops.  A fun and high damage build was what I was going for.  Once I use Knockout Power the enemies will be assailed with critical hits as well sundering and poison effects.  Throwing in Shadow Strike, Flank Attack, and Twin Fangs will put the enemies in a world of hurt.  If the brawling becomes too much I can retreat with Fallback Plan before leaping back into the fray.



#3497
Icy Magebane

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Thanks for informing me that I forgot Caltrops.  A fun and high damage build was what I was going for.  Once I use Knockout Power the enemies will be assailed with critical hits as well sundering and poison effects.  Throwing in Shadow Strike, Flank Attack, and Twin Fangs will put the enemies in a world of hurt.  If the brawling becomes too much I can retreat with Fallback Plan before leaping back into the fray.

Yeah, the good thing about Shadow Strike and Twin Fangs is that they are both detonators.  If any detonator can create a combo with any incapacitation effect, then the automatic critical hit from Mercy Killing should make these abilities absolutely lethal.  And that's before poison, sunder, etc... o.O



#3498
themageguy

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That has made me think that you can indeed have some sort of Spirit Healer in DAI (although I won't, 'cus I don't like them as PC :P) But you're right. Specialize in Spirit and KE and Winter. There you have a supporter-controller-healer mage.
8 active abilities: Barrier, Dispel, Mind Blast, Revive, Resurgence, Fade Step/Fade Cloak, Ice Wall/Ice Mine, Last KE active (if it isn't damage-based)/Mark of the Rift!
People shouldn't complain before having a look at the trees and think carefully about their build!


Oh i wasn't complaining. My head cannon for that particular character was that he wanted to be a spirit healer, but due to the conflict he has developed an interest in necromancer (due to him being a spirit medium like Wynne or Rhys).
It was pointed out as a KE i could still play a spirit healer, investing in spirit and having resurgence as my focus.

On that, i like your Inquisition Spirit healer build ! :) i came up with something similar, but thought of using static cage somewhere too. I hadn't thought of ice mine.

#3499
Hellion Rex

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I've been lurking on this awesome thread for a while and all this talk about theory-crafting possible builds has tempted me to try creating one.  It's a dual-wielding artificer intended for a playful and sarcastic human with a penchant for causing trouble.  Why Artificer?  First, I plan on having a dual-wielding tempest dwarf and a Dalish archer assassin, thus I need an artificer rogue.  Second, I'm not interested in a bow-wielding artificer even if it will likely be awesome.  Based on the current information on the rogue skill-trees, I've devised the following:

 

29 Abilities (11 Active, 7 Upgrades, and 11 Passives)

 

Artificer

 

Spike Trap

Set Them Up

Opportunity Knocks

Fallback Plan +

Tricks of the Trade

 

Subterfuge

 

Stealth

Easy to Miss

Knockout Powder +

Mercy Killing

Shadow Strike +

 

Sabotage

 

Poisoned Weapons

Infected Wounds

Fighting Dirty

Explosive Toxin

Toxic Cloud +

Caltrops

Throwing Knives +

Looked Like It Hurt

Cheap Shot

 

Double Daggers

 

Flank Attack +

Twin Fangs +

Bloodied Prey

 

I planned on mapping the following abilities: Fallback Plan, Stealth, Knockout Powder, Shadow Strike, Poisoned Weapons, Toxic Cloud/Caltrops, Flank Attack, and Twin Fangs.  My alternates would be Toxic Cloud/Caltrops, Spike Trap, and Throwing Knives.

Looks like a great build!



#3500
Skymaple

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Oh i wasn't complaining. My head cannon for that particular character was that he wanted to be a spirit healer, but due to the conflict he has developed an interest in necromancer (due to him being a spirit medium like Wynne or Rhys).
It was pointed out as a KE i could still play a spirit healer, investing in spirit and having resurgence as my focus.

On that, i like your Inquisition Spirit healer build ! :) i came up with something similar, but thought of using static cage somewhere too. I hadn't thought of ice mine.

Sorry if you thought I was referring to you! I wasn't :) I was referring to all the guys who are complaining about the impossibility of creating a Spirit Healer or some sort of supporter mage...

Yeah, static cage would rock but I was trying to avoid those who would like that type of character having to take a lot of offensive spells to get there.