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


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#3801
Icy Magebane

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Yup, Warrior/Reaver, same as I always make as a primary. I tend to play tanks, preferably non-shield oriented. So 2-handed. I got plenty of rogue/mage builds for additional play throughs (have 6 atm figured out-ish). I wont be going to heavy into the 2H tree though, Counter Attack, some of the passives. Most of my actives will be dedicated to Reaver and Vanguard. May end up really needing the dodge roll and will figure that into it I'm sure but If I can get by with my counter attack skill and me just moving outa the way I will. Though considering I'll be on a higher difficulty and the telegraphs will be shorter I'm probably going to need the roll.

 

-edit-

Actually, I may only switch out dodge over taunt when it comes to the dragon. Though I can tell you right now, from my own personal habits... I hate switching stuff out. I don't carry around 3 sets of armor, I don't like re-mapping crap to 'suit the situation'. I like being setup, and have a tendency towards survival in relation to the specific theme of the character. So... yeah we'll see how much I need roll or don't need it.

That sounds interesting... hm... the Reaver actives are pretty powerful, so you can probably do a lot of damage even without two handed actives.  I'm kind of curious about exactly what's in the Vanguard tree besides the two Taunt abilities, but so far that sounds pretty solid...

 

Doesn't Devour have a really short cooldown though?  Depending on how quickly you regenerate stamina, you might not really need to dodge all that often...



#3802
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This HAS to have been mentioned and I'm sure it's intentional at this point, but why is there still a typo in the topic title after how many updates?  :P



#3803
Icy Magebane

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This HAS to have been mentioned and I'm sure it's intentional at this point, but why is there still a typo in the topic title after how many updates?   :P

lol... skill "tress."  I never noticed that before... xD



#3804
Adhin

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Yeah I dunno, the left side definitely looks more defense oriented. Least the last active is a big ol' shield icon. Personally, I'm hoping it has some Guard building passives. Either guard per hit, or on being hit, or just some kinda regenerative guard. I do like how are skills are % based, and items aren't. It's kind of interesting, and definitely seems to mean Guard is literally mirrored HP totals. So if you have 2k HP, you can have 2K guard. Counter is 15%, so that'd be 300 guard per counter. Which is a good bit more then the +10 guard we've seen on weapons. But then, 10 guard, per enemy hit, everytime you hit something could prove to be a lot more guard then at first glance.

 

Anyway, I only really need 3-4 active for Reaver, 1 for Counter. Leaves me with 3-4 leftover for stuff from Vanguard. And honestly I'm probably only going to use Devour and whatever aura of pain is called now. That other attack skill I 'might' use, or I might just let it be... the focus I might use, not sure yet. The only thing I can be 100% sure of... is that Cassandra is gonna be ridin' a different bull if yall catch my blindngly obvious drift.

 

-edit-

Oh, forgot to mention that shield icon 'could' be walking fortress, but then i also kinda think that's probably in Champion. I'm 99% sure it's not in KE.



#3805
Icy Magebane

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@ Adhin:  Well, there is a pretty big difference between 10 and 300, but perhaps this is meant to be combined with other effects like the warrior abilities and the armor they mentioned that generates Guard over time.  They probably couldn't give the weapon augment too much power or else it would be unbalanced when combined with all of the other Guard generators. 

 

Actually, there might even be more powerful versions of this augment... perhaps 10 is the uncommon version, and 25 (40?) is the masterwork version?  Again, not a huge amount, but it would be better than the basic version...

 

-edit-

Oh, forgot to mention that shield icon 'could' be walking fortress, but then i also kinda think that's probably in Champion. I'm 99% sure it's not in KE.

Agreed.  If longswords can cast Chain Lightning, then there's no reason to believe that a staff would only be able to generate magic spells... that's the main reason I thought it would be a KE ability.


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#3806
Adhin

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Yeah, though also think about this say it's just 10 right? Well thats 10 per person hit, 2H warrior hit's 3 people lets say? That's 30 per 'attack'. That's the other thing, outside of the shieldy block skill... counter is a single use, single 15%. Granted you can do it a lot but it doesn't just absorb everything and stack up guard like crazy. If 3 people hit me I can only counter 1 of em, you know? Anyway considering these examples are all lvl 10 or lower... yeah. I think that was a lvl 4 character actually that we saw the +10 guard so I would imagine, indeed, it gets a lot higher (well not a lot but higher) at later levels. I just meant while it 'looks' small, it can be stacked up.

 

Another example, take rogues dual wielding. They attack pretty damn fast, and with certain daggers can hit more then 1 per attack. That could be a solid guard build up, especially if there not taking hits initially from low threat. Either way I intend to stack up as much guard as humanly possible. So you best be belivin' my weapons will build it, or proc abilities that can build it. If I can, ill build it from being hit, from hitting, from standin' around, maybe bonus guard for seeing a nice vista, markin' my territory in the forest +20% guard... I wants all of it on everything in every way I can. :P



#3807
Fashion Mage

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Does anyone else find it ironic that there's no way to deal spirit damage in the spirit magic tree? =p

 

Edit: Does anyone know what the upgrade to Revival does?


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#3808
themageguy

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Does anyone else find it ironic that there's no way to deal spirit damage in the spirit magic tree? =p

Edit: Does anyone know what the upgrade to Revival does?


A little, but then looking at the way the spirit school focuses on protection, dispelling and some revival, im not too suprised.
if you're looking for spirit damage, im thinking maybe necromancer will have access to it with walking bomb or its equivalent.
We know that the Knight enchanters spirit blade does spirit damage at least.

Im not sure if revivals upgrade has been revealed yet....

#3809
Kage

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Guard per hit will be ideal for damage dealers, not for the tank from my point of view. The tank will have a lot of ways to generate guard, right now we know already of 2 taunts, shield wall, counter, etc. There are many ways to improve it, I think that should be enough. I would give the tank a life leech ability, so when you are hit, you can set up guard, and then heal yourself while AAing, while the guard holds up. It will minimize potion consumption. In the videos we saw Cassandra at times having 100% guard, and that is a waste.

 

However, for the rogues, I think guard per hit is just plain awesome and OP. Usually in higher difficulties of previous DA games, you are pew pewing with your rogue without any problem, and suddenly, a loose mob hits you, takes half your health. You react, you taunt/stealth/whatever, everything is under control again, but you have lost a lot of health. You are healed, and everything goes back to normal. Since guard does not expire over time, and guard per hit takes a lot of time to build up, a rogue can easily create a guard layer for that occasion, for that mob that will eventually hit you, or that AoE you will eventually eat. And you can get away without the need of healing. It will minimize potion consumption again, it will be awesome. And it will be much better than life leech, since you will be less at risk of falling (because it is better to build up to 2k health, than building up to 1k health duh).



#3810
PillarBiter

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We know that guard doesn't deteriorate over time, but does it transfer to the next battle?

 

I mean, you generate 50% guard, and at the end of the battle, you have 25% guard left. When all enemies are dead, and you sheate your weapon, does guard stay up? Or does it just remain on forever, until you get hit?

 

If the last thing is true, it might be a good idea to guard up on low level mooks before taking on boss battles :P



#3811
Logain08

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Wait, quick question: fade step is in the winter tree, but doesn't it basically do the same thing as fade cloak in the Knight Enchanter specilization tree? It seems to me it's kind of a bummer, if that's the case, because it diminishes the uniqueness of one of the specialization. Or am I missing something?

 

Thanks in advance!



#3812
Dunbartacus

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Wait, quick question: fade step is in the winter tree, but doesn't it basically do the same thing as fade cloak in the Knight Enchanter specilization tree? It seems to me it's kind of a bummer, if that's the case, because it diminishes the uniqueness of one of the specialization. Or am I missing something?

 

Thanks in advance!

Fade step is a massive gap closer, fade cloak turns you ethereal and invulnerable for 2 secs but you move at regular speed.


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#3813
Logain08

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Fade step is a massive gap closer, fade cloak turns you ethereal and invulnerable for 2 secs but you move at regular speed.

 

Thanks for the quick reply! Where did you get this information, because I can't seem to find it anywhere. Would love to read up a bit on some of the abilities of all the classes.

 

Both fade step and fade cloak seem pretty cool. But it's probably redundant to have both, especially with the limited slots for abilities.



#3814
Dunbartacus

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Thanks for the quick reply! Where did you get this information, because I can't seem to find it anywhere. Would love to read up a bit on some of the abilities of all the classes.

 

Both fade step and fade cloak seem pretty cool. But it's probably redundant to have both, especially with the limited slots for abilities.

first post of this thread has a lot of info and a link to an imgur page with the information.

 

You see fade step in action somewhere in the second half of this video:


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#3815
Kage

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We know that guard doesn't deteriorate over time, but does it transfer to the next battle?

 

I mean, you generate 50% guard, and at the end of the battle, you have 25% guard left. When all enemies are dead, and you sheate your weapon, does guard stay up? Or does it just remain on forever, until you get hit?

 

If the last thing is true, it might be a good idea to guard up on low level mooks before taking on boss battles :P

 

Yes, in many videos you see Cassandra leave one battle with guard and start another with the guard that was left over from the previous battle, and I just confirmed it watching again some videos. (For example, the video in the inmediate previous post, 41:00)

 

However, you cannot cheat, since the abilities that give you guard require you to actually use them on enemies. The taunts must hit something, and the counters must counter something. So you cannot get full guard and then start a battle. You can however, find a group of easy easy mobs, challenge them, shield wall them, taunt them, CC lock them so you dont lose any guard, and then start the boss battle better prepared. BUT, if you are able to CC lock enemies and build 100% guard in the meantime, my guess is that you wont have any problem in that difficulty setting or in that level. :P



#3816
Logain08

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This page has almost all the ability descriptions and talent trees we've seen:

 

You see fade step in action somewhere in the second half of this video:

Thank you very much for the link to this video! I'll watch this with great interest :-)



#3817
Dunbartacus

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Thank you very much for the link to this video! I'll watch this with great interest :-)

I edited cause the first link i posted didn't work for me.

 

first post of this thread has a lot of info and a link to an imgur page with ability information.



#3818
PillarBiter

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Yes, in many videos you see Cassandra leave one battle with guard and start another with the guard that was left over from the previous battle, and I just confirmed it watching again some videos. (For example, the video in the inmediate previous post, 41:00)

 

However, you cannot cheat, since the abilities that give you guard require you to actually use them on enemies. The taunts must hit something, and the counters must counter something. So you cannot get full guard and then start a battle. You can however, find a group of easy easy mobs, challenge them, shield wall them, taunt them, CC lock them so you dont lose any guard, and then start the boss battle better prepared. BUT, if you are able to CC lock enemies and build 100% guard in the meantime, my guess is that you wont have any problem in that difficulty setting or in that level. :P

 

Hmm, interesting. Also, another question for the people that are good at going through videos :)

 

The way 2H-counter works. Have we seen this in action alot? I've seen people here say that you can counter one attack, and it'll hit that enemy, but if another enemy is close or is hitting you at that particular time as well, what happens there?

- will he also get hit (seems most logical)

- will he also get countered? (more than 15% guard gianed)

- nothing. He hits you. 



#3819
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No sign of necromancer skilltree.


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#3820
themageguy

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No sign of necromancer skilltree.

sigh i know :(

Really looking forward to necromancer and tempest .

Soooo hungry for more knowledge

#3821
Skymaple

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So you argue that in dragon age blink can't be in winter because of... reasons, but ignore the 10 thousand things that are physically impossible with that punch?

 

I love arguing on the internet. 

 

 

 

About the rogue thing, I'm still very concerned with the specialisations. I mean, As a main rogue character, I'm probably going archer, not dual wield (although I might at some point). Dual wield seems like a good fit for assassin. Trapper doesn't seem like a good fit for archer, because he'll e away from the field for most of the time, so his spec abilities are useless. So that leaves me with tempest... and honestly,we haven't seen the abilities, so I'm not very convinced that's any good either :/

 

I suppose an archer assassin could be nice though. Guess I'll find out. I don't know why, because usually my playstyle is get in there and **** things up, but for some reason I've always liked archery in DA. Probably because in DAA, it was ridiculoulsy overpowered, and in DAII, you had so many disabling abilities enemies couldn't come close. 

If you like to plan things out, Artificer is the best fit for an archer, in my opinion. You go scouting in stealth, place all traps, use fallback plan or withdraw and then start attacking! :D

And the focus ability (if it ends up being Hail of Arrows for everybody) and the description of the spec, is archery-oriented.



#3822
Bayonet Hipshot

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Fade Step being in Winter makes no sense. Whatsoever. Cold is literally a reduction in kinetic energy. The absence of heat. The colder something gets the slower it's particles move. Why would a spell that makes the caster move at the speed of sound be found in the Winter tree? That makes less sense than altering Lightning Cage to match the Winter aesthetic. 

 

Bioware developers are not known to be logical or rational. I thought people knew that by now. 

 

Remember the Heat Sink mods for some weapons ? Here is the description of SMG Heat Sink :- "Increases heat conductivity of thermal clip receiver. Negates heat generated by some shots."

 

Negates heat generated...That violates the Laws of Thermodynamics so hard that I cannot imagine a genuine sci-fi game developer putting such things in game. 


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#3823
Bayonet Hipshot

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Why not play as a dwarf who started experimenting with alchemy because s/he was jealous of mages?  Even if you aren't going to go with that backstory, my vote goes to dwarf.  Magic resistance is useful in a number of situations, and their beards truly are epic...

 

edit: Also, playing as a non-human will encourage Bioware to continue to give us a choice between races in future games.  So if you have any interest at all in a non-human, I strongly urge you to play as one of those characters first, regardless of which of the three you pick.  If they design DA4 from start to finish with non-human protagonists in mind, we will probably get even more in-depth racial content.  If they see that the overwhelming majority is picking human again, they might not bother...

 

There is just on issue with me playing as a non humans who are not mages and that is education level.

 

In a medieval-ish environment, there are two main methods for a character to have an educated background. One is to be part of a noble family and the other is to be a wizard. You can be both as well. 

 

I personally like RP-ing educated characters which means I usually end up playing as a noble or a former noble or a wizard.

 

In DA:O, this was not a problem because we had the Dwarf Noble. I could RP, at least in my head, that he spent a lot of time in the Shaperate. In fact, Dwarf Noble is one of my favorite DA:O origin story. 

 

In DA:I, you can either be from nobility or a hunter or a mercenary or a criminal or a wizard. The Dwarf Origins in the upcoming game is a criminal. You are not going to be very educated or learned as one. 

 

Hence my reluctance to RP as a dwarf in DA:I. At least for the other races you can be wizards. 



#3824
Xilizhra

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There is just on issue with me playing as a non humans who are not mages and that is education level.

 

In a medieval-ish environment, there are two main methods for a character to have an educated background. One is to be part of a noble family and the other is to be a wizard. You can be both as well. 

 

I personally like RP-ing educated characters which means I usually end up playing as a noble or a former noble or a wizard.

 

In DA:O, this was not a problem because we had the Dwarf Noble. I could RP, at least in my head, that he spent a lot of time in the Shaperate. In fact, Dwarf Noble is one of my favorite DA:O origin story. 

 

In DA:I, you can either be from nobility or a hunter or a mercenary or a criminal or a wizard. The Dwarf Origins in the upcoming game is a criminal. You are not going to be very educated or learned as one. 

 

Hence my reluctance to RP as a dwarf in DA:I. At least for the other races you can be wizards. 

Nothing would necessarily stop you from being educated. The Carta has money, after all, and the Dwarf Commoner PC seems to have been the recipient of at least some of it to make them more effective (I would think).


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#3825
Bayonet Hipshot

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Nothing would necessarily stop you from being educated. The Carta has money, after all, and the Dwarf Commoner PC seems to have been the recipient of at least some of it to make them more effective (I would think).

 

Hmm...You raise a good point...I am still at the point of deciding to either go rogue or mage...Still deciding really...

 

Magic is powerful but I prefer not having to worry about demonic possession and unnecessary persecution...But then mages have plenty of utility based spells this time around...

 

I need to have a proper look at the trees of both classes and at Tempest since if I go with rogue, I will pick tempest as my specialization...

 

Anyway, if I decided to play a dwarf, it will be a beardless one....