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


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#3951
Roninbarista

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I'm terribly amused at how Knight Enchanter is a jedi.


They are, aren't they? I wonder what it means to play as a negotiator and diplomat if we, the player, carry out a Jedi-like mindset while playing.

#3952
Hrungr

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From this thread, the OP mentions something interesting...

http://forum.bioware...dai-at-pax-aus/

 

On the Qunari mage the abilities were:

"Two aoe burn spells, that I believe were the same attack, though they shared seperate cooldowns."

 

I've seen multiple slots with the same ability in other playthroughs and wondered why. This could be interesting tactically if you can do this with any ability and have separate cooldowns. Multiple Barrier spells for a support character? Multiple lockdown abilities? Multiple Fade Cloak (with Decloaking Blast upgrade)? Etc, etc...

 

Some interesting possibilities...


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#3953
Hellion Rex

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From this thread, the OP mentions something interesting...

http://forum.bioware...dai-at-pax-aus/

 

On the Qunari mage the abilities were:

"Two aoe burn spells, that I believe were the same attack, though they shared seperate cooldowns."

 

I've seen multiple slots with the same ability in other playthroughs and wondered why. This could be interesting tactically if you can do this with any ability. Multiple Barrier spells for a support character? Multiple lockdown abilities? Multiple Fade Cloak (with Decloaking Blast upgrade)? Etc, etc...

 

Some interesting possibilities...

Of the Fire spells that we know, which is the entire Inferno tree at this point, only one spell fits the description that the poster gave, and that is Immolate. The only AOE Fire spells that do burn damage are Wall of Fire and Immolate, and this clearly wasn't Wall of Fire. That said, it should have had the same cooldown, period. There's no reason for it to have two cooldowns. I think it might have been just the build that the poster was playing on.



#3954
Hrungr

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Of the Fire spells that we know, which is the entire Inferno tree at this point, only one spell fits the description that the poster gave, and that is Immolate. The only AOE Fire spells that do burn damage are Wall of Fire and Immolate, and this clearly wasn't Wall of Fire. That said, it should have had the same cooldown, period. There's no reason for it to have two cooldowns. I think it might have been just the build that the poster was playing on.

 

I'm trying to find the other video where I saw a character with two slots having identical frost spells and see...



#3955
Hellion Rex

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I'm trying to find the other video where I saw a character with two slots having identical frost spells and see...

That's interesting...let me know what you find, cause if it's true. That could a serious game changer.



#3956
Hrungr

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That's interesting...let me know what you find, cause if it's true. That could a serious game changer.

 

Okay, I found a different instance than the one I was thinking of and it looks as though they do *not* have separate cooldowns. At least in the iteration they were playing here...

 

 

 

Here we see 2 slots occupied by Mind Blast:

 

2014_11_01_13_31_06_Dragon_Age_Inquisiti

 

2014_11_01_13_31_25_Dragon_Age_Inquisiti

 

 

And here, immediately after the ability is used.

 

2014_11_01_13_35_02_Dragon_Age_Inquisiti


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#3957
Hellion Rex

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Okay, I found a different instance than the one I was thinking of and it looks as though they do *not* have separate cooldowns. At least in the iteration they were playing here...

 

Here we see 2 slots occupied by Mind Blast

 

 

 

2014_11_01_13_31_25_Dragon_Age_Inquisiti

 

 

And here, immediately after the ability is used.

 

2014_11_01_13_35_02_Dragon_Age_Inquisiti

Hmmmm, if there was indeed two separate cool downs in the demo the poster played, then I would say that it was either an earlier build or it was a bug.



#3958
azarhal

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From this thread, the OP mentions something interesting...

http://forum.bioware...dai-at-pax-aus/

 

On the Qunari mage the abilities were:

"Two aoe burn spells, that I believe were the same attack, though they shared seperate cooldowns."

 

I've seen multiple slots with the same ability in other playthroughs and wondered why. This could be interesting tactically if you can do this with any ability and have separate cooldowns. Multiple Barrier spells for a support character? Multiple lockdown abilities? Multiple Fade Cloak (with Decloaking Blast upgrade)? Etc, etc...

 

Some interesting possibilities...

 

The player didn't seem to know the game much. When I read that I had the impression he though they were the same thing because both paused the game and had a AOE marker to place them.



#3959
Hrungr

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Hmmmm, if there was indeed two separate cool downs in the demo the poster played, then I would say that it was either an earlier build or it was a bug.

The player didn't seem to know the game much. When I read that I had the impression he though they were the same thing because both paused the game and had a AOE marker to place them.

 

While it won't be long we get a deluge of new videos, maybe I'll fire off a tweet and see if can get an answer...



#3960
Hellion Rex

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While it won't be long we get a deluge of new videos, maybe I'll fire off a tweet and see if can get an answer...

That's cool. The next embargo breaks on Thursday, so we'll see it soon anyways.



#3961
Hrungr

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And the answer...

 

A'koss @Megin_Akoss

Hi Mark! Quick question, if you fill multiple slots with the same ability - do they have separate cooldowns?

 

Mark Darrah @BioMarkDarrah

@Megin_Akoss no. They share the same cool down.


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#3962
Hellion Rex

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And the answer...

 

A'koss @Megin_Akoss

Hi Mark! Quick question, if you fill multiple slots with the same ability - do they have separate cooldowns?

 

Mark Darrah @BioMarkDarrah

@Megin_Akoss no. They share the same cool down.

Ok, that's what I thought. Thanks for checking, man!



#3963
Hrungr

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Ok, that's what I thought. Thanks for checking, man!

 

No problem. :)

 

Like you said, if was true - it would have been a game-changer. It was worth asking to clear it up...


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#3964
Milan92

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Yeah, that would have been a little too OP :P

#3965
Fashion Mage

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I suppose what probably happened is that he had immolate on two slots, got a proc off of the Flashpoint passive ability (ie. after a crit, a spell can be cast without going on CD), and then it looked like they had seperate cooldown times.

 

That or he just confused Wall of Fire with Immolate.



#3966
Kage

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Surely they were fire mine and immolate, both pause the game while you place the template, and he got confused by it.

They even have similar icons.



#3967
ZerioctheTank

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Hmmmm, if there was indeed two separate cool downs in the demo the poster played, then I would say that it was either an earlier build or it was a bug.


I guess they did that to make the bar look better but I didn't even notice that while watching the video. Of course I was observing other things. It really seems that there are quite a few passives that thrive on crits (maybe not alot but they stuck out to me). A crit stacking build for one or two of my characters may be in the making.

#3968
Hellion Rex

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As of now, here is the build that I have planned for Varric, w/ Double Daggers:

 

Artificer

Spike Trap + Upgrade

Set Them Up

Focus

Opportunity Knocks

And Take Them Down

The Final Active + Throw Everything

 

Double Daggers

Flank Attack + Upgrade

Twin Fangs + Upgrade

The two far right passives

Death Blow + Upgrade

 

Subterfuge

Stealth + Upgrade

Evasion

Evade

Ambush

Easy to Miss

Knockout Powder

Mercy Killing


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#3969
Stiler

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I'm terribly amused at how Knight Enchanter is a jedi.

 

If only, a Jedi is EXACTLY what I was "hoping" the KE would be, but it doesn't look at all like that to me.

 

I mean it to me looked more like a mage who "occasionally" strikes with some energy arc thing (it doesn't look anywhere near a lightsaber or sword in general) and then it disappears.

 

I was hoping it'd be a permanent weapon that you could craft and it would stay visually on your and replace your melee attacks and there'd be more melee-focused abilities (Think of force push/pull, throwing your energy blade, etc).



#3970
themageguy

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As of now, here is the build that I have planned for Varric, w/ Double Daggers:

Artificer
Spike Trap + Upgrade
Set Them Up
Focus
Opportunity Knocks
And Take Them Down
The Final Active + Throw Everything

Double Daggers
Flank Attack + Upgrade
Twin Fangs + Upgrade
The two far right passives
Death Blow + Upgrade

Subterfuge
Stealth + Upgrade
Evasion
Evade
Ambush
Easy to Miss
Knockout Powder
Mercy Killing


looks great. Good on you for breaking the mold and giving him a chance to sink his daggers in.

Sigh. Makes me wish i knew the skills for Tempest. From Patrick Weekes, i was told

"Very powerful, if you go deep, but my mind does not work right for making the most of it. Several distinct buffs"

And its interesting that he didn't feel he could make the most of it...
Ah well only a little over two weeks to go.

sooooo close.
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#3971
SebastianP

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How many skill points will we have at max level? 24?



#3972
Kleon

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How many skill points will we have at max level?

 

Doesn't matter, you only get to use 8 active abilties in combat. So, you'll probably just get passives from early mid-game to end-game.



#3973
luckyloser_62

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How many skill points will we have at max level? 24?

At end game you will be somewhere between level 25-30, but I would say closer to 25. You start off with 2 points at level one, humans get an extra point, and there is an inquisition perk that gives an extra point. So somewhere between 24-26 for an average playthrough I would think. There may also be tomes like in previous games but we don't know of them yet, I doubt there will be though. 

 

Doesn't matter, you only get to use 8 active abilties in combat. So, you'll probably just get passives from early mid-game to end-game.

To be fair those passives look pretty game changing though. I'm actually more excited for the stormbringer passive than most actives. 


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#3974
VilhoDog13

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Doesn't matter, you only get to use 8 active abilties in combat. So, you'll probably just get passives from early mid-game to end-game.


What? That makes no sense in the context of his question.

To answer the question more appropriately, I've heard there is going to be around 25-27 or so.

You can have only 8 abilities on the bar - but you might want to spread out a tad and pick up a few abilities that would be good in certai situations. Switch them in when you're nearing a fight that would require them - switch them out for what you want after.

Some abilities will lead to passives you might want. Chances are you'll have more than 8 abilities you'll want to use.

#3975
Kleon

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To be fair those passives look pretty game changing though. I'm actually more excited for the stormbringer passive than most actives. 

 

Doesn't it bother you that those passives work like spells, but they are just automaticly used by the game? 

 

It's like the game presess buttons for you.