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


And here, immediately after the ability is used.

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
And here, immediately after the ability is used.
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.
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.
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...
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.
And the answer...
Hi Mark! Quick question, if you fill multiple slots with the same ability - do they have separate cooldowns?
@Megin_Akoss no. They share the same cool down.
And the answer...
Hi Mark! Quick question, if you fill multiple slots with the same ability - do they have separate cooldowns?
@Megin_Akoss no. They share the same cool down.
Ok, that's what I thought. Thanks for checking, man!
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...
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.
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.
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.
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
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).
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
How many skill points will we have at max level? 24?
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.
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.
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.
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.