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


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#4026
PillarBiter

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Archery tree looks like it's set for huge alpha damage. I wonder if Full Draw would be able to OHK at least basic level-appropriate enemies, with specific passives?

 

In combination with a dispel, I think it'll instagib mages. 



#4027
Ap0crypha

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I retract my statement about Archery getting better to say: it's better. Looks even better than DW at this point.

 

I definitely know what my rogue will be now.



#4028
azarhal

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Vanguard is to Guard what Spirit is to Barrier. It's really the tanking tree...

 

A good part of the tree is visible starting toward 9:30 in this new video (goes fast, you want to slow the speed down). There might be spoilers before and after so be careful there.

 


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#4029
PillarBiter

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woah, very good info!

 

yeah, vanguard is totally the guarder tree :P too bad he didn't show the final right bottom skill...

 

I was right about the left bottom skill just creating guard though ^_^

And so cool that charging bull creates guard as well O_O

It's like they're kinda going overkill with the guard though... To me, war cry seems like the ultimate buff ability, in combination with chain and charging bull. Especially with the low cooldown on charging bull...

 

now bring on the reaver tree :P



#4030
LexXxich

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The first look at Behaviours menu (9:27), which looks kinda lacking - 4 options: Mana/Stamina reserve, Targeting Behaviour, HP pot reserve, HP threshold. And confirms that Tactics menu we saw earlier, with X/checkmark/star near abilities is all there is to tactics.
Also confirms that there are places one can only get to in action cam, since they require jumping.

Also
Spoiler


#4031
Hellion Rex

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VANGUARD INCOMING

 

Spoiler


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#4032
Dragkonias

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Yep.

 

Looks like I'm going Two-Handed/Vanguard.



#4033
Reznore57

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The first look at Behaviours menu (9:27), which looks kinda lacking - 4 options: Mana/Stamina reserve, Targeting Behaviour, HP pot reserve, HP threshold. And confirms that Tactics menu we saw earlier, with X/checkmark/star near abilities is all there is to tactics.
Also confirms that there are places one can only get to in action cam, since they require jumping.

 

From looking at a french review video , the guy said you had the main four thing Mana/Stamina , etc..;

And you could tell your companion how often they have to use some spells.

 

For people who really like tactics I imagine it's going to be a huge letdown (I can almost see Sylvius The Mad cry )

Can't say i'm surprised because the devs have been really quiet about tactics , I knew it was fishy.

Possible it's also a memory problem and having too much complicated behaviors set wasn't possible to bring across all platforms.



#4034
Kel Eligor

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From looking at a french review video , the guy said you had the main four thing Mana/Stamina , etc..;

And you could tell your companion how often they have to use some spells.

 

For people who really like tactics I imagine it's going to be a huge letdown (I can almost see Sylvius The Mad cry )

Can't say i'm surprised because the devs have been really quiet about tactics , I knew it was fishy.

Possible it's also a memory problem and having too much complicated behaviors set wasn't possible to bring across all platforms.

 

Tactics were an overly complicated system tbh. Yes, it rewarded people for diving in them and customizing their party behavior pretty deeply but for most gamers who want to enjoy either the story or the myriad of things Inquisition throws at you, tactics would add a level of unwanted complexity on top of the wartable, crafting, e.t.c. Tactics were not needed in Mass Effect, and the simpler system did not lend itself poorly to the gameplay. With tac-cam, you can still micro-manage anyway. 


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#4035
Dragkonias

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I'm guessing the damage boosting abilities that Vanguard had in DA2 got moved to the Reaver Tree.

 

So...I'll probably end up going Two-Handed/Vanguard/Reaver. 



#4036
Hellion Rex

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Two more Archery

 

Spoiler

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#4037
LexXxich

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Tactics were an overly complicated system tbh. Yes, it rewarded people for diving in them and customizing their party behavior pretty deeply but for most gamers who want to enjoy either the story or the myriad of things Inquisition throws at you, tactics would add a level of unwanted complexity on top of the wartable, crafting, e.t.c. Tactics were not needed in Mass Effect, and the simpler system did not lend itself poorly to the gameplay. With tac-cam, you can still micro-manage anyway.

1. Tactics automatically filled up for those people who didn't want to dig deep into them.
2. Tactics could be adjusted at high level by changing behaviours to defensive/aggressive/ranged/etc.
3. Mass Effect had regenerating shields and manual aiming, and was a TPS with RPG elements, not a party based tactical RPG.
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#4038
Hellion Rex

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Two more Vanguard:

 

Spoiler

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#4039
Dragkonias

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Hmm, I wonder what those two abilities in the lower right corner are.

 

Because looking at it, seems like some of the Vanguard abilities would be a bit redundant. I'll probably pick for side to stick to and maybe come back for the other passives late game.



#4040
LexXxich

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Trust the Steel passive implies that Guard is benefiting from Armour value. While Barrier doesn't.

#4041
PillarBiter

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Boo for tactics. That IS a big letdown. I loved getting my tactics completly set up, and my team working together as one. 

 

Sigh. Ah well, at least my inner OCDer will have less to min/max.



#4042
Ap0crypha

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...Yep. Definitely Archery for my rogue.

 

And wow, they really re-vamped Vanguard, didn't they? In DAII it was an offensive tree, now its a supportive/defensive one. I kinda like that--it lets Two-Handers be tanky if they want to.



#4043
Dragkonias

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Trust the Steel passive implies that Guard is benefiting from Armour value. While Barrier doesn't.

 

That was already confirmed in one of the livestreams. I forgot which one.

 

But yeah, best way to think of guard is like an extra HP bar.



#4044
Hellion Rex

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Got one more!

 

ScreenShot2014-11-03at121116PM_zps647b97


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#4045
Adhin

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Looks like what I originally thought was true in so far as I'm going to have all the vanguards. Probably still wont use the Challenging shout but that's still 12 points, 13 if I have to take challenge to get the other passive via the higher passive chained to Charging Bull. Anyway that is definitely 3 active from Vanguard with a very likely 4th with that sustained skill.

 

War Cry followed up by Unbowed is gonna be a hell of a guard building combo though. Fully upgraded that's 40% guard per enemy with 200% bonus armor for 10 seconds. With the 20% max guard passive along the way that's only 3 enemies to a full guard bar with overcharged armor. Thats sexeh right there. Then again, Charging into a group, then War Cry would probably give a solid amount as well. Could leave Unbowed till you lose a little guard, hit it partway through the CD on War Cry to juggle the guard generation.

 

Honestly, I think all the guard on here was designed with the idea you might not be a SnB warrior. That is to say I think it was designed to allow a 2H warrior to generate guard as efficiently as possible so they could be effective tanks if they wanted too. I mean, with SnB you have 1 hold-sustained skill that'll generate guard extremely fast with no CD in sight, just stamina requirements. With SnB, War Cry + Untouchable Defense would let you tank like mad and generate crazy guard more effectively still then most of the vanguard tree combined. Well, at least it being less complex you know?

 

Anyway, yay 2h vanguardin' reavers, definitely looking more solid now.


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#4046
ZerioctheTank

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VANGUARD INCOMING

Spoiler


Rex for some reason the spoiler button isn't working for me but the other vanguard spoiler one is. Am I the only one having trouble with this? Regardless I paused the YouTube video like a madman and saw what I needed to see.

WOW!! JUST.....WOW!!!!! That is ALOT of guard gaining abilities! Alot more than I was expecting honestly. We even have a "Throw the Gauntlet" upgrade to challenge lol but seriously that is alot of guard. Even bull charge gives you guard. That means my tank can charge in then follow up with war cry, then my non tank warrior can charge in to get guard. With how easily warriors can acquire guard I'm wondering how easily mobs are able to blow right thru it. It seems us tanks are going to have to look out for attacks that do bonus damage to guard so maybe we can manually avoid them.

I was actually hoping for something like bravery to increase aggro the warrior does to help out against mobs immune to taunt but maybe that is in Champion! Now I post a ghetto tank build on the boards that I probably won't use lol.

#4047
Hellion Rex

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Rex for some reason the spoiler button isn't working for me but the other vanguard spoiler one is. Am I the only one having trouble with this? Regardless I paused the YouTube video like a madman and saw what I needed to see.
 

Incoming everyone! A lot of pictures. Zerioc, I'll unspoiler tag it for you.

 

VANGUARD INCOMING

 

 

ScreenShot2014-11-03at110623AM_zps24b374

ScreenShot2014-11-03at110554AM_zpsef4b5b

ScreenShot2014-11-03at110356AM_zps54808b

ScreenShot2014-11-03at110334AM_zps63cbc4

ScreenShot2014-11-03at110408AM_zpsf44948

ScreenShot2014-11-03at110437AM_zpsafdf0a

ScreenShot2014-11-03at110348AM_zpsf1821b

ScreenShot2014-11-03at110445AM_zpsb789df

 

 



#4048
LaughingWolf

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Can someone explain the difference between guard and armour, and how they relate? 

As thrilled as I am to see the Vanguard skill tree, I'm a bit confused on it all  :huh:



#4049
ZerioctheTank

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Lol thanks Rex now I have all those pictures saved on my phone. This will help til I get to a computer later.

Laughing wolf: Guard is literally a second health bar. Warriors have various abilities that allow them to generate guard. If you look at any of the gameplay videos you might notice some grey/silver bars above a character's health bar. That is how much guard they have. In order for a mob to damage their health bar they have to take out all of their guard first. Guard protects you from physical or magical attacks.
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#4050
Illyria God King of the Primordium

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Can someone explain the difference between guard and armour, and how they relate? 

As thrilled as I am to see the Vanguard skill tree, I'm a bit confused on it all  :huh:

Guard is ablative health that you gain by doing certain abilities.  Armour is damage reduction that applies to guard and health (but not to barrier).