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


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#4276
azarhal

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Here's all of them in a single pic.

Spoiler

 

 

I'm wondering if they are re-using icons. Those is 3 Templars passives (aka icons) don't make much sense on a Templar. Especially not with those names. Nature's Shield?


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#4277
Astrolabe

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Huh. That's weird. 



#4278
KnightXE

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so Nature's Shield, Cycle of Life, and Disturbance of Spirit are all Templar passives?



#4279
azarhal

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so Nature's Shield, Cycle of Life, and Disturbance of Spirit are all Templar passives?

 

They are all using icons found in the Templar spec Cassandra is using.


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#4280
Adhin

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Could be new passives for MP only, could be Templar passives that have just been renamed. The one where they fall and everyone gets a bonus to fight on makes sense for Templar. Then again, that could be a passive ALL MP classes get. Hard to say really, but they definitely look like Templar icons. And I don't know why they would use Templar icons when doing completely new skills, not exactly a giant resource cost to make a new icon.

 

-edit-

Oh and one thing I was super happy to find out from this stream. Past showings of the MP have shown 10 passives and 2 extra actives? Well, current stream showed 10 passives per tab, and 6! active skills. That's basically 22 points to max out a tree, 1 less then you'll have at 20. Course, you can only bind 4 skills so 'maxing out' would be super pointless anyway but there ya go.

 

Also they kinda dodged the respec option question by saying you can re-level them so if there is no respec item option, we maybe stuck with the 1st skill in each tab but, again, can only bind 4 skills so that's no biggy... Would end up throwing left over points into passives in the other tree anyway.

 

Anyway, 21 total points (19 we get to choose) with 44 points to spend it on, that's a lot of options.


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#4281
ClassyUnicorn

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The only one that looks out of place to me is distubance of the spirits and I'd be willing to bet that either it's an chance to proc on strike ability in SP or even more likely the wording just changes and it works with a regular warrior talent instead.



#4282
KnightXE

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They are all using icons found in the Templar spec Cassandra is using.


ah. thanks.

#4283
Adhin

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Oh and chain lightning! I can't remember if past games work like this, I know some other RPG"s kinda do (sometimes). But anyway, it's set number of jumps isn't a max targets, it'll just jump that many times, so max dmg outa it will be if you only have 2 target. 200% per target, think it's what, 6 max jumps? That's 3 hits per target if there are only 2 targets or 600% dmg to both of em... pretty sexy.



#4284
Hellion Rex

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Hmmm, trying to decide how I'm gonna bring Winter and Rift Mage together. I feel like I need more info on the other Rift Mage spells. Though it seems like it focuses on "weakening".

#4285
werqhorse

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I'm wondering if they are re-using icons. Those is 3 Templars passives (aka icons) don't make much sense on a Templar. Especially not with those names. Nature's Shield?

 

 

I get the feeling that the "Templar passives" are actually re-named/re-tooled multiplayer-specific abilities for the Keeper...? I mean, "Nature's Shield" and "Cycle of Life" seem like pretty Keeper-y concepts. Unless it has been confirmed that MP-specific abilities don't exist (I haven't been paying attention to MP news).



#4286
Adhin

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We haven't gotten any confirmation one way or the other but they did, in todays stream, point out that the skills are all from single player. I think they where talking specifically about actives. This is one reason I think they may of just re-written/re-named some templar passives for the Keeper. I wouldn't be surprised if that's a general occurance with the classes in general to be honest.

 

What I'm really curious about is with new class kits. If the 12 classes have all the pre-existing skills, will they just be a new mix up? Will they incorporate new skills entirely (along with old ones?). Basically, something you saw with ME3 was some stuff from the DLC made its way into the SP and vice versa. It's possible they'll be using MP to introduce new skills that turn into specialization DLC (or just new tabs).

 

I'm not expecting a dual wielding warrior with new animations but that's kinda in the realm of something that could potentially happen, and be more likely to happen due to this MP existing. Either way the current stuff is definitely a big ol' mash up and it's not as cohesive of a theme as it is for single player. Which I'm totally fine with, I like the number of options available, plenty of builds to be had with in a single class kit, more then ME3 had by far.


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#4287
Dragkonias

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So Force Mage has basically been split between KE and Rift Mage. I figured Bioware had moved some of the abilities around to make them more specialized.

 

I'm hoping most of the Vanguard's abilities from DA2 have been moved to the Reaver tree. Vanguard had like my favorite warrior skillset.



#4288
andar91

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Okay, so I just have to say that Static Cage was somewhat cool to me before, but its upgrade is AWESOME. It's somewhat of an inclusion of a Tempest-like ability. I mean, how can you NOT have some type of lightning storm for lightning?



#4289
Adhin

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Heh yeah, doing a lightning cage then a blizzard 'on' that cage is going to be absurd. Everyone is stuck in this circle, attempting to escape launchs them back to the middle and stuns them. All the while taking periodic cold dmg that triggers lightning dmg. That's gonna be a fun one to be sure. Or the that whole concept folks had with hey lets static cage then fire mine the crap outa it, bonus lightning dmg!

 

...seriously though Static Cage + Blizzard.



#4290
andar91

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Heh yeah, doing a lightning cage then a blizzard 'on' that cage is going to be absurd. Everyone is stuck in this circle, attempting to escape launchs them back to the middle and stuns them. All the while taking periodic cold dmg that triggers lightning dmg. That's gonna be a fun one to be sure. Or the that whole concept folks had with hey lets static cage then fire mine the crap outa it, bonus lightning dmg!

 

...seriously though Static Cage + Blizzard.

 

Combo: Winter Storm Warning


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#4291
Silent Rogue

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I'm planning my build and I'm wondering if anyone here knows by any chance what the rest of the KE abilities are besides these:

 

Spirit Blade

Defending Blade

Fade Cloak

Decloaking Blast

Resurgence

Veiled Riposte



#4292
Hellion Rex

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I'm planning my build and I'm wondering if anyone here knows by any chance what the rest of the KE abilities are besides these:

Spirit Blade
Defending Blade
Fade Cloak
Decloaking Blast
Resurgence
Veiled Riposte

Check back one page and you'll see the KE slowing spell.
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#4293
Jurus

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I've never played a mage before in the Dragon Age series but I'm planning to roll one now and looking at the talent trees left me a bit confused.

 

Does anyone know (or is it written somewhere) what are the differences between fear, paralyzed, shocked, frozen and chilled? Are paralyzed/frozen and shocked/chilled basically the same? And what about fear?



#4294
SebastianP

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I've never played a mage before in the Dragon Age series but I'm planning to roll one now and looking at the talent trees left me a bit confused.

 

Does anyone know (or is it written somewhere) what are the differences between fear, paralyzed, shocked, frozen and chilled? Are paralyzed/frozen and shocked/chilled basically the same? And what about fear?

They're all CC effects. 

 

Fear, Panic- the enemy will most likely run in random directions for the duration 

Paralyze(?), Shocked(?), Frozen- enemies will probably be rooted in one spot

Chilled, Crippled- enemies will be slowed



#4295
Illyria God King of the Primordium

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They're all CC effects. 

 

Fear- the enemy will most likely run in random directions for the duration 

Paralyze(?), Shock(?), and Frozen- enemies will probably be rooted in one spot

Chilled, Crippled- enemies will be slowed

They confirmed in the MP stream that Shocked reduces resistance to various elemental effects and damage.  You basically hit a group with shocked, follow it up with an upgraded Energy Barrage of your chosen staff to reduce their resistance to nil and then hit them with the most powerful spell of your staff's damage type you've got.  



#4296
KnightXE

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so it seems the new Rift Mage spells do NO damage?? they're just for CC?? :(

#4297
ElementalFury106

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Hmm, so far I'm not digging what we see from a Rift Mage. Need more info!

 

Also the Templar passives are a little weird, but I do love the Cycle of Life passive. Looks really awesome, but I feel like it belongs in the Champion tree more...I don't know. Maybe it's just me but the Templar passives seem out of place.



#4298
Thibax

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Nature's shield doesn't protect against nature damage. So no nature damage in DAI?

 

I want to see all Rift Mage spells.



#4299
azarhal

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Also the Templar passives are a little weird, but I do love the Cycle of Life passive. Looks really awesome, but I feel like it belongs in the Champion tree more...I don't know. Maybe it's just me but the Templar passives seem out of place.

 

It's an assumption based on re-using the icons that these are Templar passives. The names scream mage and nature based, not anti-magical warriors anyway.

 

There is also a Templar MP character. If those are Templar passives, does it mean that the Templar has the Keeper-like passive?



#4300
Mornmagor

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Pity the Knight Enchanters are squishy as a marshmallow.

 

They're not.

 

Also, Disruption Field, is too small radius-wise, just 3 meters, to be like the haste spell we saw. It was even affecting the Dragon in that video, and it specifically says that "Enemeis larger than the area are immune".

 

It's basically something that slows movement and attack speed, which is pretty powerful on its own.