Well I must admit I must take the base DPS of 2H and 1H into account. If 2H deals 2x damage of 1H, then 2H skill trees will make more sense for pure DPS build.
Skill Trees: View and discuss DA:I's skill tress here.
#4401
Posté 08 novembre 2014 - 09:49
#4402
Posté 08 novembre 2014 - 10:03
I have always thought that 1 hand and 2 handers have always had roughly the same dps, as long as you only consider one target. 1 handers do less damage, but have a much higher attack speed. 2 handers hit harder, but are much slower. They only show real dps difference in a crowd when 2 handers can hit multiple enemies at once.
- ElementalFury106 aime ceci
#4403
Posté 08 novembre 2014 - 10:12
It seems that Knight Enchanter and the Spirit tree are the only mage options I've seen that offer any type of healing. So max out Knight Enchanter , Spirit tree, Frost and Fire after that ?
#4404
Posté 08 novembre 2014 - 10:13
Ok, here is my rogue build! I'm scrapping the other build I had in mind.
Tristan Trevelyan
Double Daggers
-Flank Attack + Skirmisher
-Twin Fangs + Ripping Fangs
-Bloodied Prey
-Dance of Death
-Sneak Attack
-Deathblow + Thrill of Victory
Subterfuge
-Stealth + Lost in Shadows
-Easy to Miss
-Evade
-Evasion
-Mercy Killing
-Knockout Powder
-Ambush
Assassin
-Everything else
Mapped: Flank Attack, Stealth, Evade, Deathblow, Twin Fangs, Assassin Active 1, Assassin Active 2, Assassin Focus
- ElementalFury106 aime ceci
#4405
Posté 08 novembre 2014 - 10:15
It seems that Knight Enchanter and the Spirit tree are the only mage options I've seen that offer any type of healing. So max out Knight Enchanter , Spirit tree, Frost and Fire after that ?
Well, what kind of build are you looking for specifically?
#4406
Posté 08 novembre 2014 - 10:28
I have always thought that 1 hand and 2 handers have always had roughly the same dps, as long as you only consider one target. 1 handers do less damage, but have a much higher attack speed. 2 handers hit harder, but are much slower. They only show real dps difference in a crowd when 2 handers can hit multiple enemies at once.
Weapon&Shield vs Two-Handed is really more a question of Single Target vs AoE, which is a playstyle question and not a damage one. The game will have both single targets and groups of enemies to defeat.
#4407
Posté 08 novembre 2014 - 10:39
I never played S&B and DA2 but I know my 2-Hander was basically a swarm of death by the end of the game.
#4408
Posté 08 novembre 2014 - 10:55
Actually, after I study sword&shield skill tree for awhile, I feel like IT CAN DEAL FAR MORE DAMAGE than 2-hand given infinite amount of stamina. Why? Because each active skill deals 200-300% dmg but has cooldown as low as 8 sec for most skill. 2-hand skills have at least 16 sec cooldown with similar dmg amount. This means sword&shield can be more effective for pure DPS than 2-hand.
Given info here is correct of course http://imgur.com/a/nddT3
As others have pointed out, the base damage of the weapon is also a determining factor.
2 handed looks pretty decent to me ![]()
#4409
Posté 08 novembre 2014 - 10:58
In mage I'd ideally like to be battle mage/ Arcane warrior with Spirit healer like I did in Origins any suggestions?
#4410
Posté 08 novembre 2014 - 11:01
Something I've been wondering.
With cross-class combos, I've noticed that most detonator abilities only need an enemy to be incapacitated.
So...I mean doesn't that basically mean that those combos can be set up with any combination...heck they can be set up by one person?
#4411
Posté 08 novembre 2014 - 11:11
In mage I'd ideally like to be battle mage/ Arcane warrior with Spirit healer like I did in Origins any suggestions?
Ok, then yes, I would say fill up the Spirit tree to reach Revival, and then get enough Knight Enchanter to unlock Resurgence.
Then I'd say put the rest into Winter's Grasp, Fade Step, Immolate, Flashpoint, Pyromancer, and Frost Mastery. If you have any points left by that point, I'd say put them into the remaining Knight Enchanter passives.
- kimgoold aime ceci
#4412
Posté 08 novembre 2014 - 11:14
Something I've been wondering.
With cross-class combos, I've noticed that most detonator abilities only need an enemy to be incapacitated.
So...I mean doesn't that basically mean that those combos can be set up with any combination...heck they can be set up by one person?
It does seem that way. In earlier demos we saw a mage inquisitor setting up and detonating their own combos. I wonder if the handful of warrior abilities that stun enemies can set up for a combo though.
#4413
Posté 08 novembre 2014 - 11:15
There is more healing in crafting than in abilities.
If you want to be a healer, roleplay one with potions, regeneration grenades and the healing mist or whatever the name finally is. You can even roleplay a warrior S&S templar healer, like a paladin.
The only real heal in abilities is the focus power of 1 mage, and you will not be able to spam it at all being focus.
#4414
Posté 08 novembre 2014 - 11:18
@kimgoold, here a rough, rough sketch of what you might like.
About 24 points total
Spirit
Barrier + Upgrade
Peaceful Aura
Dispel
Revive + Upgrade
Rejuvenating Barrier
Knight Enchanter
Fade Cloak + Upgrade
Spirit Blade + Upgrade
The passive parallel to Fade Cloak
Resurgence
Veiled Riposte
The last 2 passives
Disruption Field
Winter
Fade Step
Winter's Grasp + Upgrade
Frost Mastery
Mana Surge
Inferno
Immolate + Upgrade
Flashpoint
- kimgoold aime ceci
#4415
Posté 08 novembre 2014 - 11:33
thanks guys. bloody auto checker
- Hellion Rex aime ceci
#4416
Posté 08 novembre 2014 - 11:34
There is more healing in crafting than in abilities.
If you want to be a healer, roleplay one with potions, regeneration grenades and the healing mist or whatever the name finally is. You can even roleplay a warrior S&S templar healer, like a paladin.
The only real heal in abilities is the focus power of 1 mage, and you will not be able to spam it at all being focus.
I plan on having Cass, or maybe Blackwall go this route. I also plan to use lots of damaging bombs like Antivan Fire, along with enchanted weaponry, on my own warrior to get a somewhat magically oriented feel to him.
#4417
Posté 08 novembre 2014 - 11:53
What spells will allow me to incapacitate a MOB before he knocks my party off it feet with a fireball, like paralyse, sleep or crushing prison?
#4418
Posté 09 novembre 2014 - 12:03
It does seem that way. In earlier demos we saw a mage inquisitor setting up and detonating their own combos. I wonder if the handful of warrior abilities that stun enemies can set up for a combo though.
If the combos work like in MP, which is pretty almost certain, then they are like this:
Every hard CC effect (not a slow, an incapacitating one) can be detonated. The effect of the combo will depend not only in which is the detonator, but also which is the hard CC.
For example, if you freeze someone and then detonate it with Stone Fist, or with Mighty Blow, you will see "SHATTER". That is a combo. It will take away the freeze effect, and apply the effect of the combo. We do not know what each combo does exactly.
However, if the target is asleep, and you use mighty blow, there wont be any shatter, but another combo.
We dont have much information, but I am guessing that all the combos where you do not see some notification, are just "consume the hard CC and do extra damage". For example, knowdown + mighty blow. Or for example, stun + whirlwind.
However, there are some combos that say "shatter", "discharge", etc. Those have some effects, and I would like to know. PLEASE BIOWARE LIST THEM!!
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- inquisitioned aime ceci
#4419
Posté 09 novembre 2014 - 12:04
What spells will allow me to incapacitate a MOB before he knocks my party off it feet with a fireball, like paralyse, sleep or crushing prison?
Winter's Grasp would probably be quickest to interrupt an enemy from attacking you with a strong spell. It instantly freezes an enemy, unless it's immune. Ice Mine will freeze as well.
Flashfire ought to be another quick spell. Panicks most enemies.
#4420
Posté 09 novembre 2014 - 12:10
Winter's Grasp would probably be quickest to interrupt an enemy from attacking you with a strong spell. It instantly freezes an enemy, unless it's immune. Ice Mine will freeze as well.
Flashfire ought to be another quick spell. Panicks most enemies.
Crushing prison was truly an old friend, I will miss it.
- ElementalFury106 et kimgoold aiment ceci
#4421
Posté 09 novembre 2014 - 12:17
Say it aint so .. no crushing prison NOOOOOOOOO
#4422
Posté 09 novembre 2014 - 12:19
Can someone explain to me how the combos work with status effects beyond shatter? I only played DA2 a couple of months ago having zero idea about anything in the series (probably why I enjoyed it so much) and I was always combining ice and stonefist, but I have no idea about any of the others like how to take advantage of fire causing fear etc. (I know it makes them run away but I see people in here talking about using it in combos).
I tried looking on various wikis but they were not very helpful
#4423
Posté 09 novembre 2014 - 12:28
Can someone explain to me how the combos work with status effects beyond shatter? I only played DA2 a couple of months ago having zero idea about anything in the series (probably why I enjoyed it so much) and I was always combining ice and stonefist, but I have no idea about any of the others like how to take advantage of fire causing fear etc. (I know it makes them run away but I see people in here talking about using it in combos).
I tried looking on various wikis but they were not very helpful
That's the thing, we do not know yet because the game has not been released.
If Bioware does not say anything, then we will have to wait
- pastabender aime ceci
#4424
Posté 09 novembre 2014 - 12:38
Do we have some idea of how much extra damage combos do? I kinda liked the wildly differing bonuses in DA2 but I guess I understand why they streamlined it to just "it's a combo".
#4425
Posté 09 novembre 2014 - 12:41
Nobody has shown a video w/ Immolate's upgrade have they?





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