Spoiler about Necromancy (watch IGN review impressions video as it shows a little off...still haven't finished watching it but)
SpoilerEDIT: Screenshot in next tag
Spoiler
Just watching it now, that actually looks quite cool. ![]()
Spoiler about Necromancy (watch IGN review impressions video as it shows a little off...still haven't finished watching it but)
SpoilerEDIT: Screenshot in next tag
Spoiler
Just watching it now, that actually looks quite cool. ![]()
Ok god dammit IGN video showing Viv with Knight Enchanter towards the end is making me consider going there.
Spoiler
Yep, here's a few more passives for Knight Enchanter from the video linked above. Looks as if KE is really barrier focused.
Knight-Protector: You're adept with defensive magic. Barriers you create take longer to naturally decay.
Barrier Decay Reduction: 35%
Constitution on Unlock: +3
Fade Shield: You draw back the energy released by your enemies in attacks against them. Any successful attack strengthens your barrier. The more damage you do, the more powerful your barrier grows.
Barrier: 30% of damage dealt
Magic on Unlock: +3
KE looks really awesome in that IGN video.
reaver be lookin' goooooood ![]()
Next up, champion? ![]()
So do we yet know the level cap or how many ability points we get on level up? I'm looking at the ability list and trying to plan my build now, but I can't fully do that because I have no idea how many points I have to work with. Right now I'm wanting about 38 abilities and that's... A lot. I want to max out spirit and storm and knight enchanter, and take about 4 abilities from ice. I'm thinking the game won't give me enough points, but I don't actually know that for a fact.
So do we yet know the level cap or how many ability points we get on level up? I'm looking at the ability list and trying to plan my build now, but I can't fully do that because I have no idea how many points I have to work with. Right now I'm wanting about 38 abilities and that's... A lot. I want to max out spirit and storm and knight enchanter, and take about 4 abilities from ice. I'm thinking the game won't give me enough points, but I don't actually know that for a fact.
You should plan your build for around 23-28 ability points. Even if you can go up to 30 or so, what percentage of your playtime will you be using those last few abilities? The way the combat system is designed (i.e. 8 active limit), it doesn't make much sense for you to be going much further past 8 actives + 8 upgrades and 8-10 passives.

Gory mess? So this is an actual ability now?-

You should plan your build for around 23-28 ability points. Even if you can go up to 30 or so, what percentage of your playtime will you be using those last few abilities? The way the combat system is designed (i.e. 8 active limit), it doesn't make much sense for you to be going much further past 8 actives + 8 upgrades and 8-10 passives.
It's the passives I want.


Spirit has 2 very useful passives on its final tier, but to get those I have to take things I don't even plan to use like mind blast and dispel. I guess I won't truly max it out because there's a healing spell I can totally skip over, and I don't need to take the upgrades for the powers I don't intend to ever use like (again) mind blast and dispel. So that's still 8 points I need to put into it to get those passives. And I plan to be a barrier specialist, so barrier AND its upgrade are being counted here.


Storm will be my main style, and its active spells will probably be the ones I keep assigned most.
Knight enchanter is my specialization and every ability looks awesome, definitely want to max.


And from ice I want fade step and its frost step upgrade, and mana surge (when your barrier goes down it does a damaging burst to enemies and makes your next spell free of mana cost) and to get to that I have to take a freezing spell to reach it.
...I really hate these tiers. I wish I could just pick what I want.
Also, I have my button setup ready. I'll be using every active in storm and that will be 4 assigned buttons, the 2 active knight enchanter powers and that is now 6, and the fade step and barrier will by my final 2. That fills up all the slots.
...I really hate these tiers. I wish I could just pick what I want.
Hey, just be glad it's much better than DA2 and DA:O! DA:O was completely linear ability progression: 1 to 2 to 3 to 4. DA2 was a little better, but the pre-req amounts were so limiting for abilities (e.g. 5 points in the tree required for x ability). DA:I has some good non-linear skill trees (except for a few like Two-Handed), and you work your way down them any way you want. When you get to an ability, you can buy it, regardless of how many points you have invested in the tree. That's how it should be. I do think it's still good they keep some inherent investment-cost for the top-tier abilities like Static Cage and Fire Wall by putting them at the bottom of the trees. If people could buy whatever they wanted, then they would just take those right off the bat. I think the balance looks really good in DA:I.
Hey, just be glad it's much better than DA2 and DA:O! DA:O was completely linear ability progression: 1 to 2 to 3 to 4. DA2 was a little better, but the pre-req amounts were so limiting for abilities (e.g. 5 points in the tree required for x ability). DA:I has some good non-linear skill trees (except for a few like Two-Handed), and you work your way down them any way you want. When you get to an ability, you can buy it, regardless of how many points you have invested in the tree. That's how it should be. I do think it's still good they keep some inherent investment-cost for the top-tier abilities like Static Cage and Fire Wall by putting them at the bottom of the trees. If people could buy whatever they wanted, then they would just take those right off the bat. I think the balance looks really good in DA:I.
I know, I've played both games many times. I was just hoping that DAI would do away with it, like ME3 did with how it let you pick every ability right from the start unlike ME1 and ME2. And now it's more painful than ever because of how awesome so many abilities are in DAI.
Fade Shield: You draw back the energy released by your enemies in attacks against them. Any successful attack strengthens your barrier. The more damage you do, the more powerful your barrier grows.
Barrier: 30% of damage dealt
Magic on Unlock: +3
The only problem with this ability is it makes mana surge harder to activate as you need the enemy to deplete your barrier for that to take effect.
The only problem with this ability is it makes mana surge harder to activate as you need the enemy to deplete your barrier for that to take effect.
I'm guessing this is to me, since I plan to take both? Well, that's true. But it's more for emergencies anyway, just a bit of insurance in case something does manage to bring it down. Still... That ice ability's priority just dropped now that you pointed this out. Not getting it saves me 2 points.
Anyone know if ability point tomes make a return? Imagine there's a couple, that could help with getting everything I want.
Reaver looks so glorious and we have yet to see those other two passives.
reaver abilities giving cunning

reaver abilities giving cunning
I'm guessing because of the critical chance increase.
I'm guessing because of the critical chance increase.
Pretty much. I heard one guy on this forum who made a build using cunning as his main stat for a 2-handed weapon warrior in DA2 and it apparently worked out rather well because of the high defense and critical damage it gave.
The only problem with this ability is it makes mana surge harder to activate as you need the enemy to deplete your barrier for that to take effect.
I don't really see it as a problem. I view Mana Surge as more of a safety cushion like Guardian Spirit. You don't want to be taking any raw health damage, especially as a Knight Enchanter, close quarters mage. If they do happen to get through your Barrier defense though, you get an auto-cc effect that gives you a few moments to get your defenses in order without being afraid of getting wailed on.
I'm guessing because of the critical chance increase.
Yes. I noticed a few abilities in the 2H tree rely on you doing critical hits, so I'm guessing that'll sync rather well with any abilities that boost your Cunning.
Spoiler about Necromancy (watch IGN review impressions video as it shows a little off...still haven't finished watching it but)
Spoiler
EDIT: Screenshot in next tag
Spoiler
I luv you.
thankyou for posting this
Summon faer gorta, with a new coat of paint? Looks like another Amalur similarity. DAI is starting to have a lot in common with that game.
http://amalur.wikia....mmon_Faer_Gorta
Just as a random question, what are our thoughts on the 2H v W&S trees? I'm a little torn for my Dwarf Inquisitor. Obviously the image of a Dwarf with a massive war axe is appealing, but the skill trees are important too.
One thing that caught my eye was Chevalier's Step in the W&S tree, which boosts the armour of nearby companions. Seems like I'd always want a W&S companion in a melee-heavy party. Another thing I noted was the 2H abilities which require critical hits, while having no skills which actually boost critical hit chance.
So am I wrong to think W&S is actually the stronger tree?
So am I wrong to think W&S is actually the stronger tree?
Not really, especially since I remember the consensus in DA2 was that sword and shield actually had a higher damage output and damage per second compared to 2-handers. Of course, that was for single target. Against clustered crowds 2-hander was better. Basically, if this is like DA2, sword and shield will be stronger for bosses and elites thanks to more damage, but 2-handers will be better for groups thanks to the great range of that style being able to hit many enemies at once.
So am I wrong to think W&S is actually the stronger tree?
I came to that conclusion myself based on the information we have available. It seems like a much more versatile and useful tree than Two-Handed. Whether or not there are some tricks or item-situations we have yet to learn that actually make Two-Handed better...well you'll probably have to play to find out.
The only problem with this ability is it makes mana surge harder to activate as you need the enemy to deplete your barrier for that to take effect.
I'm gonna take this back after watching the ign video and seeing that you don't need barrier active already for the talent to work. Being able to create a small barrier just from attacking is going to make mana surge even better rather then hinder.