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


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#5226
The Elder King

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@The Elder King: Ahh gotcha

As for level cap - there isn't one. And 'all the people' finishing it at lvl 18 are reviewers rushing frantically to get to the end of the game. We've seen SS of people at lvl 27, and we've been told 25-30 if you work at it. I can bet you I'll manage a bit past 30 after 150-ish hours...

Oh, so we see characters at level 27? Cool.
Anyway, that's my Thunder KE build:
KE: Spirit Blade plus upgrade, Fade cloak plus upgrade, 4 passives, Resurgence.
Spirit: Barrier plus upgrade, Guardian Spirit:
Storm: Chain Lightning plus upgrade, Energy Barrage plus upgrade, Static Cage plus upgrade, 4 passives.
I think that after This I'll put Winter's grasp plus upgrade, Mana surge, Immolate plus upgrade and Flashpoint, if I have points and Mark of the Rift is automatically unlocked.

Mapped slots: Spirit Blade, Fade cloak, Barrier, Resurgence/MotR (based on the situation), Energy Barrage, Static Cage, Chain Lightning, Immolate/Winter's Grasp.

#5227
Adhin

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I'm curious how many Inquisition perks we get. One reviewer spat out '10 max' but then they where saying all manner of wrong BS so... never know how much of that I can trust you know?

 

Oh and as far as Tempest, Fire and Lightning... Fire - no skills cost ANY STAMINA for 5 seconds. Think about this, if you will... You see a group of enemies overhead as your scouting ahead, you get your first target setup, pop flask of lightning. Everyones slowing down and you full draw on 2 enemies (you'll have to wait a second or 2 for the stamina to regen) to knock em out and do huge dmg. As that flask fades off you quickly use Flask of Fire. Now for the next 8 seconds all your skills are free, which means 8 seconds of constant long shot or explosive shot. You could easily tare down all manner of stuff with this combo.

 

It's pretty damn absurd some of the things you could pull off, damage wise, with Tempest. It just requires some planning and thought. Assassin's Mark skill can do some extra absurd stuff. Imagine starting a Dragon fight off with an Assassin Marking them, and a Tempest opening immediately opening with Lightning -> Full Shot -> Long shot -> Flask of Fire -> Lots of Long Shots... halfway through that combo the Mark will end and do aaalll of that dmg again.

 

Tellin' ya... gonna be some dirty combos.


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#5228
SomeoneStoleMyName

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For a nightmare playthrough, Blackwall with his champion tree coupled with vanguard seems like the strongest tank in the game imo.
 



#5229
Adhin

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@MazPA : 2H Reaver, taking all the SnB passives (cause yes, that totally works). I only have 7 abilities but total of 27 points spent. trying to decide exactly what to make for my 8th. I'm thinking maybe combat roll or challenge. Challenge or Unbowed would ultimately be the cheapest investment.


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#5230
SomeoneStoleMyName

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@MazPA : 2H Reaver, taking all the SnB passives (cause yes, that totally works). I only have 7 abilities but total of 27 points spent. trying to decide exactly what to make for my 8th. I'm thinking maybe combat roll or challenge. Challenge or Unbowed would ultimately be the cheapest investment.

Ehrr... passives are not weapon restricted? A reaver taking 20% less damage from front in the SnB tree, still gets the passive with a 2H? O.o



#5231
Eudaemonium

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Ehrr... passives are not weapon restricted? A reaver taking 20% less damage from front in the SnB tree, still gets the passive with a 2H? O.o

 

Yah, Laidlaw said that passives just work generally on the character even if you don't use the weapon they're associated with. Though obviously there will be some redundancies (like the elevation and strafing passives for archery if you go dual daggers).

 

Does anyone know what the skill after Mark of the Rift in the special Inquisitor Mark thing tree is?


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#5232
andy6915

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Ehrr... passives are not weapon restricted? A reaver taking 20% less damage from front in the SnB tree, still gets the passive with a 2H? O.o

 

Yep. A passive is a passive in DAI. It makes sense, passives in frost benefit a mage who mostly uses fire. Why should only mages get the usefulness of cross-tree passives?



#5233
The Elder King

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Ehrr... passives are not weapon restricted? A reaver taking 20% less damage from front in the SnB tree, still gets the passive with a 2H? O.o

Yup.

Yah, Laidlaw said that passives just work generally on the character even if you don't use the weapon they're associated with. Though obviously there will be some redundancies (like the elevation and strafing passives for archery if you go dual daggers).
 
Does anyone know what the skill after Mark of the Rift in the special Inquisitor Mark thing tree is?

I think it's the focus building passive.

#5234
Skymaple

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Ok, loving Tempest! I thought it would be only adding elemental damage, but it's super cool! Fire flask and lightning flask are going to be in my 8 actives... I'll have to reorganize everything... And that focus skill... :D One of the most interesting specs for me... And I think the 25% chance is of not triggering a cooldown. I hope the upgrades add duration time and other effects!

 

And Rift Mage is also amazing, I love it... Force Mage is the only mage spec I've really liked in both DAO and DA2, and seeing it return in some form, plus the incredibly OP stone fist it's so nice! The passives though... I don't know, I only want the one that adds 15% damage to weakened enemies...

 

So, nothing to change for my 2 first playthroughs! Storm Rift Mage and DD Sabotage Tempest Rogue :wub:


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#5235
Adhin

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Yeah in the rift mark tree the passive gives Focus bonus from doing skill combos between team mates. So Freeze something and have someone else shatter nets a larger bonus.

 

As far as passives, 100% yeah. Asked Mike, as someone mentioned and he said they did it cause it makes the builds more interesting and I fully agree. Oh and it's not 'just' 20% DR. Another passive is 50% dr vs ranged attacks. Or how about less likely to be staggered and can't be flanked? Or my favorite for Reaver, every 10% of health lost nets you 10% bonus stamina. Dragon-Rage, which consumes your life per attack, ultimately will net you bonus stamina periodically.



#5236
azarhal

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Anyone else notice the synergy between Rift mage and Templar. Templar has a passive that gives all party attacks a 5% chance to cause weakened and Rift Mage is very much built around utilizing the weakened status effect.

 

That passives is less or more a weapon proc. The Templar is like a walking weapon enchantments proc for all.

 

It's not really a Templar too, it's like they merged the old DAO Champion (party buff) with a Demon Hunter spec. I'm not even sure how they do their job with the lost of their magical defenses.



#5237
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The web design has been taken from DA2, so I'm wondering will it work as DA2 did. Example: In tempest tree would I need both ride the storm and killer's alchemy to unlock flask of lighting? Or would I just need one?



#5238
andy6915

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The web design has been taken from DA2, so I'm wondering will it work as DA2 did. Example: In tempest tree would I need both ride the storm and killer's alchemy to unlock flask of lighting? Or would I just need one?

 

Just one. I can't find the source with how crazy the board has been for the last few days, but I specifically recall a post with a twitter quote from a dev saying that you just need to reach the ability to use it. No having to come at it from both sides.


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#5239
Adhin

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What Andy said - Mike said it only requires 1, not 2. There are also no skill point or level requirements. Its way, WAY less restrictive then past games. outside of just taking Mikes word on it there are countless videos showing people spend points showing you not needing more then 1 of the skills.  The only bit I haven't confirmed for my self, from videos (or a dev) is if you can go backwards.

 

As an aside... Whatcha guys think I should go for, Challenge for stamina regeneration (and I guess single target taunt, using war cry for taunt so... meh). Combat Roll for I dunno, rolling instead of tanking? I feel like outside of avoiding dragon fire or some extremely strong attack I can't counter or walk away from in time it's a wasted hotkey. And last, but not least, Unbowed, bonus guard generation in groups. Unbowed, fully upgraded, is 20% guard per enemy 'nearby. No indication what nearby distance really is. In a group fight it would let me get guard back between War Cry uses... well, in between 2 uses anyway, it has a longer CD then War Cry does.



#5240
Dunbartacus

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That passives is less or more a weapon proc. The Templar is like a walking weapon enchantments proc for all.

 

It's not really a Templar too, it's like they merged the old DAO Champion (party buff) with a Demon Hunter spec. I'm not even sure how they do their job with the lost of their magical defenses.

They have a passive that increases elemental resist for the whole party but yeah i'm a little underwhelmed, would of liked wrath of heaven to decimate mages too but oh well. I'm still using a Templar PC on my second play-through for something different and to synergize with solas by helping to weaken enemies.



#5241
Skymaple

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I have a question regarding rogue skills, maybe someone can clarify it?

Dqv7Ja6.png

I don't understand the wording of this upgrade... because the normal version also poisons in area :S I only see the damage increases from 15% to 25%... Is it a mistake? or is there something I'm not getting?

 

And another doubt... for my DD rogue I only have space for 2 DD active talents in the bar... Spinning Blades I want, because it looks amazing and I love the concept... but I don't know which one will be better Twin Fangs or Deathblow... any ideas?



#5242
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Are we sure Wrath of heaven works only on demons?
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#5243
mikeymoonshine

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Everything always happens when I'm not here.  :blink:



#5244
Adhin

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@Skymaple : It doesn't poison them, it does nature dmg per second while they're in the radius of the skill. The upgrade effects them with a debuff doing bonus dmg per second which remains even if they leave the area. So for example, you throw it down, say and enemy never leaves the area after 2 seconds. For the first 2 seconds they take 15% + 25% poison dmg, 15% for being in the area, 25% for being poisoned. Once they leave the area they still have the 25% dmg per second poison debuff which persist for the remainder of it's 8 second duration (so, 6 more seconds).

 

@The Elder King : It stuns everyone, the dmg seems to only effect demons.

 

-edit-

Mikey, enjoy reading all that backlog ;)

 

Oh hey, for roleplay purposes (back onto my main reaver tank bro) I should probably take the War Horn for fear. Only down side is it's a horn, not him just being scary as ****. Guy im basing this off of was a Barb whos rage drained HP but had him leech life. He had a massive intimidation check so... whatever, fear would fit. And I would prefer a skill to do it vs a passive that just auto-fears everything when I kill something... that sounds like a pain in the ass unless they don't run away when feared.


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#5245
Dunbartacus

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Are we sure Wrath of heaven works only on demons?

It stuns everyone, it only does damage to demons i kinda think it would fit the lore to damage mages too.



#5246
WillieStyle

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I think the base skill applies damage but doesn't poison. The upgrade adds the poison Damage over Time.

Also the answer is Twin Fangs AND Deathblow. Both abilities are incredibly powerful. Twin Fangs from behind is perhaps the single most damaging attack in the game after Fire Mine.

Deathblow is effectively a no cool down finisher that allows you to clear entire packs of mobs after a party member weakens them with AoE.
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#5247
The Elder King

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Thanks to Both.

#5248
mikeymoonshine

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 I'm tired of this being an Easter Egg hunt, we need all of this on a single page.

 

There are limits to the amount of images you can post on a single page and there are also limits to the amount of time I can spend searching for and updating info that changes from day to day. Luckily there are several very helpful people on this forum who have contributed a lot to this thread but I can't be here all day every day to update the second stuff gets shown, i'm sorry. 


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#5249
Adhin

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@Dunbartacus : See, I disagree. Mages are just people, they're not demons. Yeah they have a more direct tie to the fade, but they're not 'made' of it. Ultimately, Templars are mage hunters because they can supress mage powers, and dispel mage powers. I personally never though a high magic resist at base made sense, it should involve a skill, like a spell block like we get Shield Wall or the 2H counter move.

 

That said, Shield Wall can already block spells so.. I dunno, grab a shield and use it to block spells, and use dispel to disrupt mage debuff or effects on you and the party. But they've never really just been straight up immune to mages. The only reason blood magic is so bad toward Templars is the mind control they can't dispel, past that there just normal warriors... they stab mages, don't use magic to kill them.

 

-edit-

@Andy (and Mikey, also) : Just do what I've done, bookmark these 2 links.

 

Base skills : http://imgur.com/a/DzqMh

Specializations: http://imgur.com/a/7CBLr


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#5250
andy6915

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There are limits to the amount of images you can post on a single page and there are also limits to the amount of time I can spend searching for and updating info that changes from day to day. Luckily there are several very helpful people on this forum who have contributed a lot to this thread but I can't be here all day every day to update the second stuff gets shown, i'm sorry. 

 

Don't worry, I already took care of that.

 

http://forum.bioware...-far-is-posted/