This is the assassin build I'm gonna run at launch.
https://docs.google....dit?usp=sharing
Mostly focused on using stealth for single target attacks that do massive damage.
This is the assassin build I'm gonna run at launch.
https://docs.google....dit?usp=sharing
Mostly focused on using stealth for single target attacks that do massive damage.
Sorry to sound silly, but are the specialisations fixed or could I say make Iron Bull's specialisation Champion instead of Reaver?
Do we know if the quizzy specialisation Focus ability is always the same as it is for the relevant companion? ie. Does Artificer always get 'Hail of Arrows', or is that just for Varric?
Man. These specs all look so good.
So good in fact that I've basically had to change up my initial skill lists to make more room for them.
They showed Spirit Blade and Fade Shield in action a little bit at the end of this ign video.
Holy **** the Spirit Blade looks so much better than when they first showed it.
Not seeing much synergy in Frost for a DPS KE, especially since you have to take Winter Stillness if you want Blizzard, Ice Armor ect. Winter Stillness sucks on KE.
since every specialization is effectively a class in DA I was thinking that maybe we can create 9 threads for each and discuss everything: from builds and mechanics to lore and preferences. what do you think?
Thanks for the feedback on knockdown guys! I've been thinking about a 2H Blackwall but it's giving me a headache and I don't think it's working out that well. I'm lacking both the ability points, and the ability slots :/
What I came up with is:
9 points in 2H:
2 block and slash
2 might blow
2 whirlwind
3 shield breaker, clear a path, flow of battle
6 in Battlemaster:
2 grappling chain
2 war horn
2 hamstring, deep reserves
6 or 7 in Champion:
1 line in the sand
1 or 2 walking fortress, depending on what the upgrade is
4 passives
2 in Vanguard:
2 war cry
... and that's it, that's the 8 active abilities, none of which I'm that keen on giving up on. Extra ability points can go to the (kinda lackluster) open passives in the vanguard tree, and to those in the battlemaster tree.
The alternative is to ditch the entire battlemaster thing, and get the guard-smasher passive, but seeing that Blackwall would be the only person in my party with a significant guard-smashing potential, that doesn't look like it'd be enough. Sword and shield on the other hand has that natively with the shield bash.
If any of you guys have tried building something similar, I'd appreciate your thoughts on it.
Stonefist as spirit damage?
So Rift Mage looks like Force Mage?
Stonefist as spirit damage?
So Rift Mage looks like Force Mage?
Yep, 2 skills are from the DA2 force mage + Stone Fist merge
KE seems the most powerful and game-play changing of all the specializations from the videos ive seen. just amazing.
KE seems the most powerful and game-play changing of all the specializations from the videos ive seen. just amazing.
Agree on game-play changing. Remains to be seem if it's the most powerful. It's a strong contender because of synergies with other trees that other specs just don't have. It remains to be seen if the durability improvements offset the increased damage from needing to be in melee range so much, for example. But the potential synergies with this spec are just insane. There are ways to get CDR (again, Inferno is king, hello Clean Burn) so you can spam more. You have increased mana regen from being in melee range from the KE tree, then you can get another mage in your party to give you even more mana regen for having barrier on...which you generate each time you do damage...which lets you spam more spells.
If Spirit Blade procs Clean Burn I honestly don't see how anyone can pass up taking that and Chaotic Focus. The synergy between those two skills and KE just seem too great to me, especially when paired with a DoT spell like Immolate.
Thanks for the feedback on knockdown guys! I've been thinking about a 2H Blackwall but it's giving me a headache and I don't think it's working out that well. I'm lacking both the ability points, and the ability slots :/
What I came up with is:
9 points in 2H:
2 block and slash
2 might blow
2 whirlwind
3 shield breaker, clear a path, flow of battle
6 in Battlemaster:
2 grappling chain
2 war horn
2 hamstring, deep reserves
6 or 7 in Champion:1 line in the sand
1 or 2 walking fortress, depending on what the upgrade is
4 passives
2 in Vanguard:
2 war cry
... and that's it, that's the 8 active abilities, none of which I'm that keen on giving up on. Extra ability points can go to the (kinda lackluster) open passives in the vanguard tree, and to those in the battlemaster tree.
The alternative is to ditch the entire battlemaster thing, and get the guard-smasher passive, but seeing that Blackwall would be the only person in my party with a significant guard-smashing potential, that doesn't look like it'd be enough. Sword and shield on the other hand has that natively with the shield bash.
If any of you guys have tried building something similar, I'd appreciate your thoughts on it.
If your looking to tank effectively with two handed i recommend scrapping battle-master and putting those points into vanguard.
War Cry, Charging Bull, Unbowed and Challenge all seem to be amazing tanking abilities and the upgrades of charging bull and challenge help keep your stamina up.
Grab the passive that increases Armour and maybe "It'll cost you" passive if you want to be a fairly high damage Tank.
Maybe give Unbowed a miss as it is a bit expensive.
Charging bull synergizes incredibly well with mighty blow.
Hope i helped
.
One thing I'm wondering is like...how often does Mana Surge proc?
Because I could see some shenenigans with spirit blade.
Attack enemy once, leaving just enough barrier for them to break. Get a free spell.
One thing I'm wondering is like...how often does Mana Surge proc?
Because I could see some shenenigans with spirit blade.
Attack enemy once, leaving just enough barrier for them to break. Get a free spell.
I'm sure someone will test whether there's an internal cool down once we go live. As the ability is written the assumption is you could abuse this, but unless you have some kind of healing or leech weapon I wouldn't bother because it isn't clear whether excess damage carries over into your health pool. I would expect it would. Plus it seems unnecessary due to the massive regen you can get from a two mage party and I think most of the high cost spells have a high cast time.
I only plan to take a single high cast time spell as an opener, fire mine, due to the massive up from damage and DoT. The freeze from Mana Surge isn't long enough to get another mine off (needs 3 seconds, only gives you 2).
I was thinking of a Warrior buffer/debuffer (battlemaster/templar/2h, up to a 45% damage bonus to party and tons of weakens, guard breaking, armor reduction, and cc) but man templar-tree seems so lackluster and plain compared to any other tree lol (even the base ones).
Maybe when we see it in action things will change. Any videos of it yet?
One thing I'm wondering is like...how often does Mana Surge proc?
Because I could see some shenenigans with spirit blade.
Attack enemy once, leaving just enough barrier for them to break. Get a free spell.
Seems a bit too gimmicky, and even clashes with Fade Shield.
I actually like the Templar Tree, I am going to have Cassandra go with a two hand sword and be a buff/debuff master.
I actually like the Templar Tree, I am going to have Cassandra go with a two hand sword and be a buff/debuff master.
Oh i'm sure its very effective. I guess I'm just talking about the flashy/cool factor lol. Reaver and KE seem to have some interesting mechanics going on in comparison, ![]()
Are there pics of the full templar tree yet?
Are there pics of the full tree? The ones I see in the OP only display half of the stuff.
We have all the passives/actives except the upgrades through a bunch of different screens. We are only missing the name of the winged-skull, but we know what it does (unless that skill doesn't match it's MP counterpart).
edit: website is slow for me right now.
If your looking to tank effectively with two handed i recommend scrapping battle-master and putting those points into vanguard.
War Cry, Charging Bull, Unbowed and Challenge all seem to be amazing tanking abilities and the upgrades of charging bull and challenge help keep your stamina up.
Grab the passive that increases Armour and maybe "It'll cost you" passive if you want to be a fairly high damage Tank.
Maybe give Unbowed a miss as it is a bit expensive.
Charging bull synergizes incredibly well with mighty blow.
Hope i helped
.
Thanks. Scraping battlemaster and making appropriate changes to 2H leaves me with
9 points in 2H:
2 block and slash
2 might blow
2 pommel strike
3 shield breaker, guard smasher, flow of battle
6 or 7 in Champion:
1 line in the sand
1 or 2 walking fortress, depending on what the upgrade is
4 passives
6 in Vanguard:
2 war cry
2 challenge
2 charging bull
with extra points going to vanguard's passives
This is certainly solid, but I'm a bit uncomfortable about the giant war horn shaped hole it leaves in my party, which I guess could be problematic against guarded bosses...
This is certainly solid, but I'm a bit uncomfortable about the giant war horn shaped hole it leaves in my party, which I guess could be problematic against guarded bosses...
I haven't played the game yet but i don't think guard damage bonuses will be essential. If you find yourself having trouble with tough warriors building guard maybe grab the two handed passive or bring a knight enchanter with that tasty spirit blade ability.
Agree on game-play changing. Remains to be seem if it's the most powerful. It's a strong contender because of synergies with other trees that other specs just don't have. It remains to be seen if the durability improvements offset the increased damage from needing to be in melee range so much, for example. But the potential synergies with this spec are just insane. There are ways to get CDR (again, Inferno is king, hello Clean Burn) so you can spam more. You have increased mana regen from being in melee range from the KE tree, then you can get another mage in your party to give you even more mana regen for having barrier on...which you generate each time you do damage...which lets you spam more spells.
If Spirit Blade procs Clean Burn I honestly don't see how anyone can pass up taking that and Chaotic Focus. The synergy between those two skills and KE just seem too great to me, especially when paired with a DoT spell like Immolate.
From everything I've seen it looks more like game-breaking than game-play changing. With a proper built you have the potential to be an immortal killing machine.
Constant barrier for protection, spamming Spirit Blade essentially makes the most dmg in the shortest amount of time of almost any mage spell (and it's multi-target), big bump to mana regeneration, Stasis Lock is basically the Necro's Tier 1 Focus ability, and to top it all, in a game with little healing, when 3 of your party members are down, you have an instant "do-over" with everybody at full healh+(at top tier) enough healing for 10 seconds to heal you twice over.
And as you've mentioned, the synergy with the other trees is insane. With Clean Burn+Chaotic Focus you can roleplay as Morrigan's Old God Baby, cause that's what you'll essentially be.