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


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#5801
The Night Haunter

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Unfortunately not at the moment. I hope they reduce the cool down....32 seconds seems a long time for abilities that only last 5 seconds...

Yeah, but what does it do in that 5 sec? 60% enemy speed reduction. 100% Stamina cost reduction. They are incredibly effective abilities. upping the duration would straight up make them OP. They are also exclusive, so that 30 sec cool down is mitigated in part by going from 1 Elixir to the next.



#5802
The Night Haunter

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Something is funky about the Templar spec, the official website description is: These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power.

 

Beside Spell Purge, nothing in the spec is anti-magic...

We haven't seen any of the upgrades. I think that's where some of the anti-mage/demon specific stuff is.



#5803
Dubstob

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Sadly, I have to agree with this. I wanted a templar for my first character, but they are looking rather lackluster. -__-

 

Even DAII Templar's tree was far superior IMO,

 

http://dragonage.wik...(Dragon_Age_II)

 

Annulment and Righteous Strikes....damn. Good times.



#5804
Bayonet Hipshot

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As a pro-mage, the uselessness of the Templar skill tree does delight me... :devil:



#5805
Milan92

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Looks like I'm going Reaver with my Warrior. I just hope the companions won't be creeped out by it  :lol:



#5806
Dubstob

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Does anyone know how much more dps/dmg a 2H will be to a equivalent 1H?

 

Weapon&Shield Reaver might be badass.



#5807
themageguy

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Yeah, but what does it do in that 5 sec? 60% enemy speed reduction. 100% Stamina cost reduction. They are incredibly effective abilities. upping the duration would straight up make them OP. They are also exclusive, so that 30 sec cool down is mitigated in part by going from 1 Elixir to the next.

Oh i was talking about cool down reduction. The duration is fine by me, as the abilities are freaking fantastic and very powerful, and with the correct passive you can increase an elixirs duration to 8 seconds.

Im looking forward to this spec so very very much. And hoping Luka the Alchemist has these abilities and spring trap and elemental grenade from the artificer skills.

Edit- oh.yeah i see your point too ;)

#5808
VilhoDog13

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I don't know, I can see some SERIOUS potential with a rift mage. Weakened state just increases damage for rift mage - on top of the damage passive Templar provides. Plus, their ability to stun and dispel groups - coupled with the rift mages ability to group them together... when I saw Blackwalls tree I totally wanted him as my tank. But since deciding upon taking rift mage spec...I'm leaning towards Cassandra.

#5809
themageguy

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I don't know, I can see some SERIOUS potential with a rift mage. Weakened state just increases damage for rift mage - on top of the damage passive Templar provides. Plus, their ability to stun and dispel groups - coupled with the rift mages ability to group them together... when I saw Blackwalls tree I totally wanted him as my tank. But since deciding upon taking rift mage spec...I'm leaning towards Cassandra.


Pull of the abyss, Immolate plus the pyromancer and chaotic focus passives - that's some pretty impressive stuff right there! :)

#5810
Fashion Mage

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Something is funky about the Templar spec, the official website description is: These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power.

 

Beside Spell Purge, nothing in the spec is anti-magic...

 

There's also the passive that increases the party's elemental resistances by 10%.



#5811
Araedros

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Something is funky about the Templar spec, the official website description is: These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power.

 

Beside Spell Purge, nothing in the spec is anti-magic...

maybe the party wide elemental resistance and the passive buff on willpower.

Worriors don't get that :)



#5812
Xarius478

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The fourth Templar passive, The Last Sacrifice:

 

Spoiler

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#5813
Araedros

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Yeah I'm not crazy about the Templar specialization at all. At first glance, it looked pretty damn good. Lots of party buffs, Blessed Blades is a nice constant 15% extra damage to the party at all times, awesome Focus ability. 

 

But then I started to think that the passives appear pretty underwhelming. They're all centered around demons. While that may make a Templar essential when closing fade rifts or doing quests in the fade, a good portion of our time we will not be fighting demons. 

 

And I get the argument that have two Templars in the party at once gives you a nice unfair advantage against demons...but seriously have two Templars is so far-fetched. What about the other 8/9 possible Inquisitors?

 

The only passive I actually like is the one where if the Templar falls the party gets a huge boost to health and damage. But thinking about it a little more, taking advantage of that passive encourages you to let your warrior fall..which is never a good plan. Especially if they're your party's tank. While it's definitely useful for "oh sh*t" moments to give you a little breather, trying to specifically take advantage of it is not at all a sound battle plan.

 

I'm also super disappointed about Wrath of Heaven. When we see it in the E3 2014 demo, I thought it was absolutely awesome. Deals good AoE damage while also stunning enemies? Yes please! Does extra damage to demons and magic users? Also yes please! It went from an awesome ability to a really limited one. Now it only deals damage to demons? What about the rest of the time when I'm fighting people/mages, creatures, etc.? Just a stun isn't really worth investing so far into, especially since there are more accessible stuns within other warrior trees.

 

Spell Purge is basically just a more limited version of Dispel. 

 

And while the Focus ability is fantastic, it's soooo out of place. It just SCREAMS Champion. But then again, I guess the designers really didn't care about Focus abilities making sense all of the time (i.e Necromancer, Artificer).

 

Just my personal thoughts.

to be fair only one of the passives is cetred around demons, the rest apply to all enemies.

Focus abilities are out of place for many specializations to be hones (haste for example)

In any case don't think about templar as a "stand alone". Consider synergies like blesed blades and horn of valor for example.

Anyway I don't expect it to be everyone's cup of tea but it's far for underwhelming for me.

maybe not the mage killer it used to be but highly usefull for my party



#5814
azarhal

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The fourth Templar passive, The Last Sacrifice:

 

Spoiler

 

I'm so amused that this passive is the best heal in the game, but the price...



#5815
TheFreeNerd

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The fourth Templar passive, The Last Sacrifice:

 

Spoiler

 

Umm... I don't want my tank to die.


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#5816
Fashion Mage

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I wonder if it works with Life Ward's revive.

 

The fourth Templar passive, The Last Sacrifice:

 

Spoiler

 

Is that photoshopped from the multiplayer one? Whoever is playing has Blessed Blades selected but The Last Sacrifice is shown. :'p



#5817
Arkey

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I'm surprised by everyone that is disheartened by the Templar spec. To me it seems a clear winner in terms of playing a "tank" warrior. Every specialization focus on an area. Reavers focus on raw damage at the cost of health. Champion focus on character damage mitigation and battle field control. Templars focus on party wide buffs and aoe debuffs.

 

I admit Templars potential is not as obvious at first but lets break it down shall we?

 

Blessed Blades: 15% damage increase for everyone. Not just the Templar but everyone so you know 15 x 4= nuts. That's nuts. Even if it only works on demons (the jury is still out) considering they'll be a third to half of the creatures you'll be facing that's still well worth a single ability point. And we still don't know how the upgrade alters it.

 

Champions of the Just: 10% increase (presumably against demons only). Again only a third to half but still 10 x 4 is still fantastic and these are the 'weak' abilities.

 

Makers Will: 5% chance to weaken. Until we have clarification on what weaken actually does it's benefits are clouded but one in every five attacks your party makes will weaken an enemy which is nothing to scoff at (loses worth if you have a dedicated rift mage)

 

There is no Darkness: 10% resistance to all magic in a jist for everyone. Face it, there are times when aggro management can't solve damage mitigation. This gives your team a little more beefyness against those enemy AoE's  and if helping your team keep as much health as possible isn't what a tank does then nothing is.

 

Spell Purge: I feel people don't realize how good this ability is. Even in my 2 mage party set up, neither have room for dispel, so this allows me to take it on a class that should not have it. Yes it is not target but rather a burst around the warrior but the warrior should be in the thick of things. Charge in, pop this, strip enemies of their defense, let your mages and rogues get to work. Also Eldritch Detonate for added fun.

 

Wrath of Heaven: For one second ignore all the text outside of "Area of Effect" and "Stun Duration". This is the only AoE stun in the game so far. Yes there are other ways to have an AoE CC but none are as universal as this. Everything outside bosses and dragons (bigger bosses) should be vulnerable to this stun. If stuns work the way they have in the past with threat management then you won't even need war cry in your build.

 

Last Sacrifice: You know the one, where if you die all your buddies are essentially topped off on health and given damage buffs. Now most people's argument here is that  "My tank shouldn't be dying yo!" Which yeah, I mean ideally no one will be right? However this is not always the case. There will be times when enemies catch you off guard and low and behold characters die. For one point, 1 point guys, you ensure that just because your tank dies that it's not an entire party wipe. You guarantee that the three remaining members of your party, all of whom can revive the warrior, are in the best position to do so. This is fantastic.

 

As a Templar you will be controlling the field with aoe stuns, ensure enemies are as vulnerable to your allies as possible and (given the enemy type) buffing the living daylights out of them. And should you die in all your glory you pump the rest of your party on so much divine crack that if you still end up wiping then it says more about your level deficit than it does your build.

 

In short, the Templar is very powerful in it's role and provide A LOT even without knowing the potential upgrades. Yes it's not complete in it self, most of it's abilities are centered on the character so a gap closer is highly recommended, but like all specializations it's meant to be built around in order to get the most out of it.

 

Hope this helps some of you that enjoy the Templar lore to look at the spec in a new light,


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#5818
Fashion Mage

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^That. Personally I quite enjoy the supportive nature of Templars in this. So we have Reaver for offense, Champion for tanking, and Templar for support.



#5819
Xarius478

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I wonder if it works with Life Ward's revive.

 

 

Is that photoshopped from the multiplayer one? Whoever is playing has Blessed Blades selected but The Last Sacrifice is shown. :'p

He was moving through the tree quickly, which is why Blessed Blades is highlighted.  The source is at 1:48:27 in this video: http://www.twitch.tv...des/b/589195248

I'm not sure what I'd have to gain from fabricating the image, either. >_> I'm just trying to help complete the skill trees.


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#5820
Ferretinabun

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Makers Will: 5% chance to weaken. Until we have clarification on what weaken actually does it's benefits are clouded but one in every five attacks your party makes will weaken an enemy 

 

... one in every twenty...


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#5821
Arkey

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For every party member so one in every twenty for four people. You do the statistics.



#5822
azarhal

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Makers Will: 5% chance to weaken. Until we have clarification on what weaken actually does it's benefits are clouded but one in every five attacks your party makes will weaken an enemy which is nothing to scoff at (loses worth if you have a dedicated rift mage)

 

Spell Purge: I feel people don't realize how good this ability is. Even in my 2 mage party set up, neither have room for dispel, so this allows me to take it on a class that should not have it. Yes it is not target but rather a burst around the warrior but the warrior should be in the thick of things. Charge in, pop this, strip enemies of their defense, let your mages and rogues get to work. Also Eldritch Detonate for added fun.

 

Weaken seem to reducing enemies damage by X% going by the Rift Mage explanation in a passive.

 

Spell Purge has x3 the cooldown of Dispel for the exact same effect and cost and it's an aura around the Templar over being ranged so only usable when you are in the face of hostile spell effects. I personally think that Dispel with 8 sec cooldown is crazy, but that's from an old built maybe it's longer now.



#5823
themageguy

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I cant wait to see the upgrades for blessed blades, spell purge and wrath of heaven.

Depending on these upgrades, the Templar may turn out to be a solid option.
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#5824
Arkey

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Weaken seem to reducing enemies damage by X% going by the Rift Mage explanation in a passive.

 

Spell Purge has x3 the cooldown of Dispel for the exact same effect and cost and it's an aura around the Templar over being ranged so only usable when you are in the face of hostile spell effects. I personally think that Dispel with 8 sec cooldown is crazy, but that's from an old built maybe it's longer now.

 

Yes Dispel can be used at range and has a lower cool down. On a one to one ratio Dispel is better, but I will take the longer cooldown to put in on my warrior (unless there's an enemy that regens/respawns additonal barriers/gaurds 24 seconds should be fine) and yes my warrior has to be in the thick of things but again there's here he/she should be. If you're planning to run  with a mage the utilizes dispel then don't put spell purge into your rotation. It's all about party optimization.



#5825
azarhal

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Yes Dispel can be used at range and has a lower cool down. On a one to one ratio Dispel is better, but I will take the longer cooldown to put in on my warrior (unless there's an enemy that regens/respawns additonal barriers/gaurds 24 seconds should be fine) and yes my warrior has to be in the thick of things but again there's here he/she should be. If you're planning to run  with a mage the utilizes dispel then don't put spell purge into your rotation. It's all about party optimization.

 

You need Spell Purge if you want to combo Wrath of Heaven... (unless you are playing a 2handed Templar).