Aller au contenu

Photo

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


6397 réponses à ce sujet

#576
Gamemako

Gamemako
  • Members
  • 1 657 messages

However I dont think that is the case, I believe some of them at least will have unique trees.


On that, I think it's wait-and-see time. Unless we get a BioWare employee to show up and clarify -- which they seem to be deliberately avoiding -- there's really no way to know for sure.

@Abraham_uk : Considering in the QnA they've specifically stated that Knight Enchanters are melee oriented mages that summon weapons to get around class restrictions? Yeah, I'd be pretty irritated to find out all they do is buff other peoples weapons considering that would be in direct opposition to what the class is supposed to do and be based off their own words.


I mean, if you don't have a weapon, the description wouldn't make a whole lot of sense. Inspiring others by charging into battle half-naked and wielding sticks of magical stickiness?

I'm banking on KE flipping the staff over and wielding it like a two-handed sword with a phantasmal blade covering the shaft.

#577
Adhin

Adhin
  • Members
  • 2 997 messages

'Blades of Arcane Force' sound more like arcane swords then magical stickiness. But then that kinda sounds like something you'd run into in some anime :o. I kid though. I would be happy if it was actually just a blade on the staff and the staff got melee animations. The only reason I don't think it'll be that is that would require a new set of animations and I'm not sure if they will do that.

 

I mean, that's the main reason they wont allow warriors to Dual Wield or rogues have other weapon types. Animations and that adding extra work on. Course, that doesn't mean to much since they could just have considered that a 2nd move set for Mages since they only have 1, that's not to big of a thing. But from the QnA and whatnot, it sounds like it's just summoned weapons.



#578
PillarBiter

PillarBiter
  • Members
  • 1 146 messages

Although I really liked the custom specialisations the companions had in DAII, I think this time around, they'll give each companion one of the 9 specialisations. 

I also think knight enchanter will NOT be the arcane warrior everyone wants it to be. Personally I never cared for it, so I'll be happier with it being a supportive class. 

 

That said, I think it'll be:

 

Solas: rift mage

dorian: necromancer

vivienne: knight enchanter

 

cole: assassin

varric artificer

sera: tempest

 

blackwall: champion

cassandra: templar

iron bull: reaver

 

 

Simply because that makes most sense.



#579
Hellion Rex

Hellion Rex
  • Members
  • 30 037 messages
I still think Cullen might teach Templar and Artificer Dagna will teach the Artificer, but otherwise, I agree with the rest.

#580
Adhin

Adhin
  • Members
  • 2 997 messages

@PillarBiter : So none of that we actually know. All we've seen is that in the E3 demo that Iron Bull had Reaver. I don't think they will all have unique ones or they'll all have specialization but thats still speculation either way. As far as Knight Enchanter how do you know it wont be what everyone wants? What do you think everyone wants? I want a mage who does melee, and that is exactly what that specialization is for - they have specifically confirmed that. It's a mage, that does melee via summoning weapons that get around weapon restrictions. It definitely wont be as TANKY as the Arcane Warrior from the last game though they've also clearly stated that, but that you can definitely make them to be tank-ish so there is that.

 

As far as specializations they've also stated no companion will teach us our specializations. We earn/learn them via quest lines of some kind (I'm hoping early on and all around the same time). It would be odd for all of them to have are identical specializations but wont teach us them at all. But that may just be me, it just would seem odd. Also Cassandra has been in plenty of background lore at this point with no Templar training to speak of so... again I'd find it odd if she had that. As far as Iron Bull having Reaver, we've seen it plenty of times, so its possible he'll have it. But then he also had a lot of other powers like templar abilities in the E3 demo which... well it was slapped together for E3 - a lot of that was odd and not very informative.



#581
Kage

Kage
  • Members
  • 599 messages

Now that we have seen how the war table works, the only way to make it be successfull is to have tons of quests and options, so we have to decide where to invest our agents, who to send to each mission, use correctly the timers, etc. The war table would not make sense if there were little options/quests/points_of_interest.

 

Given that, I strongly believe that specializations will be unlocked through a quest triggered by the war table, in order to throw more stuff into it. We already know they will not be as in DA2 (just there by default), nor be teached (like DA1). So it must be through a quest or a book, in any case, I think it will be a decision to be made using the war table.



#582
Adhin

Adhin
  • Members
  • 2 997 messages

@Kage: Yeah, they've said we have to earn them. I doubt that means 'find the dude who sells the book'. I also am taking that to mean each new char has to earn them. On top of that, as I said earlier (and others have earlier-er) It's been stated no companion teachs us are specialization either. So I'm in agreement its gadda be a mission of 'some' kind. It's one reason I'm unsure what my first char will be. I don't wanna play one I intend to be a Reaver then find out I did one thing and missed the chance for that or find it's not till 2/3rds into the game down one path that I was holding off on or something.

 

Really, in general, I hope their all early game stuff so I can get them by lvl 7 like has been in the past games (for the most part, anyway... Champion/Reaver in DAO im looking at you).


  • mikeymoonshine aime ceci

#583
PillarBiter

PillarBiter
  • Members
  • 1 146 messages

@Adhin: I never said I 'knew' it. It's just what I thought/preferred it was going to be. 

 

Oh, so knight enchanter is indeed that? That seems 'meh' to me...

 

 

 

What I would preferably have is like in DAII, where each companion had it's own 'thing'. (Please let there be a force mage...)



#584
Adhin

Adhin
  • Members
  • 2 997 messages

Well, that's what it is. Mages wont be equipping weapons on their own, it'll be spells that create weapons for them to use. I'd imagine it's just a sword, but maybe there are more then 1 spell that summons weapons? Also yeah I kinda hope most companions have unique specializations, even if that's partial altered player versions.



#585
mikeymoonshine

mikeymoonshine
  • Members
  • 3 493 messages

So the combat Q&A 

 

Spoiler

http://www.dragonage...s=1408659132180

 

Parts I found interesting. 

 

 

 

There's a fun one put together by our ability designers, Jon Fuller and Luke Barrett, called Fallback Plan. Only Varric, and possibly your Inquisitor, gain access to this ability, which lets you place a gadget on the ground; if you get into trouble later, you can instantly relocate to that position. If you upgrade it, you'll also be set back to the level of health you had upon placing the gadget, and—if you are standing close to an enemy—you'll kidnap the enemy back with you. By combining this with stealth, and placing traps or mage glyphs under the marker, many hijinks can ensue.

 

Sounds like Varric is actually an Artificer. 

 

 

 

Mana and stamina regenerate. Health does not, requiring you to be careful about overextending yourself in your adventures. Potions are your primary method of healing in the field, though there are a few rare abilities that can be used tactically to regain health.
[MD]: We are focusing more mage tactics on defensive abilities (like Barrier) than healing.

 

This confuses me, the spirit tree description claims it involves healing and there are two spells that look like heals yet it seems like they are saying there aren't specific healing spells but there are spells that can be used as heals.  



#586
The Night Haunter

The Night Haunter
  • Members
  • 2 968 messages

Is there a completely new combat skill that you can describe/reveal? —@MarkDLentz, Twitter, United States

[DK]: There's a fun one put together by our ability designers, Jon Fuller and Luke Barrett, called Fallback Plan. Only Varric, and possibly your Inquisitor, gain access to this ability, which lets you place a gadget on the ground; if you get into trouble later, you can instantly relocate to that position. If you upgrade it, you'll also be set back to the level of health you had upon placing the gadget, and—if you are standing close to an enemy—you'll kidnap the enemy back with you. By combining this with stealth, and placing traps or mage glyphs under the marker, many hijinks can ensue.

 

Judging from this Companions will have the same specializations as the PC. Varric is confirmed to be Artificer with this (assuming gadget = artificer, not a big leap), and it is stated the Quizzy can get this same ability, thus it is logical to conclude that Companions had predefined specializations that are a 1:1 match with the Inquisitor.



#587
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

This confuses me, the spirit tree description claims it involves healing and there are two spells that look like heals yet it seems like they are saying there aren't specific healing spells but there are spells that can be used as heals.  

It's possible that "healing" refers to slow-acting and fairly weak spells like Regeneration from DA:O, rather than an instantaneous healing spell.



#588
Adhin

Adhin
  • Members
  • 2 997 messages

Yeah, though DA2 also had a focus more on protective and less healing. Way I see it, think DA2 with out Anders. There's no Spirit Healer this time around (and doubt any companions have it, or a version of it), so a single heal spell on a long cooldown isn't really going be a big focus. Also they could have the heal be aggressive and powerful but be tied to focus. In fact I bet you the main heal is a group full heal tied to focus mechanic to make it less of a thing you will do to often.



#589
andar91

andar91
  • Members
  • 4 752 messages

Mike Laidlaw confirmed that we can only use abilities we have mapped to the interface (face buttons on console, no idea on PC). This means no more radial menu, and we have to essentially choose what abilities to have access to at any given time (up to 8).

 

He also confirmed we can switch them in the field - I wonder if that means in combat as well?



#590
Adhin

Adhin
  • Members
  • 2 997 messages

When did he confirm that?



#591
andar91

andar91
  • Members
  • 4 752 messages

Just now in the twitter thread. 

 

andar91, on 21 Aug 2014 - 8:08 PM, said:snapback.png

I'm Twitter-Challenged, but would somebody mind firing off a tweet at Mike about the combat Q&A and ask if we can still access our abilities through the radial menu (aka not just 8 that are mapped to the face buttons)?

 

Just fired off a tweet to Mike...

 

... and got a super-quick answer!

 

 

Mike Laidlaw ‏@Mike_Laidlaw 

Nope, but you can change them up in the field.


#592
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

Mike Laidlaw confirmed that we can only use abilities we have mapped to the interface (face buttons on console, no idea on PC). This means no more radial menu, and we have to essentially choose what abilities to have access to at any given time (up to 8).

 

He also confirmed we can switch them in the field - I wonder if that means in combat as well?

Maybe I'll change my mind later, but right now I don't like how this sounds.  Perhaps it won't really matter if we don't have that many abilities to begin with... and since things like ice magic are also slow and paralyze spells, then that's two spells in one... hm... I guess I'll just have to get used to it.

 

(edited this a few times due to mixed emotions, but I'll just leave it at this...)


Modifié par Icy Magebane, 22 août 2014 - 01:29 .

  • Gamemako aime ceci

#593
Adhin

Adhin
  • Members
  • 2 997 messages

Doesn't matter to me to much, but I rarely use any from my radial menu anyways and I had 'less' to use in DAO/DA2 on console. Don't get me wrong I think it should be there but it shouldn't be to big of an issue in general.



#594
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

Doesn't matter to me to much, but I rarely use any from my radial menu anyways and I had 'less' to use in DAO/DA2 on console. Don't get me wrong I think it should be there but it shouldn't be to big of an issue in general.

If this is how the system works now, it's probably better that Ice, Slow, and Paralyze are not separate spells anymore.



#595
Kage

Kage
  • Members
  • 599 messages
MAJOR letdown. No radial menu is a dealbreaker for me.
  • wowsuper aime ceci

#596
Kage

Kage
  • Members
  • 599 messages
Let me explain. It is a letdown because basically means we dont need many abilities, only 8, which means there are really few actives. Only those 29 spells max, yup, we basically already know 90% of the non spec spells...

There will be maybe situational skills that we will not use, because there is no room for them. Died before being born, great
  • wowsuper aime ceci

#597
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

Let me explain. It is a letdown because basically means we dont need many abilities, only 8, which means there are really few actives. Only those 29 spells max, yup, we basically already know 90% of the non spec spells...

There will be maybe situational skills that we will not use, because there is no room for them. Died before being born, great

lol... good, you actually believe this.  I thought you were just being sarcastic.  :P



#598
Adhin

Adhin
  • Members
  • 2 997 messages

Yeah I know, like I said its kind of disappointing though I only ever really used 6 anyway in DA2. DAO I used 10 on console. I used weapon swap 'just' for sustains I would turn on and never really used that weapon swap much. So I'd use it to do some non-weapon specific stuff, then swap back (which meant i had weapon swap bound on both, why 10 not 12). DA2 It was all just 6, just never bound sustained and did them via the radial.

 

If DAI has no sustained, and those are all mostly passives now that... kinda lines up with how I've been playing it anyway lol. I still agree it kinda sucks there is no more radial menu 'for' abilities (there obvious is a radial menu, it just isn't for skill use). Kinda curious if this is also in support of multiplayer.



#599
andar91

andar91
  • Members
  • 4 752 messages

Wait a sec, folks.

 

We can still change our abilities around, we just ASSIGN them to those buttons. We will likely have more than 8 abilities unless you purposefully avoid active abilities and go for passives after getting 8. Plus, we had less in DA2 as well because the upgrade system made focusing on key abilities (imo) more fruitful than just grabbing a bunch of abilities in their basic form.

 

@Kage: The radial menu IS in, we just can't use abilities from there. We've seen it in demos (like the E3 demo, for instance).



#600
Adhin

Adhin
  • Members
  • 2 997 messages

Yeah there's plenty of actual abilities. This threads been super mage focused though, folks are used to having 20-30 abilities 'on hand'. Warrior and Rogues its... its just not been an issue, you never have that much as lot of what you are, are in passives. This is probably one of the reasons Mages now have a bunch of passives and why they seem to of gotten rid of sustained abilities. In that QnA it also mentioned a passive that can reset CD's. Kinda curious who that's on, probably Rogue.

 

Either way I have a feeling mage passives will be far more interesting (with exceptions) that just +DMG boost. That is to say I doubt all 5 of the cold or fire based passives are 'lols moar dmgz'.