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


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#6251
Fashion Mage

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They should've just added light/holy elemental damage instead of limiting Wrath of Heaven to demons.



#6252
Aurok

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Haha, that Shadow Strike+ / Flask of Fire+ combo is going to be so easy to abuse. Assuming of course the Flask upgrade is the same in SP.



#6253
PillarBiter

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Her comments are hightly ..... wrong and misguiding. If you want  some hint going on with skills better do not watch them. She is fine with lore and such, and do nice thing by making her series, but skill mechanics and builds seem to be not the strong side of her.

 

I concur.



#6254
zeypher

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They should've just added light/holy elemental damage instead of limiting Wrath of Heaven to demons.

Or blessed blades, Btw do we know if we have two templars will both their buffs stack?



#6255
Korhiann

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What ever happened to the companion specific trees?

So far all I've seen are the same trees for all classes. 



#6256
Sriep

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What ever happened to the companion specific trees?

So far all I've seen are the same trees for all classes. 

 

I know. Looks like you have to decided which of your companions you want to become a copy of.

I'll find out on Thursday :(



#6257
lastpawn

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Dammit, now that I have to make the choice I'm getting doubts...

 

KE or Rift Mage. Which is the real damage dealer of the two?

 

I know Rift Mage can do alot, but KE has Spirit Blade...

 

It's hard to say which one of those is the "real damage dealer."

 

Necromancer is the "damage" (DOTs) specializations. KE is a melee mage -- so the kit needs to balance survivability with damage. Rift mage is an extension of the regular mage toolkit, focusing on control. 



#6258
lastpawn

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problem is not a lot of info out on skills and templar tooltips are useless as they fail to convey the necessary information. 

 

Agreed.

 

There is no reason why some tooltips have numerical information and others don't, for the same effect (sunder). There is no reason why some tooltips say things in text that don't show up in numbers. There is no reason why the designers couldn't consistently use language, such as "added damage" for additive and "more damage" for multiplicative damage bonus.

 

Amusingly, no reviewer ever mentions it when tooltips are ambiguous or just plain wrong. Yet this is such a pet peeve of mine I would volunteer my time to Bioware just to make these fixes.



#6259
Adhin

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sorry I ended up passing out last night, streamed for a good 12 hours straight. Alright so guard - no. I got the 25% passive from Vanguard and it is not +25% on top of some base 25%. 25% is the base 'value' that %'s work off of. So, technically, you go from 25% your max HP to 31.25%, with champ passive it could of done in 2 ways. 1 Additive, where it would end up being 37.5% or multiplicative for 39.0625%. I imagine it's additive though, in either case it's not much of a boost regardless of the 2 options.

 

What this does mean though is a weapon that's doing +10 guard per hit? All of a sudden becomes pretty damn useful. Also the 200% armor for 10 sec from War Cry? Holy jebus. X3 armor is amaaazing, I started taking a lot of 1's instead of 50-100's. I'm playing on Nightmare, btw, right off the bat so its a massive change.

 

AS for skill combos I'm still a tad confused. I know any class combo-type can detonate anything, and thats proven true so far. Though in the stream they said they where different effects. Varric Using Explosive shot or me using Might Blow both result in a Shatter effect on a frozen target.

 

Oh and some bits on Friendly Fire. So you knwo general 'keep AoE off' AI things, but Dispel? Vivienne keeps dispelling her own FROZEN state. So you know, keep dispel off her list of **** to do... it's maddening. Also you'll have to be extremely careful with 2H Warriors. Nothing a 1H warrior does is part of FF mode (least nothing I've run into, maybe lunge...). Charging Bull is, and you will do crazy dmg to your party so careful, Might Blow is subject to FF and I've killed the party with that in testing (and by accident). Normal attacks don't, Block n slash counter attack doesn't effect them either.

 

Haven't unlocked any specializations, I just hit lvl 6 on my main I think, so maybe that'll happen later today. I love that friendly fire was in by holy jebus was this game ever balanced with it being off lol.

 

-edit-

Erm, in the guard thing, I mean regardless of how it's done the difference between 37.5 and 39% is minimal really. You'll end up sitting between half guard only if you have a lot of armor. Atm my armor is... lacking, and guard disappears quickly.

 

Oh and Counter Attack, it can counter melee attacks only, not magic or ranged. A lot of stuff Shield Wall will block, but knock you down (like a troll stomp, or the 2H warrior flailies) 2H counter will 100% not block aaaany of that ****. So it's good, in 1 on 1 vs nothing to crazy but you aint about to counter a dragons claws. I'd imagine rogue's parry works the same way.

 

That's just another point toward Shield Wall being stupid amazing. Granted it also absorbs a balls ton of stamina and guards only 1/4th your HP so... yeah. Still absurdly useful comparatively. Oh and definitely going with roll. Those spindly demons who teleport and knock down? Immediately do a tripple pulse, slow shout that then knocks you down... you aint getting outa that in time with out a roll (least on NM).


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#6260
thrones6

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AS for skill combos I'm still a tad confused. I know any class combo-type can detonate anything, and thats proven true so far. Though in the stream they said they where different effects. Varric Using Explosive shot or me using Might Blow both result in a Shatter effect on a frozen target.

 

 

 

• Rupture: Heavy damage over time, ignoring armor

• Shatter: Heavy cold damage

• Discharge: Strong electric damage to all nearby enemies

• Nightmare: Strong damage and causes panicked status (Creature runs away in a panic. After 1.5 seconds any direct damage will break the effect.)

• Weakness: Strong damage and causes weakness status (Creature’s damage reduced by 15%.)

• Basic combo: Moderate bonus damage

 

Cross-Class Combos

 

Warrior stun: Impact Detonator (Warrior, Basic combo),

                      Precision Detonator (Rogue, Rupture),

                      Eldritch Detonator(Mage, Weakness)

 

Rogue sleep: Impact Detonator (Warrior, Rupture)

                      Precision Detonator (Rogue, Basic combo), 

                      Eldritch Detonator(Mage, Nightmare)

 

Mage Freeze: Impact Detonator (Warrior, Shatter)

                       Precision Detonator (Rogue, Shatter), 

                       Eldritch Detonator(Mage, Basic Combo)

 

Mage Paralyze: Impact Detonator (Warrior, Discharge)

                         Precision Detonator (Rogue, Discharge), 

                         Eldritch Detonator(Mage, Basic Combo)

 

Edit: Bad formatting, tried to make it better but kinda late and lying in bed :P


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#6261
ClassyUnicorn

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Anybody done any testing has to how each of the attrubutes effect the character



#6262
KnightXE

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so, can anyone comment on how the Templar spec is unlocked for the Inquisitor, and does it involve taking lyrium or lyrium addiction?

 

or is it more related to how Cassandra learned it through Seeker training?



#6263
andar91

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So I'm about 8 hours in with my mage, and I can comment on a few abilities.

 

Chain Lightning is weird feeling: it doesn't do a ton of damage, but it recharges so fast it hardly matters. And it's definitely more powerful if used on a cluster of foes. Lightning Bolt isn't bad, though I still think it's a bit of an odd ability. It's damage is low and the paralysis effect is brief, but it's oddly satisfying to use.

 

Winter's Grasp is effective, but I got Wall of Ice and honestly re-speced it to Ice Mine. It's so cool, but it's also so circumstantial that I'd rather wait until later on to take it. Ice Mine is pretty cool; I haven't used it excessively yet. I did get one archer in tac-cam (he was a level higher than me) by having my mage cast Ice Mine under him, and then Vivienne used Immolate. It was a glorious explosion of fire and ice.

 

My mage never took Barrier, and I can confirm that (at this point), it's completely viable to have only one mage with Barrier. I've yet to run out of potions and have only died when I go up against enemies that are higher level than me (playing on Normal).

 

Fade Step is one of those abilities I find myself using more outside of battle than in, but it has definitely come in handy a few times in a fight when they start running at me.

 

I didn't take Energy Barrage, but I gave it to Solas first thing so he had some more firepower, and it seemed to work very nicely.

 

That's it for now...


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#6264
R-Maverick

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What spells did mage inquisitor start with?

 

Doesn't Lightning Bolt deal more damage and longer stun if your target stand nearby other enemies?

Also, what level are you now after 8 hour?



#6265
andar91

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What spells did mage inquisitor start with?

 

Doesn't Lightning Bolt deal more damage and longer stun if your target stand nearby other enemies?

Also, what level are you now after 8 hour?

 

You start with Chain Lightning and Flashfire. You can re-spec for free though (1 gold amulet at Haven's shop).

 

Yes to the lightning bolt stuff, but ONLY with the upgrade. I don't think it's very good at it's base level, which I don't like. I think they should all be good with just one rank and then the upgrade makes it REALLY special in some significant way. Without it, it's a single target 200% weapon damage (which is low) and a 4 second paralysis effect. It's not that great imo.

 

I JUST leveled up to Level 7. 8 hours was a rough estimate. I have not done EVERYTHING, but I'm mostly just in the Hinterlands at this point. You level up fairly quickly if you continuously do stuff (and there is a LOT of stuff to do in these levels).



#6266
Hellion Rex

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so, can anyone comment on how the Templar spec is unlocked for the Inquisitor, and does it involve taking lyrium or lyrium addiction?

 

or is it more related to how Cassandra learned it through Seeker training?

Cassandra's powers are unique to Seekers, and she explains how she gets her powers during her personal companion arc. We use the Templar Order version, via lyrium, though I'm not entirely sure if we become addicted.



#6267
andar91

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Oh, I just remembered one more thing I noticed while playing about abilities.

 

I love how the trees are much less restrictive than in the past. Yeah, you have to go through a path to get to certain things, but there always seems like multiple ways to get there. And without point/level requirements on abilities and upgrades, it's much easier to dip into trees and take specific abilities without wasting points. If you REALLY wanted to get to the bottom of a tree, for instance, you could totally do it extremely early as long as you focused on that route (i.e. you can totally have Wall of Fire at level 4, for instance, but you have to take 2 passives).



#6268
pastabender

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So did someone figure out if shadow strike can be used for Archers? I'm assuming it can, the issue is just getting into position to do it..



#6269
Adhin

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So this is confusing-ish. My max guard is like 206, my max HP is 837. I have the 25% bonus guard passive in Vanguard. It's LESS then 25% total. The only assumption I can make from this is +max HP has no effect on guard and it's just hp from Con that has any real effect.... maybe? That or the passive is bugged to high hell.



#6270
efd731

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So this is confusing-ish. My max guard is like 206, my max HP is 837. I have the 25% bonus guard passive in Vanguard. It's LESS then 25% total. The only assumption I can make from this is +max HP has no effect on guard and it's just hp from Con that has any real effect.... maybe? That or the passive is bugged to high hell.

The tooltip is misleading. Your barrier is based on a %if total health, say 25% so your upgrade boosts you to 25% +(.25)25.
Total of 31.25% of health as guard. Not an additional 25% of health as guard.

#6271
R-Maverick

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You start with Chain Lightning and Flashfire. You can re-spec for free though (1 gold amulet at Haven's shop).

 

Yes to the lightning bolt stuff, but ONLY with the upgrade. I don't think it's very good at it's base level, which I don't like. I think they should all be good with just one rank and then the upgrade makes it REALLY special in some significant way. Without it, it's a single target 200% weapon damage (which is low) and a 4 second paralysis effect. It's not that great imo.

 

I JUST leveled up to Level 7. 8 hours was a rough estimate. I have not done EVERYTHING, but I'm mostly just in the Hinterlands at this point. You level up fairly quickly if you continuously do stuff (and there is a LOT of stuff to do in these levels).

 

Thanks for the info.

 

As much as I don't want to, I'm gonna live with Chain Lightning and Flashfire until Knight Enchanter spec is available.



#6272
KnightXE

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Cassandra's powers are unique to Seekers, and she explains how she gets her powers during her personal companion arc. We use the Templar Order version, via lyrium, though I'm not entirely sure if we become addicted.


ah. thanks!
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#6273
Adhin

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@efd731 : I think you missed what I said. I already said it's a base 25% max HP (or seemed to of been) and the 25% passive would increase it to 31.25%. What I'm saying is, Ihave a lot of +max HP, I have that passive, and my max guard is around 20% of my max HP. Which is ODD. LIke, really odd, not sure whats happened to make the ratio physically go 'down' 5% instead of going up 6%.

 

The only thing I can think of, is that it's based off base HP and ignores +Health from items? Maybe it only takes base + con bonus... not sure. But my current max Guard, with the 25% passive is around 20% my max HP which is less then it was last I checked (which was before the passive).

 

-edit-

Still baffled by that, btw... restarting the game since I started eating. Kinda hoping it was just some bizar bug for being up for so long. Actually had me wondering it there was some kind of cap or penalty depending on how low your total HP is vs your max. Only thing that would make sense to me, kinda hope that's not true.



#6274
Dunbartacus

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• Rupture: Heavy damage over time, ignoring armor

• Shatter: Heavy cold damage

• Discharge: Strong electric damage to all nearby enemies

• Nightmare: Strong damage and causes panicked status (Creature runs away in a panic. After 1.5 seconds any direct damage will break the effect.)

• Weakness: Strong damage and causes weakness status (Creature’s damage reduced by 15%.)

• Basic combo: Moderate bonus damage

 

Cross-Class Combos

 

Warrior stun: Impact Detonator (Warrior, Basic combo),

                      Precision Detonator (Rogue, Rupture),

                      Eldritch Detonator(Mage, Weakness)

 

Rogue sleep: Impact Detonator (Warrior, Rupture)

                      Precision Detonator (Rogue, Basic combo), 

                      Eldritch Detonator(Mage, Nightmare)

 

Mage Freeze: Impact Detonator (Warrior, Shatter)

                       Precision Detonator (Rogue, Shatter), 

                       Eldritch Detonator(Mage, Basic Combo)

 

Mage Paralyze: Impact Detonator (Warrior, Discharge)

                         Precision Detonator (Rogue, Discharge), 

                         Eldritch Detonator(Mage, Basic Combo)

 

Edit: Bad formatting, tried to make it better but kinda late and lying in bed :P

 

Was this info found in game or the prima guide or elsewhere?



#6275
The Night Haunter

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Having played on Nightmare for 12-15 hours my conclusion about mages: Fire Rocks. AoE and panic are invaluable. Ice is great, especially against terror demons (on nightmare many rifts have 3-4 of these guys and they just dominate the back rows if you don't have Ice Mine or Fire Mine. Electricity is ok, maybe it gets better later. Haven't tried Spirit much beyond barrier yet.