Skill Trees: View and discuss DA:I's skill tress here.
#701
Posté 25 août 2014 - 05:08
- Abraham_uk aime ceci
#702
Posté 25 août 2014 - 05:14
I'm a little pedantic regarding speculation. I'm not a big fan of any wording that implies certainty when talking about anything that hasn't been confirmed.
I'm cool with terms like "I think" or "might", or "probably" or "it would seem like".
However "it is" or "there is going to be", or "this will" seems a little too presumptuous.
In essence: use certain language for certainties and use uncertain language for uncertainties.
#703
Posté 25 août 2014 - 07:59
I'm a little pedantic regarding speculation. I'm not a big fan of any wording that implies certainty when talking about anything that hasn't been confirmed.
I'm cool with terms like "I think" or "might", or "probably" or "it would seem like".
However "it is" or "there is going to be", or "this will" seems a little too presumptuous.
In essence: use certain language for certainties and use uncertain language for uncertainties.
In case that was directed at me, I put some "I think" in my post to avoid being pedantic.
Its my opinion of course, this thread is ALL speculation for everybody, I though that was clear.
- Abraham_uk aime ceci
#704
Posté 25 août 2014 - 08:28
In case that was directed at me, I put some "I think" in my post to avoid being pedantic.
Its my opinion of course, this thread is ALL speculation for everybody, I though that was clear.
It's all cool. ![]()
Sorry if my postings sounded angry. Not the intention
.
I hope I haven't offended anyone.
I am excited about the prospect of mixing things up with the spells.
It's nice to explore a new set of spells, with a different flare to them.
Also the elemental spells being no longer just damage dealing but also about crowd control and debuffing is exciting.
Dragon Age unfortunately doesn't have a spell maker to the best of my knowledge...
When I played Elder Scrolls Oblivion, I remember crafting a spell where I simultaneously heal myself, throw a fireball at an enemy and soul trap a bunch of people. It was very costly to cast, but goodness was it awesome! So I'm actually in the pro camp for mixing spells. Besides incendiary magic making foes panic and flee seems very appropriate. [I hope there is a fire spell that actually does this]. Though my reaction would be to flail around and shout "AHHHHHHHH!!!!!!!!"
I would love to try out these new hybrid spells if the speculation turns out to be true.
This sounds a lot more exciting than using one spell for each effect. So for me personally this speculatory information sounds exciting! ![]()
- Kage aime ceci
#705
Posté 25 août 2014 - 08:34
In case that was directed at me, I put some "I think" in my post to avoid being pedantic.
Its my opinion of course, this thread is ALL speculation for everybody, I though that was clear.
You had some interesting posts on the subject.
Personally, I would love it if that is the direction they're going in.
Combining effects from two or more spells to create new spells!
This to me is what makes magic exciting! Hybrid spells for the win!
If Dragon Age Inquisition had a spell maker that would just increase the awesomeness!
As much as I loved Skyrim (I love that game a lot!), I wasn't to pleased by the absence of the spell maker
.
#706
Posté 25 août 2014 - 10:51
@Kage: Hah its cool man, to put down is either an insult or to kill something. I knew what you meant though I was just being silly. Only specialization we've seen is Reaver though, 1 outa 9. While I believe most specializations will end up having 3 or 4 abilities in them seeing 1/9th of the specializations available it's hard take that as what all of them are. Either case, the only way I'll be disappointed with Necromancer is if there is no animate corpse spell.
I don't care if animate corpse is a focus or not, as long as it's available I'll be happy. If it's not available I'll be bummed out but still take it for my necro-char for RP purposes alone.
- Abraham_uk et Kage aiment ceci
#707
Posté 25 août 2014 - 10:56
#708
Guest_TrillClinton_*
Posté 25 août 2014 - 10:57
Guest_TrillClinton_*
Question,
is the spirit healer back?
#709
Posté 25 août 2014 - 11:01
Question,
is the spirit healer back?
Probably not.
Unless there have been changes, the specializations (accidentally revealed through file names of images on the site) for mages are: Knight Enchanter, Rift Mage, and Necromancer.
I"m guessing if you like Spirit Healer style, specialize in Spirit which has lots of protection and looks like some sort of healing stuff and whatever other buffs are in if any.
#710
Posté 25 août 2014 - 11:01
Question,
is the spirit healer back?
No.
#711
Guest_TrillClinton_*
Posté 25 août 2014 - 11:04
Guest_TrillClinton_*
Thanks!
#712
Posté 25 août 2014 - 11:53
Oh, you mean about the necro tree? Don't take it bad mate, I'm just saying that everything we have seen points to the fact that specializations have 3 spells, just be aware of that. You are free to think whatever you want, and I can agree or like your guess, as long as it includes 3 actives only aprox, since that is what I believe we will get.
Edit: LOL, im not english, maybe I used an incorrect expression? LOL xDD
I meant I dont want you to be disapointed later xD
If there are only 3 active spells in the spec trees then it completely invalidates their claims about only having 1 spec but they will be more comprehensive. I really hope this is not the case.
Crushing Prison is replaced by the electric cage ability. Only place it could come back as single-target is in KE tree, which is where Arcane has gone (if you didn't notice, they're blades of arcane force). That just seems unnecessary, though. Walking Bomb would go into Necro tree and would probably be an upgrade/proc for your zombie only. The tree using the creation icon is the "Entropy" lightning tree, which will probably be renamed properly.
God I hope crushing prison and other unique spells like walking bomb are still there, it would be a great great pity to lose them.
#713
Posté 25 août 2014 - 11:59
I might have sounded as if I was certain of everything I said. Well, I'm obviously not but there is little room for imagination left by what they showed us.
In any case I'm sure time will unveil everything, darling, and we'll see how far this easily deductible image of the layout will be from the final version of the trees.
Problem is...........
- The spell system is being completely twisted: The actual entropy tree doesn't exist anymore, while entropic effects are spread all over elemental-flavoured offensive spells (lightning drains stamina (?), fire frightens and "poisons", cold paralyses). The currently called "entropy" tree is actually a primal tree (lightning + earth), while fire and cold have a wonderfully redundant tree each. The last non-spec mage tree is a "support" tree which tightens arcane, creation and spirit trees into one.
......this is completely unsupported. I have severe reservations about what they are doing with mages and I hope to god I am wrong, but we really don't know anything concrete given in all the demos we've seen they haven't had the final skill trees.
#714
Posté 26 août 2014 - 12:44
It is possible a lot of the missing entropy spells are in necromancer.
#715
Posté 26 août 2014 - 01:45
If there are only 3 active spells in the spec trees then it completely invalidates their claims about only having 1 spec but they will be more comprehensive. I really hope this is not the case.
God I hope crushing prison and other unique spells like walking bomb are still there, it would be a great great pity to lose them.
I love their (that poster's) idea about Walking Bomb though. Wouldn't that be awesome? Raise a zombie, and then pick up as a passive or upgrade Walking Bomb that makes it explode if killed. That's a fun idea.
#716
Posté 26 août 2014 - 01:47
It is possible a lot of the missing entropy spells are in necromancer.
At this point it seems likely. The Necromancy tree would be pretty light without some of the old spells mixed in, and Walking Bomb was a prerequisite for Animate Dead in DA:O. It wouldn't be unreasonable for some of the Spirit and Entropy spells to have migrated to the spec. I'm thinking an active version of Death Sypon + Death Magic, Drain Life, Spirt Bolt, and some kind of debuff... I dunno. We won't have many spells to work with, so there may be spirit damage spells combined with Entropy debuffs, like Drain Life + Weakness or maybe Spirit Bolt + Vulnerability Hex...
#717
Posté 26 août 2014 - 02:05
I have a random theory about an ability.
Mike Laidlaw mentioned using fireballs in the PAX demo last year (setting ships on fire), but we didn't actually see one.
Recently, Patrick Weekes mentioned Solas hurling a fireball in a tweet.
But we still haven't seen one. This surprises me since it's such an iconic spell, but I wondered if it had been taken out. In a way, it would be sorta neat if they did (shows a willingness to try new things), but I do have a theory.
That flame blast ability we saw in the E3 demo? I've been calling it Flame Burst, but who knows.... Anyway, WHAT IF it upgraded into a full Fireball spell?
It would be an interesting use of upgrading.
#718
Posté 26 août 2014 - 04:25
I just wanted to clear something up regarding this symbol.

This is the Entropy School of Magic symbol, not the creation symbol. The Creation School of Magic symbol looks like this:

Source is the wiki.
#719
Posté 26 août 2014 - 07:50
Im really curious about the rift mage spec and tempest
Me too, those 2 are complete unknown. Rift Mage can either be a nuker tree, or a support tree, or a debuff tree, or who knows!!!
Tempest we dont even know if its magical (for Cole?), or arrow type, or daggers, or even support.... o_O
Maybe in the video this week?
Probably not.
Unless there have been changes, the specializations (accidentally revealed through file names of images on the site) for mages are: Knight Enchanter, Rift Mage, and Necromancer.
I"m guessing if you like Spirit Healer style, specialize in Spirit which has lots of protection and looks like some sort of healing stuff and whatever other buffs are in if any.
Yeah, and also we have been told that healing is really limited in this game, so it would not make much sense to include a specialization based on healing.
However who knows, we really dont know...
#720
Posté 26 août 2014 - 03:12
Let's just say that, if Mages come down to laser cannons firing ice, fire or lightning, then i'll surely be pissed. I can't say that i was ever impressed with how Mages worked in the DA universe, but at least they need to keep a variation to their abilities.
I really hope elemental stuff does not play such a huge role everywhere.
What are tactical fights? Deciding when to blast your enemy with fire or ice, or who to block off with an ice or fire wall? It seems that tactics are more about positioning this time, or taking advantage of the environment, which could imply(or not), a more basic magic system, which i hope is not the case.
Let's wait and find out i guess. It also doesn't help when the gameplay videos of Mages, always show the same thing, pew pew ice/fire/lightning from the staff, and the occasional cast of an elemental type spell.
I do hope that specializations, are also something SPECIAL, this time around. Knight Enchanters, should change you into a Melee Mage, fighting up close and personal(well, we do know about that). In the same sense, Rift Mage and Necromancer, should alter your playstyle as well somewhat. Necromancer could be the summoner, Rift Mage the one who harnesses magic from the fade tears and uses it to materialise weird powers or blasts. And Knight Enchanter would be your Warpriest/Spellsword equivalent.
We will find out soon i guess.
#721
Posté 26 août 2014 - 04:06
I just wanted to clear something up regarding this symbol.
This is the Entropy School of Magic symbol, not the creation symbol. The Creation School of Magic symbol looks like this:
Source is the wiki.
I still think you could argue it looks like Creation, but I see your point. For me, it was the bright green more than anything.

Well, the green, and the Horror Symbol being more Entropy-ish for me. Again, nothing final in these builds probably, but still.

- mikeymoonshine aime ceci
#722
Posté 26 août 2014 - 04:11
I still think you could argue it looks like Creation, but I see your point. For me, it was the bright green more than anything.
Well, the green, and the Horror Symbol being more Entropy-ish for me. Again, nothing final in these builds probably, but still.
I thought the entropy school symbol would be more brownish...
- mikeymoonshine aime ceci
#723
Posté 26 août 2014 - 04:15
I thought the entropy school symbol would be more brownish...
The image I posted (the green one) is the Creation icon from DA2.
This was Entropy: .png)
So that green school has the color of creation but the shape of Entropy. I was simply stating that, since the Horror icon (an iconic Entropy spell) is also in that pic, I think that that is Entropy and the green one is Creation.
Disclaimer: All speculation, nothing finalized, could have been placeholders, who knows?
- Dio Demon et mikeymoonshine aiment ceci
#724
Posté 26 août 2014 - 04:22
@andar91
The bright green color is definitely closer to the color usually associated with the Creation school, you are correct. However, I was just commenting on the symbol itself. It is most certainly the Entropy school symbol, 100% match.
#725
Posté 26 août 2014 - 05:28
I think they deliverated colored the placeholder icons so noone can say "you removed creation! it was there!" or something like that.
You know, reuse some icons they have or something not final, without giving out information about what was there... ![]()





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