Skill Trees: View and discuss DA:I's skill tress here.
#751
Posté 27 août 2014 - 03:05
#752
Posté 27 août 2014 - 03:24
Yeah!
Also, interesting compared to previous versions of the spell; in DA:O - stun; DA2: stun/knock back - both more Telekinetic in nature; whereas in DA:I it inflicts Fear/Nigthmare, mental derangements/debuffs suggesting a more Telepathy-based type mind power. Though: not sure if Mind Blast's got an upgrade, and that could be it (telekinetically pushing foes away).
If that "Repulsion" Glyph (seen in the Redcliffe demo, launching IB up in the air) is indeed a Rift Mage spell, and a playable spell - I'm more and more inclined to believe that Rift Mage could be a version of DA2's Force spec, in that physics, Telekinetic-y kinda spells would belong in there; crossing my fingers that Crushing Prison (in whatever form) is going to make it!
I loved Crushing Prison in Origins, but I honestly never used it in DA2. It just never seemed worth it for some reason.
I don't know what to think about Rift Mage, but speaking of glyphs, I'm keeping my fingers crossed for Glyph of Paralysis. It's one of my favorite spells.
You can see Glyph of Paralysis' icon in Vivienne's right face button at 1:20 in this video.
But it's obviously worth noting that this video is very, VERY old, as is that build. So it could mean nothing. But she's using current abilities in there too (Wall of Fire) so the icon's presence could indicate a desire to include it. Tenuous, but it's there.
#753
Guest_IceQuinn_*
Posté 27 août 2014 - 04:02
Guest_IceQuinn_*
Cool, nice find! And yeah, that'd be super sweet, I love me those glyphs, as well. ^^
Also: y'know, I'm currently under the belief, conviction, delusion - whatever kids are calling it these says - that, each school including specs will have a glyph. So. That right now is a huge plus to me. ![]()
- Borosini aime ceci
#754
Posté 27 août 2014 - 04:10
Cool, nice find! And yeah, that'd be super sweet, I love me those glyphs, as well. ^^
Also: y'know, I'm currently under the belief, conviction, delusion - whatever kids are calling it these says - that, each school including specs will have a glyph. So. That right now is a huge plus to me.
Necromancer: "Glyph of Zombification"
I could dig it.
#755
Posté 27 août 2014 - 04:32
Well, Fire Mine appears to be the fire glyph and we have seen a winter glyph back during Pax Prime last year.Cool, nice find! And yeah, that'd be super sweet, I love me those glyphs, as well. ^^
Also: y'know, I'm currently under the belief, conviction, delusion - whatever kids are calling it these says - that, each school including specs will have a glyph. So. That right now is a huge plus to me.
#756
Posté 27 août 2014 - 04:32
I was just watching the new Multiplayer announcement vid and noticed something:
At 0:41-45 we see a bit of a cross-class combo situation: a rogue puts two enemies to sleep with a black powder and then a mage uses something that looks a lot like Mind Blast to inflict "Fear" and "Nightmare" on the sleeping enemies. It's easier to see if you put the vid to half speed.
Now, I know that the multiplayer skill trees are obviously very different from what will be in available in the SP mode. But this seems to show that Mind Blast might have characteristics similar to Entropy spells from the previous games.
[EDIT: Nvm, no longer a double post!]
#757
Posté 27 août 2014 - 04:47
Well, Fire Mine appears to be the fire glyph and we have seen a winter glyph back during Pax Prime last year.
Frost Glyph, I honestly don't get. It just...it seems, based off the old demo, that it did the same thing as Winter's Grasp but in glyph form, and I feel like Glyph of Paralysis (ok, I'm a little biased) did the same thing more effectively.
@Caslon: I noticed the fear effect, but not the sleep powder the rogue used. That's sorta neat!
#758
Guest_IceQuinn_*
Posté 27 août 2014 - 05:48
Guest_IceQuinn_*
Also totally missed the black powder/sleep, Lol
But how awesome, seems we've got ourselves another combo! Sleep + Fear = Nightmare; quite similar to DA:O's Sleep + Horror combo (also notice floating dmg numbers = Yellow: Spirit, or Entropy?)
The only other "yellow" I've seen was caused by Stonefist. Which,*supposedly* goes in this Entropy (or Primal, whatever ugh) tree, alongside Lightning (purple). Might mean that Entropy is definitely in, if scattered about a bit, added a couple twists & turns (like "Stonefist = Entropy"). And, I'm still clinging to the idea that other entropic spells/effects will be under Necromancer.
Good signs!
#PrayForEntropy
#759
Posté 27 août 2014 - 07:42
So, are we talking about how that Reaver in the IGN video used some kind of supernatural claw attack to tear at their enemies with bare-handed motions?
Because that looked pretty neat. Savage and animalistic, and the magic effect itself is justified in that tree since there's this whole ritual with dragon blood that you went through.
#760
Posté 27 août 2014 - 08:12
You can see Glyph of Paralysis' icon in Vivienne's right face button at 1:20 in this video.
But it's obviously worth noting that this video is very, VERY old, as is that build. So it could mean nothing. But she's using current abilities in there too (Wall of Fire) so the icon's presence could indicate a desire to include it. Tenuous, but it's there.
Yeah, but I think the paralysis glyph got replaced with the frost glyph. You know, due to flashyness.
If I am honest, knowing that we have limited spells this time, I would rather not see a paralysis glyph, but another totally different spell in its place, since we already have the frost one.
And I feel you, Glyph of Paralysis is my all time favourite spell. It was a must for all my mages, and the only reason I could stand Anders in my party all the time in DA2.
Regarding Reaver's claw. OH YEAH, it seems cool!!! It is a very interesting way of giving an active that is an attack, that works for both weapons (S&S or 2H), without having to animate it multiple times. Me like it. I just wonder how much damage it will do, if we will use it for the knockback (because it seems to knockback, doesnt it) or for raw damage and MAYHEM..
#761
Posté 27 août 2014 - 08:36
So, are we talking about how that Reaver in the IGN video used some kind of supernatural claw attack to tear at their enemies with bare-handed motions?
Because that looked pretty neat. Savage and animalistic, and the magic effect itself is justified in that tree since there's this whole ritual with dragon blood that you went through.
It's going to be my very first possible skill O_O
#762
Posté 27 août 2014 - 09:26
Bloodied Prey (Passive)
Your strikes cut deeper into any foe whose current health is lower than your own.
Damage Bonus: 10%
Cunning on Unlock: +3
Strafing Shots (Passive)
You can move faster while firing without sacrificing accuracy.
Speed Bonus: 100%
Dexterity on Unlock: +3
Gaps in the Armor
Your attacks slip past armor to find a target's hidden vulnerabilities.
Armor Penetration: 25%
Dexterity on Unlock: +3
Another fine example of how passives are junk. Why not let those stats scale with attributes/levels/armors progression? Because trees would be outrageously empty of icons otherwise. Nothing new (I think about DA2), but I hoped they would adopt a more honest design route this time (forcing all passives to actually have relevant, game-changing effects).
I'm not even pissed off anymore: this just makes me laugh.
In any case I come to think that that "barrier spell" will work similarly to the mass effect one. If you look at the character's health bar in this IGN video, it occasionally is covered up by a blueish bar (barrier spell) which seems to be hacked when the character takes damage.
And lastly: those red ethereal claws summoned by a warrior? I'm not extremely picky about realism, but this does hurt it. Even a reaver shouldn't be able to summon Red Ehereal Claws from nothing. I hope that they'll they explain this talent exhaustively.
- Biotic Sage aime ceci
#763
Posté 27 août 2014 - 01:47
Another fine example of how passives are junk. Why not let those stats scale with attributes/levels/armors progression? Because trees would be outrageously empty of icons otherwise. Nothing new (I think about DA2), but I hoped they would adopt a more honest design route this time (forcing all passives to actually have relevant, game-changing effects).
I'm not even pissed off anymore: this just makes me laugh.
I don't really agree. Cunning and dexterity, which you gain upon having that skill is a basic attribute. You'll benefit equally from 10+3 as you would from 50+3. Sure, you'll percent-wise not gain more power equally, but that would be madness. You'd get stronger faster at level 19 -> 20 than 1 -> 2, which isn't really ideal... The only way you would be right is if enemies scale non-linear, and you would, but that would just be stupid, and we don't have the data to support that.
Damage bonus, speed bonus and armor penetration are %s, so I don't see any problem there...
Bloodied Prey (Passive)
Your strikes cut deeper into any foe whose current health is lower than your own.
Damage Bonus: 10%
Cunning on Unlock: +3
Strafing Shots (Passive)
You can move faster while firing without sacrificing accuracy.
Speed Bonus: 100%
Dexterity on Unlock: +3
Gaps in the Armor
Your attacks slip past armor to find a target's hidden vulnerabilities.
Armor Penetration: 25%
Dexterity on Unlock: +3
#764
Posté 27 août 2014 - 02:15
And lastly: those red ethereal claws summoned by a warrior? I'm not extremely picky about realism, but this does hurt it. Even a reaver shouldn't be able to summon Red Ehereal Claws from nothing. I hope that they'll they explain this talent exhaustively.
Lol why? The first reaver of all, in DAO, had a magic sustained that did AoE damage all around him, and devoured energy/health from nearby corpses.
I mean, they have been using magic since day 1 xD
In any case guys, go to:
New skills!!
0:21: Templar AoE centered on the templar, which stuns all enemies nearby and maybe does damage, couldnt tell. Its like a thunder than comes from the Maker and hits the templar.
1:06: there is an "asleep" debuff! However I think it is triggered by a rogue as a cross class combo.
And more speculative:
0.30: We see the names of the 12 MP classes and their main class.
There is an Alchemist which is a rogue, so I guess it would have throwable poisons/bombs.
There is a KEEPER. Now, how can you say keeper without some sort of nature spell? Maybe it is just a elven mage and that's it, but maybe there is something related to nature? (One can hope, right?)
#765
Posté 27 août 2014 - 02:37
Apparently they are saying that a IGN article said only 4 skills are available for multiplayer.
I dont know why then the UI would show you the toogle to switch between both sets, but anyways...
#766
Posté 27 août 2014 - 02:41
New skills!!
0:21: Templar AoE centered on the templar, which stuns all enemies nearby and maybe does damage, couldnt tell. Its like a thunder than comes from the Maker and hits the templar.
1:06: there is an "asleep" debuff! However I think it is triggered by a rogue as a cross class combo.
And more speculative:
0.30: We see the names of the 12 MP classes and their main class.
There is an Alchemist which is a rogue, so I guess it would have throwable poisons/bombs.
There is a KEEPER. Now, how can you say keeper without some sort of nature spell? Maybe it is just a elven mage and that's it, but maybe there is something related to nature? (One can hope, right?)
We also see a new ice icon at 0:54 that I think is Frost Glyph. I'd rather it where Ice Burst, but that's out of my control.
And also, I disagree with Wowsuper about the passives. Honestly, all of those abilities seemed like they would be extremely useful to me. Any of them for any rogue, even, except for Strafing Shots if you're using a daggers rogue.
#767
Posté 27 août 2014 - 03:24
I can't wait to see Knight Enchanter and Rift Mage spells. those are the 2 specs I'm looking forward to the most.
#768
Posté 27 août 2014 - 03:56
also, looks like Rogues have some kind of "uppercut" attack, at around the 1:05 mark.
#769
Posté 27 août 2014 - 05:17
#770
Posté 27 août 2014 - 05:18
I mentioned it on the previous page. Looks awesome in my opinionSo, are we talking about how that Reaver in the IGN video used some kind of supernatural claw attack to tear at their enemies with bare-handed motions?
Because that looked pretty neat. Savage and animalistic, and the magic effect itself is justified in that tree since there's this whole ritual with dragon blood that you went through.
#771
Posté 27 août 2014 - 05:23
I can't wait to see Knight Enchanter and Rift Mage spells. those are the 2 specs I'm looking forward to the most.
Yes. Give me that Rift Mage!!!!!!!!
#772
Posté 27 août 2014 - 05:26
We also see a new ice icon at 0:54 that I think is Frost Glyph. I'd rather it where Ice Burst, but that's out of my control.
Ice Burst? I've never heard of that...
#773
Posté 27 août 2014 - 05:36
Ice Burst? I've never heard of that...
Look at 20:50.
Vivienne has two 3 ice spells mapped to her buttons: Frost Glyph, Ice Burst, and Wall of Ice.
And y'know, now that I look at them again, the new icon I pointed out in the MP Trailer does look like it could be Ice Burst. or Frost Glyph. Could go either way since it's new.
But anyway, she uses Ice Burst at 21:02. It's basically a frozen Fireball.
- Icy Magebane et themageguy aiment ceci
#774
Posté 27 août 2014 - 05:43
Another fine example of how passives are junk. Why not let those stats scale with attributes/levels/armors progression?
I was actually thinking about this the other day.
Why does equipment even boost my stats? Why would putting on one set of clothes vs. another give me knowledge or enhance ability in an area? Why does all of this jewelry make me a more skillful fighter?
I like upgrading my gear as much as anyone, and I know gear-related stat boosts are genre standard. But I think it should be challenged. It makes a LOT more sense to me as passive upgrades: I trained in a particular way, and now my body knows how to do things differently. And maybe that means I can now learn an "activated" ability I couldn't before.
- The Night Haunter aime ceci
#775
Posté 27 août 2014 - 06:03
Another fine example of how passives are junk. Why not let those stats scale with attributes/levels/armors progression? Because trees would be outrageously empty of icons otherwise. Nothing new (I think about DA2), but I hoped they would adopt a more honest design route this time (forcing all passives to actually have relevant, game-changing effects).
I'm not even pissed off anymore: this just makes me laugh.
In any case I come to think that that "barrier spell" will work similarly to the mass effect one. If you look at the character's health bar in this IGN video, it occasionally is covered up by a blueish bar (barrier spell) which seems to be hacked when the character takes damage.
And lastly: those red ethereal claws summoned by a warrior? I'm not extremely picky about realism, but this does hurt it. Even a reaver shouldn't be able to summon Red Ehereal Claws from nothing. I hope that they'll they explain this talent exhaustively.
Your post makes no sense. How is not receiving a huge speed boost while maintaining accuracy and shooting a bow not a huge thing? Kiting Archers could be the biggest game changing skill in the game. The fact that it also gives an attribute bonus is incidental.





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