I have a feeling the bull skull is the necromancer tree.
You might be right, its the same symbol used for Vengence in the unique Anders spec in DA2 through.
I have a feeling the bull skull is the necromancer tree.
You might be right, its the same symbol used for Vengence in the unique Anders spec in DA2 through.
Yeah those 2 on the left are specializations. We've also seen in the E3 stuff (which is all over the place, mind you) warrior with nothing but 2 weapon tabs and all specializations on the quizzy. And no skills are ever spent but they all have 8 abilities bound too in the E3 stuff. Stuffs bizar and not really good to take at face value. They have said (as I've posted this very thread) 21 total skill tabs, that's 4 base, 3 specialization per class.
The only major exception to this seems to be some kinda rift mark skill tab for the quizzy and there is a high probability we don't spend any points in that and it's all story progress. That would make the most sense anyway. Actually reminds me a lot of Baldur's Gate, your main char got bonus powers based off how you played the game. Well, based off your party fame meter anyway. Below halfway and you got life drain stuff, higher end and you got healy based stuff,
Yeah those 2 on the left are specializations. We've also seen in the E3 stuff (which is all over the place, mind you) warrior with nothing but 2 weapon tabs and all specializations on the quizzy. And no skills are ever spent but they all have 8 abilities bound too in the E3 stuff. Stuffs bizar and not really good to take at face value. They have said (as I've posted this very thread) 21 total skill tabs, that's 4 base, 3 specialization per class.
The only major exception to this seems to be some kinda rift mark skill tab for the quizzy and there is a high probability we don't spend any points in that and it's all story progress. That would make the most sense anyway. Actually reminds me a lot of Baldur's Gate, your main char got bonus powers based off how you played the game. Well, based off your party fame meter anyway. Below halfway and you got life drain stuff, higher end and you got healy based stuff,
Its unlikely that they are both specs as you cant have two at the same time. its still a possibility but i wouldn't say a high one.
Like I said, at E3 they showed inquizitors with all 3 spec icons. In the E3 video they have up Iron Bull has Reaver and Templar abilities. The E3 demo (where that picture is taken from) is bogus in what is 'allowed'. It was all just thrown together to have something to show and is ripped out of the game MONTHS before E3 was, it was a good 5-6 months old testing stuff by the time we had the video on youtube to watch.
In the version 'we' can play? Of course we can only have 1 specialization. In the ripped out slice that's ducted taped together for E3? Yeah it was a mess and can't be taken as 'that's how it is!'. We've already seen more recent stuff showing different skill tabs and skill locations. That was my 'very' point, to not take the E3 footage as how the skill tabs are setup. Mage will have 4 base, Warrior has 4 base as well as Rogue. Mage's do not get 6 before specializations.
Like I said, at E3 they showed inquizitors with all 3 spec icons. In the E3 video they have up Iron Bull has Reaver and Templar abilities. The E3 demo (where that picture is taken from) is bogus in what is 'allowed'. It was all just thrown together to have something to show and is ripped out of the game MONTHS before E3 was, it was a good 5-6 months old testing stuff by the time we had the video on youtube to watch.
In the version 'we' can play? Of course we can only have 1 specialization. In the ripped out slice that's ducted taped together for E3? Yeah it was a mess and can't be taken as 'that's how it is!'. We've already seen more recent stuff showing different skill tabs and skill locations. That was my 'very' point, to not take the E3 footage as how the skill tabs are setup. Mage will have 4 base, Warrior has 4 base as well as Rogue. Mage's do not get 6 before specializations.
Just watched the E3 demo again, you're wrong. Iron bull is not shown with both Reaver and Templar abilities. Just Reaver. Which means your probably wrong about both trees to the left of spirit being specialisations as well. HE is however shown to only have 4 ability trees, two handed, sword and shield, vanguard and battlemaster. Then the Reaver specialisation bringing it to 5. ONE of those abilities to the left of Spirit tree being a specialisation would make sense meaning there's 5 trees for mages and 1 specialisation. This also assumes that we get a specialisation at level 7, which given we only get one this time seems it would come later.
Just watched the E3 demo again, you're wrong. Iron bull is not shown with both Reaver and Templar abilities. Just Reaver. Which means your probably wrong about both trees to the left of spirit being specialisations as well. HE is however shown to only have 4 ability trees, two handed, sword and shield, vanguard and battlemaster. Then the Reaver specialisation bringing it to 5. ONE of those abilities to the left of Spirit tree being a specialisation would make sense meaning there's 5 trees for mages and 1 specialisation. This also assumes that we get a specialisation at level 7, which given we only get one this time seems it would come later.
Keep in mind that the skill trees could change between e3 and release so we could still end up with 4 for mages, still if the e3 trees are indicative of the final build their should be at least 5 base trees. as for the lvl of learning specs cant really be known as it was a demo build and everyone seemed to know more abilities than they should at lvl 7.
Just watched the E3 demo again, you're wrong. Iron bull is not shown with both Reaver and Templar abilities. Just Reaver. Which means your probably wrong about both trees to the left of spirit being specialisations as well. HE is however shown to only have 4 ability trees, two handed, sword and shield, vanguard and battlemaster. Then the Reaver specialisation bringing it to 5. ONE of those abilities to the left of Spirit tree being a specialisation would make sense meaning there's 5 trees for mages and 1 specialisation. This also assumes that we get a specialisation at level 7, which given we only get one this time seems it would come later.
watch the video again, and pay attention to the right bottom corner. There are templar abilities there.
Adhin is not wrong. And the math proves it.
watch the video again, and pay attention to the right bottom corner. There are templar abilities there.
Adhin is not wrong. And the math proves it.
My mistake, sorry Adhin I misread what you were saying and assumed you were talking about the trees. That blue ability in the bottom left does look an awful lot like a templar ability. I still don't know how he knows that the inquisitor had all 3 spec trees up in that demo through as there is nothing to suggest it.
Yeah not in the youtube video, it's been discussed here plenty of times though. Some of it's from shaky cam footage stuff, side cam, or people who got to see it. If you look at the rogue tab you see a lot of stuff that doesn't make any sense outside of them being specializations either. In either case, my only real point was that the E3 demo isn't a good indication of what is going to be there at base for everyone. They could be placeholder graphics, they could of been specialization graphics but weren't the actual specialization tabs.
We just don't know, what we do know is it's completely changed in the more recent videos. And that each character only has 4 base tabs, and 3 specializations to pick from, of which we can only pick 1. As for the 4 tabs each it was a Kotaku interview article that's been linked before, I recently re-linked it like 10 pages back or something. They state 21 skill tabs across 3 classes. It.... I mean unless Rogue and Warrior only end up with 3 base tabs, the mage also has 4, and we've seen in recent footage of up to date gameplay they got 4 base
.
Some folks just can't let go of the idea that mages have passives now instead of sustained spells and translate that into 'must' meaning there are more active skills to ensure mages dominate with x2 active skills of any other class like the past games. Which I've just been calling bullpoop on. Big ol' bullpoopies.
-edit-
@Hibernating : Oh, and no worries man ![]()
Well, bullpoopies is def's a term in going to have to use in future. I find it kind of funny how passionate everyones getting over this. I left the bioware forums after I finished Mass Effect 3 and this is the first time I've been back. Its kind of hilarious.
I guess that's one thing 8 abilities definitely does, all classes now have 8 abilities and the god-king reign of super mages comes to an end. I might have to try out a rogue.
Guest_IceQuinn_*
Ugh, can these specs just be revealed already?
Rift Mage: I remember this side-quest in DA:O, "Summoning Sciences" in the Circle of Magi, in which, one of the creatures you summoned (a Bereskarn) was called "Fade Rifter". Could be totally unrelated, of course. But you guys think that Rift Mage could be a Summon-based tree, summoning entities suchs as i.e the Spirit of Valor to fight by your side? A "Pet" skill tree for mages, if you will. And how would you feel about that; and also, considering the Necromancer spec - in theory - having spells like Animate Dead & stuff which could be similar in that aspect?
Me? Still hoping it's a Fade-energy-"Force/Gravity/Telekinetics"/whatever-oriented tree. And we be like:
And it'd be glorious, hunni..! ![]()
Part of me wonders if those specialization icons are old enough that the labels were off. What if, for instance, Rift Mage ends up being something like Keeper? People would freak lol.
If the specs are referenced in game they can't be locked down too late, because they'd need to do associated dialogue etc.
If the specs are referenced in game they can't be locked down too late, because they'd need to do associated dialogue etc.
True enough. I'm just stumped because the names 'Rift Mage' and 'Tempest' don't tell me very much. Unlike Necromancer and so on.
Guest_IceQuinn_*
Yeah. The ol' Discipline & Discord days; since then a lot of stuff might've been changed/combo'ed/shuffled here and there. The specs' titles, per se, I believe would remain as announced. Their icons, description and more importantly: what's in them(!), lol. Whole different story... ![]()
I absolutely loved the Gravity magic tree in DA II, so if Rift Mage turned out to be something similar to that, I'd be utterly ecstatic.
Remember how in the DA II live action trailer Hawke rips apart the Arishok with the fade? That's what I want to be able to do. ![]()
Yeah. The ol' Discipline & Discord days; since then a lot of stuff might've been changed/combo'ed/shuffled here and there. The specs' titles, per se, I believe would remain as announced. Their icons, description and more importantly: what's in them(!), lol. Whole different story...
I highly doubt that, because of mentioned earlier dialogues. Since NPC reaction to PC having that spec has to make sense, no fundamental changes can be done. If NPC react to Necromancer PC as "that one bastard who makes dead walk" it can't be made about debuffs and walking bomb, it has to be about raising the dead,
Guest_IceQuinn_*
I highly doubt that, because of mentioned earlier dialogues. Since NPC reaction to PC having that spec has to make sense, no fundamental changes can be done. If NPC react to Necromancer PC as "that one bastard who makes dead walk" it can't be made about debuffs and walking bomb, it has to be about raising the dead,
Who said "fundamental" anything? When did that happen? O.o
I'd be happy with a summoning or a force-styled mage for Rift Mage. Probably think the forcy would be nicer though since Necro hopefully handles some summon of some kind. if I don't get a skeleton or something as a necro im gonna be bummed.
I think what he or she means is that the specs are supposedly built somewhat into the story, so changing them around in big ways wouldn't make sense considering the dialogue and story has to be done so early in the development cycle.
I'd like to be able to summon or resurrect a boss style Revnant, myself. ![]()
And then unleash it on another Revnant that decides to pop out on me when I least expect it.
Guest_IceQuinn_*
I think what he or she means is that the specs are supposedly built somewhat into the story, so changing them around in big ways wouldn't make sense considering the dialogue and story has to be done so early in the development cycle.
And when have I stated otherwise? O.o
I said things couldn't have been drastically changed, complete overhaul (seems we're on the same page on that); while pointing out we don't know enough to assume a *final* description, icon, spells & none of that. Or do they know a spell that's going into Rift Mage, its description, mechanics...? Necromancer (more than the name suggests)? Please do share all that inside scoop. I'm positively pregnant with anticipation.
And when have I stated otherwise? O.o
I said things couldn't have been drastically changed, complete overhaul (seems we're on the same page on that); while pointing out we don't know enough to assume a *final* description, icon, spells & none of that. Or do they know a spell that's going into Rift Mage, its description, mechanics...? Necromancer (more than the name suggests)? Please do share all that inside scoop. I'm positively pregnant with anticipation.
I think he may have just interpreted your mention of stuff being changed around since then as meaning major stuff. I didn't really take it that way, myself. I, too, am pregnant with anticipation. They should have a book called, "What to Expect When You're Expecting a New Bioware Game."
I agree about the likelihood of some of that stuff changing around, and no matter what anybody says or what numbers we've been given (21 across all classes), I'm still worried about the Mage skill trees. They'll be fun, but I really don't want to be reduced to only elemental abilities plus spirit spells.
I'm going to openly double-post (GASP) because I wanna raise a topic that, afaik, hasn't been mentioned.
I'm thinking that we may be able to dip into trees for passive abilities, which is sort of cool. I'm interpreting this based on the archer tree for Multiplayer where we see bunches of archer passives and then a red one featuring a dagger with a bonus to armor penetration. I like the idea that an ability associated with a 2 dagger rogue can still be of value to an archer, and I hope stuff like this will be true for the other classes.
I'm going to openly double-post (GASP) because I wanna raise a topic that, afaik, hasn't been mentioned.
I'm thinking that we may be able to dip into trees for passive abilities, which is sort of cool. I'm interpreting this based on the archer tree for Multiplayer where we see bunches of archer passives and then a red one featuring a dagger with a bonus to armor penetration. I like the idea that an ability associated with a 2 dagger rogue can still be of value to an archer, and I hope stuff like this will be true for the other classes.
It's possible, but that might be something that only works well in multiplayer which was designed around a smaller number of potential skills per character... The SP two handed tree, for example, starts off with active abilities blocking access to the passives on both sides. Even if those passives could effect one handed weapons, you'd need to either pay 2 talent points to access them or build a character with the intention of using both weapon styles... considering how limited talent points and available skills will be, this might not worth it...
I'm not even sure it would work on every passive... take "Clear a Path" for example. Can one handed weapons even hit multiple targets? If not, then the passive won't do anything... On the other hand, I could see "Shield Breaker" working regardless of the weapon... it's hard to say at this point.