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


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#1251
Icy Magebane

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The three I didn't list:

 

Champion - These powerful defenders protect their allies from harm, standing strong against devastating blows with expert training and fierce determination. Enemies can't kill them—and usually can't survive them.

 

Artificer - These specialists control the battlefield with deadly traps. Neither they nor their explosive mines are ever where the enemy expects them to be. 

 

Knight Enchanter - These rare mages received special dispensation from the Chantry to serve in battle. They summon blades from the Fade and are experts in protection and defense.

Seriously?  Yeah, I've never seen any of this... thanks for posting all this! 

 

I guess I'll pass on Champion then.  That sounds far too defensive for my Inquisitor...  I thought it would incorporate more party buffs, but the old Champion skills seem to have been distributed throughout the basic warrior trees.



#1252
Hellion Rex

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The Tempest skills? We saw these equipped to Sera

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#1253
Guest_IceQuinn_*

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Not sure if posted here but Specializations have been added  :D


 

Mages

 

Necromancer 

These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.

 

Rift Mage 

These mages draw upon the force of the Fade, either pulling matter from the Fade to attack or twisting the Veil itself into a weapon to stagger or crush their enemies.

 

 

Rogue

 

Assassin

Any rogue can kill a target, but assassins make death into an art form. They specialize in quick, deadly kills that let them slide back into the shadows undetected, or indirect kills that eliminate targets while the assassin is safely away.

 

Tempest 

These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm.

 

Warrior

 

Reaver

As the battle gets bloodier, these vicious and deadly warriors get even more brutal. Hurting them just makes them mad, a mistake most enemies don't live to repeat.

 

Templar 

These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power.

 

Nice!

The three I didn't list:

 

Champion - These powerful defenders protect their allies from harm, standing strong against devastating blows with expert training and fierce determination. Enemies can't kill them—and usually can't survive them.

 

Artificer - These specialists control the battlefield with deadly traps. Neither they nor their explosive mines are ever where the enemy expects them to be. 

 

Knight Enchanter - These rare mages received special dispensation from the Chantry to serve in battle. They summon blades from the Fade and are experts in protection and defense.

Yay, finally! (Thank you for posting these!!!)

 

Necromancer: Looks like we just might see some old-school Entropy in there, after all! ^^ A couple things in the description sound wonderfully familiar. (Hai, Walking Bomb, honey! :kissing:)

 

Rift Mage: Likewise; my crazy Force/Gravity/Telekinetics speculation & theories, lol - sounds like that may not be a stretch, actually; including Crushing Prison in some way, shape or form *crosses fingers*. And we’ll be like:

 

Flash-Sinister-Spell.gif

More-Intense-Magical-Prowess.gif

 

And then, KE. And I see these:

 

Patrick Weekes ‏@PatrickWeekes 

So without any deep combat spoilers, I will note that Knight-Enchanter ABSOLUTELY delivers on what I wanted from the spec.

 

@User

@PatrickWeekes Is it very enchanting? Will I be able to persuade people with my courtly ways?

 

@PatrickWeekes

@User Close-combat specialist mage who can fight with a summoned energy blade.

And I’m like. Sure, go ahead, tease away! It’s not like I’m curious or excited or nothing…hahah xD.

 

XO1bGMF.jpg(Viv, is that you...  :huh: ... oh wait, for a moment there, nm.)  :P

 

Oh, my. All these specs sound really promising & amazing.

Going. To. Be. FUN!

^_^  :)  :D  :lol:  :wizard:


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#1254
Hellion Rex

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IS THAT A VIV, MALEFICENT, SW CROSSOVER?!?!?!?!



#1255
Mornmagor

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Knight Enchanter description changed as well, it is a tad more clear now, about what they do.

 

Melee Mages unite! \o/ \o/ \o/



#1256
Kage

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yeah, Sera is definitely the tempest and those are the abilities. Forget what I said earlier lol.

Did NOT expect that at all! Tempest sounds random damage to me...

It seems walking bombs is in necro, crushing in rift... Crazy theories CONFIRMED!!! xD

#1257
ZerioctheTank

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Rift mage sounds like Force mage 2.0. I'm so torn between Champion and Knight Enchanter!

#1258
raging_monkey

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I wonder what kind of fade spells rift mage has seems like a super sayain version of force mage. Kinda hope we can do that move mage hawke did to that ogre

#1259
Hellion Rex

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#1260
PillarBiter

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Good, so my team will consist of a reaver (me), an artificer (varric, probably), a necromancer (dorian, hopefully) and a rift mage (I'm guessing... solas?).

 

oh yesss... Mayhem will be plentiful.

 

Varric in the back pins them down. Dorian hits 'm with walking bomb. Solas sts up the combo, the reaver detonates the combo. Boom. Next please!



#1261
Jester

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IS THAT A VIV, MALEFICENT, SW CROSSOVER?!?!?!?!

I think it's Asajj Ventress.



#1262
mikeymoonshine

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I am slightly annoyed about this. It looks like entropy has just been moved to the necromancy spec, along with walking bomb but at least it isn't gone from the gamw I guess. 

 

I wonder if we will actually be able to raise any dead. Reaver and KE had three active abilities. I assume for Necro, one will be walking bomb, another will be a spirit summoning spell of some sort (i guess that could be raising dead) and fear could be an active or a passive but it's probably an active spell. 



#1263
themageguy

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I am slightly annoyed about this. It looks like entropy has just been moved to the necromancy spec, along with walking bomb but at least it isn't gone from the gamw I guess.

I wonder if we will actually be able to raise any dead. Reaver and KE had three active abilities. I assume for Necro, one will be walking bomb, another will be a spirit summoning spell of some sort (i guess that could be raising dead) and fear could be an active or a passive but it's probably an active spell.


So 3 skills related to the spec with passives to empower or tweak them? Interesting.

I cant say im disappointed about entropy/spirit magic being in necromancer, as their magic involves binding spirits and all.
Honestly im just happy walking bomb or similar spell is part of the spec.

#1264
mikeymoonshine

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So 3 skills related to the spec with passives to empower or tweak them? Interesting.

I cant say im disappointed about entropy/spirit magic being in necromancer, as their magic involves binding spirits and all.
Honestly im just happy walking bomb or similar spell is part of the spec.

 

Well the passives could be skills in their own right, they don't necessarily have to be connected to other skills. I am also not sure about how sustained skills are meant to work in this game. I just assume Walking bomb, this spirit summon and fear or death would probably be active spells. As I said the fear one could be a passive or some sort of sustained, but sustained spells just seem to be active spells now. 

 

The DA3 Reaver tree has three active skills and four passives. 

 

Spoiler

 

The DA2 tree has 2 actives, 1 sustained and 2 passives. 

 

Spoiler

 

So the sustained skill "Aura Of Pain" could just be an active now or changed into some kind of passive (Allthough a passive that saps away at your health doesn't seem like a good thing to me). It could also have just been replaced. 

 

KE also has three actives and four passives. I doubt this is the final tree seeing as a lot of them have changed since then but I imagine that the skills will stay more or less the same. 

Spoiler



#1265
themageguy

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Maybe there are no sustained spells this time around? Maybe just activates for X seconds sort of mechanic.

Pure speculation of course :)

no all i want to see is a mini trailer showing off these specs in combat. Kinda like what they did for mass effect
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#1266
mikeymoonshine

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Maybe there are no sustained spells this time around? Maybe just activates for X seconds sort of mechanic.

Pure speculation of course :)

no all i want to see is a mini trailer showing off these specs in combat. Kinda like what they did for mass effect

 

Well that's the theory and that's what many of the previous sustained skills did anyway. 



#1267
GreyElf58

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9 Specialties and 9 Companions. I think I will build out the companions like this

Viv : Knight Enchanter
Dorian : Necromancer
Solas : Rift
Varric : Artificer
Cole : Assassin
Sara : Tempest
Blackwall : Champion
Iron Bull : Reaver
Cassandra : Templar

Just fits the way I think about the companions. My first play through Human Male Tempest. Slightly mad?

#1268
mikeymoonshine

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9 Specialties and 9 Companions. I think I will build out the companions like this

Viv : Knight Enchanter
Dorian : Necromancer
Solas : Rift
Varric : Artificer
Cole : Assassin
Sara : Tempest
Blackwall : Champion
Iron Bull : Reaver
Cassandra : Templar

Just fits the way I think about the companions. My first play through Human Male Tempest. Slightly mad?

 

Have they confirmed that you can choose the companions spec? Because, I thought they said you couldn't do that. 


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#1269
GreyElf58

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Have they confirmed that you can choose the companions spec? Because, I thought they said you couldn't do that.


I haven't a clue on that one. Doesn't mean I can't try to build out my companions like the specialties.

#1270
andar91

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In this video,

 

 

Ashe mentions a Glyph spell that buffs any allies within its bounds. What, I wonder, could that be? Maybe one of the unknown Spirit spells? It doesn't sound like an elemental ability. Possibly rift mage? 



#1271
Kage

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In this video,

-

 

Ashe mentions a Glyph spell that buffs any allies within its bounds. What, I wonder, could that be? Maybe one of the unknown Spirit spells? It doesn't sound like an elemental ability. Possibly rift mage? 

 

Yeah, I wouldnt know where to put it...

Maybe its a spell only available in MP?



#1272
TheEternalStudent

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Yeah, I wouldnt know where to put it...

Maybe its a spell only available in MP?

It existed in Origins in the Creation School, along with haste and regenerate etc.
They could give you all the non-HP recovering spells from creation



#1273
andar91

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Yeah, I wouldnt know where to put it...

Maybe its a spell only available in MP?

 

Possible, but I doubt they would do that. Why make abilities that are ostensibly useful in either game exclusive to only one?

 

I'm betting it's one of the Spirit spells on the right we haven't seen yet.



#1274
andar91

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Ooops, double post.



#1275
Abraham_uk

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Finally.

Descriptions on each of the specialisations!

 

 

I'm going with

 

Qunari Knight Enchanter

Dwarven Artificier

Human Templar

and Elven Rift Mage