Aller au contenu

Photo

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


6397 réponses à ce sujet

#1351
themageguy

themageguy
  • Members
  • 3 176 messages

Rift mage does look really awesome, in fact all the specs look really good this time around. I think I will play that one with a human mage and my Qunari mage will be a KE, Fire mage.



I doubt it, it's in the Winter tree. It probably should have been in the Spirit tree but I guess they just couldn't find the space for it.


Yeah my qunari mage is going to be a knight enchanter. Will also use fire spells. Going for the draconic battlemage theme.

Im also hoping that we can alter the summoned weapons properties. Say the initial spell does physical / spirit damage, we can then change it to a flaming fade sword.
  • mikeymoonshine aime ceci

#1352
Raven X

Raven X
  • Members
  • 200 messages
I'm really looking forward to seeing Rift Mage and Knight Enchanter in action.
  • Mornmagor aime ceci

#1353
Guest_IceQuinn_*

Guest_IceQuinn_*
  • Guests

Fade Step, again. (Clearly not obsessed with it. Totally non-biased, lol. That said:). :P

 

IMO, I think it’s specific enough to be in Winter, but by no means limiting (whereas i.ie Fire or Lightning *could* be) – turning/travelling as/through mist, that’s what it looks like. A skilled mage no matter their area of elemental expertise or lack thereof, can pull that off. Despite it looking like cold/ice mist/vapor whatever (I called it! B)); despite it being in the Ice tree:

 

Could pass for: smoke (Fire); cold air/mist (Ice); spirit/spectral mist/form (Spirit; Necromancy, anything more abstract); fog (Lightning/weather) and so forth – or, just a generic mist form (like how vampires can turn into mist/fog/whatever, too)? Or, put very simply “magical waves” carrying you forward, as it says on the spell's description.

 

 

Another *thumbs up* from me, to visuals. These skills, their vFX & animations: STUNNING, awesome; but also SO on point, thoughtful – not limiting, not overwhelming. Just… perfect! Bravo! <3

 

FadeStep02_zps2cd0b09c.gif

 

One of my favorite things (it helps when you see it in slow-mo) it’s how the character’s still so there – you can clearly see Viv, her silhouette, helmet, staff even, both at start & end; and sort of, exactly how that should go (if I’m making any sense. :P) And that’s going to be our Inquisitor, too. Dorian & Solas. Our MP mage characters… Gotta love that. ^^

 

 

Also. As of right now I’d speculate it being an upgrade or even passive that beefs it up to this new & improved icy version. Too substantial a change: range, power (if the freezing trail proves true) for a dodge move, a mere cosmetic change simply to “justify” it being in Winter, or whatever.

 

Plus, this:

http://www.reddit.co..._me_anything/ …

"...an 'escape' move, where you pseudo-teleport in the direction you hold the stick in - you leave a trial of ice behind you, so timed properly you can use it offensively to freeze enemies."

"...and I think his escape move was the pseduo-teleporting without ice, but I'm not sure."

 

I’m not sure either (lol, and how could I), and I’m good either way: but that (two versions) would be cool-er, if nothing else for + variety & customization.


  • Pattyhap1863 et themageguy aiment ceci

#1354
themageguy

themageguy
  • Members
  • 3 176 messages
Did anyone else notice the ring in the demo that gave 30% extra damage to mighty blow?

I hope there ade rings like that for these gorgeous spells!

#1355
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

Did anyone else notice the ring in the demo that gave 30% extra damage to mighty blow?

I hope there ade rings like that for these gorgeous spells!

Good catch.  That reminds me of some game, but I forget which one... anyway, it sounds interesting to have accessories that increase the power of individual skills.  Assuming we can have one such buff on each traditional piece, that's 4 buffed abilities, 1 massively buffed ability, or some mixture within those extremes.  There's a lot of potential in that system... it would be a nice way to further specialize our PCs and party members...


  • themageguy aime ceci

#1356
PillarBiter

PillarBiter
  • Members
  • 1 146 messages

mighty blow +120% muaaahahahaa, prepare to be spammed :D

 

In all honesty, I loved the look of it all they were rockin'. The character portraits, the combat. (Although, for people who play this everyday they SHOULD play better to make it look better though, don't know if he was being bad purposefully :/ )

 

And the skills, oh dear god, the skills... I shiver every time I see mighty blow ^_^ 

And good to see they made blink to be a proper ice move. I loved that on kingdoms of amalur, turning an evasion into an offensive action (same for poison blink), and this will be fantastic as well. 

 

The main thing I'm happy about is that there will be no useless skills. They shoehorned a bunch of skills into one, usually, making each and every one of them multipurpose and never a waste of stamina. 


  • themageguy aime ceci

#1357
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

@ PillarBiter - Yeah, tbh that playthrough was pretty weak... :/  I can't believe how much damage Cameron was taking, and he even got completely wiped out by a single darkspawn because he had done so poorly for the rest of the level.  I think that may have made the game look harder than it actually is... unless it really is that hard, or he just doesn't play very often.

 

Oh yeah, and Mighty Blow is that one handed swing, right?  It's not a jumping attack anymore?  Still good but I miss the old animation.



#1358
PillarBiter

PillarBiter
  • Members
  • 1 146 messages

@ PillarBiter - Yeah, tbh that playthrough was pretty weak... :/  I can't believe how much damage Cameron was taking, and he even got completely wiped out by a single darkspawn because he had done so poorly for the rest of the level.  I think that may have made the game look harder than it actually is... unless it really is that hard, or he just doesn't play very often.

 

Oh yeah, and Mighty Blow is that one handed swing, right?  It's not a jumping attack anymore?  Still good but I miss the old animation.

 

I said mighty blow, I meant tremor or whatever it's called... the skill with the fist icon. The one that makes makes enemies go BOOM! :D I will be abusing that plenty.

 

That said, cameron WAS only level 7, and the enemies level 8. However, I do believe he should have made use of more CCC's. I think it'd have been a more proper demonstration if it was played more properly. 


  • Icy Magebane aime ceci

#1359
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

A couple things to point out from the Twitch stream video yesterday regarding skills:

 

1) Varric had access to a skill called Caltrops (lays a bunch of spiked traps on the ground)

 

2) A new Rogue skill's name was revealed: Thousand Cuts.  This was from an item that was looted; description: "Enhanced Thousand Cuts Ring: Ability damage increased by 30% (Rogue only)."  We know it's not talking about all ability damage being increased by 30% because earlier there was another item looted that was an "Enhanced Mighty Blow Ring," same description.

 

Also, the color scheme for all skills seems to now match all the skills in their particular tree in all of the latest demos and builds shown.  

 

Since we saw Knockout Bomb and Poisoned Weapons shown for the Rogue in the Fallow Mire video in green, and Caltrops is also in green, I'm guessing all of these skills belong to the "Sabotage" skill tree.  I'm not sure if it's going to be called Sabotage, but it's the other Rogue tree besides Stealth (or Subterfuge as I'm guessing it'll be called, since the actual skill is called Stealth).  However, the Weapon & Shield skills weren't green yet (and they are now), so I'm not sure if all the colors were finalized for this build; Barrier was also purple and not green yet (Spirit spells are now all green).  So Poisoned Weapons could potentially be part of the Assassin tree.  I just doubt that this is the case.  Caltrops could potentially be part of the Artificer tree...lots of possibilities.

 

Thousand Cuts I believe Cole had equipped (but I can't recall seeing it used) in the Fallow Mire demo.  It was seven hash marks, grouped 5 then 2 extras.  This is just a guess from me, but it makes sense.  It was in red in the video, but it also seemed to be unusable most of the time despite Stamina level; maybe a Focus ability?  I'm guessing it's either part of the Double Daggers tree toward the end of it or part of the Assassin tree.  Or maybe even part of the Subterfuge tree, and you have to be in Stealth to use it?  That would explain why it was unusable by Cole throughout that demo...?  I don't know.

 

Side note, unrelated: I really hope they make the Knight Enchanter energy sword ability a toggle on/off ability like Ring of Pain is for Reaver (only no mana drain; Ring of Pain constantly drains stamina).  I'm hoping it's not something dumb like it summons an energy sword(s) in the air in front of you that do a few slashes and then disappear.  That would not satisfy my Arcane Warrior craving at all.


  • Mornmagor et themageguy aiment ceci

#1360
Jigglypuff

Jigglypuff
  • Members
  • 285 messages

I guess they didn't like my fairy magic request in some old thread here gol.



#1361
themageguy

themageguy
  • Members
  • 3 176 messages
I also really like the death animations where the enemy just burns up in cinders.

so pweety. Im assuming ice would make them freeze over and burst, and lightning would make them crackle and spasm with sparks?

Now all i want to see are the specs in action and im done til release date.

#1362
Raven X

Raven X
  • Members
  • 200 messages

since Mages no longer have healing spells (?), I hope we can upgrade Barrier to make it last longer/stronger.



#1363
Kage

Kage
  • Members
  • 599 messages
1000 cuts, by the name, I would say it is the ability Cole used vs the lizard guarding the camp, and to finish off the Qunari boss. It is a lot of fast attacks. Can it be?
  • Biotic Sage aime ceci

#1364
Kage

Kage
  • Members
  • 599 messages
1000 cuts, by the name, I would say it is the ability Cole used vs the lizard guarding the camp, and to finish off the Qunari boss. It is a lot of fast attacks. Can it be?

#1365
PillarBiter

PillarBiter
  • Members
  • 1 146 messages

since Mages no longer have healing spells (?), I hope we can upgrade Barrier to make it last longer/stronger.

 

probably. The one from the most recent demo lasted pretty short. But the barrier spell from solas from the mire demo looked like it lasted a lot longer. 



#1366
themageguy

themageguy
  • Members
  • 3 176 messages
Now imagine using that skill as a tempest? Covered in frost or lighting?
Face the storm :D

#1367
Raven X

Raven X
  • Members
  • 200 messages

probably. The one from the most recent demo lasted pretty short. But the barrier spell from solas from the mire demo looked like it lasted a lot longer.


ah. hope so.

in the past, I tended to focus more on offensive spells for my mages. but I'm gonna have to think more about defense and strategy in this game.......lol.

#1368
Beerfish

Beerfish
  • Members
  • 23 870 messages

I have to say I laughed at Vivennes blinking at 100 miles an hour right into a brick wall.



#1369
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

Now that the skill system is coming into focus, I'll venture a few opinions:

 

Likes:

1) No regular healing spells and limited health regeneration.  Makes potions and situational healing options (like a Focus ability) relevant, makes responsiveness and preparation in battle really pay off, and frees up your options for party composition (no longer need to consider bringing a healer along).

2) Guard is a really cool mechanic for Warriors.  It complements their playstyle perfectly: you are rewarded for fast reflexes and/or tactical use of stamina with extra health.  Even a two-handed Warrior can tank nicely if they play well enough.  I like Barrier for Mages and the evasive/escape options for Rogues too.

3) The skill tree layout is nice.  It allows more flexibility than DA2, and it seems like your options branch out from the skill you are on to any adjacent skill; you no longer need to have both pre-requisites in order to get a skill, just one.  For example, you can make your way down the right side of a skill tree, skip the first skill on the left side, then cut over to the second skill on the left side if you want.  Also, you don't seem to need a certain number of points in a skill tree to purchase a new skill or an upgrade to a skill.  That was super annoying and limiting in DA2.

4) One specialization option is the right move.  It makes you more unique (dare I say, more "special?").  And you can really focus on honing the area you're interested in.

5) The 8-ability limit seems to work well in the context of the combat system Bioware designed.  I still think it would be interesting to see a combat system more akin to DA:O taken to the next evolutionary level, but mayhap that will occur sometime down the road.  I like DA:I for what it is.  They've taken good ideas from a variety of games like Kingdoms of Amalur, Diablo, and Dark Souls, while at the same time retaining the essence of Dragon Age.

6) Personal favorite abilities: Rogue = Longshot, Throwing Knives, Poisoned Weapons, Leaping Shot.  Mage = Ice Wall, Blink (or is it "Fade Step" now?), Dispel, Barrier.  Warrior = Shield Wall, Lunge and Slash, War Cry, Holy Smite

 

Dislikes:

1) Basically the entire Two-Handed Weapon tree other than Block and Slash (and maybe the Berserk one at the end of the left side, but we haven't seen this one yet so idk).  I hate the animations of Mighty Blow and Earthshaking Strike.  They are so over the top and effects-heavy.  Reminds me of a funny scene I witnessed in one of those Twilight movies where a dude punches the ground so hard that he rips a hole 100 ft into the earth then throws people into the molten lava now exposed (the only reason I know about this is from RedLetterMedia's review of the movie, so don't judge me!).  Whirlwind is ok I guess, but I'd prefer the Two-Handed tree to just be a variety of super-powerful weapon swings/maneuvers that aren't visually cluttered, but have a nice variety of effects like stun etc.

2) The elementalist Mage.  Way too many Mage abilities are fire, ice, and lightning.  I'd like more representation from magic schools other than Primal.  That being said, most of the abilities themselves are pretty cool, and the specializations may make up for this a little bit (Necromancer = more Entropy/Spirit magic?, Knight Enchanter = more Creation potentially?)

3) Bioware being coy with the skill trees.  I wanna know everything!  (this is a non-serious complaint)


  • UniformGreyColor aime ceci

#1370
andar91

andar91
  • Members
  • 4 752 messages

ah. hope so.

in the past, I tended to focus more on offensive spells for my mages. but I'm gonna have to think more about defense and strategy in this game.......lol.

 

I think one of the best things I'm sensing from what we've seen is that many different options are now extremely helpful and valid, albeit in different ways.

 

In DA2, for instance, you could take spells like Glyph of Paralysis, and they were helpful...but really, you were probably just as fine with blasting them to cinders. The damage spells don't seem so ridiculous now, however, and abilities that can be used for strategic purpose look like they'll have a much more useful presence in the game. Which isn't to say that damage isn't great, just that spells like Wall of Ice can literally save your party's LIFE now. Similarly, a Warrior's taunt can also expose a target that would be otherwise difficult to defeat. A lightning cage could contain really fast enemies that try to get away (or hedge archers in, as they appear to withdraw when confronted up close). Barrier was useful but not vital in DA2, but now it's a majorly useful spell. None of those spells (that I'm aware of) actually deal damage, but they seem to have a big impact on the fight itself (and adventure if you look at the big picture since health doesn't regenerate).


  • Biotic Sage aime ceci

#1371
KnightXE

KnightXE
  • Members
  • 333 messages

so how is the "guard" system going to work?

 

the more warriors use skills like Shield Wall, the more guard they build up ( the silver bars above health ) and that affords them extra protection?

 

so, you're actually encouraged ( as a warrior ) to focus on defense and blocking?


  • Biotic Sage aime ceci

#1372
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

so how is the "guard" system going to work?

 

the more warriors use skills like Shield Wall, the more guard they build up ( the silver bars above health ) and that affords them extra protection?

 

so, you're actually encouraged ( as a warrior ) to focus on defense and blocking?

That sounds about right... Guard seems to be a protective barrier that builds up when block or you use certain abilities.  It gets chipped away as the character takes damage, and it completely prevents HP loss.



#1373
KnightXE

KnightXE
  • Members
  • 333 messages

That sounds about right... Guard seems to be a protective barrier that builds up when block or you use certain abilities.  It gets chipped away as the character takes damage, and it completely prevents HP loss.


ah. thanks.

that would actually encourage sword and shield warriors to use their shield to block. and from what I understand, with Shield Wall, you actually have to hold the button down to use the skill and the skill is active as long as you hold the button down ( draining stamina of course ).

so, this would actually be a more "active" blocking mechanic than in past games.

#1374
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages

ah. thanks.

that would actually encourage sword and shield warriors to use their shield to block. and from what I understand, with Shield Wall, you actually have to hold the button down to use the skill and the skill is active as long as you hold the button down ( draining stamina of course ).

so, this would actually be a more "active" blocking mechanic than in past games.

Yup.  And 2 Handed warriors have a similar ability, but it's a block then counter attack...  plus we have combat roll, but that does not increase Guard.  It will be interesting to see all this in action.



#1375
KnightXE

KnightXE
  • Members
  • 333 messages

Yup.  And 2 Handed warriors have a similar ability, but it's a block then counter attack...  plus we have combat roll, but that does not increase Guard.  It will be interesting to see all this in action.


yeah. very interesting.