Anybody else feel like the Chain Lightning icon is weird now that they rotated it? I preferred the original.
Skill Trees: View and discuss DA:I's skill tress here.
#1376
Posté 30 septembre 2014 - 06:58
#1377
Guest_IceQuinn_*
Posté 30 septembre 2014 - 07:02
Guest_IceQuinn_*
Tanking sounds like fun in DA:I, been hearing nothing but good things about it (S&S at large, I’m very interested). This active blocking>armor/metal sheets on your HP bar, at the cost of stamina? Nice! ![]()
Semi-unrelated: Have we seen Spirit staves yet? Or any staff type that isn’t Fire, Ice or Lightning for that matter (physical, nature... anything different)? I don’t recall having seen one, though I figure the crafting system should provide a good variety. Or, so I’m hoping. xD
I ask, because: should I want to outfit a mage Inquisitor and each mage companion with a different staff type…
Also: what are the Focus spells we know for sure at this point? From the top of my head: Haste, “Revival”… what else? Has Firestorm been confirmed? O.o
#1378
Posté 30 septembre 2014 - 07:05
- Biotic Sage aime ceci
#1379
Posté 30 septembre 2014 - 07:14
-snip-
Also: what are the Focus spells we know for sure at this point? From the top of my head: Haste, “Revival”… what else? Has Firestorm been confirmed? O.o
I strongly believe that the diamond icons with arrows inside each of the 4 corners indicates focus abilities. Haste has it, and the most recent screenshots of the Two Handed tree shows the same border on one of the final skills... based on that, I'd add "Berserk" to the list... although I don't know exactly what it does or if it's still called that. xD
#1380
Posté 30 septembre 2014 - 07:14
Tanking sounds like fun in DA:I, been hearing nothing but good things about it (S&S at large, I’m very interested). This active blocking>armor/metal sheets on your HP bar, at the cost of stamina? Nice!
Semi-unrelated: Have we seen Spirit staves yet? Or any staff type that isn’t Fire, Ice or Lightning for that matter (physical, nature... anything different)? I don’t recall having seen one, though I figure the crafting system should provide a good variety. Or, so I’m hoping. xD
I ask, because: should I want to outfit a mage Inquisitor and each mage companion with a different staff type…
Also: what are the Focus spells we know for sure at this point? From the top of my head: Haste, “Revival”… what else? Has Firestorm been confirmed? O.o
I'm gonna build a Knight Enchanter specifically for tanking and tell you how it went ![]()
#1381
Guest_IceQuinn_*
Posté 30 septembre 2014 - 07:14
Guest_IceQuinn_*
The only confirmed Focus spells are Group Heal and Haste. Revival is simply the capstone skill for the Spirit Tree and hasn't yet been confirmed to be a focus ability.
My bad (sorries, all). I assumed because of the “no heals” thing, and it being on the tree’s bottom. Shouldn’t have, indeed there’s been no confirmation.
#1382
Posté 30 septembre 2014 - 07:17
My bad (sorries, all). I assumed because of the “no heals” thing, and it being on the tree’s bottom. Shouldn’t have, indeed there’s been no confirmation.
Is there a recent picture of the Spirit tree anywhere? I can't find one...
#1383
Posté 30 septembre 2014 - 07:23
Is there a recent picture of the Spirit tree anywhere? I can't find one...
I'm curious about that too. as well as Entropy.
I'm just hoping the spells where the mage can "leech" the life out of enemies to heal himself aren't confined to Necromancer this time around.
In Origins, those spells were in Entropy, I believe, then in Spirit in DA 2.
#1384
Guest_IceQuinn_*
Posté 30 septembre 2014 - 07:35
Guest_IceQuinn_*
Is there a recent picture of the Spirit tree anywhere? I can't find one...
Me either. And that’s the thing, a lot has changed, icons updated & etc, I just sort of want to know where we’re at. What you said about the arrows/border, that seems so right on, though!
Now if we could only get an updated, final version list/pictures of all these skill trees and icons… ![]()
- Icy Magebane aime ceci
#1385
Posté 30 septembre 2014 - 07:39
Me either. And that’s the thing, a lot has changed, icons updated & etc, I just sort of want to know where we’re at. What you said about the arrows/border, that seems so right on, though!
Now if we could only get an updated, final version list/pictures of all these skill trees and icons…
Well, November 18th is pretty close, so even if we don't get the info before the game comes out, at least we don't have to wait very long... I'd still like to take a peek at the specs though. The multiplayer pictures were nice, but we only saw a few specs... plus Keeper and Legionnaire had no unique abilities.
#1386
Posté 30 septembre 2014 - 08:47
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.
I certainly hope it's a wielded Blade that they summon and hold for attacking with it, and not something like Mordenkainen's sword that floats and attacks on its own, or as you said, does some slashes and disappears.
The first description of Knight Enchanter said "wielding blades of arcane force", with wielding, implying they actually hold them.
However there is no confirmation right now about anything, although Weekes i think said that they use these fade blades to attack melee, i do hope it's something you hold in your hand.
Also Mike Laidlaw said some time ago ,that this was their way of bypassing Mage weapon restrictions, so there is a higher chance that they actually wield them, i think.
#1387
Posté 30 septembre 2014 - 11:15
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.
So it is confirmed that guard prevents HP loss from physical and magical attacks? That would be so awesome if that was the case. I just hope with all this damage mitigation we have some really good aggro control because in DA2 it was impossible to keep the mobs attention as a tank.
#1388
Posté 30 septembre 2014 - 11:23
Y'know, I'm watching the twitch video again, and I think that one of the reasons to pick Chain Lightning might just be that it's really, really pretty. Seriously, I love the bright purple bolts and the sparks that go flying.
#1389
Posté 30 septembre 2014 - 11:30
So it is confirmed that guard prevents HP loss from physical and magical attacks? That would be so awesome if that was the case. I just hope with all this damage mitigation we have some really good aggro control because in DA2 it was impossible to keep the mobs attention as a tank.
That's what it was doing in the video... the warriors only managed to muster up small amounts of Guard at any given time, but Cameron Lee wasn't really playing all that well tbh... I don't know if it's normally that difficult to accumulate. There are some descriptions of warrior skills in this thread and images in the OP... a lot of them both transfer aggro and increase Guard. I think it will work out fine even without Barrier (although that spell seems very useful).
I don't know if Guard blocks both physical and magical attacks though... like I said, there was only a small amount at any given time and I didn't watch the video that carefully to see what was causing damage. Physical sounds like a given, but it could go either way with magical damage...
edit: Yeah, looking at that video again, it seems like the Inquisitor got hit by an arrow and that removed 2 bars of Guard as well as a sliver of health. The next hit he took seemed like it took that sliver plus the equivalent amount of Guard in HP damage...
#1390
Guest_IceQuinn_*
Posté 01 octobre 2014 - 12:21
Guest_IceQuinn_*
Yeah. I'd think, more than ever good timing/reaction also factors in & it’s not just standing there, Queen Bee with your shield, totally unharmed, lol. i.e This excerpt from xboxmad.net, their experience playing a Legionnaire tank in MP:
"Tanking in Dragon Age Inquisition was intuitive and exciting, primarily because it rewarded reactionary play. Raising your shield was done by holding down the RB bumper, depleting stamina in the process. It wasn't a viable option to simply hold shield wall constantly due to this. Instead, it was best to raise your shield to block an attack the moment before it lands, which then grants an armour buff, visibly wrapping your HP bar in sheet metal. The effect was incredibly rewarding, and felt more involved than tanking in any other game I have played. The rush was similar in effect to Dark Souls, where blocking an attack at the right time granted you the ability to land a critical hit."
Also comes to mind those Offensive stats – against Guard & Barrier, Armor Penetration etc; some enemies might be able to bypass it by a %? Dunno. No clue about magic in this, either. I imagine, especially with the crafting system, there might be some items (including shields) with like, a larger resistance to spells and such. So, there’s that…
... but again, I'm sure of absolutely nothing. xD
- Icy Magebane aime ceci
#1391
Posté 01 octobre 2014 - 12:35
Enemies with armor piercing abilities sound kind of scary if it means they can bypass a portion of Guard or deplete it more rapidly than normal... I hadn't considered that.
#1392
Posté 01 octobre 2014 - 06:28
Yeah. I'd think, more than ever good timing/reaction also factors in & it’s not just standing there, Queen Bee with your shield, totally unharmed, lol. i.e This excerpt from xboxmad.net, their experience playing a Legionnaire tank in MP:
Also comes to mind those Offensive stats – against Guard & Barrier, Armor Penetration etc; some enemies might be able to bypass it by a %? Dunno. No clue about magic in this, either. I imagine, especially with the crafting system, there might be some items (including shields) with like, a larger resistance to spells and such. So, there’s that…... but again, I'm sure of absolutely nothing. xD
Huzzah! I'm glad this is finally being discussed briefly before the topic goes back to mages lol. My intuition is telling me that guard will protect against physical only while barrier protects against magic only; otherwise having both of them seems pointless. Or maybe......guard and barrier will be like shields & wards are in Skyrim. Shields had a bigger advantage when it came to physical attacks & wards with spells. I know that wards did reduce physical attack damage a little bit but paled in comparison to shields (I don't think shields helped when it came to magic, but I could be wrong). Maybe they both reduce damage from all attacks but specialize in one or the other. I'm going to look at some demo videos tomorrow after work and see if I notice anything.
I was wondering if anyone was going to talk about the Legionaire in MP. Having an reaction based playstyle is definitely the way to go for tanks. It is fun, makes you feel like you are doing something rather than stand there & rewards good reads. It does make me womder if the IA is naturally going to be adapt at this or will we see better results if we do it ourselves? This just reminds me of DW rogues and how (at least for me) the AI sucked with them. I hope to heard some info on aggro management/control soon (and more info on the champion and knight enchanter specs).
#1393
Posté 01 octobre 2014 - 06:34
Huzzah! I'm glad this is finally being discussed briefly before the topic goes back to mages lol. My intuition is telling me that guard will protect against physical only while barrier protects against magic only; otherwise having both of them seems pointless. Or maybe......guard and barrier will be like shields & wards are in Skyrim. Shields had a bigger advantage when it came to physical attacks & wards with spells. I know that wards did reduce physical attack damage a little bit but paled in comparison to shields (I don't think shields helped when it came to magic, but I could be wrong). Maybe they both reduce damage from all attacks but specialize in one or the other. I'm going to look at some demo videos tomorrow after work and see if I notice anything.
I was wondering if anyone was going to talk about the Legionaire in MP. Having an reaction based playstyle is definitely the way to go for tanks. It is fun, makes you feel like you are doing something rather than stand there & rewards good reads. It does make me womder if the IA is naturally going to be adapt at this or will we see better results if we do it ourselves? This just reminds me of DW rogues and how (at least for me) the AI sucked with them. I hope to heard some info on aggro management/control soon (and more info on the champion and knight enchanter specs).
Shields had bonus defense against physical attacks while wards against magical attacks in Skyrim, there isnt any need to check it further. However Shields do block a certain amount of magic but that pales in comparison to Wards.
#1394
Posté 01 octobre 2014 - 06:35
I really have no idea where to say this, but did the descriptions for the specializations just show up? Can't seem to see any threads about them, but didn't want to start one unless I missed it.
#1395
Posté 01 octobre 2014 - 07:00
Shields had bonus defense against physical attacks while wards against magical attacks in Skyrim, there isnt any need to check it further. However Shields do block a certain amount of magic but that pales in comparison to Wards.
I was referring to checking a DA:I demo video not Skyrim. The shield info is good to know since I primarily play assassin type characters in single player games like Skyrim (I need a taunt mod lol).
#1396
Posté 01 octobre 2014 - 08:26
The only confirmed Focus spells are Group Heal and Haste. Revival is simply the capstone skill for the Spirit Tree and hasn't yet been confirmed to be a focus ability.
Is Group Heal the green hand with a + symbol on it in the Spirit Tree? Or is it the green heart at the very end of the Spirit Tree? Revival seems not as significant anymore because any character can manually revive a fallen one, and they even mentioned other revival methods like throwing a "revival gas grenade" or something like that (if you have a high enough crafting ability to make one). And I never even liked Revival much to begin with because I figured if any of my party was getting killed then I wasn't playing well enough. I'd rather be wiped by the enemies at that point, try again, and do it better. Unless the fight is almost over anyway, then I can handle a death or two and not bother to revive during battle.
#1397
Posté 01 octobre 2014 - 08:29
In one of the recent threads a dev mentions regeneration, so it might be a regeneration instead of a direct heal. We'll find out at some point.
#1398
Posté 01 octobre 2014 - 08:30
How is this "hold a button to block/riposte" going to work with pause and tactics? Or on a keyboard in MP, for that matter? Not everyone has mice with additional buttons.
#1399
Posté 01 octobre 2014 - 08:51
My 2 cents about guard:
First of all, I know barrier works against physical attacks as well, because I've seen it in the latest twitch video. So my guess is guard will work against ranged and magic attacks as well. That said, probably to a lesser extent. Some enemies will use armor penetration, some will use attacks that take a bit off your health and guard (and barrier?), ...
The interesting thing is that it's all about using incapacitating attacks to prevent damage, and use subsequent detonator combos for major damage. Prevention WILL be key in this game.
Also, about building up guard. A lot of the warrior's abilities seems to add guard. I know I've seen an upgrade on taunt somewhere that says 20% guard per enemy taunted. This ability can really shyrocket your guard. Challenge will probably do a similar thing. Block abilities as well, maybe abilities like war cry... I think this really adds depth to the warrior's abilities. And actually allows them to tank way more effectively than in previous games.
Lastly, I do wonder about rogues though. I think stealth will be key for them. losing aggro will be very important.
PS: I also think positioning will play a far greater role than any previous game. Personally, I'm planning on always keeping a good distance between my rangeds and warriors. I always like playing as a warrior PC, and 3 characters backing him up ranged. This creates the illusion of the PC being uberpowerful
Eg if I have 2 mages, I can create 2 walls of ice to create a sort of funnel (or even a wall of fire and ice) I can prevent the enemy's retreat by laying down a trap with my saboteur, and at the end of the funnel they meet... the Reaver
all barrier'd up and ready to slice'm and dice'm.
I am SO looking forward to this game ![]()
#1400
Posté 01 octobre 2014 - 08:53
@PillarBiter: Best I can figure is just tapping it (from what i've seen of reviewers gameplay) makes it 'function' for a certain amount of time as is. Probably just 1 seconds worth which should be more then enough time if an attack is incoming mid pause. Also with the slow-mo time pass option you could slow it up till the hits mid swing, then use counter to get perfect timing for just 5 stamina use.
Just a guess anyway, how I figure a tact-pause will work with stuff like that.





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