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


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#1951
themageguy

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Im really looking forward to the lightning and ice spells.

I liked how in origins i could choose any mix of elements i wanted. I usually chose those two.

Tempests may dare their enemies to face the storm, my mage will BRING the storm :D
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#1952
themageguy

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:P I'll be waiting a while before I make my necromancer, but she'll be in the same boat.

HIGH FIVE:)

#1953
Hellion Rex

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Im really looking forward to the lightning and ice spells.

I liked how in origins i could choose any mix of elements i wanted. I usually chose those two.

Tempests may dare their enemies to face the storm, my mage will BRING the storm :D

Yeah, this time the lightning spells look like they pack some major punch. I'm very pleased with the aesthetics this time around.


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#1954
Gill Kaiser

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Necromancer doesn't suit my character concept. I want scholarly, not eldritch. Necromancer is my second choice after Knight Enchanter, though. It's getting a little annoying that we still know nothing about the Knight Enchanter spec.



#1955
themageguy

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We haven't seen the necromancer skill tree yet have we?

#1956
Lumix19

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We haven't seen the necromancer skill tree yet have we?

Not as far as I'm aware which is sad because that's the one I'm looking forward to the most.


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#1957
Avaflame

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Hmm... more food for thought on Focus abilities and specialisations:

Perhaps as others have suggested Focus abilities are either different depending on which character, or something you can individualise for each character. In the E3 demo, the Qunari Inquisitor cast Haste, a focus ability that doesn't seem to be present in the Rift Mage tree as far as we can see. However, I'm sure I saw the same Inquisitor cast Stonefist.. a spell we DO seem to see in the Rift Mage tree. Which doesn't make a lick of sense if the Focus abilities are fixed for each specialisation. AT least for the Inquisitor.

 

Edit: So I'm thinking it's either based on the characters, we select each character's or we select the Inquisitor's, irrespective of Specialisation, due to the contradictions and impracticalities of what we've seen (Solas having Stonefist but not Haste, Artificer having Hail of Arrows when dual wielding Rogues can be an Artificer).



#1958
Icy Magebane

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Hmm... more food for thought on Focus abilities and specialisations:

Perhaps as others have suggested Focus abilities are either different depending on which character, or something you can individualise for each character. In the E3 demo, the Qunari Inquisitor cast Haste, a focus ability that doesn't seem to be present in the Rift Mage tree as far as we can see. However, I'm sure I saw the same Inquisitor cast Stonefist.. a spell we DO seem to see in the Rift Mage tree. Which doesn't make a lick of sense if the Focus abilities are fixed for each specialisation. AT least for the Inquisitor.

Whoops... I brought that up earlier but I forgot that the Inquisitor was a mage.  I thought Vivienne was the one who used Haste.  :S  Still, that was an old and heavily doctored video, so some things may have been changed.

 

Is it possible that Mark of the Rift is the Inquisitor's only Focus power, and that all the companions have unique ones as well?  That would make the character with Group Heal kind of OP but... this might be how it works...



#1959
Cairodin

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I'm almost positive that it was VIv who cast haste, so it may be the Knight Enchanter focus



#1960
Avaflame

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I haven't checked because I am INCREDIBLY lazy, but I was certain it was the QunQuiz. I'm just trying to remember if she used Stonefist in the SAME video (I think I remember it in the fight against the bear, at least).

 

Edit: Damn it, okay I'm checking now.

 

Edit: So it's definitely QunQuiz that uses both. However, it is worth noting that the icon for Stonefist seems to be yellow, which doesn't match up with what we saw from the Rift Mage tree, so it might be as simple as them having moved it. But given how recent E3 was, I would be quite surprised if they did switching around of trees since then.

 

2:09 for Stonefist, 14:20 for Haste



#1961
Biotic Sage

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I haven't checked because I am INCREDIBLY lazy, but I was certain it was the QunQuiz. I'm just trying to remember if she used Stonefist in the SAME video (I think I remember it in the fight against the bear, at least).

 

Edit: Damn it, okay I'm checking now.

 

Qunari Inquisitor cast Haste and used Stone Fist.  Since those aren't in the same specialization tree, it's safe to say that is an extremely outdated build or a doctored one to give more abilities for demo purposes.


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#1962
Avaflame

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Qunari Inquisitor cast Haste and used Stone Fist.  Since those aren't in the same specialization tree, it's safe to say that is an extremely outdated build or a doctored one to give more abilities for demo purposes.

Also possible.



#1963
Hellion Rex

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I believe it was one of the "illegal" recordings of E3 that had Vivienne use Haste, cause I remember that I had seen it used by the Quiz and Vivienne.

#1964
PillarBiter

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Thanks for posting this (out of likes, sadly), but I don't get it... is this upgrade supposed to encourage us to spam Barrier or what?  I was hoping for a duration bonus tbh...

 

In fact... a 24 second cooldown is incredibly long for how short the duration is... although for some reason the duration isn't even listed in the description... based on the videos it can't be longer than 10 seconds.

 

This entire thing is just very vague... how long do we have to cast Barrier before the upgrade resets and the cooldown timer goes back to 24 seconds?  Isn't it kind of important that we know that stuff?

 

I am also confused by this... Also, if you cast it on 3 people, and it expires three times, does it reduce the cooldown to 12 seconds? Thus encouraging more tactical use of it? Or is it always reduced to maximum 20 seconds?

And hopefully one of the passive upgrades makes it stronger.

 

You kcan kind of see the 'strength' of barrier: it shows it has 4100hp.



#1965
Gill Kaiser

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I'm pretty sure that description is merely explaining the 4 second cooldown reduction.

#1966
PillarBiter

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I'm pretty sure that description is merely explaining the 4 second cooldown reduction.

 

I don't know. It says 'Each time a barrier you cast expires'.

 

If you cast it on 3 people, it are 3 barriers...

 

Otherwise, they could've just worded it: You are more apt at casting barrier, your cooldown is shorter.


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#1967
Kleon

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I don't know. It says 'Each time a barrier you cast expires'.

 

If you cast it on 3 people, it are 3 barriers...

 

Otherwise, they could've just worded it: You are more apt at casting barrier, your cooldown is shorter.

 

 

In other words, they removed various healing spells for barrier spam.



#1968
Lumix19

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In other words, they removed various healing spells for barrier spam.


Is this a bad thing? Healing is quite different from barrier/mitigation no matter what people's ''math" says. You're going to need barrier to stay alive.

#1969
PillarBiter

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In other words, they removed various healing spells for barrier spam.

If it makes it easier to swallow, think of it as DAO's regeneration spell in advance.



#1970
Patchwork

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Solas might have a firestorm like focus ability in his Rift tree but I don't think the quizzy will. 

 

Other than that the icons look very Force influenced to me, starting from top left- AOE Fist of the Maker, single target Stonefist  <_< , Gravitic Ring, ???, Pull of the Abyss and Telekinetic Burst.

 

I don't know about the middle abilities but that bottom one looks a lot like icon for Merrill's Ensnare.

 

LOL-ing at them not wanting to taint Cassandra with Lyrium addiction but I suppose one addict on the team is enough.  

 

I'm not happy about the heavy elemental slant DAI mages have but I'm determined to give it a chance and if all else fails perhaps modders will step in and I'll be able to customise my mage a bit more. 



#1971
Adhin

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@Kleon : No, they removed 'heal spam' (hate that they even used that term) so you can't HEAL after a fight. It's to make each hit to your health have a lasting impact which is the same reason they've heavily limited potions, so you have to be careful. They added in barrier spam to fulfill the role to compensate but barrier can't heal you after a fight. It can't fix up all the wounds and make it like that fight never happened. Nor do we just zip up to full health every battle like it didn't exist.

 

They wanted fights that matter, they changed how heal spells work (as in there is only 1 tied behind focus). To take up that role they now have Guard and Barrier functioning in it's place.


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#1972
Kleon

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@Kleon : No, they removed 'heal spam' (hate that they even used that term) so you can't HEAL after a fight. It's to make each hit to your health have a lasting impact which is the same reason they've heavily limited potions, so you have to be careful. They added in barrier spam to fulfill the role to compensate but barrier can't heal you after a fight. It can't fix up all the wounds and make it like that fight never happened. Nor do we just zip up to full health every battle like it didn't exist.

 

They wanted fights that matter, they changed how heal spells work (as in there is only 1 tied behind focus). To take up that role they now have Guard and Barrier functioning in it's place.

 

Have you seen the gameplay videos? You don't need healing in fights, because they are easy. You can even start a fight with about 25% of hp on every companion, buton mush and just revive whoever fell. The only "difficulty" restricted healing seems to bring is running back to camp to refill potions if you even want to use them. It looks like with some micromanagement this game will be a walk in the park. 



#1973
Adhin

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Yup I've seen the gameplay videos. You have a dev on normal mode (who points out hes terrible at the game) get destroyed. We have youtubers who don't play RPG's getting destroyed on normal. Frankly if your starting every fight with 25% hp, or have to keep going back to camp I feel like that person needs to tone down the difficulty on them selves. Personally i'll be playing it on nightmare out the gate, like I did with past games.

 

Fact is healing wouldn't change any of that, didn't in DA2. Instead of starting 'each fight at 25%' (that is, if you keep having your people killed) you started at 100%. Everything was max all the time. Crap just had no impact, at all. Easy fight? No biggy, still full health. Tough fight you barely scraped by on? Who cares your 100% now! Far as im concerned that's the major difference. The small easy fights are just that, small and easy, you screw up a bit you might feel it as your health gets lower over a few lazy combat encounters. Have a real tough fight? Probably going to need to chug some potions.

 

I dunno, the past 2 game alternatives aren't any better as far as im concerned. So this is either par for the course or better. The only part I'm really running into where I'm extremely disappointed is the attributes not being something we have direct control of on a level to level basis. I dislike attribute systems being tied to items exclusively (or in this case, partially to passives...l which I wont pick for the attribute bonus anyway).

 

I guess my point is, this change wasn't put in to make the game more difficult, or at least I haven't seen them say that. They did it to add impact to the fights. That little thing in the back of your head saying if you slip up it'll have a lasting effect on your party. Frankly it reminds me of Dark Souls, and I can get through vast parts of that game with out taking much dmg if I'm paying attention. That, right there, is the important part to me - paying attention. If slipping up means health penalties and quicker depletion of my potions the games combat, as a whole should have a larger impact on my personal enjoyment. Auto-heal after a fight simply doesn't do that, at all.

 

Either way neither of us will know how it plays out exactly till we get are hands on it, so chock me up to being far more hopeful compared to DAO's MMO-influenced healing system cause screw that crap. Just pretend I went on a irritated tirade about how pissed off everyone was at auto-full health before DAO was released, and how folks still bitched and didn't want it... cause I am in my head but this post is to long atm.


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#1974
Bayonet Hipshot

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Btw, is it just me or is focus abilities only seem to be present in Specialization trees now ? 



#1975
Adhin

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That definitely seems to be the case Ishten, some folks pointed that out pages back. It's also kinda odd the one we actually got to see with information was Varric's and it didn't seem to fit with the specialization in the slightest. So that either means they're specific to those characters or... or I dunno, they're just super out of place cause who knows why.

 

-edit-

Oh and they also have no real stat read out on how they work. No this does 1000% dmg and is super worth using your focus on, just a description and 'this uses focus!'. Also seems to have no upgrade what so ever so... it's entirely likely we learn Focus skills via other means for are quizzy instead of spending skill points on them. And companions need to spend a point to get it cause its their fault for not being the Inquisitor, I mean what where they thinking being side companions anyways? Fools...


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