Imagine: Blizzard & Static Cage used in combination!
*drools* #BadWeather
Skill Trees: View and discuss DA:I's skill tress here.
#2077
Posté 09 octobre 2014 - 10:00
Yeah, I'll stick to mostly high damage ranged spells. But I can at least cast Wall of Ice in front of me to protect myself from archers and other mages.
My God, I am so goddamn excited. While some things have been lost from DAO and DA2, I am now a believer that the quality of a lot of these spells has gone up.
Yeah, now that you mention it, Wall of Ice will be very useful against archers... I will definitely be giving that to one of my mages. Maybe Vivienne, since Dorian might have too many slots devoted to zombies and offensive magic... I don't really want to use Vivienne as a KE too much. I'm a bit nervous about her taking too much damage if she's a melee character. I'll spend less time babysitting her if I have her stick to range... Looking at these trees though, I might wind up switching Dorian to Lightning and Fire rather than Lightning and Ice, so Vivienne might be the only one capable of learning Wall of Ice... hm...
#2078
Posté 09 octobre 2014 - 10:04
Imagine: Blizzard & Static Cage used in combination!
*drools* #BadWeather
Yeah, that sounds pretty OP. o_o I think Dorian might have just earned a permanent slot in my party...
#2079
Posté 09 octobre 2014 - 10:06
Yeah, that sounds pretty OP. o_o I think Dorian might have just earned a permanent slot in my party...
Yes. Go for the stache! ![]()
- MattH aime ceci
#2080
Posté 09 octobre 2014 - 10:12
Yes. Go for the stache!
I don't think I have much choice tbh... his specialization seems like the best fit for what I have planned, and this idea of Static Cage + Blizzard is too good to pass on. I hope he gets along with Cole and Cass because this is turning out to be a Dream Team as far as the skills go...
- Hellion Rex aime ceci
#2081
Posté 09 octobre 2014 - 10:12
- Hellion Rex aime ceci
#2082
Posté 09 octobre 2014 - 10:20
Yeah, I'll stick to mostly high damage ranged spells. But I can at least cast Wall of Ice in front of me to protect myself from archers and other mages.
My God, I am so goddamn excited. While some things have been lost from DAO and DA2, I am now a believer that the quality of a lot of these spells has gone up.
That's sort of how I feel too. While I'll miss the stuff that's gone, I'm pumped for what is here.
Imagine: Blizzard & Static Cage used in combination!
*drools* #BadWeather
Yessssssssssssssssss. And then a Lightning Bolt or Chain Lightning in the middle. Or hahahaha a Fire Mine. That's one little sparkly zone of death.
#2083
Posté 09 octobre 2014 - 10:21
The passives and the spells do look pretty good, but now I feel like I will have to go more elementalist than I'd planned. I might have to change my character concept a bit...
#2084
Posté 09 octobre 2014 - 10:25
I plan to role 2 mages. a Dalish Storm/Spirit/Rift Mage ( with a hint of Winter perhaps ) and a Human Winter/Spirit/Knight Enchanter.
#2085
Posté 09 octobre 2014 - 10:26
@Icy Magebane : looks like its multiple diamond marks instead of a bar-bar (talking about focus bar/skill here). I think recent video showed like 4-5 bars total. I bet you anything when you use any focus it consumes 'all' of your currently accumulated focus, regardless of how much it is, and depending on how much you have is the strength of the power. Blow your focus load to early and it's just not as powerful as if you ehh, waited?
Anyway, makes me wonder if that's how they all work. Meteor could get super crazy at max compared to base, 1 meteor vs like 5? Then again we didn't see any of that on the Rift Mark skill at all. But it does say it can get way more powerful, so maybe it just means full focus and it'll straight up murder **** instead of just keeping it in the fade for a few seconds. Like a DnD Prison spell that lasts permanently (those are nasty >.>).
Anyway, makes me wonder how Group Heal would work then if its tiered like that. I mean larger radius? Definitely shouldn't be %life, people could use it with minimal focus over and over then instead of saving it for a big one. Maybe it's always a full heal and it adds temp-hp, or a barrier and one of those is based off focus? Meh, who knows. Really hope we get more information on how/when/what focus skills and all that.
-edit-
@Gill Kaiser : Passive that periodically (every 15 seconds) strikes a random target with a lightning bolt (probably ignores mezzed enemies) could be a kinda... muted thing for your mage? I mean 'hes' not really doing it, the storm bro in the skys just kinda helpin' out cause your around.
As an aside - dat passive, Call Lightning anyone? ![]()
#2086
Posté 09 octobre 2014 - 10:36
#2087
Posté 09 octobre 2014 - 10:40
Dude seriously, Fire Mine damage is absuuurd. That is literally a 'nuke' in every RPG meaning of the word lol. Also someone asked earlier wtf the point of Lightning bolt was vs Chain lightning when they do the same kinda dmg. Upgrade to Lightning Bolt was 200% bonus dmg per enemy near the target in addition to the 2 second stun per enemy nearby. 5 enemies? Hit the middle guy with it, do 1000% dmg to him and stun him (if he survives) for 8 seconds... sounds good to me!
- Biotic Sage et mikeymoonshine aiment ceci
#2088
Posté 09 octobre 2014 - 10:44
Also, the mage in my team specialized in Inferno will definitely get Fire Mine. 1600% weapon damage FTW
.
Dude seriously, Fire Mine damage is absuuurd. That is literally a 'nuke' in every RPG meaning of the word lol.
God, and you just know that the upgrade, Searing Glyph will probably a metric fudgeton of damage.
- The Elder King aime ceci
#2089
Posté 09 octobre 2014 - 10:44
Also, the mage in my team specialized in Inferno will definitely get Fire Mine. 1600% weapon damage FTW
.
Wth... that's just stupidly powerful. I will need to figure out a way to shoehorn that into somebody's build...
#2090
Posté 09 octobre 2014 - 10:47
Wth... that's just stupidly powerful. I will need to figure out a way to shoehorn that into somebody's build...
Ok, I guess I'm giving Inferno to Dorian.
- mikeymoonshine aime ceci
#2091
Posté 09 octobre 2014 - 10:51
Ok, I guess I'm giving Inferno to Dorian.
lol IKR? There are just too many powerful skills... I'm trying to figure out a way for him to have both Immolate and Fire Mine, but working within the 8 skill limit is kind of tricky. I'm trying to come up with builds that are versatile and powerful enough that I don't need to swap at all, or at least very rarely..,
Right now I have: Barrier, Energy Barrage, Chain Lightning, Static Cage, Immolate (Fire Mine), Focus, Necromancer 1, Necromancer 2
I just don't want to get rid of any of the Lightning spells since stun and paralyze are valuable CC and incapacitation effects...
What's really nice about this combination is the damage bonus of Conductive Current and the cooldown bonus of Clean Burn. These two trees are a match made in Heaven (or maybe Hell would be more accurate...).
- UniformGreyColor aime ceci
#2092
Posté 09 octobre 2014 - 10:54
The passives where pretty interesting too, anytime you cast a spell your CD's are reduced by 1 second. And... some... other interesting stuff I'm failing to remember cause I'm kinda tired but they where interesting! Except the dmg/burn duration one that was basic and boring. but 3 interesting ones, I swear!
As a side note, if group heal really 'is' in necromancy I may not do a Necro 'and' Druid play through. I had this Elf I RP'ed awhile ago (same name I use for Necromancers) who was druidy. I might just end up making a Necro-themed Druidic-Shaman elf guy with the same name and just call it a play through. I mean, playthrough will last well over 100 hours so thats like playing DAO twice. So that's LIKE 2 playthroughs right? Works for me! but Srsly I hope Group Heals in Knight Enchanter, if only because Cleric/Druids in DnD wear armor and that all makes sense in my brain, so, things.
#2093
Posté 09 octobre 2014 - 10:55
I'll give him...Fade Step, Barrier, Energy Barrage, Immolate, Fire Mine, Winter's Grasp, Necro 1, and Necro 2/Necro Focus.
#2094
Posté 09 octobre 2014 - 11:00
@Icy Magebane : Chain Lightning doesn't CC, it 'shocks' I think that's a primer. Lightning Bolt is the one that paralyzes (but requires enemies be grouped up with in 3 meters to be effective). Granted you got Static Cage, and Chain Lightning IS the safest AoE in the game. And will hit up to like 8 targets with it's upgrade which is super snazzy. So, you know, still 100% worth having.
This 8 hotkey limit really makes you have to be careful with your selection, eeesh. I can sense a lot of my playthroughs will involve 2 mages. Cause... mages.
-edit-
Oh man which reminds me, 3 skills in a specialization + 1 Focus. That basically means I'll only have 4-5 skills for non-specialization per character I make. Kinda depends if I like all 3 in Reaver for my main. Definitely using Devour and Aura of Pain + all passives. May not use whatever that red claw crap is on the grounds it looks super bizar. Ahh I'll figure something out, I know I want counter and charge, probably wont take dodge roll. Need a taunt. So that's... 3 + 3, gives me 2 wiggle room.
- Icy Magebane et UniformGreyColor aiment ceci
#2095
Posté 09 octobre 2014 - 11:01
Yeah, definitely 2 mages (Me and Dorian), S&S Warrior (Cass/Bull), and Dual Wielding Rogue (Varric).
#2096
Posté 09 octobre 2014 - 11:04
The passives where pretty interesting too, anytime you cast a spell your CD's are reduced by 1 second. And... some... other interesting stuff I'm failing to remember cause I'm kinda tired but they where interesting! Except the dmg/burn duration one that was basic and boring. but 3 interesting ones, I swear!
Are you thinking of Flashpoint? That one removes the cooldown period on the next spell cast after a critical hit. That sounds very useful for a nuker mage...
@Icy Magebane : Chain Lightning doesn't CC, it 'shocks' I think that's a primer. Lightning Bolt is the one that paralyzes (but requires enemies be grouped up with in 3 meters to be effective). Granted you got Static Cage, and Chain Lightning IS the safest AoE in the game. And will hit up to like 8 targets with it's upgrade which is super snazzy. So, you know, still 100% worth having.
This 8 hotkey limit really makes you have to be careful with your selection, eeesh. I can sense a lot of my playthroughs will involve 2 mages. Cause... mages.
Oh, okay... hm... so "shocked" doesn't hamper the enemy at all then? That's not quite as useful as I'd like, although having a lot of primers is good since I have at least 2 mages with Energy Barrage... I'll consider swapping that out once Dorian learns Fire Mine. That damage is just too much to pass on, and I can probably get primers elsewhere (although Chain Lightning seems very useful the more I think about it...
).
Wait... "Frozen" is a primer right? Or no? Is "Chilled" the primer? ![]()
#2097
Posté 09 octobre 2014 - 11:12
I'm practically salivating over the mage trees, especially storm and blizzard. Dat fire mine tho.
#2098
Posté 09 octobre 2014 - 11:26
Hm, trees are nicer than i thought.
But it sucks that in the spirit tree, in order to get dispel and that other ability we didn't see, we need to get peaceful aura first
(?)
Which as a Knight Enchanter, i can't take.
Ice armor though, /drool ![]()
#2099
Posté 09 octobre 2014 - 11:38
Woah... This barrier is everywhere. Almost as if it is a must spell on every mage.
Fire looks like it is the cookie-cutter build - the most damage and a lot of CC/combo potencial. Fire mine looks like a gamebreaker. I hope that 1600% weapon damage on fire mine is a bug, it looks absolutely ridiculous in comparison to all other spells that were shown so far. I remember seeing rings in gameplay videos that increased damage done by some abilities by 30%. Can you imagine this for fire mine with that passive? This makes me think of the bullshit that mana clash was.
At this moment as for myself, I don't want barrier for my Inquisitor and I will probably only take it for Solas as it seems to be "his path". I would like to build my mage inquisitor around winter and storm trees, maybe a little "rift magic" depending on the tree. The 8 abilities limit sucks though, even though we don't get many spells, there is no good reason why we shouldn't have access to all learned spells all the time.
I must say though, this ever so present barrier seems more bothersome to me than famed "heal spam" that BioWare seems to hate so much.
#2100
Posté 09 octobre 2014 - 11:41
Woah... This barrier is everywhere. Almost as if it is a must spell on every mage.
Fire looks like it is the cookie-cutter build - the most damage and a lot of CC/combo potencial. Fire mine looks like a gamebreaker. I hope that 1600% weapon damage on fire mine is a bug, it looks absolutely ridiculous in comparison to all other spells that were shown so far. I remember seeing rings in gameplay videos that increased damage done by some abilities by 30%. Can you imagine this for fire mine with that passive? This makes me think of the bullshit that mana clash was.
At this moment as for myself, I don't want barrier for my Inquisitor and I will probably only take it for Solas as it seems to be "his path". I would like to build my mage inquisitor around winter and storm trees, maybe a little "rift magic" depending on the tree. The 8 abilities limit sucks though, even though we don't get many spells, there is no good reason why we shouldn't have access to all learned spells all the time.
I must say though, this ever so present barrier seems more bothersome to me than famed "heal spam" that BioWare seems to hate so much.
Mana clash was the best, it turned the entire circle tower into a lovely scenic walk.
Really, it should have been a sustained ability, every few seconds you send out a wave to send every demon and mage cowering in fear.





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