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


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#2101
Adhin

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@Icy Magebane : Well, it might do something but I'd imagine the 'thing' it does is like lower there defense or something. I honestly have no idea. Chilled is the primer (and is always present when Frozen, obviously) but I think it also slows enemies? Or maybe it doesn't and it only slows if the skill states it slows which... is probably more likely. We've seen a lot of enemies chilled but not really slowed in the recent videos.

 

From my best guess, it looks like some ice spells Chill (and Freeze), some fire spells Burn (and fear), and Lightning shocks (and paralyzes). Not sure if all do the base thing though. One other thing I noticed was the barrage thing in lightning that takes the staffs element? That was applying chill in every recent video (cause Solas has a cold staff in those). I'd imagine it'll apply burn and shock as well depending.

 

@Kleon : Not sure why you keep willfully ignoring the whole reason they removed healing as a base spell. It's not cause of the 'spam' it's because of the lasting effect of a fight. It's been said countless times but people keep bringing up Heal Spam as if that's just the 1 thing that was changed. They don't want you to be able to constantly auto-heal to full after each fight. That's literally all there is to it.


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#2102
Kleon

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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.

 

For me mana clash was just broken both from gameplay perspective and didn't make sense in the story. Basicly in any mage vs mage / mage vs demon conflict whoever casts mana clash first wins. what would be the point then?

 

Storm of the century was broken gameplay-wise but it made sense story-wise as a combination of three spells.

 

The good old days of spell combos that when used with some creativity brought fun and powerful results. They brought finese and more tactical apporach  to mage combat. Now it seems that combos are just explosions that do additional damage.



#2103
Thibax

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No earth spells too?

 

 

It looks like that Bioware doesn't like nature  :rolleyes:



#2104
Kleon

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@Kleon : Not sure why you keep willfully ignoring the whole reason they removed healing as a base spell. It's not cause of the 'spam' it's because of the lasting effect of a fight. It's been said countless times but people keep bringing up Heal Spam as if that's just the 1 thing that was changed. They don't want you to be able to constantly auto-heal to full after each fight. That's literally all there is to it.

 

Yeah... Instead you'll just fast travel to camp for more potions. 



#2105
Adhin

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Or learn not to play like a derp, whichever Kleon, whichever. Either way it's how Dark Souls works, kinda. Though granted that repopulates the whole area with enemies again each time you hit a bonfire. I imagine enemies re-show up and you don't just 100% clear out a whole area. I wouldn't be surprised if, fast traveling to a camp you just walked from and try to go back to where you where you don't run into some more enemies along the way. But yeah, go back to camp for a limited supply of potions.

 

I know your saying that like its a horrible thing, but I'm not seeing that as being a horrible thing.



#2106
Mornmagor

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I can't imagine areas becoming empty wastelands after you clear most stuff anyway.


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#2107
Adhin

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Yeah, it's already been stated stuff repopulates. Not sure how quickly, but I'd imagine overworld areas (non-cave/dungeon stuff) populates a hell of a lot quicker. Either way it's been there design direction for a few years now. Each fight isn't designed to flatten you completely anymore so paying attention to how you build your characters, how you fight and all that should lead to less potion chugging and, in general, longer exploration sessions before you need to head back to a camp to refresh your self.

 

That and, initial exploration you'll probably run into camp sites you can setup as your running thin on supplies letting you restock with out a fast travel. Then you got mounts n stuff, can probably use that to zip by a good amount of stuff in an area you've already been if you want. I dunno, I just have a hard time believing we'll be going back to camp every 10 minutes cause we have to chug potions non-stop. Sounds like hyperbole BS to me.


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#2108
Icy Magebane

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Laidlaw was able to build up 100% Guard on Cassandra pretty easily in the most recent gameplay demo... I doubt that health management is going to be that big of a problem if players follow his example and actually pay attention to what they're doing.  And if not, there is always Easy difficulty (he was on Normal).


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#2109
Kleon

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Or learn not to play like a derp, whichever Kleon, whichever. Either way it's how Dark Souls works, kinda. Though granted that repopulates the whole area with enemies again each time you hit a bonfire. I imagine enemies re-show up and you don't just 100% clear out a whole area. I wouldn't be surprised if, fast traveling to a camp you just walked from and try to go back to where you where you don't run into some more enemies along the way. But yeah, go back to camp for a limited supply of potions.

 

I know your saying that like its a horrible thing, but I'm not seeing that as being a horrible thing.

 

From the gameplay videos I can tell that with a little micromanagement potions will be useless in smaller fights, so they will stay for the bigger fights. With Inquisition perks increasing number of potions available and healing granades, healing mists or whatever you got many options to heal. Basic healing potions automaticly refill at camp and there seems to be no limit to them. Is that supposed ot make the game more difficult? 

 

All encounters are supposed to be scaled around the "no health regen", meaning that they will be just easier. With all the "guard" and barrier spam you wont even need healing. 

 

Why remove healing magic then if it actually makes no difference past level 10? Isn't Dragon Age supposed to be a single player RPG? Thats just taking choice away form th players who played and liked playing healers in previous installments of the game. 

 

If you want to play like a derp and faceroll through the game to use some healing potions or granades from time to time, fine. I'd prefer to have some challenge. 



#2110
Bayonet Hipshot

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This is why Rogue is the best way to go. They have stealth, traps, poisons and ninja skills. No muss, no fuss.



#2111
Adhin

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@Kleon : Then play on a higher difficulty then normal. Other then a few bizar setups designed to gank you before you had any idea what was happening in DAO, Normal diff in DAO/DA2 was a walk in the park anyway. Hell I didn't find the higher difficulties of DA2 to be that much harder, though all the immunities in DA2 where irritating. More from a user experience stand point, having to swap staffs and crap non-stop is just... that was really stupid, not difficult, just time consuming and stupid.

 

Either way I agree normal diff is going to be stupid easy for anyone remotely good at these games who is paying attention. But then as I stated, I don't intend to play on normal diff, and if your looking for a good challenge, I wouldn't if I where you either. Sadly going off normal diff footage isn't a great way to tell how Nightmare will play other then the basics. But yeah basic enemy encounters I don't expect to pose to much issue, and I'd imagine most of the difficulty or strain on supplies will crop up when fighting through dungeons... or the deep roads. I'm really looking forward to the large open map for the deep roads. Kinda curious if we setup camps there too.



#2112
Icy Magebane

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This is why Rogue is the best way to go. They have stealth, traps, poisons and ninja skills. No muss, no fuss.

Rogues?  Boooooooo!  ( :P)

 

Wait, are you considering a 4 rogue party at some point?  I'd advise against that.  Rogues are only halfway decent when they have other classes around to protect them.



#2113
mikeymoonshine

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Updates done. I'm simplifying the OP as it was getting hard for me to take so many screenshots and it ain't gonna let me post all the ones I have already done so more would be a waste. Anyone wishing to view the tree in depth can ask people in the thread or watch the videos linked in the OP. 

 

I may put all the other shots I have up somewhere to view at some point soon, if I have the time. 


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#2114
andar91

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Energy Barrage (formerly Seeker's Swarm) is more powerful than I thought.

 

Each projectile does 66% Weapon Damage, and you produce 12 at first...that's almost 800% Weapon Damage to a single target.


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#2115
Avaflame

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Question: Why would someone get Flash Fire over Immolate when they do the same damage for the same duration, but Immolate can hit several targets, has a smaller cooldown and costs less mana? Is it just that Flash Fire 'sends enemies into a panic' (i'm assuming that's Fear)? Does it incapacitate enemies whereas Immolate does not?



#2116
andar91

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Question: Why would someone get Flash Fire over Immolate when they do the same damage for the same duration, but Immolate can hit several targets, has a smaller cooldown and costs less mana? Is it just that Flash Fire 'sends enemies into a panic' (i'm assuming that's Fear)? Does it incapacitate enemies whereas Immolate does not?

 

Yeah, the panic effect makes enemies run away. So it's got a CC aspect to it, and Mike Laidlaw said you can get the Fear duration all the way up to 20 seconds with the right upgrades and passives.



#2117
Hellion Rex

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This is why Rogue is the best way to go. They have stealth, traps, poisons and ninja skills. No muss, no fuss.

Are you joking? The mage just looks like so much friggin fun!


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#2118
Avaflame

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Ah, I see. Also I see a lot of prospective Knight Enchanters aren't happy with the idea of needing to get that Threat Reduction passive in the Spirit tree to get abilities/passives later on. No one else seems to have discussed this, but I mentioned several pages back that it seems, in this build at least, that Solas seems to have Dispel and Revive without having that passive OR Mind Blast, which to me implies that you don't need to make pathways.



#2119
Hellion Rex

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Ah, I see. Also I see a lot of prospective Knight Enchanters aren't happy with the idea of needing to get that Threat Reduction passive in the Spirit tree to get abilities/passives later on. No one else seems to have discussed this, but I mentioned several pages back that it seems, in this build at least, that Solas seems to have Dispel and Revive without having that passive OR Mind Blast, which to me implies that you don't need to make pathways.

It might be similar to Borderlands that at as long as you have one point in a certain tier, you can jump right to the next tier.

 

Or they simply could have given Solas this set of abilities just for the sake of the demo these guys played.



#2120
Icy Magebane

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Ah, I see. Also I see a lot of prospective Knight Enchanters aren't happy with the idea of needing to get that Threat Reduction passive in the Spirit tree to get abilities/passives later on. No one else seems to have discussed this, but I mentioned several pages back that it seems, in this build at least, that Solas seems to have Dispel and Revive without having that passive OR Mind Blast, which to me implies that you don't need to make pathways.

So we can cherry pick the best skills without prerequisites?  That doesn't sound right...  I can't imagine they'd do it that way.



#2121
Bayonet Hipshot

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Rogues?  Boooooooo!  ( :P)

 

Wait, are you considering a 4 rogue party at some point?  I'd advise against that.  Rogues are only halfway decent when they have other classes around to protect them.

 

No. I meant my canon Inquisitor will be a rogue, specifically speaking a Tempest double dagger rogue.

 

As a rogue in DA:I, I can initiate attack with the grapple hook or stealth. You can do AOE damage and DOT damage with poison and alchemical concoctions. You can debuff with traps. You can crowd control with knockout powder. You have stealth and other passives to help you disengage or lose aggro. Then there is also knife throwing abilities for good awesomeness. 

 

On top of that, they do their usual insane damage. 

 

The challenge with rogues is you need to position yourself properly, think quickly on your feet or get dropped easily.

 

I find that rogues in DA:I now are perfect for me as they are. They are glass cannons with great amount of utility that need great skill to truly shine. 


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#2122
Avaflame

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It might be similar to Borderlands that at as long as you have one point in a certain tier, you can jump right to the next tier.

 

Or they simply could have given Solas this set of abilities just for the sake of the demo these guys played.

I would be VERY surprised if they didn't have some kind of limitations on how to pick up certain abilities, but I'm really hoping it's not a case of building a specific character for the demo that isn't possible in the actual game. Hopefully abilities, upgrades and passives are just gated by level.

 

What do we think the starting talents will be for each Inquistior? For the Rogue I'm expecting stealth and a Archery/Double Daggers talent depending on what you select at the start and for the mage I'm expecting Barrier and possibly Energy Barrage, which I would enjoy as I plan on getting both of those anyway. No idea on the Warrior as I've never played one, other than mirroring the Rogue on a S+S/Two handed talent.



#2123
Bayonet Hipshot

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Are you joking? The mage just looks like so much friggin fun!

 

My favorite class in RPG games is the Nightblade. 

 

The closest thing that comes to that in DA:I is Double Dagger Tempest Rogue. 



#2124
Avaflame

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So we can cherry pick the best skills without prerequisites?  That doesn't sound right...  I can't imagine they'd do it that way.

Just going by what I saw. I certainly wouldn't assume anything either way.



#2125
Hellion Rex

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Yeah, I'm thinking the opening spells are Energy Barrage and another one.