Yeah, I might get Revive closer to end game, cause I foresee needing against those dragons.
Ugh, no kidding. It'll probably be useful even sooner depending on when those overpowered giants show up.... :/
Yeah, I might get Revive closer to end game, cause I foresee needing against those dragons.
Ugh, no kidding. It'll probably be useful even sooner depending on when those overpowered giants show up.... :/
Ugh, no kidding. It'll probably be useful even sooner depending on when those overpowered giants show up.... :/
Ugh, I had no desire to make any of my characters so Spirit tree heavy, but they just had to put the damn Revive spell at the end of the tree. ![]()
Ugh, I had no desire to make any of my characters so Spirit tree heavy, but they just had to put the damn Revive spell at the end of the tree.
Well, there's always Guardian Spirit... that will at least keep a mage on their feet even if an attack is powerful enough to 1 shot them. If you're low on potions though, that's just going to prolong the inevitable...
Well, there's always Guardian Spirit... that will at least keep a mage on their feet even if an attack is powerful enough to 1 shot them. If you're low on potions though, that's just going to prolong the inevitable...
Yeah, I guess so. Damn, that's another point I'll have to throw into Spirit. I'm probably gonna need Guardian Spirit.
OK, my turn at theory crafting!
Gale Trevelyan
Rift Mage
Spoiler
Alright, so I followed your example and came up with this... it's pretty straight forward, but it looks like it should work... the only Active that isn't going to be mapped is Fade Step (I need it to reach a passive), and I will likely use Mark of the Rift as my Focus power. If I can find or craft a Spirit staff, that would be ideal...
Inquisitor Lavellan (Knight Enchanter) (22-23 points)
This is the build for my boyfriend, Dorian!
24-25 points. I know that I'm pushing it with the number of spells, but I can't decide what to cut.
Inferno: 10 points
Immolate + Upgrade
Flashpoint
Pyromancer
Clean Burn
Wall of Fire + Upgrade
Chaotic Focus
Fire Mine + Upgrade
Winter: 3 points
Fade Step
Winter's Grasp + Upgrade
Storm: 2 points
Chain Lightning
Energy Barrage
Necromancy: 3-4 points
Spirit: 6 points
Barrier + Upgrade
Peaceful Aura
Dispel
Revive + Upgrade
A interesting thing to remember about Warrior class is that they have a skill or skills that can give them a Armor Bar which serves as a 2nd HP Bar and will not deteriorate like the Shield bar. They can even recharge the Armor Bar if they use the skill again after it is done with cooldown.
Combine the Armor Bar and Shield Bar will make Warriors very effective in frontline combat or charging at enemies far away.
It is strongly suggested to try to obtain this skill fast so Warriors can handle face to face battles.
Mmmm I've been thinking... Can you imagine the full potential of an Inferno-Spirit combo? All Inferno skills/passives/upgrades + all spirit abilities related to barrier. With the Inferno passive that consumes barrier and increases the damage done... Fire mine+that passive=BOOM!
Edit: I'm really liking all the possibilities!
Guest_IceQuinn_*
Focus: (again, I know… xD)
Y’know how, it’s like one doesn’t necessarily exclude the other? They might as well be fixed, but that still doesn’t mean they’re exactly the same to an Inquisitor sharing the same spec. How does that make sense, when they’re different characters with different backgrounds, when the Companions’ specs are pre-determined and their descriptions were changed to reflect that character?
Plus: We have 3 Companions + Inquisitor and 4 base trees with a capstone (5th)? Which is why I’ve been refusing to take Blizzard out of the equation. Why Winter? I’m thinking, only to Solas, because Fire Storm/Inferno as Focus. And avoiding Focus/Specialization repeats (Inquisitor and Companions). Not one of these characters would ever specialize exactly the same. We might be looking at:
- Solas: Focus: Fire Storm. Full Winter base tree. The other two trees: only 4 actives.
- Vivienne: Focus: Blizzard. Full Inferno base tree. The other two trees: only 4 actives.
- Dorian: Focus: Group Heal. Full Storm base tree. The other two trees: only 4 actives.
- Inquisitor: Focus: Haste. Full Spirit base tree. The other two trees: only 4 actives.
We’ve seen the Inquisitor using Haste as Focus. We’ve seen Viv and Dorian using two of these (5th skill) capstones. This way you could technically have two Group Healers or two Haste-users, depending on how you build the Inquisitor & party configuration; at the same time preventing abuse or whatever. (I imagine the Focus versions of these, however, would be more powerful).
//Edit: Inquisitor's Focus/Spec Tab: Mark of the Rift (story-given). Haste (class-determined) + Specialization of choice (when you get to it).
Except that this theory would pre-determine a Focus ability to an Inquisitor of a given class (regardless of how you or I feel about that).
Does it make sense? O.o
A interesting thing to remember about Warrior class is that they have a skill or skills that can give them a Armor Bar which serves as a 2nd HP Bar and will not deteriorate like the Shield bar. They can even recharge the Armor Bar if they use the skill again after it is done with cooldown.
Combine the Armor Bar and Shield Bar will make Warriors very effective in frontline combat or charging at enemies far away.
It is strongly suggested to try to obtain this skill fast so Warriors can handle face to face battles.
I also like that most of the Taunt abilities like Challenge and War Cry will increase a warrior's Guard (Armor) when used on an enemy. So we won't even need to block or counter attack to build up Guard, there are several ways to do it... as you say, combined with Barrier, it will make warriors excellent front line soldiers. I'm going to set up all of my warriors and mages to take advantage of this...
This is the build for my boyfriend, Dorian!
24-25 points. I know that I'm pushing it with the number of spells, but I can't decide what to cut.
Spoiler
Well, you can always hunt monsters for those extra levels... you plan to fight all of the dragons, right? ![]()
Okay, this is a bit trickier since I have no idea what to expect from Necromancer but I have a very clear idea of what steps I want to take in order to maximize Dorian's damage output. I am thinking of adding Peaceful Aura somehow, but I don't know if I can afford that... ![]()
Dorian Pavus (Necromancer) (22-23 points)
This is good fun, so I might as well do Cole while I'm at it... he's going to be my main rogue, so why not... I'd do Cass, but unfortunately we know almost nothing about the Vanguard and Battlemaster abilities... I will not be using Leaping Shot or Evade, I just needed to get past them for other abilities...
Cole (Assassin) (22-23 points)
Actually, since I'm already doing this... I may as well finish up the main squad with Cassandra the S&S Templar. It's a bit light on points but that's because I don't know what everything does right now... but this sounds decent for the time being and I'm at 8 actives, which is the most important thing.
Cassandra Pentaghast (Seeker) (21 points)
Focus: (again, I know… xD)
Y’know how, it’s like one doesn’t necessarily exclude the other? They might as well be fixed, but that still doesn’t mean they’re exactly the same to an Inquisitor sharing the same spec. How does that make sense, when they’re different characters with different backgrounds, when the Companions’ specs are pre-determined and their descriptions were changed to reflect that character?
Plus: We have 3 Companions + Inquisitor and 4 base trees with a capstone (5th)? Which is why I’ve been refusing to take Blizzard out of the equation. Why Winter? I’m thinking, only to Solas, because Fire Storm/Inferno as Focus. And avoiding Focus/Specialization repeats (Inquisitor and Companions). Not one of these characters would specialize exactly the same. We might be looking at:
- Solas: Focus: Fire Storm. Full Winter base tree. The other two trees: only 4 actives.
- Vivienne: Focus: Blizzard. Full Inferno base tree. The other two trees: only 4 actives.
- Dorian: Focus: Group Heal. Full Storm base tree. The other two trees: only 4 actives.
- Inquisitor: Focus: Haste. Full Spirit base tree. The other two trees: only 4 actives.
We’ve seen the Inquisitor using Haste as Focus. We’ve seen Viv and Dorian using two of these (5th skill) capstones. This way you could technically have two Group Healers or two Haste-users, depending on how you build the Inquisitor & party configuration; at the same time preventing abuse or whatever. (I imagine the Focus versions of these, however, would be more powerful).
Except that this theory would pre-determine a Focus ability to an Inquisitor of a given class (regardless of how you or I feel about that).
Does it make sense? O.o
No, not really.
I just wrote up a whole lot more but I'll just leave it at that. It doesn't.
As for Inquisitor make-up, went through the ability trees video to try and do one of my own, but there are too many I haven't made up my mind on (Lightning Bolt, wondering if all those cooldown reduction passives would work together well or essentially cancel each other out, wanting to see upgrades/specialisations). For now, I'm planning an Unferno/Storm/Rift Mage to go along with my (pretty much)perma-companion Spirit/Winter/Necromancer boyfriend. I'm personally more geared towards Dispel and hope to avoid Mind Blast and Revive if I can help it, though I want the passives on that side of the Spirit tree.
Some excerpts from something Patrick Weekes just wrote:
Barrier: If you have a mage in your party, and you SHOULD have a mage in your party, this single spell covers you a lot of the time. I've seen people say that it makes you immune to damage for a short time, which isn't really accurate. Instead, think of it as giving you an additional health bar that the enemy has to take out before they can actually damage your normal health. (For Mass Effect players, think of shields or biotic barriers; for d20 tabletop players, temporary hit points.) Barrier costs little mana and covers a reasonable area. Cast it at the start of the fight, and everyone on your front line has an additional health bar to soak damage.
Guard: Guard is similar to Barrier in its function: an additional health bar the enemy has to take down before they can damage your character's normal health. The key difference is that you gain guard from any of several different warrior abilities, not from a spell. You almost always only give guard to yourself, and you get less guard from each ability than you get from the Barrier spell, but there are several abilities that give you guard, and they stack.
Here's how most fights go for me:
- Cast Barrier on the party (or at least on the frontline combatants)
- My party tank (currently Cassandra) uses one of her abilities that generate guard for her
- Yes, guard and barriers stack—enemies have to break Cassandra's barrier AND guard before they damage her health
- When Cassandra's barrier gets broken, have her use another ability, so that her guard goes up even further
- If enemies are still up and dangerous and everyone's barriers are dropping, I make a snap decision about whether I want to turtle up (have folks use defensive moves to withdraw) or power through (keep hitting, with the expectation that I'm using potions later)
The rhythm is definitely different from "use healing spells during the fight," but I personally like it. Rather than forcing a grind, it rewards planning, where "planning" can be as simple as "use the ability that gives everyone something like shields, and the other ability that gives your warrior something ELSE like shields that stacks with the first thing." And with tactics set for party members to use their abilities normally, "planning" on easy fights looks a lot like, "Have a mage with Barrier in the party, and he or she will slap that bad boy on you as soon as you see the enemy. Just let Cassandra do her thing. That lady is like DA:O Alistair. She just. Does not. Die."
Concern: At high levels, those abilities won't be enough.
Result: True! At higher levels, you start running into enemies who clobber your Barrier and smash through your guard. Fortunately, much like our sister studio PopCap giving you the Wall-nut around the same time as it starts hitting you with the zombies who have the traffic cones on their heads, Dragon Age: Inquisition gives you a number of additional tools to use as you become more experienced and more comfortable with the game.
So, at a certain point in the game, you will realize that you're getting knocked around in fights, and your healing IS coming up short. That's the game pushing you to develop some new strategies to improve your healing ability and decrease your damage taken. Fortunately, when that moment hits, you should already have some of the tools to develop those strategies in your inventory, assuming that you are kind of a pack rat like me and pick up every piece of elfroot you run across.
Here are some of the strategies I picked up while playing:
More Potions: If, like me, you are worried about running out of potions, you can use the Inquisition's influence to gain an upgrade to your potion supply. This is a choice on your part, and that choice may not be as easy as you think (prepare for me to say that a lot as we go down this list). The perks you gain from leveling up the Inquisition are good, and if you spend that point on more potions, that's one less point you have to spend on perks like rare weapon and armor schematics, getting bonus XP from every creature you kill, or gaining unique dialogue options you won't otherwise have access to. I passed up this perk on the first playthrough and took it on the second playthrough. If I played Normal again, I wouldn't bother taking it, because after two full playthroughs, I'm pretty good at Normal, but I definitely took it when I started playing on Hard.
Items: Using the crafting system, you can craft weapons and weapon upgrades that actually heal you for a small percentage of your health every time you kill an enemy. If you find the right rare masterwork crafting materials, you can even build armor that generates guard every time you hit an enemy. These are also choices on your part. The slot you use for a sword hilt that heals you for killing enemies is a slot you could have spent building up fire resistance or a chance to stagger enemies who hit you, and if you choose the masterwork crafting material that gives you guard, you're passing up the chance for your armor to do something else, and some of those something-elses are FANTASTIC. For me, though, gaining guard easily and automatically was an easy choice for my frontline folks.
Ability Improvements: If you rely heavily on Barrier, there are upgrades that improve its power, shorten its cooldown time, stun nearby enemies when your barrier drops, or even strengthen your barrier when you damage enemies. Warriors have similar options for reducing incoming damage and increasing their guard generation. Again, these are choices and options. Sinking that many points into improving your barriers means that you haven't as deeply developed your ability to throw lightning or fire as you might have otherwise. In my first playthrough, I relied more on items than Barrier, letting Solas focus more on crowd control. On my second playthrough, I had two mages in my main party. My mage Inquisitor focused on offense, while Dorian became our Barrier expert (and still packed a heck of a punch with his helpful Wall of Fire).
Resurgence: This is our healing spell for the game that doesn't have healing spells. Resurgence is a focus spell, which means you get it a bit later in the game, and it's not something you can expect to use in every fight. That said, it heals the party, revives fallen party members, and continues to heal them for several seconds. It's a great spell to turn the corner on a difficult fight, but like all these other options, it's a choice. Honestly, because I hit items and Barrier upgrades so heavily, I ended up not using Resurgence. Focus is a precious resource, and I liked using it for "And now I do a ton of damage" effects rather than for healing. That said, my play style does lean toward "overplan, overequip, and then swashbuckle", so your mileage may vary.
This is only tangentially related to the discussion at hand, but it's something I've been thinking about a lot lately:
I think mages should have two builds just like warriors and rogues. It doesn't make sense that every mage ever would practice the same spell and staff combination. I would like a more in your face/physical mage, one who uses their marital prowess as well as their magic. I'm thinking something along the lines of the benders in avatar or the alchemists in full metal. Because to paraphrase Edward Elric: a practitioner of Alchemy needs to have a strong body as well as a strong mind.
Plus it would be friggin AWESOME.
The Knight Enchanter specialization has been confirmed to be just that, a martial, melee Mage. With the freedom to wear plate if you want, and the blades you summon to wield and fight with, you have your melee/magic hybrid.
Seems able to be tanky as well, based on abilities we saw, and we haven't even saw the KE tree yet, but we do know "they are experts in protection and defense".
OH CRAP. I forgot that I'm gonna need Dispel... That's not good.
OH CRAP. I forgot that I'm gonna need Dispel... That's not good.
Rofl... you need to start trimming down those builds.
There must be something you aren't married to.
Dispel looks great, especially for barriers. Destroy an enemy's barrier completely, get one for yourself!
Rofl... you need to start trimming down those builds.
There must be something you aren't married to.
NEW AND IMPROVED
This is the build for my boyfriend, Dorian!
Inferno: 9 points
Immolate + Upgrade
Flashpoint
Pyromancer
Clean Burn
Wall of Fire + Upgrade
Fire Mine + Upgrade
Winter: 2 points
Fade Step
Winter's Grasp
Storm: 2 points
Chain Lightning
Energy Barrage
Necromancy: 4 points
Spirit: 6 points
Barrier + Upgrade
Peaceful Aura
Dispel
Revive + Upgrade
Bioware cut me out of the DAI.No Keeper, no Spirit Healer, no Spirit Warrior, no Guardian, no Bard, no Ranger, no Legionnaire Scout, no Force Mage, no Shadow, no nature spells, no earth spells, no creation spells. Spirit has damage or just protection/healing? Necromancer has entropy/spirit?I need to create a new character.![]()
That sounds pretty bad... all of your favorites are gone now... ![]()
As for your questions, Spirit seems to be support only... no direct damage spells like Spirit Bolt. However, Mind Blast and Dispel are detonators, so they may do damage to incapacitated foes... we don't know the details right now, but it's possible... Necromancy is kind of a mystery, but I've heard that Walking Bomb might be there, and perhaps even Spirit Bolt.
Actually, is Guardian just a warrior with high defense? I think you can make one of those... in fact, Champion is a very defensive spec, and there are several Guard boosting abilities in Vanguard. That might be a decent substitute...
You may also want to check out the Subterfuge and Double Daggers trees... you can probably come up with a Shadow-style rogue using the abilities there, even if it's not called a Shadow.
NEW AND IMPROVED
But the real question, my friend, is in what order you will prioritize those abilities.
Like...what's the level-by-level breakdown? This is important, Eluvianus! Will Dorian gain access to Wall of Fire before or after Revival, for instance? Offense or defense?
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But the real question, my friend, is in what order you will prioritize those abilities.
Like...what's the level-by-level breakdown? This is important, Eluvianus! Will Dorian gain access to Wall of Fire before or after Revival, for instance? Offense or defense?
....damn you. Now I'm gonna have to write it all out.
I'm only gonna plan out to level 7 for level-by-level breakdown cause the specs could throw it all out of whack.
For Dorian:
Level 1 - Immolate
Level 2 - Barrier
Level 3 - Fade Step
Level 4 - Energy Barrage
Level 5 - Flash Point
Level 6 - Winter's Grasp
Guest_IceQuinn_*
…Ok.
For what is worth, and to whomever it might interest: I came in so “green” & now find myself +- knowing what to expect, a little more knowledgeable (probably never as knowledgeable as most of you guys). And it’s thanks to this thread. Your posts. Our discussions. Exchanging thoughts, theories & impressions. All of that. And it’s appreciated. I got into this, even if at times I’d feel, like maybe I realize I don’t belong? Which is ok. It’d been fun, so... But if it’s come to, y’know… what I’m being politely let known it has come to. I’ll move on. No harsh feelings at all. I'll carry with me nothing but the good things, and sincerely hope to have left you with something that’s positive, too.
Y’all take care, and be well! (and lots of fun to us all come November 18)!
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I had to.
Guest_TrillClinton_*
I am going to distribute spirit and necromancy equally and if there is anything left, I will dump it in the storm tree.