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


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#2326
In Exile

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Look at the no. of abilities they've cut, its hardly surprising.

 

They've been cutting away at it since DA:O, but that's partly because it wasn't very impactful in that game (though the -resistance spells in DA2 were gamebreaking).

 

edit: 

 

Bleh, this post refuses to edit. I wasn't clear above. What I mean is that there were a few OP spells in the tree and a lot of fluff, and the debuffs were consistent across the two games. 



#2327
WillieStyle

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You mean like putting them to sleep with Knockout Powder and then using Shadow Strike?  That seems to be the case, yes... so far we have seen Eldritch, Impact, and Precision detonators, but the only status effect mentioned has been the very general "Incapacitated."  So I'm guessing that any detonator can effect any type of incapacitation status effect.

 

That's good to hear thanks.  So my dream of beating the game on nightmare without controlling anyone but my inquisitor remains alive.  Also, 3 rogue part ftw.



#2328
Xilizhra

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I didn't keep up with this for a while, but a lot of decisions made for mages are reawakening my question "did Bioware design the mechanics of this game by smashing their faces on keyboards?" Why in Hell would you take basic spells out of existing trees and put them onto specializations? It lessens the variety you can make use of for normal spells and makes specializations less interesting, as they offer fewer new things.



#2329
Mr.Hmm

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I didn't keep up with this for a while, but a lot of decisions made for mages are reawakening my question "did Bioware design the mechanics of this game by smashing their faces on keyboards?" Why in Hell would you take basic spells out of existing trees and put them onto specializations? It lessens the variety you can make use of for normal spells and makes specializations less interesting, as they offer fewer new things.

 

Well maybe the fact that you can use only 8 skills kind of affected this ?



#2330
Xilizhra

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Well maybe the fact that you can use only 8 skills kind of affected this ?

Thus explaining one terrible decision with another terrible decision?


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#2331
Mr.Hmm

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Beat's me , I will just play the game and let it show me its worth :D



#2332
Hellion Rex

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Thus explaining one terrible decision with another terrible decision?

Hey, Xil, you got your Necromancer lol. That ought to be interesting at least, no? That said, I do agree that I am somewhat confused by the choices made this time around for the mages.



#2333
Avaflame

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I have/am slowly coming around to being okay with the 8 hotkeys and mage tree changes, but I will agree that I still do not like the specialisations active abilities being made up of previous general abilities. Knight Enchanter, though not what I'll be taking for my first Inquisitor, looks well done in terms of being a specialisation, but from what we've seen or heard about Rift Mage and Necromancer it SEEMS as if they're made up of abilities we're used to always having access to in Origins and DA2. I'd rather lose access to them completely and have the specialisations have a unique quality to them that sets them apart from the generic mage we're used to being able to create. Artificer looks great though, and that's the only one we've actually been able to see somewhat thoroughly, so I'll wait until we have all the details.



#2334
Xilizhra

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Hey, Xil, you got your Necromancer lol. That ought to be interesting at least, no? That said, I do agree that I am somewhat confused by the choices made this time around for the mages.

But it seems to be almost completely spells taken from the Spirit and Entropy trees, and that wasn't what I was after.



#2335
Skymaple

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I'm thinking the specs are going to be awesome... My first playthrough will be a Rift mage and I'm so glad we still have Stone fist. I'm sure the passives will be as important as the actives in the specs and will help to differenciate them from other trees. I know it is still to soon to judge, but for me (if not for the 8 abilities' limit) DAI has the best trees and spells so far. In DAO for me, ofc., mages weren't that cool. DA2 spells were good but... DAI passives and actives? with all the effects? Yes, please. Ok, I have to admit, I'll miss Keeper, and Spirit damage abilities... And duelist from DA2, I loooooved vendetta. But those complaining about lack of choices... I don't see any lack of choices in the trees! (Ok, I understand people who don't like being an elementalist mage, that's true) All the possible combos! I feel that finally it's going to matter what abilities you pick. And maybe mages have a little less to choose from (but more meaningful), but rogues and warriors? I'm loving all these changes!


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#2336
TheJediSaint

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Considering how tired of got from having to map dozens of different abilities in SWTOR, I find having only to worry about eight kind of refreshing.


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#2337
Xilizhra

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I'm thinking the specs are going to be awesome... My first playthrough will be a Rift mage and I'm so glad we still have Stone fist. I'm sure the passives will be as important as the actives in the specs and will help to differenciate them from other trees. I know it is still to soon to judge, but for me (if not for the 8 abilities' limit) DAI has the best trees and spells so far. In DAO for me, ofc., mages weren't that cool. DA2 spells were good but... DAI passives and actives? with all the effects? Yes, please. Ok, I have to admit, I'll miss Keeper, and Spirit damage abilities... And duelist from DA2, I loooooved vendetta. But those complaining about lack of choices... I don't see any lack of choices in the trees! (Ok, I understand people who don't like being an elementalist mage, that's true) All the possible combos! I feel that finally it's going to matter what abilities you pick. And maybe mages have a little less to choose from (but more meaningful), but rogues and warriors? I'm loving all these changes!

How exactly are these choices more meaningful?



#2338
Icy Magebane

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But it seems to be almost completely spells taken from the Spirit and Entropy trees, and that wasn't what I was after.

I'm sure that Necromancers will have Animate Dead or something similar... what else did you have in mind?  Death Hex?  Life Drain?  Miasma?  We know that Walking Bomb is probably one of the actives, but there are at least 3 of them... so 1 slot is still open.  Also keep in mind that some of the passives are good enough to have been full spells in the previous games.  I think there is a great deal of potential in the Necromancer spec, even if it's mostly based on Spirit and Entropy...



#2339
Xilizhra

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I'm sure that Necromancers will have Animate Dead or something similar... what else did you have in mind?  Death Hex?  Life Drain?  Miasma?  We know that Walking Bomb is probably one of the actives, but there are at least 3 of them... so 1 slot is still open.  Also keep in mind that some of the passives are good enough to have been full spells in the previous games.  I think there is a great deal of potential in the Necromancer spec, even if it's mostly based on Spirit and Entropy...

Animate Dead is by far what I want most, and I'll be terribly disappointed without it.



#2340
Icy Magebane

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Animate Dead is by far what I want most, and I'll be terribly disappointed without it.

A Necromancy tree without Animate Dead would be incredibly strange... but... considering how strange decisions keep popping up in the game mechanics, I guess I can't rule  that out.  :/


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#2341
Hellion Rex

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For Necromancy, the phrase that struck a chord with me most is "the fear of death". For some reason, it reminded me of the Curse of Mortality. From a RP perspective, it sounds like a lot of fun.



#2342
andar91

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For Necromancy, the phrase that struck a chord with me most is "the fear of death". For some reason, it reminded me of the Curse of Mortality. From a RP perspective, it sounds like a lot of fun.

 

We know some fire abilities can panic targets.

 

I'm sort of expecting a more powerful panic spell...maybe an AoE version centered on yourself or something like that.



#2343
Xilizhra

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For Necromancy, the phrase that struck a chord with me most is "the fear of death". For some reason, it reminded me of the Curse of Mortality. From a RP perspective, it sounds like a lot of fun.

Curse of Mortality was a terrible spell for players, because enemies didn't heal that often--and it doesn't seem likely that they'll be doing more of that now.



#2344
Adhin

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Ahh damn, stealth is only 30 seconds, sure that's double upgraded DA2 stealth but still, that's a bummer. Also Gandalf energy sword. :blink: Was not expecting that, part of me wishes the sword was in the right hand, curious how it looks in combat now. Well, more curious, really wanted to know prior to this, just really want to know even more now . :P



#2345
themageguy

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A Necromancy tree without Animate Dead would be incredibly strange... but... considering how strange decisions keep popping up in the game mechanics, I guess I can't rule that out. :/

if there was no spell binding a spirit to a corpse, id be ok if the necromancer at least summoned spirits in combat. Like wraiths or something.

#2346
Adhin

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Yeah necromancer needs some kind of summon thing. Zombie, skeleton, wraith - anything (that's necromancy focused summon). Here's the description (It literally says the 3 skills in it): "These Mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.

 

So some kind of Horror spell, or might be more like Entropic Cloud where it's a mix of stuff. Definitely some kind of summon (what kind though, who knows). And then Walking Bomb 100%, with I'd imagine Virulent Walking Bomb as an upgrade. Seems pretty straight forward to me with what we'll be getting over all with a Necromancer. And it's, frankly, what I want outa one when I select that.



#2347
The Elder King

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Ahh damn, stealth is only 30 seconds, sure that's double upgraded DA2 stealth but still, that's a bummer. Also Gandalf energy sword. :blink: Was not expecting that, part of me wishes the sword was in the right hand, curious how it looks in combat now. Well, more curious, really wanted to know prior to this, just really want to know even more now . :P


As a left-handed, I'm happy about this decision :D.
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#2348
Adhin

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Heh yeah, I kinda wish every game let you select your hand preference. Just mirror the animation you know? Would be nice if that was something that crops up on the new gen due to higher ram capacities and all that. It's something they gadda go into development planning though. Not sure how easy it would be to just toss in at the end. Its kinda like the whole model scaling.



#2349
Skymaple

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How exactly are these choices more meaningful?

It's just my opinion, but now the abilities are more than "throw this and 50 points of damage" x4 different colors in the elementalist tree in DAO, for instance. In DAO I felt there were a lot of spells and a lot of "choices" but I only liked half of them... most were just the same although it is true that they were there to provide a different flavor. I don't know if you have seen all the trees and read through all the abilities, but these passives are game changing!


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#2350
The Elder King

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Heh yeah, I kinda wish every game let you select your hand preference. Just mirror the animation you know? Would be nice if that was something that crops up on the new gen due to higher ram capacities and all that. It's something they gadda go into development planning though. Not sure how easy it would be to just toss in at the end. Its kinda like the whole model scaling.

I'd like this as well, since I'll still have the staff in the right hand as the only weapon until I get KE.