Rift Mage
These mages draw upon the force of the Fade, either pulling matter from the Fade to attack or twisting the Veil itself into a weapon to stagger or crush their enemies.
Hm...
"Mr. Dewitt, catch!"
![]()
"BOOKER"
"I GOT IT"
Rift Mage
These mages draw upon the force of the Fade, either pulling matter from the Fade to attack or twisting the Veil itself into a weapon to stagger or crush their enemies.
Hm...
"Mr. Dewitt, catch!"
![]()
"BOOKER"
"I GOT IT"
Tempest... Makes it really tempted to turn my mage into a rogue.
I like the sound of that, I loved force Mage.FINALLY.
I am very, very interested in Necromancer and Rift Mage.
Rift Mage...so is it just Force Mage with a different name?
I don't know what I'm going to pick for my Dalish hunter archer ...
For my mage , probably Rift Mage.
But really no idea for the rogue , traps and explosions are fun.
Tempest sounds nice , but I'm not sure I get how it's going to work .
Assassin is a solid one for single target massive damage , I guess.
I think my 2nd character will be a templar.
As somebody who plans to play all mage races.... rift mage has met all expectations... i am so stoked
and rightly so; the very force threatening to sunder Thedas is at your command.
videos would be nice!! I want to see Rift Mage and Knight Enchanter in action!!
tell me something i dont know oh wait you cant lol.
Walking Bomb was always a Spirit tree.
Besides, probably Horror makes a return. So Necromancer will probably have a mixture of Spirit and Entropy spells.
Assassin's 'indirect kills' sounds interesting.
that sounds so lazy the devs combine both trees in was like this is necromancy are you kidding did they just copy and paste pathetic.
Considering that mages were supposed to have a strict, sword-enforced restraining order from spirits, it makes more sense for Animate Dead to be a specialisation spell. One wonders why the Templars would put up with the Circle mages learning how to bind spirits to corpses.
Spirits in corpses don't pose the same threat that spirits in live people do.
My early playthroughs will be filled with magic! All 3 mage specializations sound awesome, so I'll have to make a character for each before I move onto warrior and rogue. ![]()
I'm not sure which mage specialization would be best for healing/control.
Can't decide which specialization to give my Dwarf Dual wield Rogue.
Also hoping the rogue specializations in this game don't suffer from the problem of not working well with ranged rogues like they did in origins.
2 handed Warrior Reaver obviously.
Knight Enchanter for my second play through when i get around to it.
my rogue, ill probably go for assassin, cause its skill set is more well known and predictable, at least until i get a list of actual abilities for tempest
my mage, ill go knight enchanter first.... rift mage #2, with necromancer sounding like its getting walking bomb, im kind of disappointed
my warrior, ill probably go reaver, it seems to be a high damage class.... maybe templar since they upped its usefulness from mages to mages and demons, though story implications might make me go away from that.
Traps? Bombs? Traps? Bombs? Hidden death? Explosions?
Aaah I can't choose!
My first character will be a human warrior. Not sure what spec though... I was thinking of going sword and shield for once as i always choose damage dealer specs first.
Second playthrough is defintely a elf necromancer! Im not sure, it may be vice versa. Mages look more interesting to me this time around:S
Like I stated in another thread> Female Dwarf 2H Warrior, Templar!
I mean come on, "magic resistance" + "Templar abilities" = Gonna bring the pain!
Plus with 200 abilities (assuming a small part are the warrior abilities) to choose from that's just the tip of the ice berg!