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Knight Enchanter Support Thread


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#401
Medhia_Nox

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Where have these Knight Enchanters BEEN all my DA life?   


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#402
In Exile

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"Decloaking Blast
 
If you rematerialize inside an enemy, they're blasted back with massive force.
 
1000% weapon damage"

 

Spoiler

 

Yeeeeeah boy. The pain train is coming.

 

Is that the Fade cloack upgrade? Still seems like it'll be hard to do on PC KBM.



#403
Hrungr

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I like the spec! I particularly like the ability to deflect projectile attacks and that "Decloaking Blast"... :blink:

 

And on top of that you get the big heal power. :)


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#404
Kirikou

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2014_10_13_11_29_19_Bio_Ware_Dragon_Age_
 
2014_10_13_11_30_55_Bio_Ware_Dragon_Age_
 
2014_10_13_11_29_41_Bio_Ware_Dragon_Age_
 
2014_10_13_11_29_38_Bio_Ware_Dragon_Age_
 
2014_10_13_11_29_56_Bio_Ware_Dragon_Age_
 
2014_10_13_11_31_29_Bio_Ware_Dragon_Age_

2014_10_13_11_29_19_Bio_Ware_Dragon_Age_
 
2014_10_13_11_30_55_Bio_Ware_Dragon_Age_
 
2014_10_13_11_29_41_Bio_Ware_Dragon_Age_
 
2014_10_13_11_29_38_Bio_Ware_Dragon_Age_
 
2014_10_13_11_29_56_Bio_Ware_Dragon_Age_
 
2014_10_13_11_31_29_Bio_Ware_Dragon_Age_


Thanks :D Knight Enchanter is awesome.
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#405
Wissenschaft 2.0

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"Decloaking Blast
 
If you rematerialize inside an enemy, they're blasted back with massive force.
 
1000% weapon damage"

 

Spoiler

 

Yeeeeeah boy. The pain train is coming.

 

Yeah, I didn't notice that while watching the stream. Holy *bleep*, thats going to be SO much fun to use.



#406
In Exile

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Ah, so I was right. It is a toggle. Also, Fade Cloak will be one of those moves for avoiding one hit kill attacks such as from giants throwing boulders at you.

 

 

Only if you get the timing right, as I said, which is one thing on console where it's basically a dodge button and another on PC KBM where you're going to have to pause, basically. 



#407
Icy Magebane

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I made my Dalish Warden a Templar. I didn't have any trouble justifying it. It doesn't make you a part of the templar order. It just means Alistair taught you their talents. I picked it because it was my attempt at giving my non mage elf character something that would be helped by his magic stat bonus. (gameplay wise I don't know if that worked, but I don't regret the decision storywise. Why would Inquisition be different?

The only reason I'm willing to agree with this is that lyrium addiction seems to have been removed (again).  Otherwise, there is no way that I could justify a Dalish letting himself get addicted when he's not even a follower of the Chantry.  A City Elf, sure... not a Dalish.


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#408
Br3admax

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And suddenly it became less hard to want to be a KE. I'm so confused right now. 


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#409
In Exile

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I like the spec! I particularly like the ability to deflect projectile attacks and that "Decloaking Blast"... :blink:

 

And on top of that you get the big heal power. :)

 

It's definetly a tank-oriented class for mages, but a really unique one. I think Bioware did an awesome job with it. 


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#410
Medhia_Nox

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So... how many points "can" we distribute... does anyone have any idea?  

 

Cause I want full Spirit/Knight Enchanter. 

 

You can call me "Valor".


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#411
EsterCloat

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I wonder what that final ability is.



#412
Icy Magebane

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"Decloaking Blast
 
If you rematerialize inside an enemy, they're blasted back with massive force.
 
1000% weapon damage"

 

Spoiler

 

Yeeeeeah boy. The pain train is coming.

Okay, that actually does sound really good...



#413
UniformGreyColor

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Is that it? Ah, ok. Not sure about that. I'd prefer if it was a swipe per button press because auto attacks are boring. Its why I disliked AW in DA: O.

 

I think its both.



#414
Tielis

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It's a toggle???!!!  *bows to your screen-capping abilities*

 

I really hope it's a toggle that places you in melee-attack mode.  And that rematerializing thing is SO Fenris.  Bring on the pain train, indeed!



#415
ElitePinecone

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Just to pick up on something earlier: KEs cannot wear heavy armour unless they've crafted mage armour with the appropriate upgrades. (And it's really confusing so I've forgotten how that system works exactly.)

 

Picking that specialisation doesn't do anything as far as armour restrictions go, I think.



#416
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Only if you get the timing right, as I said, which is one thing on console where it's basically a dodge button and another on PC KBM where you're going to have to pause, basically. 

 

Its a dodge button on PC as well. Just map the ability to your 1 button. Press 1 to dodge death.



#417
viperidae

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I just want to say, what the hell were you people expecting?  This is exactly what a melee mage needs and wants to be.

 

To be a real "melee mage", what is needed? Two things: First, an incentive to be in melee range. Second, the capability to be/stay in melee range.

 

Personally, i think that the spirit blade ability is one HELL of an incentive to go into melee range. Think about the fact that from the other spells we've seen 300% weapon damage is a pretty decent amount of damage, similar to a standard medium-cooldown spell. Now, it only costs 10 mana, has NO cooldown, has a detonator effect, AND it deals amazing bonus damage to guard and shield (and boy you just know bosses are going to be using those mechanics..). IMO, it's a very very good incentive to go into melee range.

 

Second, the capability part. This is where abilities like barriers, fade step and such come in. Normally, a mage can't be in melee range, but because you have a barrier, you can take some damage.


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#418
The Baconer

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So wait, I noticed Resurgence heals and revives. How does this compare to the Revive skill from the Spirit tree? Is that one a non-focus?

 

If it is a focus it seems like Resurgence would just be better in general, aside from perhaps being limited to only reviving whoever you can fit in the template.

 

Edit: Nevermind. The other revive is a standard skill on a 60 second cooldown. Just forgot in the throes of excitement.



#419
In Exile

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Just keep in mind as we talk toggle vs. sustain, that if you use the controller, it's both. Because on a controller, you click-to-attack (there may be autoattack as well, but click to attack is 100% in). So with a controller, you enable the Spirit Blade ability and it switches your ranged attack to a melee attack that drains 10 mana per attack. Without a controller you turn it on as a regular sustain and it replaces the autoattack. 



#420
Wissenschaft 2.0

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Just to pick up on something earlier: KEs cannot wear heavy armour unless they've crafted mage armour with the appropriate upgrades. (And it's really confusing so I've forgotten how that system works exactly.)

 

Picking that specialisation doesn't do anything as far as armour restrictions go, I think.

 

Absolutely correct. Hence why barrier was being used so heavily. I suspect we won't be able to craft heavier armor for our mage until latter on in the game. In which case, barrier is a must have if you want your mage to survive melee. That said, having spirit blade doesn't remove your staff from your hand. So at any point you can stand back and fire staff attacks from a distance. It gives Knight Enchanters some nice flexibility.


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#421
In Exile

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I just want to say, what the hell were you people expecting?  This is exactly what a melee mage needs and wants to be.

 

To be a real "melee mage", what is needed? Two things: First, an incentive to be in melee range. Second, the capability to be/stay in melee range.

 

Personally, i think that the spirit blade ability is one HELL of an incentive to go into melee range. Think about the fact that from the other spells we've seen 300% weapon damage is a pretty decent amount of damage, similar to a standard medium-cooldown spell. Now, it only costs 10 mana, has NO cooldown, has a detonator effect, AND it deals amazing bonus damage to guard and shield (and boy you just know bosses are going to be using those mechanics..). IMO, it's a very very good incentive to go into melee range.

 

Second, the capability part. This is where abilities like barriers, fade step and such come in. Normally, a mage can't be in melee range, but because you have a barrier, you can take some damage.

 

Combine it with a Qunari, who has the bonus to melee dmg resistance, and yous uddenly have a pretty badass unit. 



#422
In Exile

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Its a dodge button on PC as well. Just map the ability to your 1 button. Press 1 to dodge death.

 

It's not the same, because you're not getting the fidelity of timing with a controller, and more importantly, the way (at least I) pay attention in a top-down isometric game is very different than when I'm playing an ARPG and just watching out for a single character. 



#423
viperidae

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On the barrier thing, personally i'll be looking to be a YOLO-style knight-enchanter with as many damage abilities as possible (sure, i might take barrier, mind blast, and maybe resurgence...) and will have solas in my party as full-on ''support mage'' who focuses on barriers and CC.



#424
Tielis

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Just keep in mind as we talk toggle vs. sustain, that if you use the controller, it's both. Because on a controller, you click-to-attack (there may be autoattack as well, but click to attack is 100% in). So with a controller, you enable the Spirit Blade ability and it switches your ranged attack to a melee attack that drains 10 mana per attack. Without a controller you turn it on as a regular sustain and it replaces the autoattack. 

 

Ah, that's where the disconnect is for me, thanks.  I'm a PC player.  I also miss the octagons for toggle abilities.



#425
ElitePinecone

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From a quick look at this thread I don't think the quibbles are with the actual gameplay mechanics of the KE, more just the visual appearance of the blade itself. 


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