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Knight Enchanter Support Thread


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#426
Wissenschaft 2.0

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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.

 

Revive is a non-focus spell that works only on dead party members. Resurgence is a focus ability that revives and heals the whole party to full and also provides some health regeneration over 10 seconds. Much more powerful than group heal was in previous games. Of course, its only available to knight enchanters.



#427
Medhia_Nox

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@The Baconer:  I would imagine the Revive in the Spirit tree is non-Focus.  So it'll just be "more" Revive... which ultimately is insane since Revive in DA:I means more (to me) than it will ever have.  

 

You clearly seem to take less damage with any one hit in this game... otherwise, all the images of people running up and reviving party members would do exactly nothing.

Yet - in one vid, he revived Cassandra and turned the tide of a near wipe.



#428
UniformGreyColor

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

 

Yes, KE got its degree in badassery.



#429
Br3admax

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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.

Why not? You can craft armor whenever you want. It'll never be any more suitable, because stats go up in a set way. 



#430
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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. 

 

Well, what can I say. It won't be a problem for me but then again, I always pause. A LOT. lol



#431
Dunbartacus

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[ML]: There's quite a wide collection of them, too, and since your Inquisition's crafters are, well, crafty, you can find some pretty exotic mixes. An Enchanter Mail schematic, for instance, might use more metal than normal mage armour schematics, but the result will also look sturdier. 

 

Hopefully this is an example of heavier mage armor.



#432
Medhia_Nox

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Okay, "about Focus"... is Focus obtained on an individual basis?  Or is a "Party" power?



#433
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Why not? You can craft armor whenever you want. It'll never be any more suitable, because stats go up in a set way. 

 

But you need to get schematics for Heavy Armor that can be used by mages. Its been said that getting schematics that allow you to use armor outside of your class comes latter in the game if you can find said schematics.



#434
ElitePinecone

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Why not? You can craft armor whenever you want. It'll never be any more suitable, because stats go up in a set way. 

 

The materials and schematics required to craft mage armour using metals and high-defensive stuff might not be even available until the late game. 

 

Remember that we have to find all the crafting materials and armour schematics. 



#435
Joe-Poe

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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.

I fine with it all except for the Blade...thats the really disapointing part......Really wanted a toggle/sustain ability with it always there.....or at least Look Like A Sword..... :(



#436
Tielis

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[ML]: There's quite a wide collection of them, too, and since your Inquisition's crafters are, well, crafty, you can find some pretty exotic mixes. An Enchanter Mail schematic, for instance, might use more metal than normal mage armour schematics, but the result will also look sturdier. 

 

Hopefully this is an example of heavier mage armor.

 

Enchanter Mail = mithril.  I'm back in the KE game, I think.  :D



#437
Medhia_Nox

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Concerning "Mages in Plate" - I'd suggest scouring any Tevinter related areas for the schematics.



#438
Wissenschaft 2.0

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Okay, "about Focus"... is Focus obtained on an individual basis?  Or is a "Party" power?

 

Thankfully its a per individual basis so with proper management you could potentially use 4 different focus abilities in a boss fight.



#439
The Baconer

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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. 

 

Depends. I'm using a Naga 2014, so I have 12 buttons on the side of the mouse, right under my thumb.

 

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. 

 

Yes, I agree. I think the visual effect is a bit flaccid. Still, after this stream there is no longer a question of which spec I'll use on my first character.



#440
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Concerning "Mages in Plate" - I'd suggest scouring any Tevinter related areas for the schematics.

 

It would seem the logical place to put those crafting materials/schematics at.



#441
Medhia_Nox

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@Wissenschaft:  That's for the info!



#442
Br3admax

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But you need to get schematics for Heavy Armor that can be used by mages. Its been said that getting schematics that allow you to use armor outside of your class comes latter in the game if you can find said schematics.

That really depends on when we get the spec. Level 12 sounds pretty late in game by normal DA standards. At least halfway through. Then you need to level for the barrier skill. By the time you get to that point, I mean, it's pretty late in game already. 



#443
In Exile

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Well, what can I say. It won't be a problem for me but then again, I always pause. A LOT. lol

 

I pause all the time. But I still find reactive timing to be really difficult to pull off. 



#444
Tielis

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Concerning "Mages in Plate" - I'd suggest scouring any Tevinter related areas for the schematics.

 

Or perhaps the ancient elven areas, unless they are retconning the Arcane Warrior lore.



#445
Hrungr

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Reminds me a little of Psylocke from the X-Men...

 

2014_10_13_11_54_56_Adobe_Flash_Player.j

 

2014_10_13_11_54_58_Adobe_Flash_Player.j



#446
Dunbartacus

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That really depends on when we get the spec. Level 12 sounds pretty late in game by normal DA standards. At least halfway through. Then you need to level for the barrier skill. By the time you get to that point, I mean, it's pretty late in game already. 

Emerald graves is supposed to be 33% through the story and the soft cap is probably between 25 and 30.



#447
Alan Rickman

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With a good look at the skills available it seems likely that Knight Enchanters are going to be one of, if not the best candidate for a solo run.



#448
Medhia_Nox

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@Tielis:  Well said, so... hunt down Tevinter sites and plunder elven ruins... sounds like just another day for my Inquisitor.



#449
viperidae

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Thankfully its a per individual basis so with proper management you could potentially use 4 different focus abilities in a boss fight.

 

really? i thought it was a party-wide resource, you have a source on that?



#450
rekkaman

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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.

I am not seeing why KE would want to be in melee range ? maybe every 20 seconds for the random fade step but other then that I think they work best at mid range.  It seems they are the perfect combat rezzers and buffers.