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Knight Enchanter Support Thread


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#451
Joe-Poe

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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.

Which is the problem....the description made them sound like a balance arcane warrior type spec..I mean the passives and fade step stuff sounds cool and useful they just need to go back to the drawing broad with that so called blade.

 

I really wanted it to be (and it sounded like this in original discription) like the bound sword spell in elder scroll games.... <_<


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#452
rekkaman

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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.

its the "heal" spec in a game without "heals"



#453
In Exile

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

 

It's a party wide resource in a sense, but each person has their own pool. Basically, you build it together but spend it separately. 



#454
RifuloftheWest

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

 

My understanding was that focus was gained as a party but spent individually.

 

I think it was talked about in one of the many video/interviews during E3.



#455
ElitePinecone

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

 

Focus is earned as a party but spent as an individual.

 

So if the meter is at Tier 3, every character gets to cast one Tier 3 focus ability.



#456
viperidae

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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.

 

A normal ability costs 60 mana, has 20 second cooldown and deals 300% weapons damage. Your melee ability does 300% weapon damage for 10 mana, bonus damage to barriers and guard, can deflect projectiles with an upgrade, and has no cooldown. The potential damage output is literally 20 times as high.


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#457
Kriztofer

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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.

Spirit Blade does far more damage than staff attacks (300% weapon damage) also has bonus damage vs guard & barrier so being in melee range does allow you to do far more damage. If you want to play KE as a support character though I expect that works, too.

 

EDIT: :ph34r: 'd



#458
In Exile

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Spirit Blade does far more damage than staff attacks (300% weapon damage) also has bonus damage vs guard & barrier so being in melee range does allow you to do far more damage. If you want to play KE as a support character though I expect that works, too.

A normal ability costs 60 mana, has 20 second cooldown and deals 300% weapons damage. Your melee ability does 300% weapon damage for 10 mana, bonus damage to barriers and guard, can deflect projectiles with an upgrade, and has no cooldown. The potential damage output is literally 20 times as high.

 

It also does spirit damage, which if this game is anything like DA:O/DA2 is the most broken damage type. 



#459
viperidae

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i don't actually think it deals spirit damage, i'm pretty sure i heard it mentioned that it was dealing lightining damage because his inquisitor had a lightning staff equipped.

 

on the support thing, sure, they will be perfectly capable of playing as a support character, but i reckon spirit blade will be a waste of a spell slot in that regard, and you might possibly be better off playing another spec as a supportive character, though we don't know enough about the specs yet to be sure. i mean, we don't even know everything about KE yet and we're the spoiled brats who got info as the first ones.



#460
Alan Rickman

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Not sure how fast the mana regen is by default, but I'm almost certain that with the right equipment and/or skills, you'll essentially be casting the Spirit Blade for free since it's only 10 mana.


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#461
Scoutyo

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One more point about the spirit blade -- Mike mentioned that it can hit multiple targets at once.  Another bonus for wading into melee range.



#462
viperidae

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One more point about the spirit blade -- Mike mentioned that it can hit multiple targets at once.  Another bonus for wading into melee range.

 

hot damn



#463
In Exile

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One more point about the spirit blade -- Mike mentioned that it can hit multiple targets at once.  Another bonus for wading into melee range.

 

Did it look like it had FF? Or did he say it had FF? Because it's it's an AOE without FF...



#464
Scoutyo

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Did it look like it had FF? Or did he say it had FF? Because it's it's an AOE without FF...

He didn't say, unfortunately.  

 

Edit:  

 

Mike's exact words:  "It'll hit multiple foes.  Anyone along the arc that it travels, it'll hit."



#465
Hrungr

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Did it look like it had FF? Or did he say it had FF? Because it's it's an AOE without FF...

 

Well FF is a toggle and he had it off in his game...



#466
Hellion Rex

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What screenshots I could grab from the Knight Enchanter Specialization


 

Spoiler

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#467
rekkaman

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i don't actually think it deals spirit damage, i'm pretty sure i heard it mentioned that it was dealing lightining damage because his inquisitor had a lightning staff equipped.

 

on the support thing, sure, they will be perfectly capable of playing as a support character, but i reckon spirit blade will be a waste of a spell slot in that regard, and you might possibly be better off playing another spec as a supportive character, though we don't know enough about the specs yet to be sure. i mean, we don't even know everything about KE yet and we're the spoiled brats who got info as the first ones.

AOE rez with max heals and heals party wide for 10 seconds ?  Dont think any other spec is going to offer more support than that.  although others are correct the spirit blade does do a lot of damage. KE in melee is really high risk high reward.  I like that the KE has atleast 2 different playstyles I can see so far.  Up close risky melee or more defensive keepaway support



#468
MissOuJ

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I have found my favourite specialisation!

 

Seriously, Necromancer / Rift Mage have to have some pretty sweet moves for me to change my mind.

 

Still doesn't look quite as awesome as Archane Warrior was in DA:O... but let's face it, that was a bit OP.



#469
Medhia_Nox

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Man - Vivienne and I are going to be KE Besties - with Bull and Blackwall we're gonna be crazy.  



#470
Wissenschaft 2.0

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I have found my favourite specialisation!

 

Seriously, Necromancer / Rift Mage have to have some pretty sweet moves for me to change my mind.

 

Still doesn't look quite as awesome as Archane Warrior was in DA:O... but let's face it, that was a bit OP.

 

Arcane Warrior was boring. Auto attacks and tanking sustains made for very boring game play. Knight Enchanter seems far more exciting to play.


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#471
New Kid

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Arcane Warrior was boring. Auto attacks and tanking sustains made for very boring game play. Knight Enchanter seems far more exciting to play.

I agree, I'm baffled by how much love there is for the arcane warrior, could never get into it myself.


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#472
Tielis

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Arcane Warrior was boring. Auto attacks and tanking sustains made for very boring game play. Knight Enchanter seems far more exciting to play.

 

You didn't have to play it that way.  My AW wore medium armor and only used the sustains for really hard fights.  The rest of the time she was blasting everything in her way, and when out of mana, started using her sword.



#473
In Exile

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There's discussion in the other thread that the auto-attack is something that can be enabled or disabled and that this version of DA:I we saw had it disabled for KBM. That may be why it says "10 mana while active" for spirit blade but Mike clicked to attack (or looked like he was doing that).



#474
Wissenschaft 2.0

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You didn't have to play it that way.  My AW wore medium armor and only used the sustains for really hard fights.  The rest of the time she was blasting everything in her way, and when out of mana, started using her sword.

 

Then I'm not getting much out of the spec so I didn't pick it. I just used the expensive Robes with high armor states and Rock Armor. High Armor without the need for the fatigue penalty from using medium armor.

 

On the other hand, Knight Enchanter seems much MUCH more my style.
 



#475
Mornmagor

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10 Mana per attack while active. A sustained mode then, i see.

 

The damage is huge actually.

 

About plate. Mages, as you know, can wear heavy armor in 2 ways.

 

Actual heavy armor, that is about mid game, or depends on your progression actually, but thing is, schematics for plate for Mages comes at certain points.

 

OR, light Mage armor, that uses cloth ingredients but looks heavy. It's like the Inquisitor from the PAX East 2013 August demo. Plate but not full plate, and without huge armor value.

 

It's pretty obvious that:

 

1) With upgrades to Barrier, with Guardian Spirit, Ice Armor, certain Spirit and Storm passives, and the abilities of Knight Enchanter, you are not squishy at all, as some falsely assumed. You are pretty much invulnerable if you play it correctly.

 

You have that beast as a Qunari, +10% melee damage reduction, with the ability to REFLECT back ranged attacks as a simple sustain with 10 mana per attack(!), without having seen the last ability and some more, guys, this is a Beast.

 

I personally loved it, and will go full heavy on armor as soon as possible, with a "robed" plate look for aesthetics. Obviously, i will wear plate wherever i get the chance, even if it seems more light at start.

 

Something like Nazgul style while going Gandalf Style.

 

The only thing i would improve, is the visual of the Spirit Blade. I'd like to materialise it completely in my hand, for as long as the toggle is on, and run around with it.


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