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Knight Enchanter Support Thread


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#551
Icy Magebane

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And also we've heard things like Barrier and Guard are improved on easier settings (last longer, etc.).

Seriously?  I hadn't heard that... hm... I think I'll re-watch this video to get a better idea of what to expect on Hard.  I'll be relying pretty heavily on both Barrier and Guard, after all... xD



#552
The Night Haunter

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Well my first play through is as a Warrior, that has been decided by tradition. My second play through was going to be a Necromancer, but Holy Hand Grenade Batman! Knight Enchanter looks so awesome I'm definitely going to have to roll him second!!!! It's even better than I thought it would be.



#553
Gtdef

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The mooks were barely able to take down barriers. The effect lasted for about 10 seconds. With 2 mages chaining barriers, I think that most encounters will be faceroll. Laidlaw may have said that 3k absorb is not much cause it doesn't take mitigation in account, but provided that this was on hard and the level is 12, which I assume is midgame, then I don't think his words ring true.

 

Unless of course the game is tweaked to be easier.



#554
In Exile

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The mooks were barely able to take down barriers. The effect lasted for about 10 seconds. With 2 mages chaining barriers, I think that most encounters will be faceroll. Laidlaw may have said that 3k absorb is not much cause it doesn't take mitigation in account, but provided that this was on hard and the level is 12, which I assume is midgame, then I don't think his words ring true.

 

Unless of course the game is tweaked to be easier.

 

I think it's less about "tweaked to be easier" and more about "most just aren't that good at the game". 



#555
MadParrot

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Here's another thing I'm loving about KE and this game's combat in general: all of these trees just work so well with each other in so many different combinations.

 

For example: Spirit Blade + Clean Burn. Every cast spell reduces your cooldown by 1 second on all other spells. If this works with Spirit Blade that would be insane. You'd be using a damaging, rapid-fire ability that is cheap on mana and reduces the cooldown on everything else per use.

 

KE+Winter: Standing by an enemy that is frozen (or a persistent cold spell) reduces damage taken by 50%. Fade Step requires minimal investment into the Winter tree while giving you a gap-closer/escape/debuff/damage multitool.

 

KE+Storm: Static Cage. There is no escape. If Static Charge works with Spirit Blade, you can use it as a "counter" to interrupt enemy attacks (and paralyze them) while delivering 400% combined weapon damage. If you drop a lot of nukes, Conductive Current gives you a 5% damage bonus for every 10% missing mana, meaning your Spirit Blade only gets stronger the more you use it and other spells.

My first playthrough was already going to be a KE but if things end up working as you said:


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#556
Alan Rickman

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The stream showed what looked to me like pretty much what I'd expect in terms of challenge from the Hard difficulty. Being well prepared, buffed and putting some thought into what you're doing will make groups of 4-5 generic enemies in a random encounter not much of a challenge. But still, once the barriers dropped and he got a bit sloppy the health started dropping accordingly. This stream made me absolutely certain that the healing won't really be an issue for me, even without the big revive & HoT from Knight Enchanter. Just pay attention and you'll probably blaze through a bunch of random encounters in a row just fine without using most of your potions.



#557
Gtdef

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I think it's less about "tweaked to be easier" and more about "most just aren't that good at the game". 

 

Perhaps, though Laidlaw didn't do anything ground breaking in his run. I still haven't seen these guys use a single cc :P 



#558
omnitremere

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This spec is already epic even without knowing all the passives.  I can't even imagine what's at the bottom.  I'm going to enjoy respecing Viviene to stand right up front with Cassandra and decimate poor fools.  I like this on her a whole lot more than I liked Artificer on Varric.  I don't want my squishy archer running up to the front laying traps and then having to run back out of the fray.  Will they even have tactics that allow for that? Or will Varric just lay down his steel trap and then fire arrows right next to Cass?  Not thrilled.  But this makes much more sense.  I hope they show the other specs soon.


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#559
Tielis

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This spec is already epic even without knowing all the passives.  I can't even imagine what's at the bottom.  I'm going to enjoy respecing Viviene to stand right up front with Cassandra and decimate poor fools.  I like this on her a whole lot more than I liked Artificer on Varric.  I don't want my squishy archer running up to the front laying traps and then having to run back out of the fray.  Will they even have tactics that allow for that? Or will Varric just lay down his steel trap and then fire arrows right next to Cass?  Not thrilled.  But this makes much more sense.  I hope they show the other specs soon.

 

Seriously.  Varric ain't gettin' no traps on my playthroughs, because I like to set companions' tactics up and just let 'em go.



#560
The Night Haunter

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This spec is already epic even without knowing all the passives.  I can't even imagine what's at the bottom.  I'm going to enjoy respecing Viviene to stand right up front with Cassandra and decimate poor fools.  I like this on her a whole lot more than I liked Artificer on Varric.  I don't want my squishy archer running up to the front laying traps and then having to run back out of the fray.  Will they even have tactics that allow for that? Or will Varric just lay down his steel trap and then fire arrows right next to Cass?  Not thrilled.  But this makes much more sense.  I hope they show the other specs soon.

You might have noticed on the Skill selection screen there were 4 tabs, one was skills, the second was something (attributes?) and the third was Tactics and the fourth was behaviors.

 

Tactics -> Cast spike trap next to Cassandra.

Behaviour - If enemy within 20 meters fall back to range.

 

Maybe anyway, thats what I am hoping. We can control what abilities they use and how they act.


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#561
Mornmagor

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Hm, notice the 3 skills we didn't see on the tree?

 

One looks like... an eye?

 

And the other is... a sword again, with a shield backround.

 

Interesting.

 

The last one is an hourglass o_O



#562
hexaligned

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You might have noticed on the Skill selection screen there were 4 tabs, one was skills, the second was something (attributes?) and the third was Tactics and the fourth was behaviors.

 

Tactics -> Cast spike trap next to Cassandra.

Behaviour - If enemy within 20 meters fall back to range.

 

Maybe anyway, thats what I am hoping. We can control what abilities they use and how they act.

I assumed "behaviors" were something akin to the system KOTOR used, where you just basically choose a preset AI load out like "aggressive", or "support" for the characters.  



#563
The Elder King

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Hm, notice the 3 skills we didn't see on the tree?
 
One looks like... an eye?
 
And the other is... a sword again, with a shield backround.
 
Interesting.
 
The last one is an hourglass o_O

There's another active at the bottom. The three you mentioned are passives.
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#564
In Exile

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Perhaps, though Laidlaw didn't do anything ground breaking in his run. I still haven't seen these guys use a single cc :P


Obviously CC isn't awesome enough.
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#565
Tielis

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The last one is an hourglass o_O

 

Probably http://dragonage.wik...iki/Time_Spiral



#566
TheCreeper

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I question why they thought playing on hard was a good idea. 

 

Anyways I'm super excited to make my Knight Enchanter Qunari now.



#567
Gtdef

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Obviously CC isn't awesome enough.

 

You just made my day hahaha



#568
The Night Haunter

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I assumed "behaviors" were something akin to the system KOTOR used, where you just basically choose a preset AI load out like "aggressive", or "support" for the characters.  

That could be, but iirc ranged on KotOR made your dudes run away from melee combat. So hopefully that type of 'behavior' will be included in DAI.



#569
The Night Haunter

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I question why they thought playing on hard was a good idea. 

 

Anyways I'm super excited to make my Knight Enchanter Qunari now.

To provide a comparison to the Normal playthroughs the you tubers did. Plus some people want to know about Hard mode. More information is almost always a good idea (sans spoilers).



#570
Gtdef

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That could be, but iirc ranged on KotOR made your dudes run away from melee combat. So hopefully that type of 'behavior' will be included in DAI.

 

DA2 is supposed to have a tactics stance that works like that but personally I didn't use it so I don't know how well it works.



#571
Mornmagor

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There's another active at the bottom. The three you mentioned are passives.

 

And you are right :)

 

There's four abilities i'm interested in, then :P


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#572
Paul E Dangerously

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Except it they're still wrong, because healing and damage mitigation don't work the same. 

 

It effectively does. Instead of doing it afterward, you're doing it before.



#573
andy6915

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I question why they thought playing on hard was a good idea. 

 

Best way to show tactical gameplay is play a difficulty that forces tactical gameplay. Besides, they know that if they didn't play on that difficulty that this forum would be filled with complaints about it being to easy and "casual-fied". Hard mode gameplay is a good way to show the game still requires effort and thinking to win.


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#574
omnitremere

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I assumed "behaviors" were something akin to the system KOTOR used, where you just basically choose a preset AI load out like "aggressive", or "support" for the characters.  

 

That's also what I assumed as well which is why I didn't have high hopes.



#575
In Exile

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It effectively does. Instead of doing it afterward, you're doing it before.


Not exactly, because health is just burst health. Guard is more akin to regen from what I see, and I'm not clear on how barrier works.