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Knight Enchanter Support Thread


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#701
EsterCloat

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Hawke is always immune to gravitic ring.

Not to mention we can turn friendly fire off no matter the difficulty.



#702
Shahadem

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Can the Knight Enchanter do actual enchanting? Or will they have to seek out and enchanter to enchant their equipment?



#703
EsterCloat

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Can the Knight Enchanter do actual enchanting? Or will they have to seek out and enchanter to enchant their equipment?

Spoiler: Sandal is the character that teaches you to become a Knight Enchanter.

 

Seriously though, Enchanter I think is just a magic-y type of word they used because they didn't want to call it a mage knight. So I don't think becoming one will open up free enchanting if that's indeed something you would need to recruit for, though if it was you always have Vivienne for all your KE needs.



#704
GipsyDangeresque

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It doesn't really matter how useful any number of utility, controlling, or defensive spells are at ensuring you can get into melee, if all you can do in melee is swing your sword back and forth in what amounts to an auto-attack that you have to manually trigger. That's just no fun at all.



#705
EsterCloat

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It doesn't really matter how useful any number of utility, controlling, or defensive spells are at ensuring you can get into melee, if all you can do in melee is swing your sword back and forth in what amounts to an auto-attack that you have to manually trigger. That's just no fun at all.

Then play a warrior if you want more melee specials. We were always to going to be limited in our melee abilities when playing a mage as melee isn't their purpose. Knight Enchanter only gives us one tree to play with and we have to augment that with skills from other trees. 

 

Even as an Arcane Warrior back in Origins I still spent the beginning of my fights casting Inferno and Blood Wound before waltzing in and picking off whoever was left because once I ran out of mana all I had was auto attack. I still had fun doing it because my enjoyment didn't come from using special melee attacks, of which the Arcane Warrior had zero, but from the fact that I had no business wading into the thick of combat in plate and yet doing it because sod your class distinctions and roles.

 

So if you're disappointed in KE then maybe it isn't for you. Personally, I'm glad to get my magic sword and walking bomb ability because AW got absolutely zilch in comparison aside from shield after shield skill.



#706
GipsyDangeresque

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Then play a warrior if you want more melee specials. We were always to going to be limited in our melee abilities when playing a mage as melee isn't their purpose. Knight Enchanter only gives us one tree to play with and we have to augment that with skills from other trees. 

 

Even as an Arcane Warrior back in Origins I still spent the beginning of my fights casting Inferno and Blood Wound before waltzing in and picking off whoever was left because once I ran out of mana all I had was auto attack. I still had fun doing it because my enjoyment didn't come from using special melee attacks, of which the Arcane Warrior had zero, but from the fact that I had no business wading into the thick of combat in plate and yet doing it because sod your class distinctions and roles.

 

So if you're disappointed in KE then maybe it isn't for you. Personally, I'm glad to get my magic sword and walking bomb ability because AW got absolutely zilch in comparison aside from shield after shield skill.

 

I had a long-ass post I got carried away typing up, and I just deleted it all because I think I can get my point across much more briefly.

 

I don't hate Knight-Enchanter, I just think it's designed in a super flexible way where many of its key abilities are just as useful at range as they are at melee. So I was hoping the class would get another ability that was exclusively useful in melee-range, be it another melee attack, or perhaps an aura like Elemental Chaos, or a personal centered AoE blast like Hand of Winter.

 

And in the absence of a lot of motivation to stay in melee for your spec's mechanics... well, all of your awesome spells in the other trees are ranged too. Will the melee attack feel like a back-up strategy/projectile reflector instead of a damage dealing mainstay? All depends on the balance of the 300% weapon damage versus our other options, I think. I think Spirit Blade will prove to be a vital button to press in two scenarios:

 

1) It's far more powerful in regards to dealing damage over a given period of time than other mage spells.

2) It's far more efficient in regards to dealing damage given the same amount of mana compared to other mage spells.

 

Either it needs to feel like it rips people up/hit like a truck, or be very reliable and non-resource intensive.



#707
EsterCloat

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I had a long-ass post I got carried away typing up, and I just deleted it all because I think I can get my point across much more briefly.

 

I don't hate Knight-Enchanter, I just think it's designed in a super flexible way where many of its key abilities are just as useful at range as they are at melee. So I was hoping the class would get another ability that was exclusively useful in melee-range, be it another melee attack, or perhaps an aura like Elemental Chaos, or a personal centered AoE blast like Hand of Winter.

 

And in the absence of a lot of motivation to stay in melee for your spec's mechanics... well, all of your awesome spells in the other trees are ranged too. Will the melee attack feel like a back-up strategy/projectile reflector instead of a damage dealing mainstay? All depends on the balance of the 300% weapon damage versus our other options, I think. I think Spirit Blade will prove to be a vital button to press in two scenarios:

 

1) It's far more powerful in regards to dealing damage over a given period of time than other mage spells.

2) It's far more efficient in regards to dealing damage given the same amount of mana compared to other mage spells.

 

Either it needs to feel like it rips people up/hit like a truck, or be very reliable and non-resource intensive.

Well, Gravitic Ring is only speculation anyway. It could be something else or it could have been retooled in some way, like the ring being centered on you and the closer an enemy gets to you the slower it gets.

 

What do you think of Decloaking Blast?



#708
Shahadem

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The Fade/Blur spell was way too short a duration. Blink and you'll miss it. In fact I did miss it the first time.\

 

Activated spells like that need to last a couple of seconds.



#709
Dunbartacus

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[CP]: Yes, we've had to expand the number of crafting materials to cover all the gameplay improvements we wanted to make. There are even some materials that allow characters to wear armor that isn't necessarily allowed for their class… but it's very rare.

 

Not sure what this means but it could be another method of getting a mage into heavier armor alongside finding enchanters mail armor/schematics.



#710
Shahadem

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I would guess the reason for this is because its so friggen powerful. 300% weapon dmg alone is enough for me, not to mention the bonus damage to barrier and guard.

 

 

300% staff damage. It might simply be the case that staff damage is 33% of sword/dagger damage, meaning you aren't getting anything useful here.



#711
GipsyDangeresque

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Well, Gravitic Ring is only speculation anyway. It could be something else or it could have been retooled in some way, like the ring being centered on you and the closer an enemy gets to you the slower it gets.

 

What do you think of Decloaking Blast?

 

Love it. It's the only other incentive K-E's got right now to jump into the fray, and it's a creative idea to boot. 1000% damage is nothing to scoff at, I'd think.



#712
UniformGreyColor

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I had a long-ass post I got carried away typing up, and I just deleted it all because I think I can get my point across much more briefly.

 

I don't hate Knight-Enchanter, I just think it's designed in a super flexible way where many of its key abilities are just as useful at range as they are at melee. So I was hoping the class would get another ability that was exclusively useful in melee-range, be it another melee attack, or perhaps an aura like Elemental Chaos, or a personal centered AoE blast like Hand of Winter.

 

And in the absence of a lot of motivation to stay in melee for your spec's mechanics... well, all of your awesome spells in the other trees are ranged too. Will the melee attack feel like a back-up strategy/projectile reflector instead of a damage dealing mainstay? All depends on the balance of the 300% weapon damage versus our other options, I think. I think Spirit Blade will prove to be a vital button to press in two scenarios:

 

1) It's far more powerful in regards to dealing damage over a given period of time than other mage spells.

2) It's far more efficient in regards to dealing damage given the same amount of mana compared to other mage spells.

 

Either it needs to feel like it rips people up/hit like a truck, or be very reliable and non-resource intensive.

 

 

300% staff damage. It might simply be the case that staff damage is 33% of sword/dagger damage, meaning you aren't getting anything useful here.

 

Yes its application seems like its heavy on dealing damage to well armored foes with barrier and guard. You can't ignore the bonus that the sword has. For instance what happens when you get a staff with the sole purpose of being a KE staff? At that point it would look like the KE spec would be very, very powerful.



#713
The Elder King

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The Fade/Blur spell was way too short a duration. Blink and you'll miss it. In fact I did miss it the first time.\
 
Activated spells like that need to last a couple of seconds.

It lasts two seconds.

#714
GipsyDangeresque

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Yes its application seems like its heavy on dealing damage to well armored foes with barrier and guard. You can't ignore the bonus that the sword has. For instance what happens when you get a staff with the sole purpose of being a KE staff? At that point it would look like the KE spec would be very, very powerful.

 

Of course, the bonus guard damage especially is insane, I forgot about that. And between the two, I think a heavy hitting spirit blade is much more worthwhile and fun to use than the reliable/cheap one.

 

Think about how fast that sword swung. 700% weapon damage every swing. Cleaving through armored tanks like butter. How long does an Inferno mage wait for a Fire mine to set, prime, and pop for 1600% damage? I'm sure in that time you've gotten three swings in, and that's 2100% weapon damage.

 

It might be the case that the best way to play damage dealing Knight Enchanter is to strip defenses/detonate combo with your spirit blade and then use a hard hitting nuke you've been keeping off of cooldown to deal health damage.

 

 

By far my favorite imagined combo for a Knight Enchanter thus far is basically "Storm of the Century" come again: Static Cage + Blizzard + Ice Armor + Spirit Blade guys a lot until they're very dead. I hope it's effective, but it might not be based on cast times/mana costs.



#715
UniformGreyColor

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I think I'm safe in saying that KE seems to be the most action oriented specialization out of the 3 for mages. For example, reflecting ranged attacks is mostly a timing thing that require players to anticipate when the attack will hit. In this regard, KE is definitely showing off the games action-RPG orientation the most from what we've seen of the game.



#716
Mornmagor

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[CP]: Yes, we've had to expand the number of crafting materials to cover all the gameplay improvements we wanted to make. There are even some materials that allow characters to wear armor that isn't necessarily allowed for their class… but it's very rare.

 

Not sure what this means but it could be another method of getting a mage into heavier armor alongside finding enchanters mail armor/schematics.

 

It's probably the only way to wear heavy armor as a Mage.

 

Very rare? Why would it be very rare? Why do they have this bad tendency to make it so hard for people to customize their characters as they want?

 

Crafted armor still has class restrictions. You probably need these rare materials to make them, even if you have the schematics, which explained the phrase "If you can find them".

 

If that's the case, thanks a lot Bio. Instead of actually enjoying the world and the convos, i will be anxious about finding materials to allow me to customize my character, before the actual game is over.

 

They allowed Mages into heavy armor only to make it a pain in the a$$ to make? Or is it this point where the almight Inquisition that influences politics and dethrones governors, cannot gather those materials and you need to run in the mountains yourself to find them?

 

Just give Knight Enchanters the ability to wear heavy armor without this crap please.

 

Or let this be "not crap", but something sensible. If they are very rare, which could potentially mean "finite", then we cannot upgrade heavy armor for Mages as often as we would like, and if we cannot gather the material through Inquisition, then what's the point?

 

Making 5 armors and then it's over?

 

I hope they don't screw this up. But remembering how many restrictions there were in DA2, i just shudder. Even in the trailers, they always show Mages wearing lame outfits like robes or coats that look like they were made of plasteline.

 

/rant over



#717
Gtdef

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I don't think reflect will be very time sensitive. You can spam the ability. Depends on how it will interact with the projectiles of course. But indeed the class is very action oriented. More than I expected.



#718
Dunbartacus

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There are a few key armor differences between origins and DA:I.

 

Dragon Age Origins: Fatigue cost to armor

                                  Stat Requirements

 

Dragon Age Inquisition: Level Requirements

                                      Class restricted Armor

 

Basically if you could equip any armor with any class everyone would wear plate. Some bonuses to the new system are we can wear heavy armor without having our mana/stamina pool restricted and are free of stat requirements, the trade off is mage/rogue heavy armor is now harder to acquire.



#719
Icy Magebane

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The Fade/Blur spell was way too short a duration. Blink and you'll miss it. In fact I did miss it the first time.\

 

Activated spells like that need to last a couple of seconds.

Short duration?  Its main purposes are to act as a secondary dodge (or primary if you are about to get hit by a giant's boulder) and as an incredibly powerful short range single target attack (1000% spirit damage for a mere 20 mana when upgraded).  A long duration would make it overpowered as a "dodge" and ineffective as an attack (difficult to time and takes you out of the fight for too long if your objective is to deal damage).

 

300% staff damage. It might simply be the case that staff damage is 33% of sword/dagger damage, meaning you aren't getting anything useful here.

300% spirit damage plus additional damage against guard and Barrier, plus it's an eldritch detonator.... sounds good for, oh, I don't know, detonating all of those status effects that magic spells inflict?  Add to that the ability to reflect projectiles and you still aren't happy? 

 

Knight Enchanter has the only healing spell in the game, they have a passive that causes Barrier to reflect damage, and we don't even know the last active and several of the passive abilities yet...  Just how OP does this class need to be, exactly?


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#720
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Yeah, I think KE is a very Good spec, but I don't want it to be OP.

#721
Icy Magebane

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Yeah, I think KE is a very Good spec, but I don't want it to be OP.

It's already in danger of being nerfed by my estimation...  :unsure:  I hope I'm wrong about that, since I might have to give up multiplayer just to avoid those annoying nerf patches.  I despise the very concept of mandatory nerfs in a single-player game... although I guess Dragon Age is at least partially a PVE multiplayer franchise now, so maybe that argument no longer works...


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#722
Mornmagor

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There are a few key armor differences between origins and DA:I.

 

Dragon Age Origins: Fatigue cost to armor

                                  Stat Requirements

 

Dragon Age Inquisition: Level Requirements

                                      Class restricted Armor

 

Basically if you could equip any armor with any class everyone would wear plate. Some bonuses to the new system are we can wear heavy armor without having our mana/stamina pool restricted and are free of stat requirements, the trade off is mage/rogue heavy armor is now harder to acquire.

 

But we are not saying that everyone should wear plate, let the class restrictions be.

 

But the Knight Enchanter, should have access to heavy armor, without trying to find weird schematics or whatever it works like.

 

Basically, even if i have to go out of my way to find them or buy them, i still don't want materials that make them, to be finite. If they are finite, then i can't make as many heavy armors or upgrades as i like, because it's over after a set value of materials. So you would find yourself unable to craft more heavy armors after a point.

 

That's what i'm talking about, not about anyone wearing plate.

 

Knight Enchanters are the equivalent of D&D Warpriests. Those wear armor, they use magic, they can heal, and in Dragon Age, you can't be a melee Mage AND everything else, you need the KE abilities, and you need the defensives, that cap your 8 ability usage anyway.

 

There is no need to make it so difficult for people to customize their character as they want, especially when we talk about a MELEE Mage, someone that has taken the decision to be up close and personal anyway, taking the risk to get squashed in the process.

 

I think it's common sense to give them heavy armor by default, unless it's easier to get it than i imagine right now.

 

So, TL:DR, Knight Enchanters should have heavy armor access easier.

 

If they don't, then at least make it that we can craft those armors, without fearing that we run out of materials and can't make plate any more.

 

Also, armor could slow you down while you run, slow your mana and stamina regen, and make you receive more damage from lightning, and blunt weapons.



#723
The Elder King

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It's already in danger of being nerfed by my estimation...  :unsure:  I hope I'm wrong about that, since I might have to give up multiplayer just to avoid those annoying nerf patches.  I despise the very concept of mandatory nerfs in a single-player game... although I guess Dragon Age is at least partially a PVE multiplayer franchise now, so maybe that argument no longer works...


Did MP patched nerfed abilities in SP?

#724
Icy Magebane

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Did MP patched nerfed abilities in SP?

I have no first hand knowledge of this, but I am going to assume for now that balancing patches will be universal... and on consoles they are mandatory.  You can't go online with the game without accepting the patch.  They often bundle nerfs with patches that address game-breaking glitches, so it's really hard to avoid them...



#725
Icy Magebane

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Spoiler

The Knight Enchanter isn't an Arcane Warrior though... their powers work differently.  The AW used Magic (and Willpower since DA:O mechanics relied heavily on Fatigue) to augment their Strength, whereas the KE channels mana in the form of offensive and defensive capabilities... this has nothing to do with utilizing magic as a substitute for the physical strength needed to wield weapons and wear heavy armor.  Since we can't choose our stats this time, it's not even possible to create a strong mage unless they are already wearing armor that boost their strength... melee is pretty much the only thing that connects AW and KE... they are not the same class and it's unlikely that the Circle's training program involved instruction in the use of heavy armor.  Based on the passives in KE that augment Barrier, their focus seems to have been developing the KE's magical talents only.


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