Can i say i told you so now?
Please?
Ok never mind ![]()
But seriously, best news in a while ![]()
Can i say i told you so now?
Please?
Ok never mind ![]()
But seriously, best news in a while ![]()
User
hi Patrick, I don't know if you cab answer, but Does the KE actually wield a kind of Summoned sword (as warriors do)?
Patrick Weekes @PatrickWeekes
Blade pure spirit energy, held in left hand (staff stays in right). Melee attacks. Amazing work by combat folks.
sounds familiar... look at Gandalf only defferences there was a real weapon and he wield the sword in the right hand ![]()
So wait, you have a problem with a potential melee Mage, because then you wouldn't know what to do with the Warrior?
Or you have trouble micromanaging the friendly fire? Because the only friendly fire would be from Blizzard, if they cast it, but there are other persistent Ice spells that can trigger Ice Armor.
There won't be a problem.
If it's the first, it's about different aesthetics, which is a good thing. Also, they might actually prove to have quite the synergy.
I just mean I find it's not fun to have to micro multiple melee characters. I like a melee mage, and I'm looking forward to playing one.
My response was basically limited to "AOE mage abilities" need to be managed with effective spacing, which means essentially simultaneously keeping eyes on two areas of the field because you have to keep your melees apart enough so they don't KO each other through FF.
Only thing that could make this better, for me anyway, is to move the sword to my right hand. Kinda identify better with that since i'm right handed, but i'll take this over 'fable style' any day. XD
Eh? That's like one of the best balanced party setups.
1. Tank
2. DPS warrior
3. Range rogue (IE Varric)
4. Mage
If the KE can fill in for a dps warrior he would fit perfectly for a well balanced party.
I'd find it harder to have 3 range characters and one tank, cause then you have no back up for your tank if someone gets to a mage or other range squishy person.
The warrior was good for cleanup and peeling people off your mages and archer while you kept the tank stuck to the high dps enemy or boss.
Are you talking about DA:O or DA:I? Because in those games more than 1 warrior was a complete waste of space.
As for 3 ranged and 1 melee (note, I didn't say tanks - I basically never use tanks) - the trick is just to use chokepoints effectively. You create kill zones by funneling enemies toward you rather than having a chaotic melee.
Only thing that could make this better, for me anyway, is to move the sword to my right hand. Kinda identify better with that since i'm right handed, but i'll take this over 'fable style' any day. XD
And yet you can wear something that looks just like it?
Armor should be stat-restricted. Except wait, we can't raise our own stats any more. Want something except robes and a stick? Sucks for you, get back in the box.
Unless you're playing 2e D&D for example, in which case it is class restricted. Are you going to argue 2e D&D is not an RPG?
And yet you can wear something that looks just like it?
Armor should be stat-restricted. Except wait, we can't raise our own stats any more. Want something except robes and a stick? Sucks for you, get back in the box.
Don't worry, you can wear plate fine.
And you can DUAL WIELD GANDALF STYLE!
Shannaro!(heck yeah)
I just mean I find it's not fun to have to micro multiple melee characters. I like a melee mage, and I'm looking forward to playing one.
My response was basically limited to "AOE mage abilities" need to be managed with effective spacing, which means essentially simultaneously keeping eyes on two areas of the field because you have to keep your melees apart enough so they don't KO each other through FF.
True, but you could probably create a powerful KE that focuses more on single target spells like Lightning Bolt, Energy Barrage, and Flashfire. Combine that with things like Stormbringer (randomly hits nearby enemies with lightning) and I can see 2 melee characters working well together without getting in each other's way. If we only have 8 spells available, it should be easy to use a single target loadout in parties with multiple melee chars, or swap in an AoE spell or two if we are using 3 ranged chars. We'll likely be picking up random spells on the way to passives anyway, so it's something to consider...
True, but you could probably create a powerful KE that focuses more on single target spells like Lightning Bolt, Energy Barrage, and Flashfire. Combine that with things like Stormbringer (randomly hits nearby enemies with lightning) and I can see 2 melee characters working well together without getting in each other's way. If we only have 8 spells available, it should be easy to use a single target loadout in parties with multiple melee chars, or swap in an AoE spell or two if we are using 3 ranged chars. We'll likely be picking up random spells on the way to passives anyway, so it's something to consider...
You're completely right. And I haven't been keeping up with the info on the abilities coming out - I'm too ignorant to meaningfully contribute anything more than abstract preferences.
so.....if we wield the spirit blade in our left hand and the staff in our right.............does that mean we can still use the staff for ranged attacks?
so.....if we wield the spirit blade in our left hand and the staff in our right.............does that mean we can still use the staff for ranged attacks?
so.....if we wield the spirit blade in our left hand and the staff in our right.............does that mean we can still use the staff for ranged attacks?
Do we know if the spirit blade is a passive or an active? If it's just "always on" whenever you enter combat, I imagine that, yeah.
Do we know if the spirit blade is a passive or an active? If it's just "always on" whenever you enter combat, I imagine that, yeah.
Someone in another thread came up with the idea that Spirit Blade could be a passive at the beginning of the tree that automatically turns close ranged auto-attacks into melee strikes... I'm hoping that's the case, but a sustained mode would be okay too (if a bit expensive depending on the mana cost...).
would be cool if we could still range attack with the staff.
but I kind of wish we could wield the spirit blade in our right hand.......cuz I'm right handed.....lol.
now we just need to see Knight Enchanter in action!! please Bioware!!
It's either an on and off thing. So you can attack with your staff.
Or it's automated close range to spirit blade attacks. So you still attack with the staff from afar.
Win-win, any case.
I just mean I find it's not fun to have to micro multiple melee characters.
I feel the same. Unless the two classes work in unison like using a warrior with taunt in DAO because your rogue warden needs to flank. Still that's where micro ends, with a taunt. Technically you can put it in tactics but it's effectiveness is circumstantial.
All the videos of DAI combat look like a clusterfuck of epic proportions. This is the player's fault of course but it's exactly what happens when you have various melee classes with disconnected roles, like rogue soloing the weak enemies while warrior tanks the elite. Ideally all 4 party members need to focus fire and every ability to help optimize this playstyle, either in form of cc or dps buffs. It's just easier to do with 3 ranged and 1 melee.
I hope there's a way to ditch the staff.
Don't really want my KE to have to lug around a staff or use it , was hoping a KE would get access to a permanent sword or melee weapons somehow and not be stuck holding one.
Someone in another thread came up with the idea that Spirit Blade could be a passive at the beginning of the tree that automatically turns close ranged auto-attacks into melee strikes... I'm hoping that's the case, but a sustained mode would be okay too (if a bit expensive depending on the mana cost...).
That would work well for consoles, but be a huge pain on PC if you're playing point & click because you have to select to move near a target before it triggers. Basically, you're always going to auto-attack default to ranged, which is just completely broken.
I feel the same. Unless the two classes work in unison like using a warrior with taunt in DAO because your rogue warden needs to flank. Still that's where micro ends, with a taunt. Technically you can put it in tactics but it's effectiveness is circumstantial.
All the videos of DAI combat look like a clusterfuck of epic proportions. This is the player's fault of course but it's exactly what happens when you have various melee classes with disconnected roles, like rogue soloing the weak enemies while warrior tanks the elite. Ideally all 4 party members need to focus fire and every ability to help optimize this playstyle, either in form of cc or dps buffs. It's just easier to do with 3 ranged and 1 melee.
Yes, basically this is my feel of the combat right now. It's also looking like (with the lowered damage rate per encounter and the premium on damage mitigation) that using ranged attacks and choke-points becomes even more effective as a way to manage health and potions without having to backtrack all the time.
I actually disliked DA:O rogues because of how much they had to be micro'd just to get into position to backstab, since you had to first point behind the target, then wait to make sure you actually went behind the target (using behind loosely here assuming you upgraded the backstab range) and then click to attack.
That would work well for consoles, but be a huge pain on PC if you're playing point & click because you have to select to move near a target before it triggers. Basically, you're always going to auto-attack default to ranged, which is just completely broken.
I didn't realize that would be the case... yeah, there's no way that would work smoothly. It's probably a sustained mode for auto-attacks, and perhaps some "burst" attacks in the actives (like, a quick power slash active ability). I just hope the mana cost is low if they went the sustained route... otherwise I'm going to be slapping Willpower bonuses onto every suit of KE armor I make.
I didn't realize that would be the case... yeah, there's no way that would work smoothly. It's probably a sustained mode for auto-attacks, and perhaps some "burst" attacks in the actives (like, a quick power slash active ability). I just hope the mana cost is low if they went the sustained route... otherwise I'm going to be slapping Willpower bonuses onto every suit of KE armor I make.
It could easily work - Bioware could just ship a broken specialization on PC. I wouldn't put it past them. KBM isn't even the main UI on PC.
Edit: Does DAI even have sustains?
It could easily work - Bioware could just ship a broken specialization on PC. I wouldn't put it past them. KBM isn't even the main UI on PC.
Edit: Does DAI even have sustains?
Yeah, there are some toggled modes. They drain mana/stamina, however... they don't reserve a portion like in the old games.