Im hoping that they KE enchanters actually wield the arcane blades instead of just summoning a floting blade to hit mobs with. Cmon Bioware give me a reason to play a mage.
You wield the spirit blade in the left hand
Im hoping that they KE enchanters actually wield the arcane blades instead of just summoning a floting blade to hit mobs with. Cmon Bioware give me a reason to play a mage.
I'd rather the sword be something you activate, then that uses up a certain % of your mana. so, with less overall mana available with the sword active, you'll have less mana to use with other spells. that would be the tradeoff for being able to melee as a mage.
upgrades to it could reduce the % of mana it uses or do something like every hit of your spirit sword restores mana.
so, basically, when you are ready to wade into battle. you activate the sword spell and go into "KE Mode." then afterwards, you deactivate it.
None of the other specializations seem like they will go so far as to actually change default [auto-attack] combat. They all seem more supplemental. So I imagine this KE sword will be supplemental to default staff attacks and not an actual replacement for them.
This is the only spec with the potential to make me turn away from a warrior build. Ideally for me the sword will be on as long as I want it to be on and the rest of the KE tree will be skills supplementing the blade itself. But I would honestly be surprised if that's the case.
But it's confirmed that the blade does melee attacks by Patrick Weekes. See up.
Anyway, it's a replacement for close range attacks, from afar you probably still attack with the staff. Depends on the details on whether it's sustained or not.
But auto attacking with it is basically confirmed. For as long as you wield it, you attack with it close range.
Now, if you attack with it, and you use the staff at the same time, like real dual wield with Might and Magic, i wouldn't mind at all actually. As in, slash with spirit blade, blast with staff, slash etc.
But it's pretty obvious the sword will do some more stuff than just "auto attack". There are bound to be some abilities build around it.
Blade pure spirit energy, held in left hand (staff stays in right). Melee attacks. Amazing work by combat folks.
A sword and shield Warrior that can use some magic as well, eh?
Maybe you would be more satisfied with Templar or Reaver.
Blade pure spirit energy, held in left hand (staff stays in right). Melee attacks. Amazing work by combat folks.
yeah. that's what I'm saying. Templar appeals to me more. It's the closest they have to a "Holy Warrior" or "Paladin" type character.
Blade pure spirit energy, held in left hand (staff stays in right). Melee attacks. Amazing work by combat folks.
Just saw the tweet, thanks. KE for my 2nd Inquisitor it is then, after my 2 handed Reaver of course.
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.
Well then just toggle off friendly fire, I intend to so i can play and not worry about it
But it's confirmed that the blade does melee attacks by Patrick Weekes. See up.
Anyway, it's a replacement for close range attacks, from afar you probably still attack with the staff. Depends on the details on whether it's sustained or not.
But auto attacking with it is basically confirmed. For as long as you wield it, you attack with it close range.
I know the blade does melee attacks. That doesn't mean the Spirit Blade skill can't have a timer on it, such as "For the duration of this spell [10 seconds] all default staff attacks are replaced by melee sword [sword+staff] attacks with +10% melee damage."
Or similar. The Knight Enchanter is a specialization; you're still playing a regular mage. The KE spec can give you the ability to be a primary melee combatant without completely changing how the default mage will play.
But it's not a Warrior. It's a Mage that knows how to kick a$$ melee, and has abilities to make oneself a fortress while kicking said a$$.
You're gonna be able to wear plate all you want, you will still have your sword, AND your staff, which can be customized to look like a polearm.
So what's the problem?
Embrace the dark side damnit, and forget about Warriors!
Yep and warriors are stuck with s&s or two-handers only....If they are anything like DA2's then, Yawn, boring
..
I think my Reaver-Berseker two-handed was fun to play. After a point a was near invincible, since I'd be constantly stronger and faster then normal...Except for the Arishok duel.Yep and warriors are stuck with s&s or two-handers only....If they are anything like DA2's then, Yawn, boring
..
Sword and Shield Warrior is always my default, go to in these fantasy games. something straightforward, "old fashioned," and satisfying about wading into combat with your sword and blocking with your shield. Plus, it fits the "knight" archetype.
I do like mages and spells, too. cuz there's something satisfying about standing back and nuking the **** out of everything.......lol.
just so far, I'm kind of underwhelmed by what I've heard about the KE and RM specs.
of course, all that could change once I see them in action and see how insanely awesome they look. ![]()
I understand your problem with KE if the sword isn't always present, but Why you're underwhelmed about RM? It has ever more offensive Spells, including firestorm, which might likely be the Most powerful spell available in the game, in terms of damage (and Considering that Fire Mine already deals 1600% weapon damage...).Sword and Shield Warrior is always my default, go to in these fantasy games. something straightforward, "old fashioned," and satisfying about wading into combat with your sword and blocking with your shield. Plus, it fits the "knight" archetype.
I do like mages and spells, too. cuz there's something satisfying about standing back and nuking the **** out of everything.......lol.
just so far, I'm kind of underwhelmed by what I've heard about the KE and RM specs.
of course, all that could change once I see them in action and see how insanely awesome they look.
I know the blade does melee attacks. That doesn't mean the Spirit Blade skill can't have a timer on it, such as "For the duration of this spell [10 seconds] all default staff attacks are replaced by melee sword [sword+staff] attacks with +10% melee damage."
Or similar. The Knight Enchanter is a specialization; you're still playing a regular mage. The KE spec can give you the ability to be a primary melee combatant without completely changing how the default mage will play.
And since the build is based around it, you are probably going to be able to summon it very often, or if it's a sustained, sustain it for long enough, for the build to be able to deliver on the melee Mage archetype.
One spell will not change how you approach combar with your Mage. An array of abilities will.
You have 8 abilities.
If Knight Enchanter has 4, and you have one barrier, one ice, and one more defensive(ice or spirit), you have only 1 or 2 left. You won't have the chance to go away and nuke from afar, because you won't have any abilities for it, save for maybe one, which would be wiser to be used for a Fade Step anyway.
So, as you see, by following that road, with the spirit blade and melee approach, you won't have a lot of chances to be versatile.
In Mike Laidlaw's words, the Knight Enchanter has abilities that promote or urge you to go melee.
And the spirit blade, has 2 options.
Either a cooldown usage, or a sustained mode. No matter what it is, it will get more rich with the other Knight Enchanter abilities, and even if for a short time(because of cd or mana), you will most definetely have the abiliity to micromanage and make choices about how long you want to make it.
So basically yes, you might not have it 100% on, then again, on some fights, you might.
I don't see how this drives away from the Devs themselves confirmed, that you will be fighting close range with that spec.
The point of specializations is to give something that regular Mages don't have.
Necromancer is a summoner, the normal Mage doesn't summon.
Knight Enchanter goes Melee.
Rift Mage... i have no idea what they do, but you get the point.
Yes you're still a Mage, you're not a Warrior. If you want long lasting Spirit Blades, you probably will have to work for it.
P.S. And you can go Gandalf Style! I mean, it doesn't get much more epic than that ![]()
I'll do the latter. The Qunari will be better suited against melee, but the Elven one will deal better with ranged attacks (and it seems archers are very dangerous in this game). Plus the KE spec will likely provide some spells or passives to strenghten our defences.My knight enchanter is going to be a qunari due to the melee defence bonus they receive.
Though i might possibly create a elven KE ....
And the spirit blade, has 2 options.
Everyone keeps saying the blade must be either active or toggled
What makes you think it can't be a passive? There are some very outstanding and game-changing passives in this game, like auras that cause nearby enemies to be struck by lightning. Getting a new idle animation + auto-attack in melee-range is hardly any stranger, especially if it's part of this specialty that's supposed to define you.
But it's confirmed that the blade does melee attacks by Patrick Weekes. See up.
Anyway, it's a replacement for close range attacks, from afar you probably still attack with the staff. Depends on the details on whether it's sustained or not.
But auto attacking with it is basically confirmed. For as long as you wield it, you attack with it close range.
Now, if you attack with it, and you use the staff at the same time, like real dual wield with Might and Magic, i wouldn't mind at all actually. As in, slash with spirit blade, blast with staff, slash etc.
But it's pretty obvious the sword will do some more stuff than just "auto attack". There are bound to be some abilities build around it.
Blade pure spirit energy, held in left hand (staff stays in right). Melee attacks. Amazing work by combat folks.
The real question is how will it work? If it only attacks when an enemy is close by, does that mean you have to micromanage your character physically in range? That's really annoying.
Everyone keeps saying the blade must be either active or toggled
What makes you think it can't be a passive? There are some very outstanding and game-changing passives in this game, like auras that cause nearby enemies to be struck by lightning. Getting a new auto-attack in melee-range is hardly any stranger, especially if it's part of this specialty that's supposed to define you.
I'm all for that, i don't mind really.
Anything works.
But it's confirmed that the blade does melee attacks by Patrick Weekes. See up.
Anyway, it's a replacement for close range attacks, from afar you probably still attack with the staff. Depends on the details on whether it's sustained or not.
But auto attacking with it is basically confirmed. For as long as you wield it, you attack with it close range.
Now, if you attack with it, and you use the staff at the same time, like real dual wield with Might and Magic, i wouldn't mind at all actually. As in, slash with spirit blade, blast with staff, slash etc.
But it's pretty obvious the sword will do some more stuff than just "auto attack". There are bound to be some abilities build around it.Patrick Weekes @PatrickWeekes
Blade pure spirit energy, held in left hand (staff stays in right). Melee attacks. Amazing work by combat folks.
The real question is how will it work? If it only attacks when an enemy is close by, does that mean you have to micromanage your character physically in range? That's really annoying.
Agreed, I can foresee having both the melee attack and the staff ranged attack at your disposal simultaneously could confuse the tactics system. The very worst case scenario would be like you said, that it ignores your ability to melee attack entirely because it doesn't realize you have it
Agreed, I can foresee having both the melee attack and the staff ranged attack at your disposal simultaneously could confuse the tactics system. The very worst case scenario would be like you said, that it ignores your ability to melee attack entirely because it doesn't realize you have it
It's not so bad for a console gamer who is basically just playing it as an action RPG, but on point & click on PC the whole specialization winds up to be either broken or a pain in the ass to use.
I understand your problem with KE if the sword isn't always present, but Why you're underwhelmed about RM? It has ever more offensive Spells, including firestorm, which might likely be the Most powerful spell available in the game, in terms of damage (and Considering that Fire Mine already deals 1600% weapon damage...).
Woah now, why would RM have Firestorm? If anything, Rift Mage seems like the old Entropy with a new flavour.
My style of thinking was Qunari racial bonus, plus barrier plus KE defensive magics - TANK.I'll do the latter. The Qunari will be better suited against melee, but the Elven one will deal better with ranged attacks (and it seems archers are very dangerous in this game). Plus the KE spec will likely provide some spells or passives to strenghten our defences.
Woah now, why would RM have Firestorm? If anything, Rift Mage seems like the old Entropy with a new flavour.
Solas has Firestorm in the middle of his Rift Mage tree.
Apparently not. It's a spec about offensive spells.Woah now, why would RM have Firestorm? If anything, Rift Mage seems like the old Entropy with a new flavour.
I know, it'll be a Good build. I prefer the elven one because I'll still be good at tanking, even if not as good as qunari, but I'll have better defences around archers and mages.My style of thinking was Qunari racial bonus, plus barrier plus KE defensive magics - TANK.
However, my elven mage was going to be a rift mage, romancing solas, but then i thought will it be worth having two rift mages in the party, being a KE would add a little versatility to the party composition.
Time to flip a coin lol.
I'll do the latter. The Qunari will be better suited against melee, but the Elven one will deal better with ranged attacks (and it seems archers are very dangerous in this game). Plus the KE spec will likely provide some spells or passives to strenghten our defences.
How dangerous archers are depends on how quickly you can close the gap. Good melee defence makes it less dangerous to break the line and charge the archers.