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No Entropy mage skill tree?


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#1
Commander Michael

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Hey.

 

I've watched pretty much all gameplay videos about Inquistion, and I've yet to see the Entropy talent tree anywhere. I'm just wondering if they've removed it, or integrated it into another skill tree (like creation was put into spirit, right?).

 

My first playthrough will be with an evil inquisitor, following my psycho Warden and Aggressive Hawke, both of whom were blood mages who excelled in entropic magic. Since we can't be blood mages in Inquistion, I'll be a necromancer, naturally, but I think I'll have more than enough talent points to max out the necromancy talent tree and specialize in something else, but what? 

 

If they DID remove it, why? 


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#2
Kantr

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good question. Cant remember if we've seen that tree or not.


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#3
mikeymoonshine

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Nope, no entropy and no creation skill trees. The mage trees are Inferno, Winter, Storm, Spirit and the specs Knight Enchanter, Necromancer and Rift Mage. 

 

You can view all of them here, except for Necro because they haven't shown it yet. http://forum.bioware...ght-enchanter/ 

 

The Necromancer Skill tree does seem to have some entropy like spell(s) though, from it's decsription

 

"These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die."

 

 

It sounds like a horror type spell will be in the Necromancer tree and we might get some interesting passives. 



#4
LightningPoodle

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Nope, no entropy and no creation skill trees. The mage trees are Inferno, Winter, Storm, Spirit and the specs Knight Enchanter, Necromancer and Rift Mage. 

 

You can view all of them here, except for Necro because they haven't shown it yet. http://forum.bioware...ght-enchanter/ 

 

The Necromancer Skill tree does seem to have some entropy like spell(s) though, from it's decsription

 

"These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die."

 

 

It sounds like a horror type spell will be in the Necromancer tree and we might get some interesting passives. 

 

What's Knight Enchanter? Is that like that mage specialisation from Dragon Age: Origins where you could use swords and shields and your magic was converted into strength.



#5
rprm1987

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What's Knight Enchanter? Is that like that mage specialisation from Dragon Age: Origins where you could use swords and shields and your magic was converted into strength.

Close -: You can summon a sword in your left hand , lots of combat passives and a buff and a focus based healing spell.

 

Arcane warrior is returning in multiplayer though I am not sure of the mechanics.



#6
In Exile

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What's Knight Enchanter? Is that like that mage specialisation from Dragon Age: Origins where you could use swords and shields and your magic was converted into strength.


It's mechanically very different. Think of it as DPS melee mage that is a bit more evasive than the usual mage.

#7
Townopolis

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Fear is now a fire spell. Sleep is now a rogue ability. Not sure about hexes. Some entropy spells may be returning via the Rift Mage and/or Necromancer, but I'm not sure.



#8
Commander Michael

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Ah, that sucks... Taking away one of the 4 primary magic trees... I not like :(

 

Guess I'll specialize in Winter and Necromancy... 



#9
Commander Michael

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Nope, no entropy and no creation skill trees. The mage trees are Inferno, Winter, Storm, Spirit and the specs Knight Enchanter, Necromancer and Rift Mage. 

 

You can view all of them here, except for Necro because they haven't shown it yet. http://forum.bioware...ght-enchanter/ 

 

The Necromancer Skill tree does seem to have some entropy like spell(s) though, from it's decsription

 

"These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die."

 

 

It sounds like a horror type spell will be in the Necromancer tree and we might get some interesting passives. 

 

Isn't Rift Mage Solas' unique tree?



#10
X Equestris

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Isn't Rift Mage Solas' unique tree?


Yes, it is.
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#11
Commander Michael

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Yes, it is.

 

But it's also available to the Inquisitor...? That's weird.



#12
X Equestris

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But it's also available to the Inquisitor...? That's weird.


They've moved away from unique trees. Companions may have their own spin on it, but they have the same specializations as the player.
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#13
HeyCal

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They forwent those trees and seemed to give the primal and elemental trees a separate one for each. We'll have to see if that was a bad move or not.

#14
Commander Michael

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They've moved away from unique trees. Companions may have their own spin on it, but they have the same specializations as the player.

 

Hm, interesting. Not sure if I think that's a good idea or not, but I guess it's easier to have specialization specific quests if a companion like Solas is able to tell you what it's like to be a Rift Mage, for example. Still, I really liked how a companions story kind of reflected their personal tree in DA2.

 

I find it weird how they've placed so much effort into elemental magic; three full skill trees just for that? I guess they've made each one very different from another, like Winter being full of slow/freeze/debuff spells, which would be kind of like Entropy was in previous DA games. Also it's easier to roleplay evil characters when there are clearly more evil spell trees, which I feel like entropy was with drain life and such. Winter doesn't sound very evil to me... I like winter 

 

Still, removing a pretty vital and major school of magic does not comfort me... It reminds me of how they removed Mysticism in Skyrim... ;(



#15
In Exile

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Hm, interesting. Not sure if I think that's a good idea or not, but I guess it's easier to have specialization specific quests if a companion like Solas is able to tell you what it's like to be a Rift Mage, for example. Still, I really liked how a companions story kind of reflected their personal tree in DA2.

 

I find it weird how they've placed so much effort into elemental magic; three full skill trees just for that? I guess they've made each one very different from another, like Winter being full of slow/freeze/debuff spells, which would be kind of like Entropy was in previous DA games. Also it's easier to roleplay evil characters when there are clearly more evil spell trees, which I feel like entropy was with drain life and such. Winter doesn't sound very evil to me... I like winter 

 

Still, removing a pretty vital and major school of magic does not comfort me... It reminds me of how they removed Mysticism in Skyrim... ;(

 

The trees don't just have elemental spells. It's really weird. There are elemental effects to spells, but some are utility (e.g. Fade Step in Winter). 



#16
Faustchen

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Each class now has 4 trees, down from 7.

 

BUT those trees have more abilities in them

 

BUT there are fewer active spells overall

 

As some have noted they have done some mixing and matching between classes also. e.g. sleep --> Rogue.