I'm actually liking how it looks so far.
Though I am having a hard time deciding how I want to spec my mage.
Does anyone know if there is a Spirit Staff? All I have seen so far are Fire, Ice and Lightning.
I'm actually liking how it looks so far.
Though I am having a hard time deciding how I want to spec my mage.
Does anyone know if there is a Spirit Staff? All I have seen so far are Fire, Ice and Lightning.
Does anyone know the upgrade to Spirit Mark ?
Does anyone know the upgrade to Spirit Mark ?
I would imagine it probably just lengthens the duration or reduces the cool down or both.
I'm actually liking how it looks so far.
Though I am having a hard time deciding how I want to spec my mage.
Does anyone know if there is a Spirit Staff? All I have seen so far are Fire, Ice and Lightning.
I would imagine it probably just lengthens the duration or reduces the cool down or both.
Or it might make it permanent until you decide to let it go off yourself....This is why I am interested to know the upgrade to Spirit Mark.
I don't know
Maybe its a rarer type of staff? If there aren't any, at least we have spirit blade and the necromancer spells to deal spirit damage.
But im hoping they are in the game
I hope so too.
I can't wait to see how Simulacrum looks. And I wonder how long Spirit Mark will last when it mimics the victims body.
I'd be fine if we could just have the spirit mark replaced by just some summon thing where we only get one creature.
Like I wish the duration was higher but limited to ONE creature.
Why? This is better. Not only does it do damage beforehand, but the power of the summon is probably based on the enemy unit, not some arbitrary value. Besides, do you even understand how long 15 seconds is?
I think the only thing I don't like about Necromancy is Haste. It just seems out of place...but I may end up loving it once I try it out.
Or it might make it permanent until you decide to let it go off yourself....This is why I am interested to know the upgrade to Spirit Mark.
Believe me, I wish this was the case, but I doubt it considering in the video I posted the summons don't follow you around after battle. They just stand there. In fact, you can see the IGN guy continue battle with another cluster of enemies while the undead archer that he duplicated is way off in the background just hanging out like "have fun, guise!" Again, this is why it would have been really nice if they let us control the mimic so we could actually use it strategically rather than have it stand around watching us fight the next group of monsters from 20 feet away while it twiddles its thumbs waiting for it's duration to expire.
I'm assuming they didn't let us control the summons cause they couldn't be troubled to have to go back and make UI skill art for all of the monster's skills in the game.
@LordParbr
... 15 seconds is so short... I remember the super short hate buff in DA2. SOOOOOO short it was never satisfying ><
Believe me, I wish this was the case, but I doubt it considering in the video I posted the summons don't follow you around after battle. They just stand there. In fact, you can see the IGN guy continue battle with another cluster of enemies while the undead archer that he duplicated is way off in the background just hanging out like "have fun, guise!" Again, this is why it would have been really nice if they let us control the mimic so we could actually use it strategically rather than have it stand around watching us fight the next group of monsters from 20 feet away while it twiddles its thumbs waiting for it's duration to expire.
I'm assuming they didn't let us control the summons cause they couldn't be troubled to have to go back and make UI skill art for all of the monster's skills in the game.
Or maybe we can have moar than one target affected by Spirit Mark then...
I think it looks cool, i can see where entropy and all those skills went, but why did haste end up in that tree i wonder?
I think it looks cool, i can see where entropy and all those skills went, but why did haste end up in that tree i wonder?
Perhaps because Haste in DAI is associated with time slowdown, not the speeding up of your party's movement. Time slowdown and character movement speed increase are two completely different things.
Necromancer is associated with death. Death primarily comes because of time. So perhaps because we have some control over how to manipulate things associated with death, we now have control over how to manipulate time.
A good example of this is, oddly, comes from Interstellar. Time slowdown reduces aging because time is relative.
However, IMO, Bioware should have renamed the skill into something else like Time Spiral or Time Warp as opposed to Haste.
@LordParbr
... 15 seconds is so short... I remember the super short hate buff in DA2. SOOOOOO short it was never satisfying ><
15 seconds is a much longer time than you think...
I didn't see spirit mark have any upgrades to it... where did people see this?
I didn't see spirit mark have any upgrades to it... where did people see this?
Next to it on the skill tree... Where all the upgrades are...
To everyone who doesn't like Necromancer abilities please try one thing for me real quick.
Pretend DAO/2 never happened. There are no skills that 'should' be somewhere, everything is brand new. What (apart from no perma-pet) is wrong with the Necromancy Tree now?
How you gonna animate a corpse that exploded anyway?!?
Even so Animate Dead still sucked.
I think the only thing I don't like about Necromancy is Haste. It just seems out of place...but I may end up loving it once I try it out.
I thought so too, until I read the description. You are slowing enemies down rather than speeding yourself up. Time relativity is the same either way.
So as a necromancer, one can imagine "sucking the life" out of enemies and making them move at a much slower speed. This is similar to how "Shackling Hex" worked in DA2 but as an AOE, a little stronger, and without the %miss chance from the base spell.
So it's not out of place at all. I would have preferred the healing focus ability to be here instead but it is what it is.
To everyone who doesn't like Necromancer abilities please try one thing for me real quick.
Pretend DAO/2 never happened. There are no skills that 'should' be somewhere, everything is brand new. What (apart from no perma-pet) is wrong with the Necromancy Tree now?
We do not know if we can or cannot have permanent pets. Spirit Mark looks to be a toggle spell. We have not seen its upgrade yet...
Also, there is nothing wrong with the Necromancy tree now..We apparently learn it from Mortalitasi who are Nevarran mages which means the magic they know might not be similar to Ferelden Circle's or Kirkwall's or Witch of the Wilds' magic classification...
Here is Dorian's Necromancy skill tree...
If any of y'all are interested in Dorian's Necromancy Skill tree:
Spoiler
Spirit Mark can be toggled. I hope the upgrade gives us permanent creature that we can toggle on or off...Hopefully...
I thought so too, until I read the description. You are slowing enemies down rather than speeding yourself up. Time relativity is the same either way.
So as a necromancer, one can imagine "sucking the life" out of enemies and making them move at a much slower speed. This is similar to how "Shackling Hex" worked in DA2 but as an AOE, a little stronger, and without the %miss chance from the base spell.
So it's not out of place at all. I would have preferred the healing focus ability to be here instead but it is what it is.
We have a syphon ability that heals us and restore mana. The best part is that it is a passive which means no mana required to toggle it and no Focus required to have it activated...
I thought so too, until I read the description. You are slowing enemies down rather than speeding yourself up. Time relativity is the same either way.
So as a necromancer, one can imagine "sucking the life" out of enemies and making them move at a much slower speed. This is similar to how "Shackling Hex" worked in DA2 but as an AOE, a little stronger, and without the %miss chance from the base spell.
So it's not out of place at all. I would have preferred the healing focus ability to be here instead but it is what it is.
That's a nice way of looking at it.
I guess it would make sense then, but I think I would have preferred some type of ability that makes all kills during the duration turn into spirits that help you.
Oh and Death Syphon is a 10% heal per enemy killed. Nothing to scoff at ![]()
That's a nice way of looking at it.
I guess it would make sense then, but I think I would have preferred some type of ability that makes all kills during the duration turn into spirits that help you.
That sounds like a fun ability to have.
I think they were just "revamping" old spells that were powerful and using them as focus abilities, rather than creating new ones.
This is a refreshing take on Necromancy, I wasn't expecting this. I like it