Not according to the description - The Slow effect is your perception of time changing becasue you are moving faster.
Still makes sense - if sloth demons can slow people down, surely they can act in reverse and speed people up?
Not according to the description - The Slow effect is your perception of time changing becasue you are moving faster.
Still makes sense - if sloth demons can slow people down, surely they can act in reverse and speed people up?
Sloth demons speeding people up? That does not sound right in my opinion.
Fair enough...but the ability says:
Slow by 85% for X seconds.
So...
There is a "discrepancy" between the ability description and the ability function. This can only make sense if you think of the concept of time relativity where the party is "sped up" in comparison to the opponent by having the opponent slowed down.
In that case the intent is still the same: Slow down the enemy to "relatively" speed up your party.
They likely used the term "Haste" rather than "Slow" because
1) To retain the identity of the haste spell from the game
2) the ability still has the element of "haste" with vision blur and time dilation for easier attacks
Fair enough...but the ability says:
Slow by 85% for X seconds.
So...
There is a "discrepancy" between the ability description and the ability function. This can only make sense if you think of the concept of time relativity where the party is "sped up" in comparison to the opponent by having the opponent slowed down.
Honestly I say just go with whatever works for you personally I am sticking with the sloth demon approach because of the slow tier upgrades.
Sloth demons speeding people up? That does not sound right in my opinion.
Why? Surely a Desire demon could make you not want something. Thus a Sloth demon can make you not slow i.e. speedy.
The spell just shows you your perception of the combat, which percieved by your party at normal pace, while others are slowed
It does have some interesting spells. I think I'll try it out with a Qunari mage.
I wouldn't say I'm disappointed, it's about what I expected, I was hoping for a summon/minion of some sort though. Either way KE looks like it's going to mix up a mages game play a lot more, so I guess I'll be going with that. I'll most likely still bring Dorian along for my Nightmare play though, as the passives at least do seem quite good.
But the haste / slow spell is the special focus ability of Dorian! The main char focus ability will be some sort of rift explosion!
So is the necromancer tree for our inquisitor anoher one? are there other abilities in it?
But the haste / slow spell is the special focus ability of Dorian! The main char focus ability will be some sort of rift explosion!
So is the necromancer tree for our inquisitor anoher one? are there other abilities in it?
What? I assumed that companions shared similar specializations with the inquisitor with the focus abilities being the same.
I have to find that video again, but every companion has another focus ability! And as u can see in the screenshot this is a Dorian lvl 20!
It is not your own Inquisitor
No undead but that is fun, so long has walking bomb is bloody
I have to find that video again, but every companion has another focus ability! And as u can see in the screenshot this is a Dorian lvl 20!
It is not your own Inquisitor
If you find something I'd appreciate it. This changes everything if it is true.
Well im happy with them.
the skills reflect the lore we know about necromancy. Necromancers are spirit binders, so its only natural their powers reflect this.
The only class that reflects the lore, then. I will give Necromancer top marks for this.
But the haste / slow spell is the special focus ability of Dorian! The main char focus ability will be some sort of rift explosion!
So is the necromancer tree for our inquisitor anoher one? are there other abilities in it?
Ow! Thats really great is its so.
And yes, its marked differently from the purple necro tree color.
From German PC Games Review: http://www.pcgames.d...Teil-1-1142194/
"Was uns bislang ganz gut gefällt, ist das neue Fokus-System. Einige besonders mächtige Fertigkeiten, die es ausschließlich bei den Spezialisierungs-Skills gibt, sind nicht wie üblich auf Ausdauer oder Mana angewiesen, sondern auf die Ressource Fokus. Beim Kämpfen sorgt der von eurer kompletten Gruppe ausgeteilte Schaden dafür, dass sich die Fokus-Anzeige füllt. Jeder Charakter besitzt aber seine eigene Fokusleiste. Somit bestimmt ihr auch für jeden Charakter einzeln, wann er seine Fokus-Fertigkeit einsetzen kann. Als Inquisitor nutzt ihr zum Beispiel das "Mal des Risses", das gewaltigen Schaden verursacht oder Gegner gar komplett verschlingt. Begleiter Vivienne kann als Ritterlicher Verzauberer mit dem Fokus-Skill "Belebung" die Gruppe komplett heilen oder gar wiederbeleben. Die Fokusfertigkeiten stellen insbesondere bei schweren Kämpfen eine wichtige taktische Komponente dar, die Inquisition gut zu Gesicht stehen. Fokus-Fertigkeiten gibt es zudem in drei Ausbaustufen. Die Stufen 2 und 3 lassen sich durch die Investition von Inquisitionsboni in der Himmelsfeste steigern. Dadurch werden sie noch mächtiger und wertvoller für schwere Bosskämpfe."
Hm its a little tricky, the yellow colour can also mean that this is the focus ability of this skill tree. These focus skill needs focus instead of mana or stamina... Dorian will have these haste skill, Vivian can use the resurraction ability.
The inquisitor will have a "mark of the rift" ability. BUT maybe he will get the same focus ability as the companions?!
Still makes sense - if sloth demons can slow people down, surely they can act in reverse and speed people up?
Why? Surely a Desire demon could make you not want something. Thus a Sloth demon can make you not slow i.e. speedy.
Not sure it works that way.
Sloth demons do not actually make you slow, rather they encourage apathy and doubt that your actions will achieve anything. This is what they feed on.
Likewise Desire demons are deceivers, using the targets own lusts, greed or, well...desires, to get their way. I've never seen one make a target not want something, other than the withdrawl of whatever dark vice the Desire demon is satisfying.
By the same token, I've also never seen a Rage demon use Charm either ![]()
I don't know how Necromancy achieves Haste but I'm pretty sure it doesn't involve the binding of Demons, which is seems to be a much risker prospect than binding the spirits of dead mortals.
Not sure it works that way.
Sloth demons do not actually make you slow, rather they encourage apathy and doubt that your actions will achieve anything. This is what they feed on.
Likewise Desire demons are deceivers, using the targets own lusts, greed or, well...desires, to get their way. I've never seen one make a target not want something, other than the withdrawl of whatever dark vice the Desire demon is satisfying.
By the same token, I've also never seen a Rage demon use Charm either
I don't know how Necromancy achieves Haste but I'm pretty sure it doesn't involve the binding of Demons, which is seems to be a much risker prospect than binding the spirits of dead mortals.
Do you read posts below the post you quoted.?
They make some of your questions obsolete ![]()
Fair enough...but the ability says:
Slow by 85% for X seconds.
So...
There is a "discrepancy" between the ability description and the ability function. This can only make sense if you think of the concept of time relativity where the party is "sped up" in comparison to the opponent by having the opponent slowed down.
In that case the intent is still the same: Slow down the enemy to "relatively" speed up your party.
They likely used the term "Haste" rather than "Slow" because
1) To retain the identity of the haste spell from the game
2) the ability still has the element of "haste" with vision blur and time dilation for easier attacks
I think we are somewhat in agreement on this actually but I don't think there is a discrepancy as such.
The spell description states the party is sped up and the enemies are slowed "by comparison".
The 85% slow describes the observable effect of the spell, and as you say, this is relative to the speed of the party members affected by it, but it is the party affected, not the targets. In previous games this manifested as party members looking like they were listeing to the Benny Hill theme tune, but if we had seen it from their point of view rather than the players, time would appear to be moving slower.
I far prefer the way it is portrayed here than in earlier games to be honest.
Do you read posts below the post you quoted.?
They make some of your questions obsolete
Erm... I didn't ask any questions? ![]()
I have to find that video again, but every companion has another focus ability! And as u can see in the screenshot this is a Dorian lvl 20!
It is not your own Inquisitor
Not sure thats true.
We know the Knight Enchater trees focus is Resurgence which we've seen Viv using. She's a Knight Enchanter so her focus is the same as the players KE tree.
We've seen the female Quanari mage from earlier this year using Haste in the Dragon fight. We've seen all the other Mage trees available to the player save Rift Mage, so unless its in there for the player but NOT for Solas (becasue as we can plainly see its in Dorians tree and wouldn;'t be in Rift Mage for Solas as well) I don't know where else it would be.
I haven't seen anything anywhere that indicates companions don't use the same Specialisation trees as the player, but more than happy to be proved wrong.
Seeing this tree makes it even more complicated to decide what specialization I am going to chose for my first playthrough. I can't wait to see the rift mage spec tree. The haste spell seems really useful against bosses and dragons:
-get health of dragon down
-activate haste
-unleash the maelstrom of abilities before the dragon flies away
I'm actually really happy that the skills of each specialization are so nicely distributed. Nothing too OP like the arcane warrior in DA:O or blood mage in DA:II although I expect someone to find a way to abuse the game mechanics
Now if only we can find out about Rift skill tree.
I am also really interested in Tempest and assassin skill trees for Rogues.
NECROMANCER SKILL ANALYSIS
HORROR | 6 second panic | 3 meter radius | CD:24 | Uptime: 25% | Active |
VS quick fights (Short combat duration / burst): 1/5 - Burst damage is key in quick fights and skirmishes, not cc
VS endurance fights (Long fights / outlast enemy): 3/5 - Good skill, but the ability has short range and long cd
VS crowds (AOE): 5/5 - This ability should be good vs crowds of mobs
VS single target elites and bosses (ST): 1/5 - Most bosses are immune to panic
DEATH SIPHON | Health on kill: 10 | Mana on kill: 20 | Passive |
VS quick fights (Short combat duration / burst): 1/5 - Not very relevant to short encounters
VS endurance fights (Long fights / outlast enemy): 5/5 - Superb in lasting fights
VS crowds (AOE): 5/5 - Superb vs crowds
VS single target elites and bosses (ST): 2/5 - Unless the boss has consistent adds, this ability is fairly useless
BLINDING TERROR | 15% damage bonus vs panicked (party wide) | Passive |
VS quick fights (Short combat duration / burst): 2/5 - Not very relevant to short encounters, but opening with this grants a damage buff to make it faster
VS endurance fights (Long fights / outlast enemy): 3/5 - Average, better the more range you have to focus panicked mobs. Better if you have a fire mage with you.
VS crowds (AOE): 3/5 - Average, ok skill if you have ranged AOE damage dealers in your party, especially fire mage.
VS single target elites and bosses (ST): x - Not relevant
HASTE | 85% slow on all enemies | Active | Focus |
VS quick fights (Short combat duration / burst): X - Not really applicable, you dont waste haste on small encounters
VS endurance fights (Long fights / outlast enemy): 3/5 - Ok ability in longer fights, can turn the tide of battle
VS crowds (AOE): 5/5 - Superb vs crowds, easy to unleash AOEs with pin-point accuracy
VS single target elites and bosses (ST): 5/5 - Should make elites and dragons alot easier, very valuable tools vs fast moving and/or strong targets
SIMULACRUM | Auto-Activation on death | Duration: 10 | Can not be ressed during Simulacrum |
VS quick fights (Short combat duration / burst): X - Not really applicable
VS endurance fights (Long fights / outlast enemy): 2/5 - This ability is only good if you actually die, and you can not be resurrected in the duration of it
VS crowds (AOE): 3/5 - Should be a good skill depending on your other mage skills. AOE skill spam could prove powerful
VS single target elites and bosses (ST): 3/5 - I can see this be used tactically in hard boss fights, but it puts more strain on the remaining party
POWER OF THE DEAD | 20% damage bonus on kill | Duration: 10 |
VS quick fights (Short combat duration / burst): 3/5 - Kill something fast and the rest goes down even faster
VS endurance fights (Long fights / outlast enemy): 5/5 - Superb in lasting fights, kill enemies for a constant +20% damage bonus
VS crowds (AOE): 5/5 - Superb vs crowds for the same reason as above
VS single target elites and bosses (ST): 2/5 - Completely depends if the boss or elite has adds
SPIRIT MARK | Duration: 12 | Damage: 75% per second (Total: 900%) | CD: 20 | Uptime: 60% | Raises Dead to fight for you if slain during mark |
VS quick fights (Short combat duration / burst): 4/5 - Powerful lasting DOT with high uptime regarding CD
VS endurance fights (Long fights / outlast enemy): 4/5 - High uptime makes this really good, the DOT dmg is nothing to frown at. Also turns dead enemies.
VS crowds (AOE): 3/5 - Should quickly kill and turn enemy mobs. But has no AOE component.
VS single target elites and bosses (ST): 5/5 - Despite losing the turned enemy, the dot has good ST damage and good uptime.
WALKING BOMB | Duration: 10 | CD: 20 | Uptime: 50% | Damage: 200% per second, 100% per second if cast on availability | Explosion damage: 600% | Explosion radius: 5 meters |
VS quick fights (Short combat duration / burst): 3/5 - Actually does very decent damage even for ST. Could clean up quickly.
VS endurance fights (Long fights / outlast enemy): 5/5 - Superb in lasting fights, the uptime and DOT damage is really good.
VS crowds (AOE): 5/5 - No need for explanation. This skill should wreck enemies in heavy AOE encounters.
VS single target elites and bosses (ST): 5/5 - 2000% wpn damage over 10 seconds with 20 seconds CD means 100 dps for free, constantly, always.
Stats: 6 willpower, 3 constitution, 3 magic
VS quick fights (Short combat duration / burst): 15/30
VS endurance fights (Long fights / outlast enemy): 30/40
VS crowds (AOE): 35/40
VS single target elites and bosses (ST): 23/35
Conclusion:
The necromancer has a strong dependency on crowds and long fights with many enemies. For fights that span over a medium++ time frame, a necromancer is a solid choice. The necromancer - despite excelling at fights vs many mobs and big packs, does however have some very strong single target DOTs. The necromance is thus a solid choice for both lasting fights and fights where AOE is king and vs single targets both. It is worth mentioning however that panic abilities and passives are completely useless vs dragons and other panic immune monsters, and many abilities WILL suffer vs strong single target bosses / elites. The mark + walking dead however, makes necromancer more mobile - as you can DOT and run, making the necro an efficient kiter. As for synergy, it seems that Necro+Fire is good due to fire spells also causing panic. Haste seem very powerful, especially vs bosses and elites and big battles where lots of stuff is happening.
Necromancer - as I see it - is a very powerful spec, but suffers from some abilities being very situational. This is off-set by the fact that the single target spells you DO have, are both very strong DoTs which also allows mobility. I grade the necromancer spec 8.5/10.