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Knight Enchanter and Necromancer - a short review


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#1
Sidian

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It took me about 8 hours to decide. I did both quests (wasn't interested in rift magic), made a save state befor i decided and tested both for about 4 hours.

Those are my thoughts i want to share with you:

 

KE ist strong, but boring to play. The barrier you get from damage, the possibility to avoid and deal massive damage and the hard hitting AoE melee move are just... strong. But my mage, who was a tactician before (which enemy to frezze, which to fear, how to max. the AoE damage), became a berserk, just go in and smash (or hold) one button. Use one other button to deal extra damage while beeing invulnerable or use it to avoid damage spikes, and use the heal when something goes wrong (the most powerful focus abillity in my opinion). That's it, and it's very effective: I can solo rifts at my level on hard difficulty, dealing about 1000 damage (non critical) to barriers and those who are vulnerable to spirit damage (almost every demon) with each hit, getting 300 damage absorb - per enemy.

In addition, almost every KE skill is usefull. I didn't use disruptive field a lot and chose to get the "blink" and mana regeneration from frost instead, but that's optional (because it's at the very end of the skill tree) and every other skill is quite handy.

 

Necro on the other hand has a bunch of skills that are quite useless to me. I never use "Horror" because i can only catch 1 to 2 enemies at a time with the small radius and the duration is rather short, so the mana used feels wasted. The fire skill is much better, despite beeing single target only. In addition, i want enemies to be clustered because of "Walking Bomb", "Horror" interferes with that. I don't think passives like "gain health and mana on enemy death" or "gain damage boost on death" work very well with other necromancer spells: When enemies die, i'm out of range most of the time (i can't create barriers on dealing damage and want to stay at a save distance), and because of "Walking Bomb" they often die simultaneously at the end of the battle where i can't make use of the additional damage and mana anymore or they doesn't count as dead because i used the mark on them.

I never used the "control a spirit on death" skill as i didn't die yet - making it useless, too, as well as the "enemies take more damage when feared" (too much damage will end the fear effect anyways).

"Spirit Mark" and "Walking Bomb" are fun to use, but you have to take all those almost useless skills to get both, it's like paying 9 skillpoints for two upgraded skills. "Walking Bomb" cleans everyhing up and knocks down enemies who are still alive, it's a very good AoE damage and CC skill and works well with other AoE skills to obliterate enemy groups. The mark deals some extra spirit damage and i think if you can get a strong enemy, it's very useful. However, i can't see the damage numbers of those spirits, so i don't know if they deal the damage they dealt before.

Haste is pretty nice, but i think the group heal from KE is stronger.

 

I ended up with necomancer anyway, just because it makes so much fun to use the bomb and the mark and KE is a bit monotonous. But sometimes i really regret that, because of the effectiveness i lost, especially when fighting bosses/dragons on hard difficulty.


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#2
brazen_nl

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Heh, I think I'm going Rift Mage. Level 14 and still not specialized (but done all prereqs). I respecced my mages into their specializations, and I think I'm going Rift. Not sure, though, might just puff along like this and take a boatload of the other trees and let my companions do the specialization.

 

KE doesn't add much to the group (except for Resurgence when fighting Dragons maybe) and Rift is so powerful ... Might just do it because Solas is already a Rift mage.

 

I really don't see the appeal of Necromancer. Not in the actives, not in the passives.

 

PS. Can you tell I can't decide?



#3
Sidian

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Just cleared a level 11 fortress solo, without a group. As a KE, on difficulty "hard", at level 12. :blink:

 

Rift Mage is fine in my opinion - just in theory, i didn't test it because it's not very appealing to me and i don't use Solas. The best part as a rift mage is the combo enabler: You can use some combos with your own spells that other mages can't; they have to rely on their team mates to enable those combos.



#4
brazen_nl

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Just cleared a level 11 fortress solo, without a group. As a KE, on difficulty "hard", at level 12. :blink:

 

Exactly. Shame you don't get some taunts and you'd be a nice tank.

 

Like I said, doesn't add much to the group.



#5
lastpawn

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Thanks for the thoughts.

 

I did something similar, but with a Rift mage and KE. My sense was that the Rift Mage is really powerful when played right. And that KE is really powerful just by spamming a single ability.

 

Anyway, something I'm wondering about the Necromancer is... Horror says it panics enemies. I assumed this is different from fear in Fire -- like maybe it doesn't break on damage --  but you're saying... it's the same thing? That's disappointing.



#6
bluebullets

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I found necro supremely disappointing,, cass compares me to her horrid uncle, everyone disapproves.. and for what? walking bomb and spirit mark, which are better replaced by fire mine and wall of fire anyway. (only 8 spells can be used. -1 if you use focus)


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#7
sunnydxmen

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knight enchanter for me i have dorian as  necro i tried it was not for me.


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#8
Xardas

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After 6 hours of game play with KE. I totally just dropped the spec, running with normal spells.. It was fun the first hour, then it got totally boring. I am a mage, not a bloody warrior. And I went on soloing Dragons that was far bellow my lvl. I played on normal, but had to change to hard, even to try to try get a challenge. Now I run just with a normal spec.. I regret not going Rift mage... I nearly wanted to reset my char just of it, but after doing everything in the game so far.. I felt that loosing about 40 hours of game play was annoying. 

 

 

So. If you want to be OP, and just run around smashing one button.. Go KE: :)



#9
Waagabond

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It took me about 8 hours to decide. I did both quests (wasn't interested in rift magic), made a save state befor i decided and tested both for about 4 hours.

Those are my thoughts i want to share with you:

 

KE ist strong, but boring to play. The barrier you get from damage, the possibility to avoid and deal massive damage and the hard hitting AoE melee move are just... strong. But my mage, who was a tactician before (which enemy to frezze, which to fear, how to max. the AoE damage), became a berserk, just go in and smash (or hold) one button. Use one other button to deal extra damage while beeing invulnerable or use it to avoid damage spikes, and use the heal when something goes wrong (the most powerful focus abillity in my opinion). That's it, and it's very effective: I can solo rifts at my level on hard difficulty, dealing about 1000 damage (non critical) to barriers and those who are vulnerable to spirit damage (almost every demon) with each hit, getting 300 damage absorb - per enemy.

In addition, almost every KE skill is usefull. I didn't use disruptive field a lot and chose to get the "blink" and mana regeneration from frost instead, but that's optional (because it's at the very end of the skill tree) and every other skill is quite handy.

 

Necro on the other hand has a bunch of skills that are quite useless to me. I never use "Horror" because i can only catch 1 to 2 enemies at a time with the small radius and the duration is rather short, so the mana used feels wasted. The fire skill is much better, despite beeing single target only. In addition, i want enemies to be clustered because of "Walking Bomb", "Horror" interferes with that. I don't think passives like "gain health and mana on enemy death" or "gain damage boost on death" work very well with other necromancer spells: When enemies die, i'm out of range most of the time (i can't create barriers on dealing damage and want to stay at a save distance), and because of "Walking Bomb" they often die simultaneously at the end of the battle where i can't make use of the additional damage and mana anymore or they doesn't count as dead because i used the mark on them.

I never used the "control a spirit on death" skill as i didn't die yet - making it useless, too, as well as the "enemies take more damage when feared" (too much damage will end the fear effect anyways).

"Spirit Mark" and "Walking Bomb" are fun to use, but you have to take all those almost useless skills to get both, it's like paying 9 skillpoints for two upgraded skills. "Walking Bomb" cleans everyhing up and knocks down enemies who are still alive, it's a very good AoE damage and CC skill and works well with other AoE skills to obliterate enemy groups. The mark deals some extra spirit damage and i think if you can get a strong enemy, it's very useful. However, i can't see the damage numbers of those spirits, so i don't know if they deal the damage they dealt before.

Haste is pretty nice, but i think the group heal from KE is stronger.

 

I ended up with necomancer anyway, just because it makes so much fun to use the bomb and the mark and KE is a bit monotonous. But sometimes i really regret that, because of the effectiveness i lost, especially when fighting bosses/dragons on hard difficulty.

 

 

Just to clarify. Control a spirit means: You control them after they died,. Not you. Making it a nice talent to take, especially with the longer duration, or well, its almost overkill in duration given the fact most fights are over in 5-20 seconds.



#10
Bigdoser

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I have to agree somewhat KE pretty much overshadows the other specs in almost all forms and after running necromancer I do have to say its quite disappointing actually. ; / 

 

Should of went rift mage, eh even then on paper rift mage does not like THAT interesting I dunno. :< 

 

Should of went warrior reaver or something the warrior spec's look more fun. 



#11
revan017

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I am a Knight Enchanter. Everyone bows down to me. I cannot die, not even against dragons. This is AWESOME!

Dorian's necromancy slightly annoys me as he keeps resurrecting monsters I want to loot.

 

A little OT but why is everyone against being OP?


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#12
SomeoneStoleMyName

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I am a Knight Enchanter. Everyone bows down to me. I cannot die, not even against dragons. This is AWESOME!

Dorian's necromancy slightly annoys me as he keeps resurrecting monsters I want to loot.

 

A little OT but why is everyone against being OP?

Can only speak for myself here but here goes:

 

Pride and a sense of self-esteem comes from achievements earned. 

As a narcissist, playing on anything lower than hard, using exploits and using the easiest options to complete the game wrecks my self-image as a hardcore elitist. The formula is simple. If anyone can do it, you are not special :P KE appeals to the teenage-power-fantasy-mentality. It gives the illusion of being a good player, it gives the illusion of being strong. But the fact is a bad or mediocre player can still complete NM with a KE.

Its not that I dont love being OP, but only on a premise that this goal is approached in a way most others would ignore or fail at. A KE playing nightmare is no different than a person playing on casual. Because the tools you have are so strong that anyone can do it.

Note that this is my opinion only.



#13
DocSun

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I am a Knight Enchanter. Everyone bows down to me. I cannot die, not even against dragons. This is AWESOME!

Dorian's necromancy slightly annoys me as he keeps resurrecting monsters I want to loot.

 

A little OT but why is everyone against being OP?

 

Honestly I think its just a preference some people want to be challenged others like being OP and easy button. Honestly I Played a Qunari Mage purely for this because I figured I was a Qunari mage who went screw the Qun and took my magic + my brute strength to be something devastating to all who stand against me.



#14
Narosian

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Choose Knight enchanter, but thinking about respeccing,  Gets kinda boring after a while.



#15
lastpawn

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I am a Knight Enchanter. Everyone bows down to me. I cannot die, not even against dragons. This is AWESOME!

Dorian's necromancy slightly annoys me as he keeps resurrecting monsters I want to loot.

 

A little OT but why is everyone against being OP?

 

This is all, of course, just personal opinion. For me it's less about being OP, more about the level of skill involved. 

 

As KE, you are OP by pushing 2 buttons. That's it, really. It just seems... cheap. Like I used a cheat to set godmode. Fun for a few minutes, then boring.



#16
Rasande

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I am a Knight Enchanter. Everyone bows down to me. I cannot die, not even against dragons. This is AWESOME!

Dorian's necromancy slightly annoys me as he keeps resurrecting monsters I want to loot.

 

A little OT but why is everyone against being OP?

 

Same reason why using cheats is boring, if you can't possibly lose you can't earn it, if you can't earn it what's the point?

 

I was looking forward to playing a melee mage but the passive that lets you build barrier by doing damage completely breaks it. You can't die! It's the most unbalanced thing i've ever seen in a game.



#17
Sidian

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Exactly. Shame you don't get some taunts and you'd be a nice tank.

 

Like I said, doesn't add much to the group.

My Vivienne deals about the same amount of damage als my Cole does. So, a KE is a potent damage dealer, can "mass ressurect" the group, uses less health postions and doesn't die very often. In addition, you are still able to take other spells, so you can still take CC/Barrier for the group.

 

Just to clarify. Control a spirit means: You control them after they died,. Not you. Making it a nice talent to take, especially with the longer duration, or well, its almost overkill in duration given the fact most fights are over in 5-20 seconds.

I wasn't talking about the mark: There is a passive skill that ressurect yourself for 10 seconds on death. I didn't die before so i didn't know it was just a self ressurection; the skill says something about controlling a spirit on death.

 

A little OT but why is everyone against being OP?

I don't like the playstyle, but because i know KE is OP, it often makes me regret my choice becoming a necromancer and then i load a save game of my KE, only to become bored after an hour or so. Well, at least Walking Bomb is very fun to use. :rolleyes:

If the speccs were on the same level, my character never would feel inferior with the playstyle i like.



#18
Nathonaws

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Necro certainly needs some buffs and fixes right now...but using Spirit Mark on Giants is awesome!


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#19
SonsofNorthWind

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My main is a necro. I love the dots but even with Winter and Spirit mana perks I still run dry a lot. Feel like I should have gone rift but the items to compete the quest just weren't dropping. So I just play on Hard, which I figure is still harder than KE nightmare.

Do love Walking Bomb, tho. Just don't get much benefit from the rest of the tree since it's usually better to AoE nuke the field myself while sera obliterates the Walking Bomb. Then a rapid series of pops obliterates the rest of the field within seconds of the first death.

#20
Hermes_tri

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I was playing with Dorian and realized you can manually set off the walking bomb. That is pretty cool

#21
recyclebin2000

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You can easily set up the Nightmare combo with the assassin's sleep nade, and the necro's fear. But yeah, nec seems to be a one trick pony with walking bomb, while good, as others have stated, similar results can be made with firemine. The one up side is spirit damage seems to be the least resisted element in the game.

 

Rift mage has arguably the best spell in the game with pull of the abyss. The 2 passives give a combined 15% damage boost and 30% damage reduce vs weakened mobs, pretty good. Seems the most "mage like" spec and fits the theme of the game. Weaken immure mobs is the rift mages bane tho. Mostly dragons.



#22
Wynne

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Necromancer is all about Walking Bomb and Spirit Mark, as mentioned. Spirit Mark is best used on the more badass stuff as mentioned above, but of course by the time you whittle them down the others are likely dead. Walking Bomb is truly da bomb, though. So much fun to play with, esp. once upgraded. 

 

Knight Enchanter... so far I'm thinking the main point of it is to just go for Spirit Blade and then proceed as a normal mage (which seem more powerful than specialized mages anyway.) Go crazy with the big aggro-drawing spells from ice, lightning, and fire. Then it's like, something runs toward you all willy-nilly and, "hahaha, you're defenseless 'cause you're a mage OW OW! OW! OW OW OW YOU'RE STABBING ME WITH MAGIC OOPS I'M DEAD!" That's pretty fun as a minor supplement.

 

So far I'm finding rogue and warrior specializations to be better. But vanilla mage stuff is at least good enough to keep me enjoying it. I just hate that even in specializations you're not really able to heal much.



#23
Crackseed

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I was very excited to spec Necro and I've found much of the same. Spirit Mark is cool in concept but just wonky in execution and requires good timing/burst to make the spirit work for you best.

 

I love walking bomb and always have but mobs are much more mobile/jittery in this game so I find I usually don't catch more then 2 people with an explosion half the time unless it's a giant flustercluck in the first place.

 

The horror spell with the passive to me IS nice but again, clustered enemies can be hard to catch. It just feels like the tree is all over the place sometimes and the spells don't quite pack the same potency and synergy like Rift and KE do.

 

The conversation topics that speccing Mortalitasi opens up are pretty awesome though xD



#24
Sinfest

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I played a KE on NM. If you're spamming just the two signature KE moves, you're doing it wrong. Adding all the elements (mostly fire, but deffinately 2 points in frost) gives you a lot more damage and actual rotations that keep the game interesting. 

 

To me, the draw of Knight Enchanter was always about optimizing the spec with skills outside the tree. If you compare it to something like Reaver, the choices are far more interesting.

 

Btw, does Necro still keep you in combat as long as the summon is alive? Because that was what made me drop it after 20 minutes.



#25
Hermes_tri

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Pressing spirit mark again unsommons the spirit.