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Knight Enchanter and Necromancer - a short review


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#26
Sinfest

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Ooooh, that helps.



#27
Precursor Meta

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RESURGENCE!

#28
actionhero112

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It's not even Op when every other class in the game can also solo the hardest bosses. Every class can not die on bosses in nightmare, I hardly see the issue with the KE not dying. This game doesn't even have pvp, why do the classes have to be equal or similar? 



#29
pyre

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Necro lacks most of the fun of the original DAO version where the reanimated corpse still had their special abilities. 

 

In DAI it's basically just another DOT.



#30
stonerbishop

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I've played all 3 and pretty much agree with most of this. Rift is by far my favorite. Pota and fire mine and stone fist is amazing. My ke, I respec into only a few skills and picked up mostly lightning. Was more enjoyable than full ke which I found boring. Necro, I just took right side tree , after experimenting, and made a multi elementalist.

#31
Tevinter Soldier

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eh i played necro at first, it started off well but i hit a wall and it just felt limited.

 

KE however, i went in thinking a head. I don't play K/E how most people play. instead i take advantage of the fact that i gain barrier from every ability i cast. specc'ed heavy into storm because let's face it stuff all enemies have that resistance but i took a few spells from fire tree (basically beelined straight to my fire trap.

 

with the slow ability and the ability to do barrier AS DAMAGE this is insane. i cast spells get, barrier then do damage that takes from barrier which gives me more barrier!

 

added +guard to my attire just incase i end up out of mana and barrier but really its only happened twice and i got it all back before my barrier even depleted.

really if your relying on spamming spirit blade, you're gimping yourself with this build, I can do more damage with my other spells without charging in and spamming the same attack and i can lock down mobs with static cage. 

 

I see no reason to spam it over and over again.



#32
Captain_Crunch

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It's not even Op when every other class in the game can also solo the hardest bosses. Every class can not die on bosses in nightmare, I hardly see the issue with the KE not dying. This game doesn't even have pvp, why do the classes have to be equal or similar? 

 

Agreed.  I just pretty much 2 shot the high dragons with Sera and thousand cuts. 



#33
Spirit Keeper

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I've tried 3 specialisations and they all have their pros and cons. Knight-Enchanter is extremely powerful, so powerful it's (and I hate this word)...overpowered (people too often say OP to describe something that is just 'good' and then cry to Bioware to nerf it >_>). Knight-Enchanter just can't die, it always has barriers and its Sprirt Blade does massive damage (even more against barriers and guard) which makes it really good for Pride Demons and Dragons. Problem is that it is so good that it makes the game dull for me, knowing I can never die means there is no risk and no reward. To each their own of course.

 

Rift Mage is fun, its spells look pretty and companions seem to approve (if you care about that sort of thing). It can almost keep casting spells indefinitely and it has a pretty good Focus spell. It allows for good control of the battlefield and can fit into many different builds.

 

Necromancer is okay, I do like it but you need a certain build to make it work. The spirit pet is really useless in its current state, it will not attack or do anything, it won't move etc etc. It's highly dependant on what enemy you use the spell on. Revenants, Despair and Sloth demons are okay Pride might be too but everything else just...eh. I find the best tactic with a Necromancer is to cast Lightning Cage + Despair + Virulent Walking Bomb (and Lingering Mark if you feel like it). Lightning Cage + Virulent walking bomb is very important, it's funny and almost crule. Cage allows you to trap all the enemies in a small area and Virulent bomb means everytime one explodes another will be infected. Really good damage.



#34
Rynas

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

 

Err.  Try clearing the level 16 camps in Emprise, on Nightmare, solo, at level 12.  It takes two buttons instead of one.

 

Have some pride, dammit!



#35
DrekorSilverfang

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Walking bomb and it's upgrade alone are worth every point in that tree... although the healing, damage boost and ridiculous spirit mark are nice perks too :P

 

The damage just ramps up to ridiculous levels.



#36
D_Schattenjager

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I disagree with the opening post

KE is very OP but recommended for first time mage/players. The high level bosses in DA:I are smarter compared to Skyrim :)

Necro and Rift are both very good shouts. But they need to be combined well with non-spec tree abilities also to get max out of them. Necro combines very well with Fire/Ice for crowd control.  

I personally prefer the Rift + Storm for the para & smash. I was able to have a decent barrier, do a lot of damage and do CC. 

 

Pre Level 10

1. Barrier

2. Energy Barrage

3. Lightning Bolt

4. Guardian Spirit

5. Mind Blast

6. Strength of Spirits

7. Winters Grasp

8. Winters Chill

9. Static Charge

10. Static Cage

 

Post Level 10

1. Energy Barrage

2. Lightning Bolt

3. Static Charge

4. Static Cage

5. Stonefist

6. Encircling Veil

7. Twisting Veil

8. Pull of the Abyss

10. Barrier

11. Guardian Spirit

12. Mind Blast

13. Strength of Spirits

14. Firestorm

 

This should give you a very strong mage PC very soon after you unlock specs.  I usually use Pull of Abyss/Static Cage along with use Mark of the Rift (demons) or Firestorm (non demons) on crowds. If Focus abilities are not available for then use I Lightining + Stonefist

Before you get the specialization, you can use Winters Grasp plus Lightning spells. 

 

Inferno tree is also a good alternative. Pull of Abyss and Firemine can do some sick damage. 



#37
coldflame

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What I don't get is why does Knight Eenchanter get Resurgence instead of Haste? Resurgence sounds more like a Necromancy spell and Haste fits better with KE play style.



#38
JaegerBane

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What I don't get is why does Knight Eenchanter get Resurgence instead of Haste? Resurgence sounds more like a Necromancy spell and Haste fits better with KE play style.


The Focus ability assignments for the three mage specs are a mess, thematically and functionally. It makes zero sense for a class that can solo the game and is focused on combat to randomly have a squad healing ability, and it's equally nonsensical for a class built around support and minions to have bullet-time. It's like the devs were sent a mixed-up memo.

Still, at least they're useful. The Rift Mage's Firestorm ability basically does the same thing as Mark of the Rift, just not as well. It's only ever genuinely useful on Solas.

#39
Ending

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Knight Enchanter is pretty ridiculous, at first I couldn't understand the hype and then it hit me. Can't lie did enjoy not dying, as I previously played a rouge who copped it.

 

Just about to start my third, going to roll with Necro. Will have Viv in the back for you know  ;)



#40
TBastian

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People argue that each specialization should, at least, have something unique to offer because it gives people more options. More options = more combinations, more strategies, more choices... more fun. Is this part really not so obvious? Baldur's Gate 2 had -very- unbalanced classes/kits, but most of them had something unique to offer so it didn't really matter anyway.

I don't know what your definition of "fun" is but to me it's NOT doing the same thing over and over again. Side note, I don't consider crippling my party setups just for the sake of trying something new "fun", either.

 

The thing about KE is that it offers two -very- unique things (among others - KE's no slouch at dealing damage if you don't just stand there swinging a magic sword) that you won't find on any other mage spec/any other class. One is significantly increased party survivability, the other is basically a free resurrection+heal.

Now, in case you haven't noticed, the game was designed so that healing/resurrection options are limited. Things would be different if the mage's revive spell was very accessible (like if it was a Tier 2 creation spell) but it's not. This is what makes the KE so damn imbalanced. It doesn't help that damage/control talents are dirt cheap in this game - hell, you even get Mark of the Rift as a freebie.

Say something stupid happens like the game bugs out and your Sera dies because of it (because oooh, that's certainly not going to happen /sarcasm). Necro/Rift Mage - crippled/screwed without Revive. KE? 1) Not likely to happen 'coz of the KE barrier, 2) Resurgence.



#41
Biotic Flash Kick

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the necro tree is broken for me on two systems 



#42
sergel02

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I was liking necro, but like others said it didn't bring anything that new. Walking Bomb was fun but it felt limited overall compared to rift mage. Love walking bomb though. Also I think Haste is cool...but it makes no sense at all.

I don't get why people take Fade Shield on the KE but complain about it being boring because you never die. Don't take it and you become more squishy. I enjoy having both ranged and melee capabilities. One of you hardest hitting attacks requires you to be in melee, actually inside the mob. Spirit blade is nice and fun but i keep getting locked into the animation. Could just be pressing the button too many times. It's nice against barrier and guard enemies, though I try to stay a bit away when mobs get guard at first, then do some hit and run tactics.

Rift mage feels like a decent inbetween. Feels like turret, which i found a little boring.

#43
coldflame

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The Focus ability assignments for the three mage specs are a mess, thematically and functionally. It makes zero sense for a class that can solo the game and is focused on combat to randomly have a squad healing ability, and it's equally nonsensical for a class built around support and minions to have bullet-time. It's like the devs were sent a mixed-up memo.

Still, at least they're useful. The Rift Mage's Firestorm ability basically does the same thing as Mark of the Rift, just not as well. It's only ever genuinely useful on Solas.

Yah, I feel like both the Haste and Firestorm focus spells need secondary effects to make them more competitive against Resurgence (Resurgence got two effects: 1. Heal overtime, 2. Revive teammates.



#44
JaegerBane

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Yah, I feel like both the Haste and Firestorm focus spells need secondary effects to make them more competitive against Resurgence (Resurgence got two effects: 1. Heal overtime, 2. Revive teammates.

Personally I don't think there's anything wrong with Resurgence and Haste themselves - if they were just swapped over to the other's class, both would fit the role and the lore of the spec like a glove. They're decent abilities that are completely out of place.

Firestorm, on the other hand, should never have been a focus ability - it should have been the Inferno school's big stick, like blizzard (bugs notwithstanding) and static cage are for the other schools. Give it a few meteors to begin with and an upgrade that adds more, job done. I can see the dev's dilemma in that the obvious top-end focus power for a Rift Mage was already an Inquisitor-exclusive ability, but tbh I think they could have done better than just wedge in a random fire spell on a spec that is supposed to be about fade manipulation.

The main gameplay issue is that Mark of the Rift does pretty much the same job as Firestorm does... Except using a better element, with better crowd control, and instakills anything below a certain rank. It's basically Blood Wound from DA:O's Blood Mage spec. Sure, only the Inquisitor can have it, but.... that still means a rift Mage inquisitor never has a reason to use Firestorm, it can't really compete with that, even if it does have the pyromancer passive in its favour.

I reckon the Rift Mage should have been given some massive crowd control ability that worked on stronger opponents the higher the tier focus was used, with Tier 3 cc'ing a dragon. That at least would have made it stood out.

#45
Solar1101

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The necromancer is the least useful of all specializations.  This is especially true in dragon fights where it does exactly zero.  The KE is always useful.  The Rift Mage is always useful.

 

The Tempest is always useful, the Artificer is always useful, the assassin is overpowered as heck and always useful.

 

All the warrior specs are useful though the reaver could use a buff of some kind.

 

The necromancer is the least useful of all specs.  Its a shame.  He needs a death aura that deals spirit damage in like a 10 meter radius.



#46
Mushashi7

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It's kind of funny reading this thread.

Everyone is trying to build a character dealing as much damage as possibe and have the best defenses. A perfect warrior.

And then we have those who moans about a warrior being too good? You have to decide. What do you want?

 

A balance?
Ok, and how should this balance look like?

Imagine using a cheat where you can be invincible. How much fun is that?

I agree, being overpowered removes the fun. If you don't have anything to fight for the point is gone, right?
It's the process, not the goal, as they say.

No, I agree with those who wants to struggle to reach a goal. That is afterall the essence of life: The stuggle



#47
Lord Rau

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I guess I'm the only one that really enjoyed playing a necromancer. The class may not be as powerful as RM or KE but it is a class that really makes you have to use tatics, strategy and the right party members to overcome powerful ememies in the game. Once I full learned and understand the class, Alot of the bosses were easy to fight. The next time I play a mage I plan on playing Rift Mage because Solas makes it look so fun.