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No Specializations The Way To Go ?


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#1
Bayonet Hipshot

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I have been thinking about the mage specializations in this game.

 

We know that the Knight Enchanter outshines them all. Necromancer has 2 decent skills but you need to waste 8 skill points or so to get to them. Rift Mages are purely AOE and is all about combos as opposed to outright damage.

 

So if you want to play as a mage Inquisitor that does not want to be a melee mage, meaning no Knight Enchanter, because, hey, some mages do not like up close and personal...Is it best for the mage Inquisitor to not specialize and just delve deep into the base magic trees ? 



#2
aeoncs

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I have been thinking about the mage specializations in this game.

 

We know that the Knight Enchanter outshines them all. Necromancer has 2 decent skills but you need to waste 8 skill points or so to get to them.

 

The Necromancer has 3 great skills and you need to waste exactly 0 skill points to get them - "wasting" your points insinuates that the 4 passives are completely useless, which just isn't true. Two of them are "ok" (Simulacrum and Binding Terror) and the other two are really good.

 

And even though the Rift Mage is subpar in comparison, all this KE superiority whining in a single player game is kinda annoying.

Do you have to pick the best spec to get things done? No.

Are the other specs useless just because the KE is basically godlike? No.

Are you unable to enjoy the game if you don't pick your classes best spec? That's highly subjective but I'm hoping that's a 'no' for most people, as well.

 

I really don't get it. So the KE is the best spec, DA:I SP isn't a competitive game. Pick your favorite specialization (for gameplay and story reasons) and be done with it.



#3
Bayonet Hipshot

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The Necromancer has 3 great skills and you need to waste exactly 0 skill points to get them - "wasting" your points insinuates that the 4 passives are completely useless, which just isn't true. Two of them are "ok" (Simulacrum and Binding Terror) and the other two are really good.

 

And even though the Rift Mage is subpar in comparison, all this KE superiority whining in a single player game is kinda annoying.

Do you have to pick the best spec to get things done? No.

Are the other specs useless just because the KE is basically godlike? No.

Are you unable to enjoy the game if you don't pick your classes best spec? That's highly subjective but I'm hoping that's a 'no' for most people, as well.

 

I really don't get it. So the KE is the best spec, DA:I SP isn't a competitive game. Pick your favorite specialization (for gameplay and story reasons) and be done with it.

 

Firstly, being a Necromancer nets you a disapproval across the board. If you think about it, Necromancer is another form of slavery magic. Necromancy in this game involves controlling and binding spirits to your will for them to do your bidding. We know from many instances in this game that spirits are sentient beings and are people just as humans, elves, dwarves and qunaris are. So there is that ethical question.

 

Secondly, Horror is not very effective. The AOE is too small, damage over time too low and the enemies run away randomly, which makes a a bad synergy with Walking Bomb.

 

Thirdly, passives like Simulacrum work only when you die. There are so many ways to prevent dying in this game which means this passive will not be used very much. 

 

Which I why I said that Necromancer has only 2 good abilities, not 3. Those are spirit mark and walking bomb. To get those 2 however, you have to spend too many points, unlike, say the Knight Enchanter who get their best abilities right up front without much skill point investment. 

 

I am not whining about KE, I am simply stating a point and a true point at that. Whining would indicate I want KE to be nerfed. Nowhere in my post did I indicate I want such a thing.



#4
Magma_Axis

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If you run with other Mage as party member, then i think no spec is worth considering

 

 

Let see :

1. Barrier

2. Fire Mine

3. Static Cage

4. WInter Blast

5. Chain Lightning

6. Ice Mine

7. Fade Step

8. Immolate (When it fixed)

 

The passives : Peaceful Aura, WInter Stillnes, Mana Surge, Flashpoint


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#5
Bayonet Hipshot

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If you run with other Mage as party member, then i think no spec is worth considering

 

 

Let see :

1. Barrier

2. Fire Mine

3. Static Cage

4. WInter Blast

5. Chain Lightning

6. Ice Mine

7. Fade Step

8. Immolate (When it fixed)

 

The passives : Peaceful Aura, WInter Stillnes, Mana Surge, Flashpoint

  1. Immolate
  2. Fire Mine
  3. Winter's Grasp
  4. Ice Mine
  5. Chain Lightning
  6. Static Cage
  7. Barrier
  8. Dispel

I am just curious between Dispel and Fade Step. Which is better ? 



#6
publicPWN

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I initially thought Necromancer was weak / awful. This may sound strange, but I feel the spec (Necromancy) actually shines in higher difficulties...Hard / Nightmare.

 

The majority of Mage CC is expensive to cast (65 Mana), and single-target (other than Ice Mine / Blizzard). On Normal, I really didn't have a big use for Horror, mobs die too vast. On Hard+, it's far more valvuable.

 

Couple that with the health regeneration passive. Also, on Normal, I never took the summoning spirits spell (Despite that being the core feature of Necromancy), because once again..fights were too short, and it was useless on bosses. I believe the spirits cause panic, as well as damage right? 



#7
KoorahUK

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Firstly, being a Necromancer nets you a disapproval across the board. If you think about it, Necromancer is another form of slavery magic. Necromancy in this game involves controlling and binding spirits to your will for them to do your bidding. We know from many instances in this game that spirits are sentient beings and are people just as humans, elves, dwarves and qunaris are. So there is that ethical question.

 

Secondly, Horror is not very effective. The AOE is too small, damage over time too low and the enemies run away randomly, which makes a a bad synergy with Walking Bomb.

 

Thirdly, passives like Simulacrum work only when you die. There are so many ways to prevent dying in this game which means this passive will not be used very much. 

 

Which I why I said that Necromancer has only 2 good abilities, not 3. Those are spirit mark and walking bomb. To get those 2 however, you have to spend too many points, unlike, say the Knight Enchanter who get their best abilities right up front without much skill point investment. 

 

I am not whining about KE, I am simply stating a point and a true point at that. Whining would indicate I want KE to be nerfed. Nowhere in my post did I indicate I want such a thing.

Haven't played Necromancer yet, but surely Horror and Walking Bomb don't have to synergise do they?

Doesn't Walking Bomb synergise well with Static Cage? If Horror makes mobs run away and not attack its very valid for CC, especially in a big brawl, facing archers etc? Also doesn't it put them into a state that other passives can amplify damage?

Appreciate that everyone plays differently, but in a single player role player game I personally play the build that suits the character I'm playing. My 2nd playthrough will be as a Necromancer and frankly, she doesn't give a flying fig if that earns her disapproval - in fact she will revel in it.



#8
Bayonet Hipshot

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LOL...I will definitely be a Necromancer for my Assquisitor playthrough...But not in this one...

 

I am curious about one thing though...Which has more uses, Fade Step or Dispel ? 



#9
Magma_Axis

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LOL...I will definitely be a Necromancer for my Assquisitor playthrough...But not in this one...

 

I am curious about one thing though...Which has more uses, Fade Step or Dispel ? 

Well, if you're good at positioning and aggro management then Fade step is not necessary

 

Dispel is actually really powerful looking at tooltip :

- remove beneficial effect : barrier and guard ?

- can act as Detonator

- banish recently summoned demons from rift (when they are still in summoning stage)

- The upgrades give barrier generation AND 25% damage bonus for 10 second


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#10
slngr

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I read a while through the posts in the class forum and decided to actually join the discussions because I think it's kind of interesting how to spec stuff.

 

I looked deeply at the skill trees of the mage. Currently I am at level 10 at don't have the option to learn a specialization. Didn't played the Skyhold Mission yet. I spend a lot of time in the Hinterlands and did almost every quest there. I finished the mission where the undead's come out of the water.

Currently I'm running a mage that has abilities in Spirit, Fire, Storm, Winter

 

1. Barrier

2. Peaceful Aura

3. Complete left side of storm tree (which was kind of a waste, but at the moment it works fine)

4. Flashfire (was the starting skill, wouldn't take it myself)

5. Immolate

6. Fade Step

7. Mana Surge

 

So I cannot decide if to go with KE or Rift Mage but I kind of agree with @Ishten. KE is nice, we don't need to discuss that, but it's close combat and like Ishten I like to be in the distance. Personally I think a mage is a supporter or damage dealer from the distance. In most games that is the fact. If I want to play melee I would choose Warrior or Rogue.

 

Besides that the Rift Mage tree looks interesting and has nice abilities. I like the Firestorm AOE just because it looks cool and the Abyss is nice too. The bad thing of the Abyss in my opinion is that it takes a while until all enemies get sucked to the mid point. I think Static Cage incl. its upgrade is just doing a nicer job. Keeps crowd in a defined area, deals additional damage when you or your allies deals damage.

 

Well the synergies are kind of interesting here. Static Cage + Chain Lightning + Immolate + Energy Barrage (eventually). The question is if you can cast all this in 8 seconds because of the cool down times. If you also have clean burn I guess you don't have any troubles with Mana regen and cool down.

 

So as you see you can have a very versatile mage. Winter's Grasp is another option. Just depends a lil bit if you want to slightly balance in the direction of damage or crowd control. Personally I only really like Fire Storm from the Rift tree because it's kind of cool. Other abilities could be exchanged with more interesting ones in the standard trees.

 

Still don't know which one to go but I currently experiment until I got a specilization and will then respec. KE is still veeery attractive but there are a lot of people that extremely liked it at the beginning and then were totally bored because it a.) always the same combos without the need of good timing and b.) it's just to easy and you don't really need to synergize with the rest of your group. Personally I like to have Solas in the group with Rejuvenating Barrier, Revival and Dispel. You can really build up a heavy group. You + Solas (focusing on Spirit, Winter) + Heavy Tank + Archer/Second Tank/Assasin.

 

My 2 cents. Still, not commited to either Rift/KE or Basic Trees but for Singleplayer I tend to basic trees. For Multiplayer I guess Archer or KE is just much fun :)


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#11
Bruxae

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Necromancer is great since it does tons of spirit damage, which alot of enemies are vulnerable to, like you said Knight Enchanter has to go melee which is a big draw back and rift mage doesnt do much dmg, and it does physical dmg. So you get a nice AoE dot from horror that also fears enemies, and walking bomb has insane damage that can explode into aoe and make secondary explosions when upgraded easily whiping out entire packs of enemies on its own. Far from useless!



#12
c3lix

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A combo of two mages is always the best. They use and need each other. Use a rift mage and pull all enemies together (awesome spell with huge range), the rift mage also specced into fire for the fire mine and the necro applies the bomb and is specced into lightning.

 

Groups of enemies die in seconds even on Nightmare. If you don't play on Nightmare, just play what ever you want.



#13
brazen_nl

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The bad thing of the Abyss in my opinion is that it takes a while until all enemies get sucked to the mid point. 

 

Which is amazing for Fire Mine.


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