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We were wrong about the Rift Mage


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#51
lastpawn

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So, on the topic of Rift Mage...

 

1. Firestorm is cool, but after trying it out, I see no compelling reason to ever cast it over Mark of the Rift. Might as well save the skill point and not worry about random fire damage immune enemies. Or am I missing something?

 

 

You're not. In general, Mark of the Rift seems to be the superior damage-dealing limit break.


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#52
Kestral

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I do not know if this has been answered, or addressed, but I play as a storm mage, and it does wonders, especially on the fade rifts. I also use spirit but do not know if the rift mage will go together with spirit and storm.

 

Spirit has 5 perks for a barrier, similar to a shield, and also has dispel magic which is good with fade rifts, and the rift mage has stone fist which deals spirit damage.

 

Knight enchanter has 2 perks that contribute to the barrier I use from spirit.

 

Necromancer on the other hand deals a lot of spirit damage with walking bomb, and spirit mark and despair. There are also damage bonuses that come through the necromancer.

 

Does anyone have any idea which one would go best with spirit and storm?? Could the rift mage be it??


Editado por Kestral, 25 noviembre 2014 - 06:41 .


#53
Selea

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KE compliments well with both spirit and storm (storm especially), but also Rift compliments well with Storm and spirit. Both are good choices and it depends more on your playstyle.

For what I see of Necro it seems to work best with some selected spells from each line if you want to go the nuke direction (i.e. more focused on explosions from WB), elsewhere (if you want to go more with the summon) with Spirit and Storm is perfectly fine.



#54
Kestral

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Thank you. I am at the point where I have to decide which one I want. I really like the sounds of the KE, but the rift sounds even better. Maybe I should make a save just before I turn it in, and then see how one works, and if I do not like it, I can revert back to that save and do the other.



#55
Sevitan7

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Why not save, get some respec amulets, and take the companion Mages for a spin to try out before you decide on your specialization?

 

I do a lot of random spec testing in Fallow Mires since it's easy to get enemies to show up by entering the water.



#56
adun12345

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I'd second trying out the different specs on your companions before you make your choice.  I was leaning towards KE until I played around a bit as Vivienne and Solas, and enjoyed Rift more.  I found KE to be fun, but when I want to play as KE I can always bring Viv along to tank.

 

In any event, try them out with your companions and see which one you like the most.



#57
themageguy

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Is going lighting/rift ok?

I mean I took a pinch of other types- IE barrier is a must, I think I took immolation.... luvs my fire runes, but I'm mostly lighting base, figure that Rift fits the dalish better


Dalish could also fit being a knight enchanter. The trainer mentions it has elven roots (herself being an elf was a nice touch), and im pretty sure it gets a mention off Solas.

But Rift mage and storm should go well.

#58
Cypher0020

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Anyone get all the tomes? Have all the rings, 2/3 of the tomes. CANNOT get the last one.  Nothing left to look for in the plains. Can't fin a single freakin' venatori.....



#59
Bayonet Hipshot

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By the way, is Veilstrike worth it ? Should I upgrade it or just pick the base version ?



#60
Bronson

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Anyone get all the tomes? Have all the rings, 2/3 of the tomes. CANNOT get the last one.  Nothing left to look for in the plains. Can't fin a single freakin' venatori.....

 

This helped me to find them all.

 



#61
Swoopdogg

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Rift Mage is the new Force Mage (albeit a bit more watered down) and yes it is extremely fun to play. It's basically all about crowd control and AoE abilities. Pull of the Abyss was my favorite ability in DA2 and it is definitely nerfed in this game, but still loads of fun to use. I like to use it followed by immolate when all the enemies are clustered in the middle



#62
Swoopdogg

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Veilstrike is great at keeping ranged enemies out of the game (mainly archers) or at knocking down advancing melee enemies. The upgrade weakens enemies too, so I'd say it's worth it if you use it as much as I do



#63
Bronson

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Anyone else have issues seeing the outline of veilstrike against many different backdrops?

 

This is in TAC Cam and it's even harder to see when not in that mode as you are at ground level, especially if it is sunny or dark like Fallow Mire.

 

X8MOsZJ.png



#64
The Goodjerk

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Maybe on harder modes it will help. Is the weakened status apply to bosses as well?



#65
Essej

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got a PM for you Selea



#66
sleepofthejust

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One thing no one seems to have mentioned is that enough spirit damage, e.g. stonefist, puts enemies to sleep, like lightning shocks or cold chills. This is awesome because usually only rogues can do this.

So for Rift mage haters, consider this: Rift mage can do all the mage incapactitators (paralyze freeze) as well as the rogue one(sleep). They can also detonate with mage detonators as well as warrior detonator (stonefist again, 500% spirit damage 8 sec cooldown, great spell). Therefore, rift mage is 2-4X as versatile in setting up/detonating combos as any other class in the game (Necro does enough spirit damage with walking bomb but not with the DOTs).

BTW, I think Veilstrike is terrible and the one part of the tree I skipped (as we're limited to 8 slots-horrible design decision). It does no damage, knockdown doesn't last that long and stonefist knocks down and weakens anyway with a shorter cooldown. You're basically just getting a worse stonefist. If you need something else to weaken enemies, just use pull of the abyss.

I think mix fire/lightning is best for Rift mage, fire does most damage, but static cage gets the paralysis/CC. I also think lightning bolt is bad for reasons smilar to veilstrike; it does too little damage under normal conditions, and you just cant afford situational speels on your hotbar anymore.


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#67
Bayonet Hipshot

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One thing no one seems to have mentioned is that enough spirit damage, e.g. stonefist, puts enemies to sleep, like lightning shocks or cold chills. This is awesome because usually only rogues can do this.

So for Rift mage haters, consider this: Rift mage can do all the mage incapactitators (paralyze freeze) as well as the rogue one(sleep). They can also detonate with mage detonators as well as warrior detonator (stonefist again, 500% spirit damage 8 sec cooldown, great spell). Therefore, rift mage is 2-4X as versatile in setting up/detonating combos as any other class in the game (Necro does enough spirit damage with walking bomb but not with the DOTs).

BTW, I think Veilstrike is terrible and the one part of the tree I skipped (as we're limited to 8 slots-horrible design decision). It does no damage, knockdown doesn't last that long and stonefist knocks down and weakens anyway with a shorter cooldown. You're basically just getting a worse stonefist. If you need something else to weaken enemies, just use pull of the abyss.

I think mix fire/lightning is best for Rift mage, fire does most damage, but static cage gets the paralysis/CC. I also think lightning bolt is bad for reasons smilar to veilstrike; it does too little damage under normal conditions, and you just cant afford situational speels on your hotbar anymore.

 

So Veilstrike is rather pointless ? 

 

I mean here are 4 builds I have

  1. Veilstrike
  2. Stonefist
  3. Pull of the Abyss
  4. Immolate
  5. Winter's Grasp
  6. Chain Lightning
  7. Barrier
  8. Firestorm

---------------------------------------------------

  1. Stonefist
  2. Pull of the Abyss
  3. Immolate
  4. Winter's Grasp
  5. Chain Lightning
  6. Dispel
  7. Barrier
  8. Firestorm

--------------------------------------------------

  1. Stonefist
  2. Pull of the Abyss
  3. Immolate
  4. Winter's Grasp
  5. Chain Lightning
  6. Fade Step
  7. Barrier
  8. Firestorm

--------------------------------------------------

  1. Stonefist
  2. Pull of the Abyss
  3. Immolate
  4. Winter's Grasp
  5. Chain Lightning
  6. Barrier
  7. Firestorm
  8. Mark of the Rift

Which one is the best ? Which one is good ?



#68
M Hedonist

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Oh god damn it, I knew I should've listened to Your Trainer. She was my trainer, but I went with that stupid elf instead and now I'm just wacking every enemy to death. At least the Spirit Blade wacking has a neat light sword-esque sound effect to it.



#69
konfeta

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Veil Strike's not pointless, 35 mana cost and lack of enemy scatter on the knock down makes it useful as an opener in a way Pull of the Abyss and Stonefist are lacking in.

 

Fist is 50 mana and can do annoying things like knock enemies out of Firemine trigger range, Pull of the Abyss is 65 mana which prevents it from being instantly combod with other 50+ mana cost spells when you start a fight.

 

Also, Veil Strike has no friendly fire while Pull of the Abyss does.

 

I mean, if you wanted to be hyper optimal, yeah, you could probably drop Veil Strike, but I don't regret keeping it on my skill bar in the slightest, I use it all the time.



#70
Tiah

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So.. even before buying DAI I was as excited as you, guys, about classes and, particulary, about Rift Mage. Mostly because of IMPACT detonator and almost infinite mana.
Recently got my hands on it, and immideately noticed something is wrong. Couldn't figure what exactly for a while. Did some tests, found 2 ridiculous things, one bad, one good, just like that old joke.
 
1, the bad one: Stonefist - it says it does detonate things. But in fact it doesn't. Or well, it does, but it's very weird and complicated. I'll explain.

As far as you probably know, IMPACT detonator can cause 4 types of detonations - Shatter, Discharge, Rupture and that one weak Stun+IMPACT. So, apparently, Shatter and Rupture don't work with Stonefist AT ALL. Discharge - only AOE part (no damage on detonated target - example screenshot). Stun+Impact works as you would think it works - Stonefist + mediocre damage without any special effects.
I really hope it's a bug and will be fixed soon.
 
2, the good one: Shocked+Weaken wombo-combo. I'm not sure if it's a bug or intended - though, it's not stated in any in-game description or tips and I couldn't even find it on the allmighty internet. I started noticing it for quite a while - usually it happend after Magic Barrage. I have both of Varric's sleeps on manual control, so I was like DAFUQ, what is that spooky sh*t??! (As I later realized that was Cass 5% passive, since I was not specced yet).
But when I DID - Chain Lightning + Pull of the Abyss - well, you can imagine the effect. Half of the freakin map asleep. Especially funny, when followed by AOE eldritch detonator, like Spectral Blade or (what I use on Dorian) - Dispel (example screenshot with imp. Veilstrike).
I really hope it's not bug and won't be nerfed soon  :D
 
Hope that helps. Have a good day, fellow Inquisitors  ;)



#71
Addai

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This has probably been asked before, but I can't find the Venatori patrols anywhere. I've got the quest active and know the general areas they're supposed to be but they're not there. Any advice?

#72
konfeta

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They are not patrols, they sit still. This is a good visual guide:

 

http://www.youtube.c...h?v=vRCCo40Z9Vc



#73
Addai

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Right after I posted I went back and found them clickity clack. That's the way it goes.

#74
SpaceV3gan

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Rift Mage looks good on paper, particularly against mooks and crowd controlling. But I've been wondering how does it perform on Nightmare, against Elite level enemies, level 16+ Rifts, and some big mean Dragons.
Whatever character I decide to run on my following playthrough, I have the Inquisitor Challenge in mind. Right now Nightmare is just fine playing with my Tempest Archer. But I can't imagine it being anywhere near as easy with any other character but the KE.
Some claim Rift Mage is even better, but I am still pretty skeptical.



#75
brazen_nl

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It performs very nicely on nightmare, indeed.