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How do you compensate for the Knight Enchanter being squishy?


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#26
TheAwesomologist

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If you put all your eggs into one basket then that was your problem. Especially fire - so many monsters have fire resistance. You adapt to what the game offers, there's no bad game design in that regard, just bad character choices. There's also a respec so you don't have to be the weakest mage in the game.

 

You should be getting a little fire, lightning and ice, and if possible some spirit damage too. As well as having different staffs for different elemental resistance enemies. Also barrage will work with whatever element you have on your staff.

This is true of any spec you go with. My KE had the ice spell, chain lightning, immolate (eventually fire mine) and used KE powers for spirit damage. You're a utility belt support class who can do some nice damage from time to time. KE just means you don't have to worry about taking damage.

 

As for the "carry around a bunch of staves" thing, don't bother unless you're playing on higher level difficulty. If a monster is resistant to your staff type just use the proper spell or bash it with your lightsaber.



#27
Cmpunker13

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Because not going to do the optimal thing in any given situation is holding yourself back.

 

Wrong. That's a power player behaviour. If you want to power play do as you wish; but not all role players are power players.


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#28
strangerism

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you don't need to tank as ke you rather stay in melee because there is where you get the most benefits as class and maybe flank the mobs to support the tank with spells and magic sword while he gets all the damage. not that hard to figure out.

 

so to summarize, ke is a melee caster but not a tank



#29
Farangbaa

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so to summarize, ke is a melee caster but not a tank

 

Except that all it's class skills make it an excellent tank. Ranged deflection, barrier regeneration based on damage, crazy melee spirit damage, Fade cloak even more crazy spirit damage if you materialize inside the enemy... doesn't get any more melee and tanky than that.

 

Has anyone ran into anything that has spirit resistance?



#30
strangerism

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Except that all it's class skills make it an excellent tank. Ranged deflection, barrier regeneration based on damage, crazy melee spirit damage, Fade cloak even more crazy spirit damage if you materialize inside the enemy... doesn't get any more melee and tanky than that.

 

Has anyone ran into anything that has spirit resistance?

well ok that might work if you are fighting 1 enemy, but being a tank means (in all encounters) to gather the attentions of all the mobs on you so that your team mates don't get killed.

 

I haven't tried myself to be honest.

 

So the question is, can your ke effectively grab all the possible aggro in order to shield the team and once done that, can sustain all the damage coming from all these multiple sources?



#31
Germ

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I decided to go down the KE route (about 5 mins ago) and I was assuming I'd lose all my fire/electric mage skills would be gone/unavailable which obv, was wrong.
So I decided to pop in here and pick a few peoples brains if that's ok?

I've not actually respecced my character yet and I'm lvl 13 almost 14  and I was wondering if it might be a good idea to use the respec ammy and spend enough in the KE tree to get the important stuff and acquire as much of the other mage skills as I can afford?

Is having a few fire and elec spells at my disposable going to be worth spending the points in? I'd imagine the passives from other trees would still be useful to have though. I'm not interested in min/maxing my KE,I just want to have a some "smash yer teeth in" fun with a bit of utility....like a swiss army mage if you will.

I'm also wondering about party synergy.I've been almost exclusively been running with Bull (2h tank,works really well),Varrick (xbow/traps rogue),Solas (Shields/Ice) and myself as a stand-at-the-back elect/fire dps mage. Once I have the KE skills will I still need a tank? I'm thinking of dropping either Bull or Varric and taking Sera(traps and poisoned twin daggers) and Cassandra (2h dps).I'm guessing a tank will still be needed to taunt stuff off the squishies?

Sorry for the long post :)



#32
JaegerBane

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I have to admit that I have a thing for storm spells. They synergise well with KE's skills and aside from Gathering Storm (which is broken) and Lightning Bolt (which is just weird), all the active spells are heavy hitters. Going Storm allows you to dual role as a ranged Nuker and melee tank.

Generally, I find the KE doesn't work amazingly well with Winter if you're focusing on mobility. If you prefer to stand your ground and tank, however, it can wreck with Winter, as most of the melee-useful abilities depend on you holding position.

Inferno is just hilarious. One path (immolate/fire mine + chaotic focus) uses the KE's hefty barrier to create ranged damage rivalling a Rift Mage. The other path (flash fire /flame wall) is like an exercise in futility.

#33
Farangbaa

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So the question is, can your ke effectively grab all the possible aggro in order to shield the team and once done that, can sustain all the damage coming from all these multiple sources?


No. I use Iron Bull specced mostly in Vanguard skills (War Cry though, NOT challenge), so he draws most of the aggro.
 

I decided to go down the KE route (about 5 mins ago) and I was assuming I'd lose all my fire/electric mage skills would be gone/unavailable which obv, was wrong.
So I decided to pop in here and pick a few peoples brains if that's ok?

I've not actually respecced my character yet and I'm lvl 13 almost 14  and I was wondering if it might be a good idea to use the respec ammy and spend enough in the KE tree to get the important stuff and acquire as much of the other mage skills as I can afford?


Respec immediatly after getting specialization. This goes for the player character as well as all companions.
Especially if you're a KE. I immediatly respec to the take entire KE skill tree except the last skill.

I have to admit that I have a thing for storm spells. They synergise well with KE's skills and aside from Gathering Storm (which is broken) and Lightning Bolt (which is just weird), all the active spells are heavy hitters. Going Storm allows you to dual role as a ranged Nuker and melee tank.

Generally, I find the KE doesn't work amazingly well with Winter if you're focusing on mobility. If you prefer to stand your ground and tank, however, it can wreck with Winter, as most of the melee-useful abilities depend on you holding position.

Inferno is just hilarious. One path (immolate/fire mine + chaotic focus) uses the KE's hefty barrier to create ranged damage rivalling a Rift Mage. The other path (flash fire /flame wall) is like an exercise in futility.


I'd spec into the winter tree if I were you. It gives you Fade Step and that ability that when your barrier depletes, you chill/freeze everything around you, which is just fabulous.

#34
JaegerBane

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Wrong. That's a power player behaviour. If you want to power play do as you wish; but not all role players are power players.


+1. There's certainly no lore or RP reason to obsessively stick to melee combat as a KE.

#35
OriginalTibs

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1) Again, "optimal" doesn't exist in a single player experience based on roleplay.

I do not think 'optimal' means what you think it means. 'Optimal' is contingent neither on multiplayer experience nor OOCplay. 'Optimal' is 'best condition' for whatever activity is its focus. You can certainly singleplay and RPG optimally, it is just that in that particular case the variable 'best' is filled subjectively by the player without regard to whatever anyone else in the world might think.



#36
Proteus7

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Craft a staff with guard on hit.

#37
DarkAmaranth1966

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Another thing, if you go with a KE mage, you need fade touched silverite. That gets you heavy armor your mage can wear. (regular silverite works too but then, you have to fill the primary armor slot with it, so can't put dragon bone there.)



#38
Icinix

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It is actually boring playing KE, i just stand near dragons legs and spam Spirit Blade, he hits me my barrier is down, i hit him and my barrier is up. And after 10 minutes he dies and i get to loot his skull.

That pretty much sums up Inquisition combat in general.



#39
Elodran

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Another thing, if you go with a KE mage, you need fade touched silverite. That gets you heavy armor your mage can wear. (regular silverite works too but then, you have to fill the primary armor slot with it, so can't put dragon bone there.)

 

The only mages that need fade touched silverite are the lowly ones that need to hide behind armor so as to not be a burden to the real combatants keeping him alive.  :P

 

My KE wears a hood and robe and would never consider encumbering himself with such heavy and insignificant armor. 

 

I have spec'd into KE/Winter/Spirit. Fade step is awesome for closing the gap, especially in dragon fights when they fly away. Mix in some ice traps and winter's grasp, and you get a pretty versatile KE.

 

With Solas in my party, we pretty much cover all of the elemental damage ranges, we can keep barriers up on everyone, and CC when needed.



#40
Sanicek

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well ok that might work if you are fighting 1 enemy, but being a tank means (in all encounters) to gather the attentions of all the mobs on you so that your team mates don't get killed.

 

I haven't tried myself to be honest.

 

So the question is, can your ke effectively grab all the possible aggro in order to shield the team and once done that, can sustain all the damage coming from all these multiple sources?

 

Except you don't really have to worry about what the rest of the team is doing and whether they die or not since you can solo anything.

 

I am playing nightmare + friendly fire and after getting the KE spec combat changed from sometimes challenging to trivial. My KE is more or less immortal and with damage output equal to the rest of the party combined, everything just melts.

 

KEs have too good synergies across the spells, passives and gear options and they have no weaknesses.



#41
Wompoo

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KE on nightmare is easy... yes I am guilty, I did build one for a nightmare run to play the story and to roll play a build (there is a lack of available build options... thanks to the over simplification of class/tree structures imo). The ability to generate constant shield once spec'ed correctly means using a melee based KE or a ranged based KE is going to be pretty much point an click unbeatable (I would say KE is the only tree capable of completing a solo nightmare run... ignoring game story demands). Used the KE as a hybrid ranged melee just to change the pace when things got boring. The biggest problem with the game's combat for me, is that all builds are fairly rudimentary (well the ones I've tried). You don't need to theory craft this game at all, to complete nightmare or anything as a KE. When it came to creating a diverse array of builds, DA:O was king... I've also been playing a lot of PoE and Divinity Original Sin, so coming back to the DA universe for Inquisitor feels rather shallow this release (combat wise).

 

Also being able to play a specific build is important to RPing and I so miss not being able to RP a gentle spirit healer DA:O and DA:2 . I miss creating a rogue that could become an evasion based tank (DA:O) I miss my Bard build DA:O I miss trying to get my Shape shifter to work lol Awakening... I miss the depth, I miss playing curse based builds warlock/witch whatever DA:O... all that just does not exist in Inquisitor nor DA:2 mostly, what does exist is fairly shallow, it lacks layers and a level of complexity that should of been required for nightmare, not whack a mole mob design... one of the biggest things I miss is however the companion tactics screen... it enabled me to set up a group that acted and played out, the way I wanted it to, it brought an extra layer to my RP... it brought freedom to the genre that did not exist before it or after it. Play the KE however you like OP, intentionally making a specialisation weak to justify it, would be wrong imo. Take the best build options you can find, if you are unsure, an enjoy it for what it is, but don't wait for any omg moments with the combat. (I'm off to try a rogue this time around)



#42
Precursor Meta

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I believe fade touch obsidian also helps when placed on gear. Gaining guard per hit along with shields just has tanky written all over it.

#43
LiketheRiver

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Since the patch has been released has anyone noticed any changes in the "power" of the KE?



#44
Germ

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Well I chose KE and respecced my mage.Before the fights were fairly easy but now I can faceroll the keyboard and walk away from fights with nare a scratch on me.....Solas isn't having as much fun though, as every fight now he seems to faceplant!
Closing rifts has become easy for me and they used to be the only truly challenging fights.Not tackled a dragon since becoming a KE but I may go visit that one in Hinterlands who kicked my butt every time I fought her.
Wondering if maybe I should respecc again and just have him as a mage for a bit more variety and danger....maybe I should crank the difficulty up to max but I might just save that for my next runthrough as you can't get the achievement unlocked without playing the whole story on nightmare.



#45
Back Lot Basher

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I've basically tried to play the KE with situation-appropriate tactics.  I stay about mid-range between my tank and the other rogue/mage duo.  I use a lot of elemental spells, and a bit of Spirit, until things get ugly and the mobs swarm me.  Then I do what a KE would do...whip out the spirit blade.



#46
Wissenschaft 2.0

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Whats this roleplaying a fire mage? Spamming spirit blade is sub-optimal. Using Fire Spells in conjunction with Knight Enchanter's barrier regeneration abilities IS the optimal Knight Enchanter build. You should only use spirit blade to detonate combos or to remove guard/barrier. Otherwise, spam those fire spells and let your spike damage replenish your barrier. Lots of damage and lots of tankyness. Enjoy trivializing Nightmare.



#47
JaegerBane

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Whats this roleplaying a fire mage? Spamming spirit blade is sub-optimal. Using Fire Spells in conjunction with Knight Enchanter's barrier regeneration abilities IS the optimal Knight Enchanter build. You should only use spirit blade to detonate combos or to remove guard/barrier. Otherwise, spam those fire spells and let your spike damage replenish your barrier. Lots of damage and lots of tankyness. Enjoy trivializing Nightmare.


I think the thing with spirit blade isn't so much that it's 'better' than fire spells, it's just that it's lack of cooldown means that it's constant chunky damage combined with being at the perfect range to use Decloaking Blast often racks up the Barrier pretty quickly without any real tactics needed.

I definitely agree that upgraded Immolate + chaotic focus is a nice Barrier booster though.

#48
GipsyDangeresque

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Whats this roleplaying a fire mage? Spamming spirit blade is sub-optimal. Using Fire Spells in conjunction with Knight Enchanter's barrier regeneration abilities IS the optimal Knight Enchanter build. You should only use spirit blade to detonate combos or to remove guard/barrier. Otherwise, spam those fire spells and let your spike damage replenish your barrier. Lots of damage and lots of tankyness. Enjoy trivializing Nightmare.

 

Actually, they patched out the detonate completely. Kind of killed a very fun to use combo with Static Cage + Fire Wall + Spirit Blade spam.

 

It just does the 400% base damage now, plus the bonuses versus defenses.