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Knight Enchanter


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#26
Bayonet Hipshot

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Here is my flexible hybrid Knight Enchanter build that I use. 

  • Knight Enchanter - 9 (Spirit Blade+, Fade Cloak+, Resurgence, Combat Clarity, Fade Shield, Veiled Riposte, Knight Protector)
  • Inferno - 6 (Immolate+, Flashpoint, Pyromancer, Clean Burn, Chaotic Focus)
  • Winter - 4 (Winter's Grasp+, Mana Surge, Winter Stillness)
  • Storm - 6 (Energy Barrage+, Static Cage+, Conductive Current, Static Charge)
  • Spirit - 6 (Barrier+, Dispel, Peaceful Aura, Guardian Spirit, Rejuvenating Barrier)
  • Inquisitor - 2 (Mark of the Rift*, Focused Teamwork)
  1. Spirit Blade
  2. Fade Cloak
  3. Energy Barrage
  4. Immolate
  5. Winter's Grasp
  6. Static Cage
  7. Barrier
  8. Resurgence / Mark of the Rift
It needs a total of 31 skill points to work but that is not a concern since you can get up to 6 skill amulets in the game. + represent upgrades. * represents automatically gained in-game. 
 
With this build, you can stay back and cast spells and only use Spirit Blade and/or Fade Cloak when it is necessary. 
 
You have 3 elemental area of effect spells. Immolate deals high damage for low mana cost, especially if you get Chaotic Focus. Winter's Grasp freezes an enemy solid to lock them down and make them vulnerable to shatter, exceptionally useful for Terror demons and Rage demons. Static Cage with its upgrade is an all round solid damage dealer, crowd controller and can be used in combination with Energy Barrage to great effect. 
 
Speaking of Energy Barrage, that is one of the best spells in the game and since it can reduce elemental resistance, it is invaluable when you want to cast elemental spells. 
 
Barrier is barrier of course. The upgrade means you can spam it and be an effective team player, meaning a secondary mage is not a necessity. 
 
Spirit Blade is used primarily for projectile deflection, to deal with guard, and to deal with enemies that actually get up close to you. 
 
Fade Cloak is used primarily for damage negation and to give enemies that managed to get up close to you a hard time. 
 
As for important passives, you will want those that give spell damage, spell cooldown reduction and mana regeneration to be able to be an effective hybrid. Hence, Winter Stillness, Conductive Current, Clean Burn, Rejuvenating Barrier and Chaotic Focus are your top priorities. 
 
Gameplay style involves you staying back, casting elemental area of effect spells, casting Barrier, using Resurgence if need be, deflecting dangerous projectiles and take care of melee enemies without using a warrior tank. 
 
Obviously this is not a min-max build but this is the most flexible Knight Enchanter you can make. You can melee, you can negate damage, you can protect your team, you can heal them, you have AOE elemental damage, you do good spell damage, you can do good melee damage and you have crowd control. 
 
Just need to watch that mana regeneration in early game stages. Recommended enchantments are those that reduce spell costs, reduce cooldown times, increase spell damage and increase mana regeneration. Give your guard generating enchantments to your followers. 
 
I mean if you want to be the leader of a powerful organization, might as well be a self sufficient, can-do-everything-solo type one. This way you can have any party selection you want. You with 3 rogues or an all mage party, there is no need to fear. 

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#27
JaegerBane

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I'm not a huge fan of Barrier on the KE. I get the desire to be a team player, but tbh the KE isn't really the spec to be a team player. Any time you're not nuking is time when your barrier is weakening and I tend to find that I keep ending up in the centre of the mayhem. Crowd control can take the edge off but spending time casting barrier on your squadmates seems counter productive on a KE.

#28
Rieverre

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Winter's Grasp doesn't have good single target damage, Immolate doesn't actually work as a detonator, Spirit Blade upgrade is poinltess, Winter Stillness is useless since Spirit Blade moves you, I don't know what this post is but it isn't sense.

 

I'll grant you the immolate one, but since it still hits like a truck and keeps ticking damage I still like having it on. Plus, it has a low cost.

 

Winter's Graps, I take more for the freeze than the damage. I like having the ability to take an archer out of combat for a few seconds, even if it's not as good as it was back when Spirit Blade detonated stuff. Could replace with Flashfire if I felt like it, but I'm used to it by now.

 

Winter Stillness is only useless if the only thing you're doing is charging in head-first and always getting stuck in. Besides, I already said it's mostly gravy.

 

Spirit Blade upgrade being useless I call bullshit on. Sure, you have to get the timing right but if your Fade Step is on CD and you want to get in close with a ranged opponent, being able to swat his attacks out of the air is fun.



#29
Abraham_uk

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What do you think of this?

 

I wanted a purely defensive Knight Enchanter.

All skills in Knight Enchanter and Spirit spent along with Fade Step. Though if I can only get 20 points, then I'll miss out a few of abilities from Spirit and Knight Enchanter. If I can reach level 25 this is what I'll roll with.



#30
AgentT23

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I have been playing as a knight enchanter for a while now i'm not that high lvled yet but it is a lot of fun to slice and dice enemies with some other elemental skills to throw enemies of i'm working toward better mana regen while under a barrier which i think is a pretty good idea because as a KE you are mostly under a barrier :) and whta i think is also pretty useful about the spirit blade is that you can destroy any type of magical barrier that way you don't need to hope that the barrier will be the same as your staff or the elemental magic you focused on.


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#31
Rieverre

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What do you think of this?

 

I wanted a purely defensive Knight Enchanter.

All skills in Knight Enchanter and Spirit spent along with Fade Step. Though if I can only get 20 points, then I'll miss out a few of abilities from Spirit and Knight Enchanter. If I can reach level 25 this is what I'll roll with.

 

As a Knight Enchanter, I find it counterproductive to take Peaceful Aura. Sure, it locks you out of Dispel and the mana regen passive in the left hand path, but I've never found it that much of an issue. You _want_ people attacking you to get the retaliation damage and such.


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#32
JaegerBane

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As a Knight Enchanter, I find it counterproductive to take Peaceful Aura. Sure, it locks you out of Dispel and the mana regen passive in the left hand path, but I've never found it that much of an issue. You _want_ people attacking you to get the retaliation damage and such.


+1. Veiled Riposte and Peaceful Aura do not play well together. Tbh, for a KE, the entire Spirit school is a bit overrated, with only Guardian Spirit and Strength of Spirits being worth it.
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#33
Abraham_uk

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Inquisitor: Interesting. I have better rift mastery than a rift mage.

 

Vivienne: A Mage can out warrior a warrior with Knight Enchanter specialisation.

 

Sera: A Rogue can out mage a mage with Tempest specialisation.

 

Varric: But no build can out rogue a rogue!

 

Iron Bull: What about me?

 

Inquisitor: You see that wall? You see those enemies? SMASH!

 

Iron Bull:  :devil:



#34
AgentT23

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the problem about not getting Peaceful aura is that you don't get the better mana regen which i think might be very important i get why veiled riposte don't play well together but i think even with peaceful aura you still get hit by some projectiles if you are like me always in the midst of battle. Does anyone know another good way to up your mana regen?



#35
Rynas

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the problem about not getting Peaceful aura is that you don't get the better mana regen which i think might be very important i get why veiled riposte don't play well together but i think even with peaceful aura you still get hit by some projectiles if you are like me always in the midst of battle. Does anyone know another good way to up your mana regen?

 

There are no other ways that I know of besides Rejuvenating Barrier and Combat Clarity.  There's Winter Stillness, but that only works if you stand still, which isn't happening for a KE.

 

There's also Fade-Touched Plush Fustian Velvet (the non-Hidden Blades kind; description is bugged, it actually does reduce mana cost by 10% if you test it), which is effectively the same as increasing your mana regen.



#36
AgentT23

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another problem i have with my KE is that most melee enemies block or throw me back and i can't really do anything against it i have crafted an armor which gives me 3 guard on hit and i heard that might help against the throwback is that true? i haven't tested it yet 



#37
Rynas

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What do you think of this?

 

I wanted a purely defensive Knight Enchanter.

All skills in Knight Enchanter and Spirit spent along with Fade Step. Though if I can only get 20 points, then I'll miss out a few of abilities from Spirit and Knight Enchanter. If I can reach level 25 this is what I'll roll with.

 

You can get (at least?) 4 extra points, 5 if you're human (+1 racial bonus):

 

Spoiler

 

Also, leveling goes pretty fast after 15 or so if you do side quests and dragons.

 

another problem i have with my KE is that most melee enemies block or throw me back and i can't really do anything against it i have crafted an armor which gives me 3 guard on hit and i heard that might help against the throwback is that true? i haven't tested it yet 

 

 

Guard doesn't protect you from knockdowns or knockbacks.  But you have Fade Cloak, which protects against...everything.

 

[Edit] As for blocks, just cast spells!  You're a mage...



#38
draken-heart

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Okay, I am currently playing a mage Adaar, and am debating between a "dot" based infernecromancer (Inferno tree and necromancer tree based on doing damage to most bosses weak to fire, as well as bombing and possibly spirit mark for the DOT effect only) and a storm + spirit Knight Enchanter.

Any thoughts? I named her Atashi (Qunlat meaning "glorious one" or dragon) if that helps.

#39
Rynas

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Haven't played Necro extensively, but I think they're considered one of the weaker classes in the game.  KEs are the strongest class, to the point where it eventually feels like cheating because you trivialize most of the encounters late in the game.

 

However, I think with top-end gear just about any fight will be easy later on (if you play with a full party) regardless of your class, so the best advice is probably just to play whatever you feel is most fun.

 

DoTs aren't very good in general, though.  Combat seems mostly oriented around burst damage, including crits, which are the opposite of what DoTs do.



#40
draken-heart

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Now, for some reason, possibly scratch female qunari mage, and replace with female elf. I think I will make her "different" from the rest of her clan.

Maybe a more offensive Knight Enchanter would work.

#41
JaegerBane

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Now, for some reason, possibly scratch female qunari mage, and replace with female elf. I think I will make her "different" from the rest of her clan.Maybe a more offensive Knight Enchanter would work.


It's probably worth mentioning that unless you avoid taking Fade Shield, there is no distinction between an 'offensive' and 'defensive'. The greater your damage, the greater your defence. Every time you nuke, you're feeding your barrier. Trying to build it as a self-defending barrier caster is just not worthwhile.

#42
draken-heart

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It's probably worth mentioning that unless you avoid taking Fade Shield, there is no distinction between an 'offensive' and 'defensive'. The greater your damage, the greater your defence. Every time you nuke, you're feeding your barrier. Trying to build it as a self-defending barrier caster is just not worthwhile.


What I meant was focusing on damage, while having a good survivability in case things get ugly.

#43
JaegerBane

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What I meant was focusing on damage, while having a good survivability in case things get ugly.


That's my point, your survivability is directly proportional to your offence. You can't take one away from the other unless you avoid Fade Shield.

#44
draken-heart

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That's my point, your survivability is directly proportional to your offence. You can't take one away from the other unless you avoid Fade Shield.


I would still be at range unless something came up and surprised me, which is what I am talking about. Forcusing on offense=ustilising mostly the base mage abilities with the only thing that is used from the KE tree being the passives.

#45
actionhero112

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I would still be at range unless something came up and surprised me, which is what I am talking about. Forcusing on offense=ustilising mostly the base mage abilities with the only thing that is used from the KE tree being the passives.

 

I mean, not to be rude, but why are you playing the class if you're not going to use the abilities lol.

 

The rift mage is pretty fun as a caster. You can always go necromancer if you want a "forbidden" specialization, but still you know... use abilities. 



#46
draken-heart

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I mean, not to be rude, but why are you playing the class if you're not going to use the abilities lol.
 
The rift mage is pretty fun as a caster. You can always go necromancer if you want a "forbidden" specialization, but still you know... use abilities.


Because Knight Enchanter is good as an "Oh, ****" spec. Spirit blade for melee when fade cloak is on cooldown. Fade cloak to get away because I do not like the look of fade/frost step. Et Cetera.

#47
actionhero112

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Because Knight Enchanter is good as an "Oh, ****" spec. Spirit blade for melee when fade cloak is on cooldown. Fade cloak to get away because I do not like the look of fade/frost step. Et Cetera.

 

Why not just use spirit blade all the time as it's the best ability for mages in the game as well as being class defining.



#48
draken-heart

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Why not just use spirit blade all the time as it's the best ability for mages in the game as well as being class defining.


again, I plan to be mostly back unless needed. Why use a melee ability if range spells do just as well, if not better (In terms of energy Barrage damage).

They way I see it, Spirit blade is good for barrier and guard on melee enemies, for regular crush enemy power, fire mine does terribly more damage even in melee.

#49
actionhero112

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again, I plan to be mostly back unless needed. Why use a melee ability if range spells do just as well, if not better (In terms of energy Barrage damage).

 

Spirit blade allows you to use more energy barrages, due to it decreasing cooldowns. Also being at close range means you'll have more mana. 

 

There is nothing in the game for mages that compares to a 400% damage aoe every second. 

 

This isn't an either or situation. Spirit blade makes every ability better due to it drastically shortening cooldowns. 



#50
draken-heart

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Spirit blade allows you to use more energy barrages, due to it decreasing cooldowns. Also being at close range means you'll have more mana. 
 
There is nothing in the game for mages that compares to a 400% damage aoe every second. 
 
This isn't an either or situation. Spirit blade makes every ability better due to it drastically shortening cooldowns.


Even with Spirit blade, the fact that ALL abilities for mages works at close range and long range makes spirit blade less penultimate like it's fans say.

If I wanted to be a melee fighter, I would be a warrior, not a mage.

IF an enemy were to get up close to me, then I would probably Spirit Blade them. Archers and mages and melee enemies not close to me, why would I want valuable time getting close to an enemy when I can just drop a few spells from a safe distance on them?