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Knight Enchanter


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#51
actionhero112

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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.

 

Again, why are you playing the specialization if you have a fundamental problem with how it should be played.

 

Also I'm under the impression that penultimate means "second to last." The sentence doesn't make any sense to me. 

 

The knight enchanter works best when using spirit blade when important abilities are on cooldown. Spirit blade can only be used at short range. Ergo, the KE works best at short range. 



#52
draken-heart

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Again, why are you playing the specialization if you have a fundamental problem with how it should be played.
 
Also I'm under the impression that penultimate means "second to last." The sentence doesn't make any sense to me. 
 
The knight enchanter works best when using spirit blade when important abilities are on cooldown. Spirit blade can only be used at short range. Ergo, the KE works best at short range.


Again, why waste valuable time getting into melee range when the enemy is not close enough to justify using the spec as it should be played?

this discussion is over. I find no reason to waste time closing in on a distant target just to use one ability, when I could be doing damage to them with my staff or "less important" spells such as immolate or chain lightning.

What I am saying is play mostly as a mage, while having the KE spec if something were to get up close and start attacking ME.

#53
actionhero112

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Again, why waste valuable time getting into melee range when the enemy is not close enough to justify using the spec as it should be played?

this discussion is over. I find no reason to waste time closing in on a distant target just to use one ability, when I could be doing damage to them with my staff or "less important" spells such as immolate or chain lightning.

What I am saying is play mostly as a mage, while having the KE spec if something were to get up close and start attacking ME.

Considering you can close on any target with a no cost mana ability within a second while doing damage I don't really see that argument as valid. 

 

You can use all abilities while using spirit blade. You don't give up anything by using spirit blade, you only gain shorter cooldowns and more damage.

 

Why not be close all the time, so you do more damage? You said you wanted to play offensively? 



#54
draken-heart

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Considering you can close on any target with a no cost mana ability within a second while doing damage I don't really see that argument as valid. 
 
You can use all abilities while using spirit blade. You don't give up anything by using spirit blade, you only gain shorter cooldowns and more damage.
 
Why not be close all the time, so you do more damage? You said you wanted to play offensively?


why be close to a distant target like an archer when you can just nuke them from a distance? Again, when I say offensive, I mean more hybrid offensive, as in being able to nuke from range while still being able to kill up close if needed/when an enemy is attacking me. Plus, I like having rejuvenating Barrier as a backup mana-gain passive for situations where getting up close is just not that practical (brusiers and enemies that have 360 degree hits).

Plus, I would actually be focusing on putting points into KE later/last after I get the base spells/core build all squared away.

Kind of like: Use immolate or something like it to start a fight from range, cast spells as they get close. If an enemy does get into melee with me, I have spirit blade to deal with them without wasting my "range" powers. If I am low health, because of some powerful shot or I forgot to use abilities or too many enemies or something, use Fade cloak to get away.

#55
JaegerBane

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I can certainly see the reasoning with playing a KE at range. While their spells work best at melee, each one has a significant ranged function (spirit blade's deflect, disruption's ranged attacks absorb and fade cloak's kitty Pryde-avoid), so there's certainly reason to consider a ranged build. It does shift the KE into more defensive territory tho. Even so, with a decent array of storm and fire spells, it does fine as a nuker.

My point was more that a KE shouldn't be worrying about Barrier casting, as with Fade Shield its just counter productive.

#56
draken-heart

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I can certainly see the reasoning with playing a KE at range. While their spells work best at melee, each one has a significant ranged function (spirit blade's deflect, disruption's ranged attacks absorb and fade cloak's kitty Pryde-avoid), so there's certainly reason to consider a ranged build. It does shift the KE into more defensive territory tho. Even so, with a decent array of storm and fire spells, it does fine as a nuker.

My point was more that a KE shouldn't be worrying about Barrier casting, as with Fade Shield its just counter productive.


I would not use barrier personally, except when the other mage has his/hers on cooldown. I would get it simple to get down to other passives/actives.

#57
AgentT23

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i like Barrier because it's useful if you want to jump down from a high place without wanting to take any damage :) and for Spirit Blade i think it's probably one of the best KE abilities and i think that makes the KE special and i like it a lot someone said if you want to be melee play a warrior but that's bullshit i am a lot stronger with my KE than i could be with a warrior for one i always have a barrier up without even casting one and i just crafted an armor that gives me 3 guard on being hit (i read it would help against knockbacks, but i heard here that that was wrong) but still it is nice to have in case my barrier wouldn't hold. I play up close to the enemies and throw out a lot of damage with Spirit Blade and elemental spells like Chain Lightning, Fire Mine, Immolate... to throw enemies of (for example when they block) and all in all i do more damage than i could from range and i look pretty awesome doing it ;)



#58
AgentT23

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I think it would be so awesome if when you sentence someone to death and you carry out the judgement you would chop their head off with your Spirit Blade 



#59
Fullmetall21

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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. 

 

Wait 6 amulets of power? I only found 3 and the perk from the influence where are the other 2?

I like your build though you put a lot of thought behind it well done.



#60
draken-heart

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Wait 6 amulets of power? I only found 3 and the perk from the influence where are the other 2?
I like your build though you put a lot of thought behind it well done.


I believe you get one if you reunite Celene and Briala in that particular quest, and also get one in the fade I think.

#61
JaegerBane

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I would not use barrier personally, except when the other mage has his/hers on cooldown. I would get it simple to get down to other passives/actives.


Sure, take it to get access to the rest of the spirit tree. What I meant was that it shouldn't be occupying a quick slot. Put simply on a KE, if you're not causing damage, you're wasting your time. Literally.

#62
draken-heart

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Sure, take it to get access to the rest of the spirit tree. What I meant was that it shouldn't be occupying a quick slot. Put simply on a KE, if you're not causing damage, you're wasting your time. Literally.


Which is my point about the spirit blade against archers and mages. I think KE is good for a hybrid character, being able to survive a melee situation that goes south while still being able to end enemies at range.

#63
draken-heart

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i like Barrier because it's useful if you want to jump down from a high place without wanting to take any damage :) and for Spirit Blade i think it's probably one of the best KE abilities and i think that makes the KE special and i like it a lot someone said if you want to be melee play a warrior but that's bullshit i am a lot stronger with my KE than i could be with a warrior for one i always have a barrier up without even casting one and i just crafted an armor that gives me 3 guard on being hit (i read it would help against knockbacks, but i heard here that that was wrong) but still it is nice to have in case my barrier wouldn't hold. I play up close to the enemies and throw out a lot of damage with Spirit Blade and elemental spells like Chain Lightning, Fire Mine, Immolate... to throw enemies of (for example when they block) and all in all i do more damage than i could from range and i look pretty awesome doing it ;)


1) The KE/Warrior thing was me, not general. I would rather play a warrior if I want to be a pure melee fighter, as I would have to play a range nuker until I get the spec, and unless I plan to be up close all the way. and 2) I still feel that KE is best on a hybrid type, where you start at range to build up barrier with Fade shield and can use that to survive a scrap if the fight goes south (like with a dragon that kills the rest of the party and is up close to your face or something.

#64
AgentT23

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I didn't know about the specializations when i started the game i just heard from reviews and gameplay i saw that mage is pretty awesome and when it came to specialization i wasn't sure which to pick at first because the other specializations seemed awesome too but in the end i chose the KE because of the spirit blade (probably because i my Mesmer from GW2 is a melee fighter and i enjoyed that a lot and maybe just because the thought of it appealed to me :) ) and just something to add to KE/Warrior i sometimes take warriors with me in my party and they die way easier than me but maybe that's just the AI because in one fight i switched to Cassandra because I was stuck and it went south pretty fast so maybe it was just the AI that majes the companions bad fighters :) because after everyone had died i reloaded and played with my Inquisitor again and the Fight went way better :) and i mix it up too but most of the time i'm close to the enemies because you can nuke the enemies while slice'n'dicing them :) 


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#65
draken-heart

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I didn't know about the specializations when i started the game i just heard from reviews and gameplay i saw that mage is pretty awesome and when it came to specialization i wasn't sure which to pick at first because the other specializations seemed awesome too but in the end i chose the KE because of the spirit blade (probably because i my Mesmer from GW2 is a melee fighter and i enjoyed that a lot and maybe just because the thought of it appealed to me :) ) and just something to add to KE/Warrior i sometimes take warriors with me in my party and they die way easier than me but maybe that's just the AI because in one fight i switched to Cassandra because I was stuck and it went south pretty fast so maybe it was just the AI that majes the companions bad fighters :) because after everyone had died i reloaded and played with my Inquisitor again and the Fight went way better :) and i mix it up too but most of the time i'm close to the enemies because you can nuke the enemies while slice'n'dicing them :)


If you gear and spec/build a warrior right (picking up guard abilities, going Champion/Blackwall, and having the W&S passives) the warrior can be just as unkillable as a KE.

#66
VahnXIII

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I'm with AgenT23. I played a sword-wielding Mesmer in GW2. That was probably the best class I've ever played in an RPG of any sort. Also, My character in Enhanced Baldur's Gate 1 and 2 was a dual sword-wielding fighter/mage. That was also a very fun class to play.

 

KE seemed to be a natural choice for my first playthrough. I'm going to go DW rogue for my second playthrough.


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#67
AgentT23

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it was also the best class i ever played in an RPG Mesmer with Focus and Sword were just amazing together because it gave you good defense and you could deal a lot of damage :) i mean GW2 had a lot of great classes but Mesmer was the best and most fun :)



#68
viperidae

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your first spell should always be fade step straight into the enemy face, anything else is pretty much a waste of time. When you're closer you can use spirit blade to refresh your cooldowns, when you're closer you can use one of your best damage spells (fade cloask), when you're closer you even get more mana regen so you can cast more spells. it's just all around better.


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#69
draken-heart

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your first spell should always be fade step straight into the enemy face, anything else is pretty much a waste of time. When you're closer you can use spirit blade to refresh your cooldowns, when you're closer you can use one of your best damage spells (fade cloask), when you're closer you even get more mana regen so you can cast more spells. it's just all around better.


or you can not use any other spells and just Spirit Blade, like all the other Spirit Blade Spec fans say.

#70
Rynas

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Wait 6 amulets of power? I only found 3 and the perk from the influence where are the other 2?

I like your build though you put a lot of thought behind it well done.

 

I'm interested, too - how do you get 6 amulets?  I only know of 2 (Crestwood and Forbidden Oasis).  Plus the Fade quest and the Inquisition perk = 4 points (+1 if human).



#71
sergel02

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Hmm thinking of the class, isn't the main ability that makes them unbeatable Fade Shield? The barrier on damage move. Seems without it the class isn't as powerful. I'm liking the synergy between the other trees so i'm thinking of taking it. Spirit Blade is good though, but without fade shield, would you still want to be in melee 24/7? I dunno, haven't played it, but it doesn't seem so uber powerful without Fade Shield.



#72
GuyNice

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I'm interested, too - how do you get 6 amulets?  I only know of 2 (Crestwood and Forbidden Oasis).  Plus the Fade quest and the Inquisition perk = 4 points (+1 if human).

You get another one via a wartable operation after the Wicked Eyes and Wicked Hearts quest if you reunite empress Celene and Briala. I'm pretty sure 5 is the max (+1 for human).



#73
AgentT23

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Hmm thinking of the class, isn't the main ability that makes them unbeatable Fade Shield? The barrier on damage move. Seems without it the class isn't as powerful. I'm liking the synergy between the other trees so i'm thinking of taking it. Spirit Blade is good though, but without fade shield, would you still want to be in melee 24/7? I dunno, haven't played it, but it doesn't seem so uber powerful without Fade Shield.

the thing that makes the class unbeatable is that you build up a barrier while damaging enemies so you never really run out of barrier while fighting but Fade Shield is pretty good too especially when you have it's upgrade which gives it a knockback and 1000 percent weapon damage therefore it's i think the spell with the most damage



#74
Abraham_uk

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Defensive okay Knight Enchanter take two.

 

Spirit and Knight Enchanter Abilities.

 

Race: Qunari. Melee defence is useful.

Knight Enchanter: All abilities spent. [11 abilities]

Spirit: Everything except mindblast and strength of spirit [9 abilities] 

Winter: Fade Step and Upgrade [2 abilities] 

Inferno: Immolate (without upgrade) and Flashpoint (so that I can keep casting) [2 abilities]

 

24 points.

 

If there are even more points (maybe from DLC), I'll use them to get clean burn from inferno tree and max out the Spirit tree.

 

 

For this build my favoured companions would be: (This is not an absolute set up. I will most likely chop and change)

 

Sera to be my ranged damage dealer.

Solas for DPS and barriers

Blackwall for tanking

 

 

What do you think?



#75
Rynas

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You get another one via a wartable operation after the Wicked Eyes and Wicked Hearts quest if you reunite empress Celene and Briala. I'm pretty sure 5 is the max (+1 for human).

 

Nice, didn't know that - thanks :)

 

 

Defensive okay Knight Enchanter take two.

 

Spirit and Knight Enchanter Abilities.

 

Race: Qunari. Melee defence is useful.

Knight Enchanter: All abilities spent. [11 abilities]

Spirit: Everything except mindblast and strength of spirit [9 abilities] 

Winter: Fade Step and Upgrade [2 abilities] 

Inferno: Immolate (without upgrade) and Flashpoint (so that I can keep casting) [2 abilities]

 

24 points.

 

If there are even more points (maybe from DLC), I'll use them to get clean burn from inferno tree and max out the Spirit tree.

 

Clean Burn should be very high priority, imo.  One of Spirit Blade's main functions is to work with Clean Burn to reduce cooldowns on your harder-hitting abilities.

 

I've never found it necessary to take the entire KE tree, mostly because I think Disruption Field is of questionable value.

 

It's definitely not necessary to take most of the Spirit tree, either.  The only thing I'd say is essential is Rejuvenating Barrier.  But if you're just going to spam SB and Fade Cloak all day and never cast anything else, that's not even needed.  Barrier upgrade and Guardian Spirit are definitely a waste, in my opinion.

 

The classic "core" build goes something like:

 

Spirit (4): Barrier, Peaceful Aura, Dispel, Rejuvenating Barrier

Storm (2): Energy Barrage, Conductive Current

Inferno (3): Immolate, Flashpoint, Clean Burn

Winter (1): Fade Step

Knight Enchanter (7): Spirit Blade+, Fade Cloak+, Combat Clarity, Fade Shield, Knight-Protector

 

That alone should let you beat just about anything by using Fade Cloak and spamming Spirit Blade until it's off cooldown.  It's 17 points, so you have many others to play with in terms of how you want to deal more damage and make things less boring.  I personally like the Fire Mine route (Pyromancer/Chaotic Focus/Fire Mine+), plus upgraded Energy Barrage, Fade Step, and Dispel.

 

Also, fyi, as a Qunari you can get up to 5 additional ability points.


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