I think Chain Lightning is a good ability too because you can hit multiple targets and stop their blocking for just a little time but still useful to throw them off and you build up your Barrier pretty fast with it so it's pretty good for the start of a battle when you don't have a barrier yet you gain a lot of barrier from it so you can go in and do damage with your Spirit Blade i also like Fire Mine because it does a lot of damage it's a lot of fun if you are clearing a rift and demons are about to come out and you place the mine where they will appear and as they matirialize they get blasted by the Mine which i think is fun
Knight Enchanter
#76
Posté 07 janvier 2015 - 11:12
- GuyNice et Abraham_uk aiment ceci
#77
Posté 08 janvier 2015 - 08:27
On Disruption Field... My experience is that it's a bit misunderstood. People call it a crowd control spell - IMHO it's closer to a shield spell that works by denying attacks rather than absorbing them, both melee and ranged. I find it has a number of interesting uses - one use I've found is it's useful for taking the heat of your ranged characters - teleport up, drop it and get back in the fight, while your ranged bro sits inside his plastic bubble that slows all incoming attacks to a crawl. In that respect its a bit like ice wall, but with 360 degree coverage and only affects enemy attacks rather than both.
#78
Posté 08 janvier 2015 - 08:29
I think Chain Lightning is a good ability too because you can hit multiple targets and stop their blocking for just a little time but still useful to throw them off and you build up your Barrier pretty fast with it so it's pretty good for the start of a battle when you don't have a barrier yet you gain a lot of barrier from it so you can go in and do damage with your Spirit Blade i also like Fire Mine because it does a lot of damage it's a lot of fun if you are clearing a rift and demons are about to come out and you place the mine where they will appear and as they matirialize they get blasted by the Mine which i think is fun
And it's quite excellent for streamlining ram meat hunting.
- AgentT23 aime ceci
#79
Posté 09 janvier 2015 - 02:20
#80
Posté 09 janvier 2015 - 03:01
Fire Mine + Chaotic Focus is pretty standard afaik. FYI, Gathering Storm apparently is bugged and does nothing. http://forum.bioware...rk-compilation/
#81
Posté 09 janvier 2015 - 04:09
#82
Posté 09 janvier 2015 - 02:44
... honestly, Dispel and the mana regen boost from barriers really don't justify Peaceful Aura. As a Knight Enchanter you're going to have some of the best defense on the field and people hitting your will take damage. You actively _want_ people to be targeting you. I've never really had any problems with mana generation, even when working at range. Granted, that last bit kind of required Winter Stillness but I was more or less throwing down Immolates, WGs and Barrages on cooldown, often twice if Flashpoint dinged.
PA in general is something more for pure casters, not even KE hybrids, since if and when it works it makes both your constant barrier generation and having Spirit Blade the equivalent of wasted points.
#83
Posté 09 janvier 2015 - 03:46
... honestly, Dispel and the mana regen boost from barriers really don't justify Peaceful Aura. As a Knight Enchanter you're going to have some of the best defense on the field and people hitting your will take damage. You actively _want_ people to be targeting you. I've never really had any problems with mana generation, even when working at range. Granted, that last bit kind of required Winter Stillness but I was more or less throwing down Immolates, WGs and Barrages on cooldown, often twice if Flashpoint dinged.
PA in general is something more for pure casters, not even KE hybrids, since if and when it works it makes both your constant barrier generation and having Spirit Blade the equivalent of wasted points.
Well, that's the kicker, isn't it? Because combat clarity only works at short range, you're going to have to take winter stillness or rejuvenating barrier to keep your mana flowing at a decent rate at range. While PA isn't a particularly great option for a KE, i spend far more time with a barrier than I do standing still on the spec - it's not like less threat breaks the build, you just have to run at them faster and hit them MOAR
The spirit tree is a really annoying one as everything useful is stuffed behind active effects you won't be using, but in practice I find it worth the increased outlay in comparison to stillness, simply because standing still is too hard to maintain in this game, least of all for KE.
#84
Posté 09 janvier 2015 - 08:37
Dispel tbh is probably one of the best early game spells. It removes enemy barrier, can detonate winter's grasp, etc. It becomes kind of useless post Skyhold tho. As for Rejuv barrier can't you just have an ally pick that up, and you will reap the benefit assuming they cast barrier at the start of an encounter? The only time I ever go oom on a KE is on boss fights, but I'm spamming Spirit Blade / Fade Cloak constantly in those.
#85
Posté 09 janvier 2015 - 08:51
Dispel tbh is probably one of the best early game spells. It removes enemy barrier, can detonate winter's grasp, etc. It becomes kind of useless post Skyhold tho. As for Rejuv barrier can't you just have an ally pick that up, and you will reap the benefit assuming they cast barrier at the start of an encounter? The only time I ever go oom on a KE is on boss fights, but I'm spamming Spirit Blade / Fade Cloak constantly in those.
You could, but no class can cast Barrier at the same rate that a KE can generate it on themselves. Hence you won't benefit from it as often by relying on a squadmate. And, then you have the issue you always get by relying on squadmates for something vital - if they go down or you can't fit them into the squad, it's bust.
There's also the point that an 8-slot limit means that skill points lose their value after a certain level - you might as well plow them into turning your auto barrier into an all-round buff.
#86
Posté 09 janvier 2015 - 09:26
Yeah true I think it is good to have, and I agree once you get your "core" it is best to buff it up with the passives/additional benefits of your 8 or so core abilities, but i personally wouldn't prioritize Rejuv barrier. Open world encounters are usually over before mana becomes an issue, and boss fights that are 1on1 are always going to be starving you for mana.
i think Necromancer would love to have it, but KE and RM it isn't really all that essential imo. Because early skyhold levels 12-15 for me. I usually only have enough points for Barrier and the barrier on killing blow thing for the spirit tree, and everything else is used in spec/fire or storm + fade step, and then level 16 you will have tier 3 gear, and well stuff dies so fast mana isn't an issue tbh.
By the time I have skill points available for it, Rejuv barrier's benefits are inconsequential imo, and I'd rather spend my points elsewhere in the early game to mid game.
#87
Posté 10 janvier 2015 - 11:07
#88
Posté 10 janvier 2015 - 12:14
I would say that at range, winter stillness is better than rejuvenating barrier. Why? Because winter stillness is the range equivalent of combat clarity (in terms of how much mana is regenerated). I'd say that all mage specs should use it for starting fights, even knight enchanter.
The problem is, it's *really* difficult to stand still. If it were just a case of not moving then it would be fine, but stuff like energy barrage and spirit blade - which even at range is useful for deflection - break it too, not to mention it hits the opportunities you get for Frost Step-ping a crowd. You just incur so many penalties for trying to get winter stillness to work that it defeats the object of it in the first place.
Conversely, everything you do will be keeping your barrier up, which also lasts longer and fights back on a KE. It's just much more practical to get your money's worth from rejuvenating barrier.
#89
Posté 10 janvier 2015 - 05:38
Knight Enchanter: Take 3.
Race: Qunari for the 30% melee damage resistance.
Knight Enchanter: Spirit Blade, Defending Blade, Combat Clarity, Resurgence, Fade Cloak, Decloaking Blast, Veiled Riposte, Fade Shield,
Knight Protector [9 Points]
Spirit: Barrier, Elegant Defence, Guardian Spirit, Mind Blast, Fortifying Blast, Strength of Spirits, Revival, Life Wards [8 Points]
Winter: Fade Step, Winter Stillness, Wall of Ice, Ice Armour [4 Points]
Inferno: Immolate, Flash Point, Clean Burn [3 Points]
24 Points Allocated.
What skills do you think I should ditch and what skills should I take up (that I haven't added to this build)?
#90
Posté 10 janvier 2015 - 06:10
Qunari is a good choice, esp. for the vitaars. ![]()
I don't see the point of Mind Blast/Strength of Spirits - did you have a specific purpose in mind?
Conductive Current is a popular pick for the extra damage.
Most of this comes down to playstyle preference, though.
#91
Posté 10 janvier 2015 - 06:25
Qunari is a good choice, esp. for the vitaars.
I don't see the point of Mind Blast/Strength of Spirits - did you have a specific purpose in mind?
Conductive Current is a popular pick for the extra damage.
Most of this comes down to playstyle preference, though.
Mind Blast because I want to send trash mobs flying and Strength of Spirits for the 50% Barrier Bonus.
I intend to use Solas and Dorian as more DPS orientated Mages.
This is supposed to be a front line Barrier Giving Tank. So all of the abilities are supposed to fit this.
Perhaps I can make a few alterations, like removing the upgrade to mind blast and strength of spirits to make way for energy barrage and Conductive Current.
Sure it lessens the defense of this build but it makes up for it in dps.
Come to think of it, since The Inquisitor is one of two Knight Enchanters, perhaps I can use Vivienne for maxing out Knight Enchanter and Spirit, whilst keeping The Inquisitor more balanced.
(I can't find a thinking emoticon).
#92
Posté 10 janvier 2015 - 06:50
Strength of spirits is pretty good though... The spirit school is just plain awkward as you have to take active abilities you won't have room for to gain the good passives.
Using ice armour and ice wall is a valid tactic, but doesn't work particularly well on KE. It's a fast moving class. In any case, trying to do both that and fade step is a fundamental conflict.
- Abraham_uk aime ceci
#93
Posté 10 janvier 2015 - 07:04
Mind blast doesn't send anyone flying, it's purely a threat reduction mechanism a la DA:O... Which you shouldn't be doing, as KE gets better the more opponents that are attacking. On top of this, the upgrade is redundant on KE, and I *think* it's bugged too.
Strength of spirits is pretty good though... The spirit school is just plain awkward as you have to take active abilities you won't have room for to gain the good passives.
Using ice armour and ice wall is a valid tactic, but doesn't work particularly well on KE. It's a fast moving class. In any case, trying to do both that and fade step is a fundamental conflict.
Okay. Time for Take Four.
Knight Enchanter:
Race: Qunari for the melee damage resistance.
Spirit: Barrier, Elegant Defence, Mind Blast, Revival, Life Ward, Strength of Spirits [7 Points]
Storm: Energy Barrage, Conductive Current, Static Charge [3 Points]
Winter: Fade Step, Frost Step [2 Points]
Inferno: Immolate, Flash Point, Clean Burn [3 Points]
Knight Enchanter: Everything except disruption field and it's upgrade [9 Points]
24 Points allocated.
Hot Keyed Abilities
Primary Set (Close Quarters Assault): Spirit Blade, Fade Step, Resurgence, Fade Cloak
Secondary Set (Defence and Support Fire): Barrier, Immolate, Energy Barrage, Revival,
What do you make of this build now? ![]()
#94
Posté 10 janvier 2015 - 08:00
You take Dispel because with Stagger on Being Hit armor that you layer on the KE late game, you can reliably cross combo with yourself. Also for the 25% damage increase you get from the upgraded Dispel. I have 67% stagger on being hit on my KE, I'm constantly detonating with dispel. Which is only on an 8 second cooldown made shorter by clean burn. Essentially I can always detonate everything. That's priceless in terms of dps.
Also Dispel is amazing utility and defense.
- Abraham_uk aime ceci
#95
Posté 10 janvier 2015 - 08:04
Ugh. Some people are telling me Dispel is worth it whilst others are telling me it isn't.
I can't choose. ![]()
Thank goodness there are respec cards. ![]()
#96
Posté 10 janvier 2015 - 08:35
Actionhero has a serious thing for dispel, so keep that in mindUgh. Some people are telling me Dispel is worth it whilst others are telling me it isn't.
I can't choose.
Thank goodness there are respec cards.
Being serious though, it is a very good spell. It's biggest issue is the 8 slot limit, which means that *every* *single* *spell* has to have a very specific use for it to be worth it.
Dispel can do many things, but 9 times out of 10 that's dispelling barriers, which really isn't that big a deal on a KE (particularly on nightmare, where they just get respawned). You can use it to instakill partially-spawned demons at a rift, you can use it to cancel the weird corruption-beam thing on red Templars, you can cancel various status effects - but the ultimate question is whether you'd rather be doing this than fade stepping, wtfpwning enemies in static cage or instakilling hordes with Mark of the Rift etc etc, as it'll cost you one of those things due to the activated nature and need for a slot. Personally, I don't take it on my quick bar, but that's more to do with the ridiculously few slots than the spell itself. If you are going to take it, then take the upgrade to, as that allows you to use it as a buff.
The KE can technically get away with spamming spirit blade and fade cloak so you have a fair freedom to take what you like, it really depends on what you're having the most trouble with.
An important aspect of dispel is that it's an Eldritch detonator, and it's AOE, so in theory you could pull of multiple detonations - but this requires a lot of micromanagement to pull off, which isn't really the KE's forte. You can still detonate using other spells - IIRC Energy Barrage is also a detonator.
The long and short of it is Dispel is a Swiss army knife, but trades sheer power for its versatility. Whether you need it will depend on what else you have, but tbh the KE isn't the best spec for it. KEs don't really care if enemies finish their spawning or transformation or barrier casts, as they get stronger the more enemies are in play due to their barrier generation, damage reflection, mana regen and shielding abilities. Rift Mage's tend to make better use of it due to their precise crowd control, and lack of decent shielding and anti-barrier options.
Disruption Field is a hard one. It's a shield that thinks it's a crowd control. It needs a lot of experimentation to get the best out of it but it's definitely at the bottom of the KE tree for a reason
#97
Posté 10 janvier 2015 - 09:02
I'm not missing anything.
Static Cage - Fire Mine - Spirit Sword - Fade Cloak - Fade Step - Energy Barrage - Dispel - Mark of the Rift
Dispel is legit, and completely worth a slot in it's own right. It's the largest eldrich detonator in the game that also happens to be targetable and on the shortest cooldown for eldrich detonators. It only costs 35 mana, removes all debuffs on you and buffs on the enemies, gives you a 25% damage buff and is a huge barrier nuke. It removes glyphs enemy mages place on the ground and is an instant kill on rift fights. It removes the electric circles of death that thunder dragons place on you, removes chill effects and burn effects that fire dragons put on your squad.
I use it in all fights. It's stupidly strong. People don't like it because "hurdur, not direct damage" even though it is a direct aoe nuke that's as strong as fire mine because it's a detonator. If not stronger because of it's shorter cooldown.
Even if you yourself don't take it, someone in your squad should have it. You might not know what to look for to tell whether people are staggered, the computer always knows and will immediately detonate with dispel.
I love dispel, but it's not like it's because it looks flashy, but because it's one of the best spells in the entire game.
- Abraham_uk aime ceci
#98
Posté 10 janvier 2015 - 09:30
Wow, never thought of the stagger + Dispel combo before. I keep Dispel on my bar for utility, and because I can't think of anything better to put there, but I have to try this ![]()
- Abraham_uk aime ceci
#99
Posté 10 janvier 2015 - 09:31
Take 5: Final Build. Not going back (unless it's terrible in game play and I feel the need to respec)
Thanks for the advice. I'm ready to make my decision.
Qunari Knight Enchanter
Knight Enchanter: Spirit Blade, Defending Blade, Fade Cloak, Decloaking Blast, Resurgence, Combat Clarity,
Veilled Riposte, Fade Shield, Knight Protector [9 points]
Spirit: Barrier, Elegant Defence, Peaceful Aura, Dispel, Transmute Magic, Revival, Life Ward [9 Points]
Storm: Energy Barrage, Conductive Current [2 Points]
Winter: Fade Step [1 Point]
Inferno: Immolate, Flash Fire, Clean Burn [3 Points]
Abilities:
Primary Set [Close Quarters]: Fade Step, Decloaking Blast, Spirit Blade, Energy Barrage
Secondary Set [Support]: Resurgence, Barrier, Revival, Dispel
Done.
So what followers would work well with a build like this?
#100
Posté 10 janvier 2015 - 10:04
Solas works well with the KE. Pull of the Abyss centralizes enemies so you can chop them all in half with spirit blade or nuke them all with Decloaking Blast. He also procs weakness on his own, which if you spec him into storm he will also cause shock, putting enemies to sleep. You can detonate these enemies with Dispel for Nightmare.
I really enjoy Blizzard on the Rift Mage as well, so I usually end up speccing him into ice eventually. Blizzard costs mana per second, but you get mana back for attacking weakened enemies. So blizzard sort of sustains itself.
Cassandra works well with Solas because it allows her to Wrath of Heaven and then Spell Purge for massive aoe damage on the enemies caught within the blizzard and Pull of the Abyss. This also causes more weakness in turn, which Solas appreciates.
Then you'll probably want some kind of single target dps, of which you can take your pick, because all of the rogue specializations do a lot of single target damage. when optimized.
- Abraham_uk aime ceci





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