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Rift Mage vs Necromancer


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10 réponses à ce sujet

#1
reeferdemon

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I don't know what specialization to choose for my new mage Inquisitor. What are people's thoughts?



#2
VilniusNastavnik

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If you are bringing Solas with you, go necro, if you are bringing dorian, go rift.. no one likes vivienne.. Necro has some good AOE abilities that as far as I know, not a single character is resistant to (spirit damage). Rift magic can, along with static cage, lock down an entire area, static cage, pull of the abyss, walking bomb.. or even fire mine. It really depends on your play style and hell well you can combo moves.



#3
Bayonet Hipshot

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Both Rift Mage and Necromancer are flawed in their own way. 

 

For Necromancer, the pet you get from Spirit Mark spell is extremely glitchy. Horror costs too much mana, does too little and does not work on bosses. Walking Bomb is the only properly good thing about this specialization but you need a lot of points to get there. Haste is allright. Most of its passives promote an aggressive style of play.

 

For Rift Mage, only Stonefist works on big bosses, the other abilities either do not work or just apply weakness. Firestorm is crap against fire immune targets. Rift Mage also suffers from a serious bug where if an enemy is already Weakened, you cannot apply Weakness on them again until the whole duration of the spell runs out. If you do, the weakness cancels out and you do not get your mana regeneration back.

 

Knight Enchanter is the only mage specialization that works properly in every and all situations. Disruption Field works on Dragons, Giants, Behemoths and it turns fast moving rogue enemy units into simple mooks. Resurgence heals and heals over time in an AOE. Spirit Blade does good damage on its own, affects guard, affects barriers and can deflect projectiles. Fade Cloak makes you invulnerable and can turn you into a spirit bomb of sorts. The downside is that this specialization might be boring. Having said that, you can build your Knight Enchanter as a hybrid mage who stays at range and only uses the Spirit Blade if an enemy gets up close and personal. 



#4
godlike13

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I think they fixed Disruption Field so that it doesn't work on the big enemies anymore. 



#5
sunnydxmen

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I think they fixed Disruption Field so that it doesn't work on the big enemies anymore. 

 

 are you sure some enemies are immune to it.



#6
godlike13

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Ya, with the last patch. It doesn't work on Dragons, Giants, and whatever else is bigger than it anymore. 



#7
SonsofNorthWind

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 Knight Enchanter is the only mage specialization that works properly in every and all situations. Disruption Field works on Dragons, Giants, Behemoths and it turns fast moving rogue enemy units into simple mooks. Resurgence heals and heals over time in an AOE. Spirit Blade does good damage on its own, affects guard, affects barriers and can deflect projectiles. Fade Cloak makes you invulnerable and can turn you into a spirit bomb of sorts. The downside is that this specialization might be boring. Having said that, you can build your Knight Enchanter as a hybrid mage who stays at range and only uses the Spirit Blade if an enemy gets up close and personal.


I think this is a consequence of the lazy game design with bosses immune to many debuffs. Then your buff based spec ends up stronger across the board. I mean, they really screwed up on how much Barrier KE can generate, but there's also a baseline mechanic issue.

#8
Capeo

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For Rift Mage, only Stonefist works on big bosses, the other abilities either do not work or just apply weakness. Firestorm is crap against fire immune targets. Rift Mage also suffers from a serious bug where if an enemy is already Weakened, you cannot apply Weakness on them again until the whole duration of the spell runs out. If you do, the weakness cancels out and you do not get your mana regeneration back.

 

Except weakness is godly with the passives so "just apply weakness" is not a bad thing when you're getting a 15% damage bonus, unlimited mana and proccing Flashpoint off Barrage allowing you to spam spells like a maniac.  It's easy to avoid the weakness bug, especially against bosses.



#9
JaegerBane

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I think this is a consequence of the lazy game design with bosses immune to many debuffs. Then your buff based spec ends up stronger across the board. I mean, they really screwed up on how much Barrier KE can generate, but there's also a baseline mechanic issue.


I'm not sure I'd call it 'lazy' - that implies they knew how to fix the situation but just couldn't be bothered. Crowd control is an all-or-nothing proposition which is difficult to make work in such a way that doesn't render the game a cakewalk. Just look at the journey the Adept went through across the Mass Effect games... That was only 'fixed' by switching it's focus from a controller to a nuker in the third game.

I can sympathise with the issues on the KE too, as its a similar all or nothing situation - either it's tough enough to handle combat, or it isn't.

#10
SonsofNorthWind

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I'm not sure I'd call it 'lazy' - that implies they knew how to fix the situation but just couldn't be bothered. Crowd control is an all-or-nothing proposition which is difficult to make work in such a way that doesn't render the game a cakewalk. Just look at the journey the Adept went through across the Mass Effect games... That was only 'fixed' by switching it's focus from a controller to a nuker in the third game.
I can sympathise with the issues on the KE too, as its a similar all or nothing situation - either it's tough enough to handle combat, or it isn't.

Hi Jaeger! Argue commence!

I think it is lazy to simply make bosses immune to CC if you're going to premise specialization abilities off that CC. Blinding Terror, for example, or the spec defining Templar Wrath-> Purge combo. Even if you made the CC proper not work but it still stuck a debuff that allowed passives or combos to work that would be a large improvement. Simply making bosses flat out CC immune hurts specializations with CC synergies disproportionately from both a power and theme perspective in comparison to builds with self-buff synergies (stealth and barrier, for example - Da:I isn't packing a huge number of True Sight wielding bosses who de-spec Assassins).

Though it was much weaker than the OP ME1 CC, in later MEs still worked if you stripped layers of defense away. It wasn't simply total immunity. And iirc Stasis still worked on unarmored foes.

Seems like if the "tough enough to survive combat" is all or nothing than everything is, right? It's tough enough to solo NM combats against higher level dragons, it's not as though they missed by just a little bit.
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#11
JaegerBane

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Hi Jaeger! Argue commence!
I think it is lazy to simply make bosses immune to CC if you're going to premise specialization abilities off that CC. Blinding Terror, for example, or the spec defining Templar Wrath-> Purge combo. Even if you made the CC proper not work but it still stuck a debuff that allowed passives or combos to work that would be a large improvement. Simply making bosses flat out CC immune hurts specializations with CC synergies disproportionately from both a power and theme perspective in comparison to builds with self-buff synergies (stealth and barrier, for example - Da:I isn't packing a huge number of True Sight wielding bosses who de-spec Assassins).
Though it was much weaker than the OP ME1 CC, in later MEs still worked if you stripped layers of defense away. It wasn't simply total immunity. And iirc Stasis still worked on unarmored foes.
Seems like if the "tough enough to survive combat" is all or nothing than everything is, right? It's tough enough to solo NM combats against higher level dragons, it's not as though they missed by just a little bit.


I agree flat out immunity isn't an answer. The basic problem the ME2 Adept had was that defenceless opponents weren't in need of crowd control, and it only really got fixed when bioware worked out whatever issue it had with Stasis. IMHO they should have stuck with the rough model they established in ME3 where crowd control was more about combining abilities and different opponents could be controlled by different means - something that would work on bosses, for example, would not necessarily work on mobs.

The tough enough to survive issue was more that Fade Shield is needed to balance the situation where mages are not balanced for Cc and the KE spec is. Simply making them a mage with all the benefits of a sword+boarder would have been no good, so they needed something that allowed the a realistic chance. The problem is, of course, how to do that without making them too strong, which is the same boat the CC spells are in.