Or even pushing in on analog sticks. IIRC, those are sometimes referred to as L3 and R3 (on a controller).
yeah i was thinking that. but the dpad is waay under used these days.
Or even pushing in on analog sticks. IIRC, those are sometimes referred to as L3 and R3 (on a controller).
yeah i was thinking that. but the dpad is waay under used these days.
All though to be fair. I played this game recently with four mages in my party. We womped on everything. In a balanced team mages don't do so well, just play with four mages, however, and you become gods.
Yep few things can get close to you i hear.
i need to play a mage.
I beat the game as a Rift Mage no problem. Now on my dual-weapon rogue, when I need to fight a dragon, I spec as an archer and play as Solas for the fight.
Love mages, they're awesome.
I strongly disagree. Playing as a mage on my second playthrough and I'm having a much easier time this time around.
How many people are going to bring up Knight Enchanter despite the OP specifically saying he doesn't want to use Knight Enchanter because he thinks it's overpowered?
How many people are going to bring up Knight Enchanter despite the OP specifically saying he doesn't want to use Knight Enchanter because he thinks it's overpowered?
That isn't what the OP said. What he said was:
"I dont want to be a support mage i want to DEAL DAMAGE.
We all know knight enchanter is OP.... AS A FRIGGIN TANK not a mage."
If you look at my two posts above (here and here) you will see that I showed the OP that Knight Enchanter can deal damage as a Mage, without taking anything in Knight Enchanter. The KE passives I recommended mainly help with barrier. He didn't want to play KE, not because he thinks it is OP but because he doesn't believe KE can deal damage as a Mage. The OP is very wrong in that regard.
They don't do rogue damage but they're decent and bring more AoE damage than my artificer spamming long shot and explosive shot can manage. With the exception of necros, mana isn't really an issue with certain passive abilities. There are mastercraft items that reduce mana/stamina costs too; Royale Sea Silk for example is a 20% reduction if not hit for 5 seconds.
Willpower may not increase your mana pool in Inquisition but it's an incredibly strong stat and much better than Magic now. .5% attack and magic resist per point...it's a no brainer.
Basic mages are kinda... negligible, but once you unlock the specializations they get "entertaining"
That isn't what the OP said. What he said was:
"I dont want to be a support mage i want to DEAL DAMAGE.
We all know knight enchanter is OP.... AS A FRIGGIN TANK not a mage."
If you look at my two posts above (here and here) you will see that I showed the OP that Knight Enchanter can deal damage as a Mage, without taking anything in Knight Enchanter. The KE passives I recommended mainly help with barrier. He didn't want to play KE, not because he thinks it is OP but because he doesn't believe KE can deal damage as a Mage. The OP is very wrong in that regard.
Fair enough, but he also said this: "We all know knight enchanters are the way to go, BUT THAT IS SAD, because knight enchanter is more like a paladin not a mage"
It seems the bigger issue is that it doesn't fit his playstyle image of a "proper" mage, who stands back and casts nasty spells.
Fair enough, but he also said this: "We all know knight enchanters are the way to go, BUT THAT IS SAD, because knight enchanter is more like a paladin not a mage"
It seems the bigger issue is that it doesn't fit his playstyle image of a "proper" mage, who stands back and casts nasty spells.
It's worth noting that despite the constant mention of Knight Enchanter, the original build that Poisd mentioned doesn't actually have any Knight Enchanter stuff in it.
It's mostly Inferno tree with a bit of Spirit, both of which are base mage trees that are available to all specializations. The OP is free to use it as a Rift Mage or Necromancer and fire off spells from the back.
Fair enough, but he also said this: "We all know knight enchanters are the way to go, BUT THAT IS SAD, because knight enchanter is more like a paladin not a mage"
It seems the bigger issue is that it doesn't fit his playstyle image of a "proper" mage, who stands back and casts nasty spells.
True, but the OP's assessment and dismissal of Knight Enchanter as not a "proper" mage is based upon his erroneous belief that Knight Enchanter can only deal damage as a tank (aka get in enemy's face and spam Spirit Blade ad infinitum, pausing only to cast barrier) and not a more "traditional" mage. I was simply trying to show him how taking certain actives / passives (in Spirit and Inferno, preferably boosted by specific passives in Knight Enchanter) can allow Knight Enchanter to deal damage in what he would consider a more "proper" mage role. Somehow I doubt he will take my advice, but that is his loss. FYI, I play KE but don't spam Spirit Blade (ad infinitum) because that gets real old real fast...
It's worth noting that despite the constant mention of Knight Enchanter, the original build that Poisd mentioned doesn't actually have any Knight Enchanter stuff in it.
It's mostly Inferno tree with a bit of Spirit, both of which are base mage trees that are available to all specializations. The OP is free to use it as a Rift Mage or Necromancer and fire off spells from the back.
This ^. My original build recommendation intentionally did not include any investment in Knight Enchanter. Anything I did recommend in Knight Enchanter (in 2nd post) was primarily to help with barrier. The only reason I mentioned Spirit Blade is because it is a pre-req for any other actives / passives in Knight Enchanter. Spirit Blade can be disabled in AI and not mapped to UI, and Knight Enchanter can still deal damage (outside melee range) with Immolate and Fire Mine.
My friend who played the knight enchanter can solo a friggin dragon on hard!!
I couldnt even do that with with my DPS oriented rogue with dual blades! :0
As someone that enjoys cc, I can say that I hated it in DAI. With only 8 slots, broken hold and all the other limits is no fun at all. ![]()
I've dealt 4500pts damage with against a dragon and gave corypheus similar treatment as a rift mage, so i disagree. But i see where you're coming from trick is to balance out your ability slots if you get the chance to scan your enemies weakness' first (tact cam this is easier with dragons or entering and then leaving a rift zone) you can adjust your slots and staffs, use runes as well so you aren't reliant on a specific elemental damage type.
The only thing I agree with you on is Willpower. I don't understand why they made it affect damage. We already have Magic and Attack % for that. It seems like they ran out of time and just shoehorned in Willpower at the last second. Willpower should be as it was in the other DA games, which was give Mana. That would've made much more sense, especially since certain spells cost a lot of mana.
Now in terms of damage, if you play the class correctly you can do insane amounts of damage. Skills like Static Cage can make mince meat out of mobs of enemies and even Dragons if you know what you're doing. Sure maybe you can't kill a Dragon in 15 seconds like a Rogue can, but then again that's not what Mages are meant for. Mages in this game cause many status effects that help your party do crazy damage. It's all about how you use those tools you have, not necessarily "Oh shiny damage look at me" if that's what you're looking for then go Archer/DW Rogue.
Lastly I have no problems with the 8 skill slot limit. I know that the only reason it's like that is because the game is developed around consoles and a lot of PC players hate that, but I find that the game plays great with just 8 skills. That's just my personal opinion on the matter.
Try taking Immolate (and its upgrade Wildfire), Pyromancer, Chaotic Focus, Clean Burn, and Fire Mine (and its upgrade Searing Glyph) from Inferno. Take Barrier and at least Strength of Spirits (to increase barrier) from Spirit. Cast Immolate or, better yet, Fire Mine and then tell me KE cannot deal damage.
So we are all supposed to be knight enchanters then?, so we become the most broken thing in the game?, no thank you.
So we are all supposed to be knight enchanters then?, so we become the most broken thing in the game?, no thank you.
Keep moving those goalposts buddy. Eventually you'll stumble onto an argument where you're not completely wrong.
If you're not outdamaging the rest of your team (combined) with knight enchanter you're doing something wrong.
If you're not outdamaging the rest of your team (combined) with knight enchanter you're doing something wrong.
Haha, yeah no. Can your Knight Enchanter do this?
Skip to 1:15.
I'll answer that for you, he/she can't. I know KE can't because it's my favorite class.
This hasn't been my experience. Playing as a pyromancer/necromancer (which is suppose to be the worst specialization, but its worked fine for me) my damage output has greatly increased and I've had better crowd control than either of the previous games. With the way specials chain, the barrier spell bonus, and the damage modifiers, I am mowing through trash mobs. Fire mine is now a one shot for despair demons. Its different than DA:O, but I am absolutely satisfied with damage output.