I liked Rift Mage.
Tried KE with my Elf mage...went back and became a Necro.
I like it so far...though Cole was a little upset with that choice.
Knight Enchanter, Rift mage or Necromancy?
#26
Posté 19 décembre 2014 - 07:38
#27
Posté 19 décembre 2014 - 07:39
I'd skip KE because the controls are too damn annoying (R+WASD is fine, 1/2/3/4/5/6//7/8+WASD not so much - how many hands do you think humans have)... just let me equip a damn sword and map R to attack.
#28
Posté 19 décembre 2014 - 07:43
Walking Bomb is IMO one of the top 5 best skills in the game excluding focus skills. It also has a level of strategy when deciding where to place it, when to pre-detonate it, and projecting the movement of who you placed it on.
In Fallow Mire for example, that endless respawning of skeletons near the keep at the end can actually be taken completely out by a single WB. Of course, it's use is great in any situation because even just on a single target it's damage is competitive with any other skill.
... and that is just ONE skill from the necromancer without even going into the rest. Guess you know my recommendation now.
Also, hey, if you dislike Cole, watch him squirm by picking this specialization. I happen to like Cole so you can get out of it without upsetting him too much. This also goes for a few other characters, they're not overly comfortable with you becoming a Necromancer. Of the three mages though, I felt the most powerful with my Necro... so a few hurt feelings was worth it ![]()
#29
Posté 19 décembre 2014 - 07:46
Knight Enchanter has been my favorite. Rift Mage is fun. Necromancer I haven't played as an Inquisitor but I wasn't impressed with it on Dorian.
#30
Posté 19 décembre 2014 - 10:02
I went Necro for my 1st playthrough, once Walking Bomb is upgraded it's a lot of fun.
But I have to confess I'm starting to get a little tired of it, I'll probably play Rift mage next time to have more variety.
I'm avoiding KE, once I'd put Fadetouched Obsidian into crafted gear to generate guard then Fade Cloak (or whatever it's called) sounds redundant. Being overpowered is more fun than being overdefended.
#31
Posté 19 décembre 2014 - 10:45
Ha, I just made a video showcasing what a Knight Enchanter can do!
Evidently though you find the class boring? I find it the most fun class in the game. If you mix up your attacks you can do some really cool things. I'm not a big fan of Nerco, but I know Rift Mage can be pretty fun if you can combo correctly with your team.
- eyespI et VilhoDog13 aiment ceci
#32
Posté 19 décembre 2014 - 11:22
Knight Enchanter
Knight Enchanter is the most flexible mage specialization. Being one means you are the mage with the most amount of options in the game. You can melee, you can become invulnerable and you can heal. However, playing as a fun Knight Enchanter requires restraint and purposeful gimping. You have to for example, only choose to engage in melee if you are attacked by a melee enemy and pick different elemental spells to allow you to be a spellcaster. The problem with this is that it goes against the lore and immersion big time. Knight Enchanters and their Elven brethren, Arcane Warriors, are often high ranking champions, fighters and bodyguards. So the idea of a Knight Enchanter sitting back, spellcasting and only using melee when an enemy gets within melee range is quite heretical.
Here is a good hybrid Knight Enchanter build though. + represents upgrade. You will notice that this requires plenty of skill points. Fear not, there are plenty, up to 6 I think, skill point granting amulets that you can get. You can switch Chain Lightning out for Static Cage.
Necromancer
Necromancer to me, is all about damage over time and fear. While the bugs that affect Spirit Mark and the inefficiency of Horror does make this specialization a bit crappy, the main reason many do not like it is because it primarily focuses on damage over time. Its passives are quite decent. Aside from that, Walking Bomb is outstanding, Haste is excellent and has a very tactical use for 85% speed reduction for 20 seconds is godly. There is also the other thing about Necromancer not being looked very favorably by most of your followers and advisers. It also deals with plenty of death and decay and mummification so for those who are big on lore and roleplay like me, do considers these things before picking the Necromancer. The biggest bugs are obviously that your pets that you raise with Spirit Mark do jack in combat and Horror costs too much mana to worth anything, especially when you have a spell like Wall of Fire around.
Since Necromancer is all about damage over time, the best way forward is to focus on Inferno and Storm. You want as much Fire damage as you can get, sprinkled with some other elementals as well. I have Fade Step, Energy Barrage and Static Cage. Fade Step to get out of bad situations and do ice damage along the way since Necromancer has neither Fade Cloak or Pull of the Abyss to stop enemies from coming at them. Energy Barrage is just an all-round excellent spell and Static Cage combos with Walking Bomb really well. As usual, + represents upgrades and you do not have to worry about skill points since you can get skill point amulets, up to 6 of them I believe in game.
- Maria13, eyespI et sergel02 aiment ceci





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