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Knight Enchanter Nuker Build?


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#1
ImperatorMortis

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I was looking through Knight Enchanter, and I'm not too interested in spamming Spirit Blade all day. So I was looking up different builds for it, and I saw something utilizing Chaotic Focus's barrier drain with Knight Enchanters Fade Shield ability. So that made me wonder if a mostly or somewhat ranged nuker/traditional caster build for Knight Enchanter was a viable option.

 

Has anyone made a build like this?



#2
actionhero112

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Spirit Sword's purpose isn't to do damage, even though it does plenty of that. It's purpose is to decrease your higher damage spell's cooldowns even further through the passive "clean burn." These abilities usually include fire mine, static cage and fade cloak.

 

Because Spirit Sword, Combat Clarity and Fade Cloak only work at close range and they're essential for maximizing your damage, any nuker build is at melee range spamming spirit sword, fade cloak and fade step in between your larger damage abilities.

 

But yes, people have thought of using chaotic focus and fade shield. In fact it's standard on most builds. Chaotic focus costs barrier to use, which is immediately regained when your fire spell goes off.

 

I want to understand this fascination that people have with playing the knight enchanter at range, when all of it's abilities only work at close range. Why not play just another specialization, both the Necromancer and the Rift Mage are more in line with standard mage behavior if you're interested in that. 

 

For example on my KE I run

 

Spirit Sword - Fade Cloak - Fade Step - Fire Mine - Dispel - Static Cage - Energy Barrage - Mark of the Rift

 

Sure I use Spirit Sword. It's the hallmark of the class. But I only use it in between casting Energy Barrage, Fire Mine and Static Cage. 



#3
DarkAmaranth1966

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I run Fade cloak, Fade step, barrier, immolate, enery barage, fire mine, mark of the rift and, of course spirit blade.

 

Unlock EDL ASAP, send advisors (Cullen and Jossie only) after resources there until you level to it. You need Silverite. That removes the class restriction on crafted armor so, your KE can wear heavy armor. (Nearly double the protection of mage armor.)

 

Now, once you get your passives onboard with the actives, might as well tie the rest of the party to a sled and tell them to hang on and enjoy the ride. You now have a ranged and melee DPS, a tank, AOE, and, a bit of crowd control too, all in one mage.

 

The spirit blade is to reduce cooldown and, in the rare cases when you can't get the critter off you and have to hack it to death and, soloing dragons (need to pretty well spam it to keep barrier up at all times and, if you do, dragon can't hurt you.)



#4
Biotic Flash Kick

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nuker?

 

max out knight enchanter and get chaotic focus.

sure you burn half your barrier but the spike damage from the fire mine restores your entire barrier

 

well i've seen half barrier immolates with chaotic focus that restore KE to full barrier 



#5
Poisd2Strike

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I was looking through Knight Enchanter, and I'm not too interested in spamming Spirit Blade all day. So I was looking up different builds for it, and I saw something utilizing Chaotic Focus's barrier drain with Knight Enchanters Fade Shield ability. So that made me wonder if a mostly or somewhat ranged nuker/traditional caster build for Knight Enchanter was a viable option.

 

Has anyone made a build like this?

 

I play KE and made some KE recommendations in another thread:  http://forum.bioware.../#entry18344691



#6
ThelLastTruePatriot

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Spirit Sword's purpose isn't to do damage, even though it does plenty of that. It's purpose is to decrease your higher damage spell's cooldowns even further through the passive "clean burn." These abilities usually include fire mine, static cage and fade cloak.

 

Because Spirit Sword, Combat Clarity and Fade Cloak only work at close range and they're essential for maximizing your damage, any nuker build is at melee range spamming spirit sword, fade cloak and fade step in between your larger damage abilities.

 

But yes, people have thought of using chaotic focus and fade shield. In fact it's standard on most builds. Chaotic focus costs barrier to use, which is immediately regained when your fire spell goes off.

 

I want to understand this fascination that people have with playing the knight enchanter at range, when all of it's abilities only work at close range. Why not play just another specialization, both the Necromancer and the Rift Mage are more in line with standard mage behavior if you're interested in that. 

 

For example on my KE I run

 

Spirit Sword - Fade Cloak - Fade Step - Fire Mine - Dispel - Static Cage - Energy Barrage - Mark of the Rift

 

Sure I use Spirit Sword. It's the hallmark of the class. But I only use it in between casting Energy Barrage, Fire Mine and Static Cage. 

 Because people can be morons at times my friend. It's a strange hipster mentality, folks want to play KE, but they want to pretend they are doing it "better" than everyone else. All they end up doing is gimping the spec which works best AT MELEE RANGE.. Spirit blade is the key to bringing your hard hitters off cooldown faster. Still there is this perception that all a KE does is use spirit blade and absolutely nothing else.



#7
Biotic Flash Kick

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 Because people can be morons at times my friend. It's a strange hipster mentality, folks want to play KE, but they want to pretend they are doing it "better" than everyone else. All they end up doing is gimping the spec which works best AT MELEE RANGE.. Spirit blade is the key to bringing your hard hitters off cooldown faster. Still there is this perception that all a KE does is use spirit blade and absolutely nothing else.

there are spirit blade/fade shroud only walkthroughs on youtube IIRC :/



#8
draken-heart

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here is a KE build that I would go with:

Mage - Knight Enchanter
 
For me, this build is meant not to be a mage or KE, but a bit of both. I would use spells like Immolate+ (which I find a good supplementary fire spell for fire mine), Static Cage and Chain Lighting for AoE, and throw in Fire mine as you can, mostly on ranged targets. KE for me, is used on melee targets, especially bruisers.
 
For the most part, these are just the abilities I would use personally, and may or may not be "optimized".

 

Overall, I would not worry about the specialization THAT much, if playing  a nuker your role is to deal damage, and a KE allows a mage to survive a melee scrap.


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#9
JaegerBane

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I want to understand this fascination that people have with playing the knight enchanter at range, when all of it's abilities only work at close range. Why not play just another specialization, both the Necromancer and the Rift Mage are more in line with standard mage behavior if you're interested in that. 


I think the point is that it's abilities can actually work at range, for the most part. You don't need to be up close to use Disruption Field or Fade Cloak to block or avoid damage, defending blade is only practical at range, and your barrier passives will work regardless. The only ability they have that actually needs to be close up to work is combat clarity.

As for playing another spec - I suspect it's down to they don't have the option of flexibility, nor can they make particularly good use of chaotic nexus in comparison to the KE, rather than specifically staying at range all the time.

#10
draken-heart

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I think the point is that it's abilities can actually work at range, for the most part. You don't need to be up close to use Disruption Field or Fade Cloak to block or avoid damage, defending blade is only practical at range, and your barrier passives will work regardless. The only ability they have that actually needs to be close up to work is combat clarity.

As for playing another spec - I suspect it's down to they don't have the option of flexibility, nor can they make particularly good use of chaotic nexus in comparison to the KE, rather than specifically staying at range all the time.


Kind of this, while it is true that KE is best used as a melee mage, it is still useful on fighting enemies at range, especially if you use both Immolate and Fire Mine to reinforce barrier on ranged fighters without having to fade cloak so you can save it for burst damage.

Hybrid mages do work, if not the best, then as some decent builds.

#11
actionhero112

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I think the point is that it's abilities can actually work at range, for the most part. You don't need to be up close to use Disruption Field or Fade Cloak to block or avoid damage, defending blade is only practical at range, and your barrier passives will work regardless. The only ability they have that actually needs to be close up to work is combat clarity.

As for playing another spec - I suspect it's down to they don't have the option of flexibility, nor can they make particularly good use of chaotic nexus in comparison to the KE, rather than specifically staying at range all the t

Unless you're intentionally gimping yourself, which I'm fine with, there is no reason to play the KE at range in terms of build. In no uncertain terms, you gain nothing by playing it at range and lose a lot

 

You can weaken the KE by playing it at range, but there aren't any actual advantages to doing so, and I'm not going to pretend that there are. 



#12
draken-heart

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Unless you're intentionally gimping yourself, which I'm fine with, there is no reason to play the KE at range in terms of build. In no uncertain terms, you gain nothing by playing it at range and lose a lot
 
You can weaken the KE by playing it at range, but there aren't any actual advantages to doing so, and I'm not going to pretend that there are.


there is only one tree that makes KE powerful. Inferno. Why? Because SB+CB=FC spam. FM+CF=instafull barrier. I find all specs to simply be different ways of boosting the main spec (Storm/Inferno/Winter/Spirit). KE just provides the mage with the ability to survive melee unlike other specs.

You can still play at range, but it is basically playing a mage with self-generating barrier. so as I see it, it is not "gimping yourself" but gimping the specialization. The mage can still be powerful outside of KE, just like it can be weak outside of Necromancer.

And I'd hate to say it, but this game is terribly easy, and specialization just seems like flavor to me, due to gear being greater than specialization and build.

#13
JaegerBane

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Unless you're intentionally gimping yourself, which I'm fine with, there is no reason to play the KE at range in terms of build. In no uncertain terms, you gain nothing by playing it at range and lose a lot
 
You can weaken the KE by playing it at range, but there aren't any actual advantages to doing so, and I'm not going to pretend that there are.


As I say, the advantage is being able to play a mage that can do the normal pew-pew-pew but doesn't have to run away when others have to. Obviously this is only worth doing if you enjoy that kind of thing, but it isn't something you can do with any other spec, so there's your answer why some play it that way.

Tbh this kind of thing happens with every single bioware game released - someone plays a class in a non-optimal way and suddenly it's 'wrong'. Playing a class in the optimal way in a single player game is as much a matter of choice as any other way, after all.

#14
draken-heart

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As I say, the advantage is being able to play a mage that can do the normal pew-pew-pew but doesn't have to run away when others have to. Obviously this is only worth doing if you enjoy that kind of thing, but it isn't something you can do with any other spec, so there's your answer why some play it that way.

Tbh this kind of thing happens with every single bioware game released - someone plays a class in a non-optimal way and suddenly it's 'wrong'. Playing a class in the optimal way in a single player game is as much a matter of choice as any other way, after all.


I seriously would not call playing at range with the KE spec "gimping" so much as playing with the specialization in a more defensive role. For the most part, Damage comes from the regular mage skill lines (which is why I suggested a fire/storm hybrid KE).

#15
actionhero112

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As I say, the advantage is being able to play a mage that can do the normal pew-pew-pew but doesn't have to run away when others have to. Obviously this is only worth doing if you enjoy that kind of thing, but it isn't something you can do with any other spec, so there's your answer why some play it that way.

Tbh this kind of thing happens with every single bioware game released - someone plays a class in a non-optimal way and suddenly it's 'wrong'. Playing a class in the optimal way in a single player game is as much a matter of choice as any other way, after all.

That's fine, you can play the game anyway you want to. I've already stated I have no problems with this, and I couldn't even change how you play if I wanted to. But don't say it's optimal when it's not. 

I have problems with people presenting classes and specializations as better than others or just as strong, when they're obviously not. And then they fall back on the excuse that "you can play the game anyway you want to maaaaaan."

 

Yes I realize this, it's a game, you can play games how you want. Just stop saying ranged KE is better or as good than the melee one, or that the Necromancer is just as good as the Rift Mage.  It's not. You're wrong. The ranged KE has no advantages over a melee one.



#16
JaegerBane

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That's fine, you can play the game anyway you want to. I've already stated I have no problems with this, and I couldn't even change how you play if I wanted to. But don't say it's optimal when it's not. 
I have problems with people presenting classes and specializations as better than others or just as strong, when they're obviously not. And then they fall back on the excuse that "you can play the game anyway you want to maaaaaan."
 
Yes I realize this, it's a game, you can play games how you want. Just stop saying ranged KE is better or as good than the melee one, or that the Necromancer is just as good as the Rift Mage.  It's not. You're wrong. The ranged KE has no advantages over a melee one.


I don't think anyone was claiming a ranged KE was actually better than a melee KE, it was just the reasoning why some people play it as a ranged character. I suppose you could do some maths and figure out whether the increased nexus'd fire spells pulled the KE ahead than, say, a necromancer or whatever, but tbh I'll leave that to people who can be bothered :P

#17
draken-heart

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I don't think anyone was claiming a ranged KE was actually better than a melee KE, it was just the reasoning why some people play it as a ranged character. I suppose you could do some maths and figure out whether the increased nexus'd fire spells pulled the KE ahead than, say, a necromancer or whatever, but tbh I'll leave that to people who can be bothered :P


No, but then again, World of Warcraft considers "nuker" as ranged DPS. So that is kind of what we may think with the thread.

#18
DarkAmaranth1966

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Best or not, I like my mage. I prefer to stay at range if I can, but, I also don't want to be forced to kite in tight areas where it's difficult or impossible so, my KE build suits both. I do well ranged but, can Melee if I need or want to and, can even step in if my tank goes down to finish the fight.



#19
ImperatorMortis

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This is all good advice. Thanks. I'll read through it, and check out the links.



#20
ImperatorMortis

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here is a KE build that I would go with:

Mage - Knight Enchanter
 
For me, this build is meant not to be a mage or KE, but a bit of both. I would use spells like Immolate+ (which I find a good supplementary fire spell for fire mine), Static Cage and Chain Lighting for AoE, and throw in Fire mine as you can, mostly on ranged targets. KE for me, is used on melee targets, especially bruisers.
 
For the most part, these are just the abilities I would use personally, and may or may not be "optimized".

 

Overall, I would not worry about the specialization THAT much, if playing  a nuker your role is to deal damage, and a KE allows a mage to survive a melee scrap.

 

Why no points in spirit?



#21
draken-heart

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Why no points in spirit?

 

Spirit? In a nuker build? My understanding is that Nuker=dish out as much damage as possible. Fade Shield is your barrier. Spending even one second away from your rotation screws up the Nuker build.



#22
actionhero112

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Why no points in spirit?

Because you generate your own barrier, and to cast your initial barrier you can have your second mage do that, as well as pick up the barrier buffs. 



#23
draken-heart

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Because you generate your own barrier, and to cast your initial barrier you can have your second mage do that, as well as pick up the barrier buffs.


More direct, but what I was saying. I thought personally that my KE would be more support-based than damage (providing damage protection from the barrier, and winter crowd control, while still using some damage spells and SB), but that is not a nuker build.