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Knight Enchanter


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#1
nitrocircus1168

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Hey everybody.  My first character in DA:I is a mage and I looked up the specializations when you get them later.  I thought the knight enchanter would be really cool; being able to wield a lightsaber like sword while casting spells, but I heard it was really overpowered.  I want a challenge when I play, but not insanely hard.  I play on Normal difficulty.  I just wanted to know how op the specialization really was. Thanks



#2
Rynas

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Erm, heh.  When they say the Knight Enchanter is overpowered, they're talking about Nightmare, solo.  If you're playing on Normal with a party, and you want a challenge, then you probably want a different class.

 

Which is not to say KEs aren't "cool," and they can be dynamic and fun if you play them to their full potential.  But they can also just be lazy and win any fight with minimal effort.

 

Frankly, though, by the time you get top-end gear and reach level 16-18, nothing is challenging with a party unless you deliberately cripple yourself.



#3
Seraphael

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As Rynas stated above, there is no real challenge with a party at normal level unless you deliberately cripple yourself. If you still decide on trying:

 

* I would suggest you stay clear of any and all crafted items since they are imbalanced and overpowered like nothing else in the game.

* Make a badly rounded party, consider not using a tank or make your tank Two-Handed without taking dipping into Vanguard skill tree too much.

* Do not specialize in KE.



#4
KevinQ

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KE is fine, and yes they can be very powerful, but that all depends on how you play your character. You will not always get the timing perfectly, sometimes your shield is down, and everything else is in cd. Spirit blade dps is not as high as other mage spells, and so you can't rely on it. To kill faster, you need to use other spells, from other disciplines (you need different schools for different enemies with elemental resist). I use Spirit blade and cloak for defensive only, my main offensive spells are:

- Immolate (Fire)

- Fire Mine (Fire)

- Winter Grasp (Frost)

- Energy Barrage (Thunder)



#5
JaegerBane

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On a KE, your frost spell should be Fade Step. It fits the KE's whole style like a glove - free, fast, powerful, essentially an AOE against groups and sets you up for Fade Cloak and Spirit Blade.

Winter's Grasp on KE lost its worth when they nerfed spirit blade and stopped it combo'ing. 65 mana is a hefty price to pay for 200% damage and a little crowd control against a single opponent.

#6
sergel02

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If you don't take Fade Shield it doesn't feel overpowered.

Even so, I didn't find the game really hard even on Hard difficulty. The gap between hard and nightmare was odd to me. Hard felt easy still while Nigthmare just felt like I was chewing through potions every few seconds.

I guess you could go with necromancer mage though.



#7
MuriloBFS

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Like most people said, after you get the specializations, Normal will not be able to give you a decent challenge. Try ranking up to Nightmare or Hard.

And really, Knight Enchater is overrated. It's a jack of all trades, master of none. The damage is okish, you can have range, you have some utility and it's hard for enemies to kill you, but you're still a squishy mage under the barrier. It's completely normal for an enemy to stun you before you can recharge it and 1~2 shot you in Nightmare. After messing with Nightmare for 40 hours, I found that Knight Enchanter works best as a support for your team thanks to the stronger barriers. Champion works better for the unkillable character, especially since you can have a much better damage using TTD. If you think your KE is too resistant, grab that passive from the fire tree that spends 50% of your barrier and makes your spells stronger.

You can also go with Rift Mage or Necromancer. Rift Mage is the master of CC and AOE damage though (especially coupled with the Lightning tree), my solas was dealing with whole groups of enemies 3 levels above him. Necromancer is more or less a support for your elemental skill trees (especially fire) it's not a big game changer, therefore it will be a bit more challenging than going KE or Rift Mage.



#8
draken-heart

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I thought about doing a more support based build, with plenty of offense (Spirit blade, DB Fade Cloak, Chain Lightning instead of Winter Stillness, etc.). The point is to provide the KE as a backup character while still providing plenty of options for damage.



#9
JaegerBane

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I thought about doing a more support based build, with plenty of offense (Spirit blade, DB Fade Cloak, Chain Lightning instead of Winter Stillness, etc.). The point is to provide the KE as a backup character while still providing plenty of options for damage.


Upgraded fade cloak is essentially a secondary melee attack - IMHO it's one of the best spells in the game, providing shielding, nuking and crowd control in one package, but it does need the KE to be in an opponent's face. I'm not sure how useful it would be on a support mage.

#10
draken-heart

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Upgraded fade cloak is essentially a secondary melee attack - IMHO it's one of the best spells in the game, providing shielding, nuking and crowd control in one package, but it does need the KE to be in an opponent's face. I'm not sure how useful it would be on a support mage.


Basically the build idea is more dish damage unless a revive, dispel, or barrier is needed. Basically like this The plan would be to be in melee providing barriers and dispelling enemy barriers, revives when allies fall, all while doing damage with Chain Lighting (which will replace Winter Stillness), Immolate and Spirit Blade primarily, and Fade Cloak as a needed survival tool.

Also, I play on normal, so high damage is not really needed, especially since I play with a full party anyways,

#11
Rynas

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Looks interesting.  FYI, Dispel is a detonator and it actually seems to work at least sometimes, so it can be a decent source of damage too.