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Knight Enchanter or Rift Mage for my Elf?


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33 réponses à ce sujet

#1
BananaDePijama

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Guys which would be more cool to play as an Elf?

 

KE or Rift Mage? I know it's a stupid question, but i can't decide  <_<



#2
Bhaal

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KE is an ancient elven discipline so, it fits better imho.



#3
luism

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I did KE since I planned to have solas in my party most of the game I don't like redundant specs.

#4
Icy Magebane

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I played as an elf and had a lot of fun as a KE... it really depends on whether you like casting or playing as a hybrid of casting and melee.



#5
JaegerBane

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It really does boil down to whether you want to be primarily up front or at the back. This doesn't necessarily mean a KE will always be in melee nor a rift mage will always be hanging back, but the general focus of the class will mean that's the position you'll be occupying most often.

As for canon reasons - tbh you could justify either. KE is a specialisation based on ancient elven combat disciplines which, to all intents and purposes, is jedi training... But it's also the result of a lot of shemlen refinement into a purpose that is used to protect the chantry, which crushed the elves in the past.... which may or may not sit well with your character.

Rift magic has little to do with anything, being a brand new field of study... But it does represent a branch of magic that has nothing to do with the past or existing institutions. On the other hand, its also a bit of an unknown which may or may not suit a character that wants to improve rather than learn.

#6
BananaDePijama

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KE is an ancient elven discipline so, it fits better imho.

 

 

I did KE since I planned to have solas in my party most of the game I don't like redundant specs.

 

 

I played as an elf and had a lot of fun as a KE... it really depends on whether you like casting or playing as a hybrid of casting and melee.

 

 

It really does boil down to whether you want to be primarily up front or at the back. This doesn't necessarily mean a KE will always be in melee nor a rift mage will always be hanging back, but the general focus of the class will mean that's the position you'll be occupying most often.

As for canon reasons - tbh you could justify either. KE is a specialisation based on ancient elven combat disciplines which, to all intents and purposes, is jedi training... But it's also the result of a lot of shemlen refinement into a purpose that is used to protect the chantry, which crushed the elves in the past.... which may or may not sit well with your character.

Rift magic has little to do with anything, being a brand new field of study... But it does represent a branch of magic that has nothing to do with the past or existing institutions. On the other hand, its also a bit of an unknown which may or may not suit a character that wants to improve rather than learn.

 

 

Thank you all guys.

But actually which class is most fun to play with?

 

I like getting close to my enemies, but i also like spamming my powers on them.



#7
JaegerBane

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But actually which class is most fun to play with?
 
I like getting close to my enemies, but i also like spamming my powers on them.


You'd probably have to experiment and work that one out for yourself, we can only really tell you what we think, not you will find the most fun :)

FWIW, I really enjoy playing KE - if nothing else it's more or less Dragon Age's answer to the Jedi Guardian class from Knights of the Old Republic. Rattling off multiple nukes then charging in and smashing face never seemed to get old for me.

#8
line_genrou

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Is the KE what used to be the Arcane Warrior?


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#9
DomeWing333

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Knight Enchanter has the potential to be boring if you let it (spirit blade/fade cloak spam), but it's also the most flexible class in the game, capable of playing pretty much any role on a team, often all at once. You can barrier your warriors, shrug off most hits, do good damage at any range, and shred through enemy guard like paper. As long as you're mixing things up with fade step and other spells, it should be fun to play and make you feel very much like the leader of your crew.

 

Rift Mage is your more "mage-y" class, usually rooted in one place, firing off spell after spell until the enemies are no more than a smoldering stain on the ground. The specialization itself is primarily geared towards debuffing the enemy to make your other spells become more effective. If you find yourself really liking the mage gameplay, becoming a Rift Mage essentially just enhances that experience, rather than drastically changing up your playstyle like the KE spec.



#10
Hurbster

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I eventually went KE, mainly because I spent 3 levels trying to get that last Rift Tome to pop and eventually gave up.



#11
JaegerBane

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Is the KE what used to be the Arcane Warrior?


Literally, yes. The KE is what 10 years of circle research and chantry funding have turned the arcane warrior class into by the time of DA:I :P

In terms of gameplay.... Sort of. They're a mage that smashes face and tanks. In terms of actual style, as I say, they're more like Jedi than Paladins.

#12
Veovim

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Thank you all guys.

But actually which class is most fun to play with?

 

I like getting close to my enemies, but i also like spamming my powers on them.

 

Short answer: both specs can do this.

 

KE is really good at spamming powers.  Just take the fire passive "clean burn" (-1s to all cooldowns whenever you cast a spell, including spirit blade) and the KE passive that gives +50% mana regen when you're close to an enemy, and you're good to go.

 

Rift mages have basically unlimited mana (restorative veil), but they have a harder time with cooldowns.  Clean burn can help a bit, as can gathering storm (possibly--there seem to be a lot of conflicting opinions as to whether it's bugged or not).  Winter stillness is also an option, as it gives faster cooldown recovery (50% faster recovery, which reduces cooldowns to 2/3 of their base).  I found that rift mage was quick to run into the 8 ability limit, so you might want to consider always bringing a second mage in your party to cast barrier so that you can use the skill slot for another offensive ability, or you could forgo barrier altogether by mastercrafting something with +guard on hit.

 

As for which is funner, that's really a personal thing.  I'd suggest taking Vivienne and Solas out adventuring with you and playing as them for a while to see which better suits your playstyle.  There are a variety of ways to make both specializations work, so don't be afraid to respec them a few times to find what works for you.



#13
Gigamantis

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As far as actual gameplay goes, KE is probably better for the inquisitor than a Rift Mage.  KE is more interactive and benefits more from the player controlling it. 

 

I don't really see the fun or point in controlling a ranged class.  Most of the time you're just standing there auto-attacking, where melee is a constant struggle for position. 



#14
Rynas

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Most of the time you're just standing there auto-attacking

 

Not if you're a Rift Mage!  :)



#15
JaegerBane

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Not if you're a Rift Mage!  :)


Not simply auto attacking perhaps, but I do take his point. After the novelty of having DA:O's freeze-smash combo back wore off, I rapidly got bored of the Rift Mage. I ended up wishing I had the Force Mage back, there's far too little mayhem for a class that is supposed to be a 'creator force'.
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#16
Veovim

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As far as actual gameplay goes, KE is probably better for the inquisitor than a Rift Mage.  KE is more interactive and benefits more from the player controlling it. 

 

I don't really see the fun or point in controlling a ranged class.  Most of the time you're just standing there auto-attacking, where melee is a constant struggle for position. 

Rift mages may not be as concerned with character position, but they are highly concerned with ability position and timing.  Leave Solas to his own devices, and he'll only cast pull of the abyss over single enemies, rather than groups.  Fire mine does tons of damage, but the AI will never hit with it outside of dumb luck (or player intervention to pull the enemy into it).  The AI will also never combo abilities together, like PotA -> fire mine, or shocked + weakened = sleep combos.



#17
BananaDePijama

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Rift mages may not be as concerned with character position, but they are highly concerned with ability position and timing.  Leave Solas to his own devices, and he'll only cast pull of the abyss over single enemies, rather than groups.  Fire mine does tons of damage, but the AI will never hit with it outside of dumb luck (or player intervention to pull the enemy into it).  The AI will also never combo abilities together, like PotA -> fire mine, or shocked + weakened = sleep combos.

 

 

Not simply auto attacking perhaps, but I do take his point. After the novelty of having DA:O's freeze-smash combo back wore off, I rapidly got bored of the Rift Mage. I ended up wishing I had the Force Mage back, there's far too little mayhem for a class that is supposed to be a 'creator force'.

 

 

Not if you're a Rift Mage!  :)

 

 

As far as actual gameplay goes, KE is probably better for the inquisitor than a Rift Mage.  KE is more interactive and benefits more from the player controlling it. 

 

I don't really see the fun or point in controlling a ranged class.  Most of the time you're just standing there auto-attacking, where melee is a constant struggle for position. 

 

 

Short answer: both specs can do this.

 

KE is really good at spamming powers.  Just take the fire passive "clean burn" (-1s to all cooldowns whenever you cast a spell, including spirit blade) and the KE passive that gives +50% mana regen when you're close to an enemy, and you're good to go.

 

Rift mages have basically unlimited mana (restorative veil), but they have a harder time with cooldowns.  Clean burn can help a bit, as can gathering storm (possibly--there seem to be a lot of conflicting opinions as to whether it's bugged or not).  Winter stillness is also an option, as it gives faster cooldown recovery (50% faster recovery, which reduces cooldowns to 2/3 of their base).  I found that rift mage was quick to run into the 8 ability limit, so you might want to consider always bringing a second mage in your party to cast barrier so that you can use the skill slot for another offensive ability, or you could forgo barrier altogether by mastercrafting something with +guard on hit.

 

As for which is funner, that's really a personal thing.  I'd suggest taking Vivienne and Solas out adventuring with you and playing as them for a while to see which better suits your playstyle.  There are a variety of ways to make both specializations work, so don't be afraid to respec them a few times to find what works for you.

 

 

Literally, yes. The KE is what 10 years of circle research and chantry funding have turned the arcane warrior class into by the time of DA:I :P

In terms of gameplay.... Sort of. They're a mage that smashes face and tanks. In terms of actual style, as I say, they're more like Jedi than Paladins.

 

 

I eventually went KE, mainly because I spent 3 levels trying to get that last Rift Tome to pop and eventually gave up.

 

 

Knight Enchanter has the potential to be boring if you let it (spirit blade/fade cloak spam), but it's also the most flexible class in the game, capable of playing pretty much any role on a team, often all at once. You can barrier your warriors, shrug off most hits, do good damage at any range, and shred through enemy guard like paper. As long as you're mixing things up with fade step and other spells, it should be fun to play and make you feel very much like the leader of your crew.

 

Rift Mage is your more "mage-y" class, usually rooted in one place, firing off spell after spell until the enemies are no more than a smoldering stain on the ground. The specialization itself is primarily geared towards debuffing the enemy to make your other spells become more effective. If you find yourself really liking the mage gameplay, becoming a Rift Mage essentially just enhances that experience, rather than drastically changing up your playstyle like the KE spec.

 

 

Is the KE what used to be the Arcane Warrior?

 

 

You'd probably have to experiment and work that one out for yourself, we can only really tell you what we think, not you will find the most fun :)

FWIW, I really enjoy playing KE - if nothing else it's more or less Dragon Age's answer to the Jedi Guardian class from Knights of the Old Republic. Rattling off multiple nukes then charging in and smashing face never seemed to get old for me.

 

Okay guys, I decided to go with Rift Mage on this first mage playthrough. For the next one, i will be playing with a female human inquisitor and will choose KE. The reason is because on my next playthrough, i'm gonna to be playing on Nightmare :)

 

I'm also gonna make some changes on my World State in Dragon Age Keep, in this one my Hero of Ferelden had a relationship with Morrigan... For the next one, I will choose a female Hero of Ferelden and relationship with Leliana.

 

Thank you all for your comments :)

 

Sorry for my awful english :/



#18
Aitutakiwi78

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That was a hard one to figure out. I started off as Rift Mage first and I had SO much fun. Then I learnt about Knight and that was the spec that enabled me to clock the game and have oodles of fun.

 

I'm back as Rift Mage again in hard mode and that's awesome too.

 

Personal preference. I like Rift Mage as it's more of a challenge compared to Knight God Mode. As a Knight I killed all the High Dragons on my own. As a Rift Mage I had to learn about the fights and micro manage more.

 

Try out Rift in normal play through. Knight for hard and higher.



#19
OrionAnderson

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Also, unless doubling up specs is an aesthetic deal-breaker, you should really consider doing it. If you're gonna date Solas, rolling out with your own rift mage for double force action is terrifying and oddly romantic. But mostly terrifying. You can share the burden of applying weakness and pulling enemies, and both reap the rewards of massive nuking. 

 

Varric & an artificer inquisitor are also an amazingly good team. 

 

I wouldn't deliberately try to make any other doubles happen, but there's nothing wrong with double tempest.


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#20
draken-heart

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I would say, though this is already chosen, that either makes sense, if you RP it. Me, I like the KE simply because as the leader of the Inquisition, KE makes the most sense, and is a decent bridge between the Elven and human traditions. Rift mage if you want to be a sudent of Solas in the mastery of the fade's power.



#21
Gya

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I went with rift mage as well. Also, if you like getting up close and personal, it's entirely viable with a rift mage (see build in siggy, works on nm+ff, /shameless plug). It's obviously not as powerful as a KE or a purely ranged rift mage, but I found it fun.

I also like rift mage for lore reasons, since as the inquisitor, you are gifted/cursed with the anchor, which is a form of rift magic. So to me, it makes sense for the inquisitor to learn more about this esoteric new magic. That said, I can completely see why as an elf, KE would also make perfect sense.

#22
Bigdawg13

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I'm kind of curious, how does the rift mage single-target dps stack up to knight enchanter (and necromancer even)?

 

Considering all non spec trees are equally shared, the principle differences for single target seem to be stonefist + weakened vs spirit blade (with barrier/guard bonus). 

 

Stonefist is 500% with 30% weakness bonus?  650% damage?

 

Spirit blade is 300% damage with 200% bonus against guard and 400% against guard.  Assuming enemies have one or the other about half the time, maybe a composite rough baseline is 450% damage???? 

 

The only thing that's missing is that chaotic focus has more synergy with barrier uptime, which the KE excels at.  This boosts the damage by 50% if you have a full barrier.  It's very hard to quantify.

 

I guess I ask this only because I'm debating for my elf mage too.  She's about level 15 and can turn in any of the three spec quests.  I keep toying around with Solas and Viv.  Neither really has dps that jumps out at me for single-target.  And you end up spamming the same abilities.  Rift mage = stonefist, energy barrage, firemine.  KE = spirit blade, energy barrage, firemine.  Obviously the Rift Mage focus is a serious eye pleaser, but I try to exclude focus abilities ever since my bad experience with Tempest.   If stonefist detonated correctly, I think it would be super easy to pick IMHO.

 

Opinions?  I want to kill things fast as a mage.  Which spec?



#23
Biotic Flash Kick

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Rogue :P

 

rift mage is more fun tho



#24
Adagio

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Kill things as fast as possible with no fear of death? KE

#25
Bigdawg13

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Rogue :P

 

rift mage is more fun tho

 

I get where you're going with the response.  Rogue is the #1 single target dps machine.  But I wanted a mage playthrough to see how certain decisions play out. 

 

Kill things as fast as possible with no fear of death? KE

 

I've come to the same conclusion.  I have seen countless threads discussing how the rift mage dps is superior given the +30% damage to weakened mobs, but all too common to have weakness not applied, or shock interfering, or worst case a fire-immune mob.  Stonefist is bugged.  And the real deal killer for me, was that spirit blade has utility for countering guard. 

 

Fight a heavy guard / fire-immune enemy as a rift mage and you'll see how weak you feel spamming stonefist. 

 

I also really think the firestorm damage is super awesome, until you realize dragons move out of it too quickly, and there are quite a few fire-immune mobs.

 

I admit the KE isn't super high single-target dps, but I feel extremely tactical when I'm playing my KE.  As a commander, I do not feel success unless my entire team survives an encounter without dying.  People love to post the super-slow solo nightmare kills of KE, but I find the real struggle as a KE in keeping my team alive while countering barrier/guard, and dps'ing when possible.