My 1st PT KE as well, enjoyed the concept, felt awesome to mow enemies down with the Spirit blade, unfortunately it broke the game down to the usage of a single ability, but on the other side DA:I combat in general wasn't enjoyable for me anyways.
Today I tried the KE
#26
Posté 24 février 2015 - 12:06
#27
Posté 24 février 2015 - 01:35
All depends on how you use KE. I prefer using it to hasten cooldowns and, keep my barrier up when it's needed. It isn't my primary tree, just a sweet supplement to the rest of my mage skills.
Sure you CAN waltz about SB ing everything and doing nothing else but, why when you have other option and can use KE to maximize other styles of play.?
#28
Posté 24 février 2015 - 02:21
Just to see what all the hubab was about.
Much to my surprise, It truly is crazily powered! And I love it!
I've had so much fun and I'm really glad this specialization exists. Who's with me?
The Rift Mage fits my play style better, but KE is a fun change of pace. There are no wrong answers. I like that the specializations make for very different playing experiences. To me, that's sort of the point of having multiple specializations.
#29
Posté 24 février 2015 - 07:15
The Rift Mage fits my play style better, but KE is a fun change of pace. There are no wrong answers. I like that the specializations make for very different playing experiences. To me, that's sort of the point of having multiple specializations.
Technically there is a wrong answer, that being whatever you find boring. I tried hard to get into the Rift Mage but ultimately all it did was remind me how much I miss the Force Mage spec... Whereas the KE completely eclipsed the Arcane Warrior from DA:O for me.
TL;DR - use whatever you enjoy using, it's too long a game to do anything different
#30
Posté 26 février 2015 - 03:15
If nothing else we can all agree that necro sucks. I miss blood magic :|
- DarkAmaranth1966 et Bayonet Hipshot aiment ceci
#31
Posté 26 février 2015 - 03:42
If nothing else we can all agree that necro sucks. I miss blood magic :|
While I have not used Necromancy yet, the stories of risen Brontos and Giants make for some great tales. Plus Dorian uses less potions than before the Spec; must be doing something right.
#32
Posté 26 février 2015 - 11:15
Dorians usage of potions "before" the spec probably means that he is now better geared or your tank takes aggro slightly better than before.
Try actually using necromancy and get back to me. That specialization needs work - all bronto and giant tales aside...
#33
Posté 26 février 2015 - 11:27
Dorians usage of potions "before" the spec probably means that he is now better geared or your tank takes aggro slightly better than before.
Try actually using necromancy and get back to me. That specialization needs work - all bronto and giant tales aside...
More likely it is from Death Siphon and other restorative Passives that Dorian now has since adding a Spec. Would appear to solve how a wounded Dorian has more Health after the battle without using potions at all.
And the tales have been confirmed from separate sources; re-checking and setting Tactics when visiting the Emerald Graves seems to be recommended.
#34
Posté 26 février 2015 - 11:47
Well, the most dangerous enemy to Knight Enchanters are those Templar Shadows and Archers. Oh,and the Revenants in the Elven Temple could simply destroy in their three strike combo. Powerfull,yes,but not overpowered.
#35
Posté 26 février 2015 - 11:52
I actually use Dorian, full necro, along with Sera and Ironbull as the banter makes me chuckle. Having said that Solas the Rift Mage brings more to the table BY FAR! I rarely use Viv but we all know what KE specs are capable of...
Two things about Necro....1. that risen bronto or giant you keep speaking about....they stay within a small area and do not follow your party so you have to toggle it off to kill them. Simple annoyance really but there is that. 2. I tend to kill things quickly enough that the "risen pet" is rendered useless and I must again....toggle it off.
I will admit that some of the passives are good but Necro does now, will continue to do so, and will forever remain totally inferior to KE and Rift Mage.
edit - Deadkai those shadows ruin everyones day lol. The Revenants not so much.
#36
Posté 26 février 2015 - 12:27
When it comes to the mage specializations, my preference is the Rift Mage. For the simple reason that this is the most scholarly specialization. I tend to be more lore focused as opposed to gameplay focused since Bioware has a serious disconnect between the two.
Solas on Knight Enchanter :- "....the path that lead astray...sneered at their physicality..."
Cole on Rift Mage :- "....you shine brighter...Fade flows through you..."
I prefer to play my magical casters as thinking scholarly wizards and Rift Mage is actually a new and unique school.
Knight Enchanters are like magical brutes in comparison, using magic only to fight and wage war and is a rehash of an ancient old tradition.
Necromancers are abominations who commit spirit abortions of sorts, because it essentially involves manipulating what is a spirit sperm or egg if you will and it makes you feel that Blood Magic was somehow better since its just mind control.
#37
Posté 26 février 2015 - 12:28
I actually use Dorian, full necro, along with Sera and Ironbull as the banter makes me chuckle. Having said that Solas the Rift Mage brings more to the table BY FAR! I rarely use Viv but we all know what KE specs are capable of...
Two things about Necro....1. that risen bronto or giant you keep speaking about....they stay within a small area and do not follow your party so you have to toggle it off to kill them. Simple annoyance really but there is that. 2. I tend to kill things quickly enough that the "risen pet" is rendered useless and I must again....toggle it off.
I will admit that some of the passives are good but Necro does now, will continue to do so, and will forever remain totally inferior to KE and Rift Mage.
edit - Deadkai those shadows ruin everyones day lol. The Revenants not so much.
That thing about Necro is so right. I tried my very best to make the Necromancer good but still...They suck compared to the other two specializations...
Bioware should reduce the mana costs for each Necromancer spell and fix the AI for Spirit Mark...Then Necromancer will be on par with the other two specializations
#38
Posté 26 février 2015 - 12:54
Best fix for Spirit Mark is this - you cast the mark and it immediately becomes your pet ...it does not have to die beforehand. It then follows your party for the 45 secs if you upgraded the spell. You are able to toggle off the ability and the mob becomes aggressive so that you can apply the mark again once off of cooldown. It takes the spirit damage while under your control as well as all other damage incurred.
I use this as an example of the hilarity that could ensue should you mark a giant and then drag him to the dragon in Emerald Graves.
Should that "fix" ever happen I am soo gonna solo this game as a necro. hehe.
edit - Tishen we could say that the giants mind/spirit was sent into the fade while it's body was being horribly manipulated. Simply a near death experience ![]()
#39
Posté 02 mars 2015 - 02:46
Jaeger, I'm curious. What did you like about force mage that rift mage doesn't deliver?
#40
Posté 02 mars 2015 - 05:48
Jaeger, I'm curious. What did you like about force mage that rift mage doesn't deliver?
I am having the same feeling. Rift mage just makes me want to play force mage ala DA2 again. Force mage from DA2 had 4 spells, one of which could be ignored (telekinetic burst). Rift Mage is missing gravitonic ring. Futhermore, it wasn't just that Rift Mage reminds me of Force Mage, but that DA2 had some awesome AoE spells that had great synergy with Pull of the Abyss & Gravitonic Ring. In DA2 you could easily couple Pull of the Abyss, Gravitonic Ring, Hemorrhage, Fire storm, lightning storm, and then throw in some fists of the maker. And that's just you! That doesn't include other mages doing the same. AreleX dubbed it Nuclear Warfare guide for Nightmare DA2 and it totally fit. That experience is what I compare every mage to.
It just seems frustrating that Rift Mage is suppose to be this new fandangled magic, but it's just Force Mage with new shiny wrappings (and missing gravitonic ring).
#41
Posté 02 mars 2015 - 07:11
Barrier is huge for the knight enchanter, Used in combination with the passive Fade Shield and the spirit passives that increase barrier duration, it's not at all uncommon for me to go through an entire combat only having to cast barrier once at the beginning.
Try not to cast that barrier in the beginning. You'll see your KE will barrier itself if you explode something with energy barrage or spirit blade out a enemy with guard. With 8 slots awailable i've removed the barrier spell and i also save 1 skillpoint for the upgrade i don't need anymore. My KE autobarriers anyway, and my frontline champion does not really need that barrier.
#42
Posté 02 mars 2015 - 07:13
Try not to cast that barrier in the beginning. You'll see your KE will barrier itself if you explode something with energy barrage or spirit blade out a enemy with guard. With 8 slots awailable i've removed the barrier spell and i also save 1 skillpoint for the upgrade i don't need anymore. My KE autobarriers anyway, and my frontline champion does not really need that barrier.
...and you play on Nightmare I presume...?
#43
Posté 03 mars 2015 - 06:45
All hail the Knight Enchanter!
Sorta like the Mass Effect Vanguard on steroids: as long as you keep whacking things your shields will never go away.
Just did my first solo dragon on nightmare using a KE. And not just some wimpy dragon that hasn't yet learned to put up guard, and doesn't have endless little minions to help her out. No, a full-bore boss dragon. (Kaltenzahn) (silly me forgot to put on my superb belt of cold resistance. Derp.)
#44
Posté 04 mars 2015 - 06:10
...and you play on Nightmare I presume...?
What Ygolnac is saying is perfectly doable on nightmare. As long as you start encounters with a high damage spell (fire mine or energy barrage are perfect) there is no need for an active barrier.
#45
Posté 04 mars 2015 - 07:11
What Ygolnac is saying is perfectly doable on nightmare. As long as you start encounters with a high damage spell (fire mine or energy barrage are perfect) there is no need for an active barrier.
That's not an answer ![]()
#46
Posté 04 mars 2015 - 08:10
That's not an answer
I play on nightmare.
My KE doesn't have a single point in the spirit tree, nor do I initiate battles with a big damage spell. I fade/frost step in through as many enemies as possible (or the same enemy twice sometimes-possible with a mouse, dunno if you can do it with a controller), fade cloak, drop a fire mine (or immolation if it looks like the mine won't have time to prime), blade once or twice, then fade/frost step again as soon as the cloak drops. I almost never take damage unless I don't notice a caster or archer shooting me before I actually start. Yes, this works just fine on fire immune mobs, because the step is frost damage, and the blade and cloak are spirit.
I don't need to barrier my team because I draw the initial aggro. By the time the warrior taunts off me, they have guard up (Cass, Blackwall), or Bull is doing his reaver thing and it doesn't matter if his health is low.
- Kurt M. aime ceci
#47
Posté 04 mars 2015 - 06:34
Try not to cast that barrier in the beginning. You'll see your KE will barrier itself if you explode something with energy barrage or spirit blade out a enemy with guard. With 8 slots awailable i've removed the barrier spell and i also save 1 skillpoint for the upgrade i don't need anymore. My KE autobarriers anyway, and my frontline champion does not really need that barrier.
I prefer to wait for just about half a second or so after combat is engaged, just as my party is running past me to get to the bad guys and give all of us a full barrier. Takes only a moment or two and it gives us a huge advantage in the initial stages of combat. After that I just keep pumping out the damage and my barrier stays up, I generally alternate between immolate and energy barrage and they refresh fast enough that I can keep the pressure on. I throw up barrier again as needed for my front line folks, in most combats it's unnecessary but against big opponents like the high dragons it can come in very handy.
I don't use spirit blade much, usually only if something closes into melee range and is harassing me.
#48
Posté 04 mars 2015 - 07:42
Many are reluctant to include the rank, but that is because it is rare enough that they have not seen it deployed. Most change their mind when they fight alongside. All change their mind when they fight against.
- sillymonkboy aime ceci
#49
Posté 04 mars 2015 - 11:23
Many are reluctant to include the rank, but that is because it is rare enough that they have not seen it deployed. Most change their mind when they fight alongside. All change their mind when they fight against.
This one speaks the truth.
#50
Posté 04 mars 2015 - 11:36
I play on nightmare.
My KE doesn't have a single point in the spirit tree, nor do I initiate battles with a big damage spell. I fade/frost step in through as many enemies as possible (or the same enemy twice sometimes-possible with a mouse, dunno if you can do it with a controller), fade cloak, drop a fire mine (or immolation if it looks like the mine won't have time to prime), blade once or twice, then fade/frost step again as soon as the cloak drops. I almost never take damage unless I don't notice a caster or archer shooting me before I actually start. Yes, this works just fine on fire immune mobs, because the step is frost damage, and the blade and cloak are spirit.
I don't need to barrier my team because I draw the initial aggro. By the time the warrior taunts off me, they have guard up (Cass, Blackwall), or Bull is doing his reaver thing and it doesn't matter if his health is low.
Sounds like a good tactic. I'll make a memo.
Still, Korbuj Adaar isn't a pure KE (well, none isn't, but I want to draw the difference clearly in my case). That means he benefits a lot from Barrier and Peaceful Aura for long-range attacks. Even more (for both abilities) having in mind I tend to have an all-warrior team (I mostly use rogues as can-openers and little else
).
Besides, I've just rearranged my Storm tree and saved 2 Talent points in the process, so....I can certainly spare a bit ![]()





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