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Tactical moves for the various classes -- good versus useless?


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#1
Deadly dwarf

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With the possibility of mapping only 8 tactics to the controller, which moves are winners and which aren't worth mapping?  I'm trying to figure out what builds make the most sense for my Inquisitor and her away team.

 

I chose Templar for my sword and shield inquisitor and have been generally disappointed.  The powers seem to be designed to deal with spirits during rift fights, but not nearly effective as the tactics available to mages via the spirit discipline.  Do any of them have any effect on living opponents?  Red templars? Etc.?  Currently I mostly use the standard sword and shield moves, along with the anchor when focus is built up.

 

For mages, I like most of the rift mage and knight enchanter powers, but the necromancer powers are only so so.  (Though I do like the friendly spirit that takes the place of fallen enemies.

 

Anyone make a list of which powers give you the most bang for the buck?

 

 



#2
Tharkun

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Well first you want to look at this thread, note the first post isn't updated and so you need to read through it.  Immolate is a working Detonator now for instance.

I am on my first playthrough so I am working this out for myself on my mage(s).  Since we are looking for bang for the buck we can avoid worrying about being overpowered.

 

Some examples:

  • Chain Lightning+ - With the upgrade and at least 2 enemies this spell does %1500 weapon damage for 50 mana and an 8 second cooldown.  It is often undervalued from posts I have seen.  Immolate+ needs 4 targets within 3 meters to exceed this on direct damage (the burning dot doesn't stack).
  • Static Cage+ - With the upgrade this has a lot of control and is a setup for a lot of damage.  All party damage gets ~%50 weapon damage added to every hit of a target in the cage.  The actual percentage varies on class but in general it provides a lot of damage.  It adds 300% to Chain Lightning, 600% to Energy Barrage, %400 x number of targets to Immolate (the burning ticks get lightning).  I like this spell since the control does double duty as a damage buff so it is useful on boss fights.  For mooks, the bunching up multiples the power of Immolate and Fade Cloak+ very effectively.
  • Fade Step - excellent mobility, fun to use and the upgrade causes 300% cold damage.  Very useful on a Knight Enchanter for closing, useful on every other mage spec for an escape.  0 cost.
  • Fire Mine - %1600 weapon damage without the upgrade, %1800 with upgrade and the upgrade adds burning.  Great ability though it may end up with your mage being too locked into a damage type that is often resisted.
  • Spirit Blade - KE Spec ability - Spirit Damage, low cost, no cooldown, good damage (%300), extra damage vs guard (%400) and barrier (%200).  Amazing.
  • Fade Cloak+ - KE Spec ability - great escape but the damage is nuts %1000 spirit damage and can affect multiples

This were some mage examples.


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#3
Fullmetall21

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With the possibility of mapping only 8 tactics to the controller, which moves are winners and which aren't worth mapping?  I'm trying to figure out what builds make the most sense for my Inquisitor and her away team.

 

I chose Templar for my sword and shield inquisitor and have been generally disappointed.  The powers seem to be designed to deal with spirits during rift fights, but not nearly effective as the tactics available to mages via the spirit discipline.  Do any of them have any effect on living opponents?  Red templars? Etc.?  Currently I mostly use the standard sword and shield moves, along with the anchor when focus is built up.

 

For mages, I like most of the rift mage and knight enchanter powers, but the necromancer powers are only so so.  (Though I do like the friendly spirit that takes the place of fallen enemies.

 

Anyone make a list of which powers give you the most bang for the buck?

 

For the templar warrior it's good to have shield bash, payback strike+ for the stun, shield wall, Wrath of Heaven, Spell Purge, Mark of the Rift as your focus, Charging Bull+ and War Cry+. 

If you are disappointed with the S&S templar you might wanna do the combo that makes the templar, well the templar. Use Wrath of Heaven and follow it up with Spell Purge it's quite effective even with the lower damage of the 1H weapon. You can also switch Shield Bash with Lunge and Slash if you don't have problems with guard.



#4
Deadly dwarf

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Thanks for the thoughtful responses!  After putting up my post, I then ran into the thread where everyone debates the positives and negatives of the various builds.  So far, as a player, I tend to rely on the AI to take care of the other team members.  I'm reasonably able with the basic skills of all three classes, but far less so for the various specializations, so each play through I learn something new.

 

Previously, while playing as a mage I became decent with Knight enchanter and later Rift Mage (though one of the powers seems to have an annoying sling shot effect that sometimes sends affected enemies previously tormented toward my mage, who has no melee weapons.

 

As a sword and shield warrior, I'm slowly getting comfortable with Templar powers.  All the blue ones (Spell Purge, Wrath of heaven, etc.) seem best suited to frying demons during rift fights.  I'm still not sure what the Templar focus power does.   As a result, when I build up focus, I go straight to the tried and true anchor.

 

In the absence of tutorials for the specializations, I'm finding the best learning method for specializations is to go back  to locations for which you are over-leveled to practice using the new powers on weak enemies.



#5
wepeel_

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Some examples:

  • Chain Lightning+ - With the upgrade and at least 2 enemies this spell does %1500 weapon damage for 50 mana and an 8 second cooldown.  It is often undervalued from posts I have seen.  Immolate+ needs 4 targets within 3 meters to exceed this on direct damage (the burning dot doesn't stack).

 

How do you figure chain lightning to do 1500% weapon damage?



#6
Reptillius

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He's figuring that from the fact that if you have just two opponents it hits each one repeatedly in the space of like a second and a half. But it only actually hits like 6 or 8 times total. I forget which.

 

And thanks for mentioning that Immolate is now a Detonator. I did not realize that.  That explains an affect that I've been causing with my rift mage to get nightmare.



#7
JeffKaos

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I'll say this: at first I thought Shield Wall was a wasted ability. After all, how useful is a skill if it doesn't hurt my enemy? Until I figured out how Guard worked. I was able to solo the dragon in the North of the Storm Coast,who I was way to low level to be messing with, using this and Shield Bash. Sure, it took me over an hour and a half but in the end I won. He wiped my entire party almost immediately but with judicial use of Shield Wall, War Cry and Charging Bull I was able to keep my guard up and full for the entire fight. As far as the specialty classes go I just use them for their passive skills since I'm pretty set with the skills I've been using for most of the game before unlocking them.



#8
Bigdawg13

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With the possibility of mapping only 8 tactics to the controller, which moves are winners and which aren't worth mapping?  I'm trying to figure out what builds make the most sense for my Inquisitor and her away team.

 

I chose Templar for my sword and shield inquisitor and have been generally disappointed.  The powers seem to be designed to deal with spirits during rift fights, but not nearly effective as the tactics available to mages via the spirit discipline.  Do any of them have any effect on living opponents?  Red templars? Etc.?  Currently I mostly use the standard sword and shield moves, along with the anchor when focus is built up.

 

For mages, I like most of the rift mage and knight enchanter powers, but the necromancer powers are only so so.  (Though I do like the friendly spirit that takes the place of fallen enemies.

 

Anyone make a list of which powers give you the most bang for the buck?

 

I totally understand the frustration with the Templar.  Going to 2H made a HUGE difference.  2H Templar Wrath/Purge combo one-shots entire groups.  The only enemies that seem to cause me trouble with this setup were undead (which should have been treated like demons but are not, and also unstunnable).  Non demons get stunned, and then the purge causes huge damage.  It wasn't uncommon for me to see every enemy in a 4 m radius pop up with 10k+ damage from the combo.  And since I lead with charging bull, the only cost was the purge which is fairly cheap.  So...much...damage.  In truth it trivialized the game (except for the damnable exalted plains!!!! GAH!!)



#9
ottffsse

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which difficulty level?

easy/ normal - don't worry not matter what you do just have fun.

nightmare: max out your crit % and crit damage on all classes and take advantage of these passives:

mages - flashpoint (fire), mana surge (winter) passives is the core. fade step+barrier next (defence), then pick and choose depending on spec and how you want to build the mage and their role in the party.


rogues: unforgiving chain + looked like it hurt + cheap shot as core passives, stealth and evade as abilities for defence, then pick and choose depending what spec you are playing.archers can get away without evade with using leaping shot wen enemies get close instead.

warrior: flow of battle, deep reserve as passives, charging bull /payback strike/shield wall as core abilities, maybe combat roll for survivability on nightmare. then pick and choose depending on spec. for templar, use blessed blades upgraded to be able to spam a combo of wrath of heaven+spell purge. (stuns enemies around and then deals very good damage through the spell purge combo in an aoe).

#10
Cozmikitty

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How do you figure chain lightning to do 1500% weapon damage?


It tells you in the Tactics menu. It's my favorite ability. I made Dorian my electricity mage and I use him a LOT.