At level 17 so far I rarely use it.
I am wondering if it is a core skill to have or whether I should remove it for something else.
When and under what scenarios is it valuable?
At level 17 so far I rarely use it.
I am wondering if it is a core skill to have or whether I should remove it for something else.
When and under what scenarios is it valuable?
It's probably the 2nd most used ability. You can zip through an enemy multiple times. I use it to close with an enemy, or to evade damage. It also becomes a top priority vs anything fire resist.
Thanks. I will keep it so I am used to using it.
How do you use it against anything fire resistant?
I guess I should point out it's kind of lackluster when not upgraded. You really want to upgrade it to frost step so it does "frost" damage.
Ah I see, I am only 17 so have not upgraded some things yet. That would make it more valuable.
Considering how much I use it, I think it was one of the first things I upgraded.
Down to firemine + some passives = 5 skills
Down to regenerative barrier + guardian passive = 5 skills
KE tree: spirit blade + fadecloak(+), passives on left side = 6
Frost step+ = 2
Total of 18
Mages start with 2, so # skills = level + 1. So level 17 as a non-human. level 16 as a human. But that doesn't include the amulets of power. Before patch 5, by 15 I had garnered the amulet of power from crestwood and probably the fade. So if I were a human I'd have these by level 14. Depending on your choices there is another amulet of power from saving Celene, from forbidden oasis, etc.
Of course post-patch 5 there may only be 2 amulets of power left (crestwood and the celene war mission) as many amulets just aren't spawning anymore.
Anyways, there are lots of options and builds. I think if you're having fun and enjoying the game without fade/frost step, then don't bother. This is especially true if you've already filled up all 8 slots and are happy with all your skills.
Hell, I use it just for walking around. But in combat, it's particularly useful for closing distances with enemies, even when it's not upgraded.
The best part about this spell, is when upgraded, it's a mana-free damage spell. I pick it up very early. Anytime I'm low on mana, I can still cast this and do damage.
It's probably the 2nd most used ability. You can zip through an enemy multiple times. I use it to close with an enemy, or to evade damage. It also becomes a top priority vs anything fire resist.
Yeah, the upgraded Fade Step was one of my KE's primary abilities for all the reasons you listed here. It's the best option for moving around the battlefield quickly and can even be used to chase down annoying ranged enemies that are attempting to kite you. Moving back and forth through an enemy with a single Fade Step takes a bit of practice, but once it becomes second nature, that skill will make a huge difference in battles... I think it's especially valuable to a KE since you are going to want to be able to quickly move in on opponents to use Spirit Blade or the upgraded Fade Cloak. Trying to just run up to them is a lot less effective...
Of course, to a KE that focuses mainly on casting, this ability probably isn't as important. However, for a hybrid or a KE that focuses heavily on close combat, Fade Step is incredibly useful.
So, let's be clear...you play a KE and yet you find no utility to Fade Step?
<facepalm>
Probably ma favorite ability (since I'm a very mobile player). I love zipping around the battlefield with my KE, closing or opening gaps or freezing enemies.
Bro do you even KE?
I chose to take another Storm spell instead; rely more on Fade Cloak for up close avoidance issues.
<Even more facepalm>
<Even more facepalm>
heh! My build is a ranged KE; not a melee specialist. So at this point, I have these spells on the quickbar:
* Barrier
* Dispel magic
* Mark of the Rift
* Spirit Blade
* Fade Cloak
* Chain Lightning
* Energy Barrage
* Static Cage
I did start the game with Fade Step, then re-specced it with Static Cage after upgrading spells. If something closes, I have Fade Claok and Spirit Blade; enough to ruin their days, and can control the field well enough at a distance for the rest of the combat.
My build is ALSO a ranged KE, and yet I'm not mad enough to discard something as tremendously useful as Fade Step. Apart from it being my only Winter spell for a long time in my playthough.
Besides, Chain Lightning is useless out of pure weak it is. The point you spend on it, I prefer saving it for Pyromancer -> Fire Mine + Searing Glyph.
My build is ALSO a ranged KE, and yet I'm not mad enough to discard something as tremendously useful as Fade Step. Apart from it being my only Winter spell for a long time in my playthough.
Besides, Chain Lightning is useless out of pure weak it is. The point you spend on it, I prefer saving it for Pyromancer -> Fire Mine + Searing Glyph.
Fade Step is a nice way to tactically move around the field, but I seldom need to move much. Chain Lightning has a wider AoE, and seems to play well with the Storm passives. And at 21+ lvl, I also have some Fire selections, though preferring Storm options; allow Solas to utilize Fire domain.
It may be atypical, but it appears to work rather well.
Then you'd benefit more from Necromancer or Rift Mage builds, I think. Getting close (or out) quickly is super-useful for a KE. It's like Biotic Charge for a Vanguard
Then you'd benefit more from Necromancer or Rift Mage builds, I think. Getting close (or out) quickly is super-useful for a KE. It's like Biotic Charge for a Vanguard
Which would be fine if one wanted to close. But as a ranged caster, the spell is not required.
Then as I said, KE is wasted on you.
Then as I said, KE is wasted on you.
Or perhaps some are able to consider viable alternatives to the norm. No need for melee as a priority when ranged control does so well. And this version does not require Fade Step as a priority.
If that's your objective, then Necromancer or Rift Mage are a plus for ranged control, which seem to be your focus. Thus the waste.
If that's your objective, then Necromancer or Rift Mage are a plus for ranged control, which seem to be your focus. Thus the waste.
Or perhaps some are able to consider viable alternatives to the norm. No need for melee as a priority when ranged control does so well. And this version does not require Fade Step as a priority.
Nothing wrong with making specialization & spell selections on purpose to make the game harder. That is the only feasible reason why someone would pick a specialization where nearly every single passive and spell in the specialization tree require melee range and insist on playing ranged.
Nothing wrong with making specialization & spell selections on purpose to make the game harder. That is the only feasible reason why someone would pick a specialization where nearly every single passive and spell in the specialization tree require melee range and insist on playing ranged.