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I don't like my KE mage (change to range or rift)


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#1
Anneqo

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So I made KE mage but now I know that I don't like her close combat style. And I don't know should I make my mage range KE or should I back to my other save and change it for Rift mage? What makes more sense? What skills should I invest? (this is my first playthrough)



#2
Digger1967

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So I made KE mage but now I know that I don't like her close combat style. And I don't know should I make my mage range KE or should I back to my other save and change it for Rift mage? What makes more sense? What skills should I invest? (this is my first playthrough)

 

Actually my KE build is by far my favorite, and  I don't use a close combat style at all.  My spirit blade isn't even on the ;main contorller options, I have to hold L2 down to get  to it.

 

I use the KE ability that refreshes my barrier when I do damage instead.  Throw up a barrier when combat begins, stand off at a distance and pummel my enemies or enhance my parties defenses, whatever I think is necessary.  Works great, and once you get the hang of it you can get through most combats without ever having to recast barrier on yourself.  Yes, even when fighting high dragons.  

 

Personally I love that build. 



#3
thruaglassdarkly

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The biggest thing you'll get from RM over KE are some additional cc spells and the ability recharge mana faster at range, where as the KE needs enemies to be relatively close to do.  You'll also constantly be inflicting weaken on enemies, which means attacks against the entire party will be less effective. Even a ranged KE will be considerably more durable, however.  And the RM cc spells are ineffective against large and boss type enemies. If you are prepping for endgame or dragon fights, KE is the unquestioned champ.

 

That said, RM spells are insanely useful against hoards of smaller enemies (particularly Pull of the Abyss, which is devastating when paired with Fire Mine). Personally, of the 3 mage classes, I find the RE playthrough to be the most fun, but I don't know that I'd go back unless you just unlocked the KE.  



#4
Digger1967

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The biggest thing you'll get from RM over KE are some additional cc spells and the ability recharge mana faster at range, where as the KE needs enemies to be relatively close to do.  You'll also constantly be inflicting weaken on enemies, which means attacks against the entire party will be less effective. Even a ranged KE will be considerably more durable, however.  And the RM cc spells are ineffective against large and boss type enemies. If you are prepping for endgame or dragon fights, KE is the unquestioned champ.

 

That said, RM spells are insanely useful against hoards of smaller enemies (particularly Pull of the Abyss, which is devastating when paired with Fire Mine). Personally, of the 3 mage classes, I find the RE playthrough to be the most fun, but I don't know that I'd go back unless you just unlocked the KE.  

 

I use the passive from the Winter set - stillness I think it is - I don't have to move around much since my barrier is difficult if not almost impossible to penetrate, and it works like a charm.



#5
cap and gown

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So I made KE mage but now I know that I don't like her close combat style. And I don't know should I make my mage range KE or should I back to my other save and change it for Rift mage? What makes more sense? What skills should I invest? (this is my first playthrough)

 

You do not NEED to play close combat with a KE. A ranged style works just fine. The key to a KE is to constantly be dealing out damage to keep your barrier going. Against mobs I tend to play a ranged variant, but when someone closes I may spirit blade them, or I may frost step through them, or fade step into them. (Watching a Red Templars with one of those tower shield go flying into the air is quite fun.) I think the KE has the flexibility to be played both close and at range.

 

What level is your equipment at? That is the key here. If you have low level equipment, particularly a low level staff, you won't be dealing enough damage to keep your barrier refreshed. Crafting a custom staff with tier three schematics and tier three materials will mean never losing your barrier. Until you can get those, however, you may end up relying on staves you find.



#6
DomeWing333

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Assuming you have 11 skill points to invest, the skills I recommend for a ranged KE are:

 

Spirit Blade

Combat Clarity

Fade Shield

Fade Cloak

Immolate

Fade Step

Energy Barrage

Conductive Current

Static Charge

Static Cage + Lightning Cage

 

If you're playing on higher difficulties, I'd maybe get Barrier and Guardian Spirit before Immolate and Lightning Cage for added survivability over damage.

 

In most battles, I'll generally cycle through Static Cage -> couple auto attacks -> Energy Barrage -> few more auto attacks -> Immolate, using Fade Cloak and Fade Step as needed. Spirit Blade is mainly used for getting rid of enemy guard.



#7
Elhanan

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Ranged KE gets my vote for now; durable and versatile. Based on several posts, any of the Elemental schools can yield good results, or a combination thereof. Personally am enjoying Spirit/ KE/ Storm build:

* Mark of the Rift
* Barrier
* Dispel Magic
* Spirit Blade
* Fade Cloak
* Chain Lightning
* Energy Barrage
* Static Cage

#8
Anneqo

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Thank you for all your responses. I decided to stick to KE. There're my current skills:

  • Barrier
  • Peaceful Aura
  • Energy Barrage
  • Static Charge
  • Conductive Current
  • Static Cage + Lightning Cage
  • Immolate
  • Fade Step
  • Winter Stillness
  • Spirit Blade
  • Combat Clarity
  • Fade Shield
  • Knight-Protector

After that respec and some tweaking AI options I even was able to change my difficulty level to hard. But now I have no idea where to go next, I know I'll take Fade Cloak with upgrade but next? What's worth picking?

And I have a dillema about second mage in my party: Dorian or Solas? Right now I have Dorian as Pyro/Necro (with barrier) but I like Solas' Rift Mage abilites (all that extra damage passives)... buuuuut: Rift Mage goes along with storm and my mage is already a storm mage. Just I don't know, I like Dorian more but having Solas in team would make a difference?



#9
LPPrince

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My Inquisitor is a Knight Enchanter and I only use a close range style when I'm forced or if I have to.

 

Much like Digger up above, I have the blade set where I have to hold a button before I can even use it.

 

Long distance, you can damage enemies and keep a barrier up to stay hardy. I bring out the blade only for a quick nearby kill or if an enemy is armored as the blade does extreme damage knocking armor off.



#10
DomeWing333

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After that respec and some tweaking AI options I even was able to change my difficulty level to hard. But now I have no idea where to go next, I know I'll take Fade Cloak with upgrade but next? What's worth picking?

And I have a dillema about second mage in my party: Dorian or Solas? Right now I have Dorian as Pyro/Necro (with barrier) but I like Solas' Rift Mage abilites (all that extra damage passives)... buuuuut: Rift Mage goes along with storm and my mage is already a storm mage. Just I don't know, I like Dorian more but having Solas in team would make a difference?

Well, you pretty much have all the active abilities that you'll ever need so next, just go after some passives that you want and upgrade the skills you have. The Fire tree has some pretty good passives like Clean Burn and Chaotic Focus and you could upgrade Fade Step to get some free damage. After that, just throw skill points into whatever.

 

I made Solas into a support-type Winter Mage myself and that seemed to go fine with his spec. If you bring Cassandra along, she can compensate a bit for Solas not being there with her passive that gives the whole party a 5% chance to Weaken enemies when they hit them. But even without her, if you have a good set-up for Dorian, you should be fine.



#11
Farangbaa

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Do you want near endless mana.. or not?

If you do, pick rift mage.

#12
thats1evildude

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I don't think you can choose another specialization once you've committed to one.



#13
Bigdawg13

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I've played both on nightmare and beaten the game.  KE has endless barrier.  RM has endless mana.  Personally I think the a fire based KE has the most damage, but RM has great control.  Both end up being monotonous if you let it.  You hear KE people complain about spirit blade spam.  They weave in the occasional fade cloak and fade step, but lots of spirit blade.   Well RM is no better.  You use PotA and firemine and repeat.  Or you spam stonefist.

 

My biggest problem with Rift Mage is the negative relationship weakness has with shock.  I had to completely avoid the lightning tree.  A LOT of people will say this was not a problem for them, but every single time I tried to use the lightning tree my mana regen would dissipate.  So I was stuck with fire, spirit, and cold.  However, about level 20 I started experimenting with blizzard, and eventually had blizzard and firemine.  With the Rift Mage mana regen working (no shock at all), I was able to maintain blizzard and have 100% mana.  Plus it gave me ice armor.  I could stand toe-to-toe with a behemoth/dragon/giant and laugh.  It was a serious game changer for me.

 

The problem with the KE is I lost all sense of satisfaction with the game.  You cannot die outside of a sleep disorder.  However, ranged gameplay was a bit slow and boring because A) every single active KE ability is melee-ranged and B) your mana regen requires melee range and I would run out of mana playing ranged.  But seriously, playing a ranged KE is like playing an archer who spams shadow strike.  It works, but it just feels wrong. 


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#14
Incantrix

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My first love is the knight enhanter. But my true love is the rift mage.

Being able to spam spells with impunity is intoxicating. A Rift mages only barrier (ha) is cool downs. And if you spec right, then even that isn't an issue.

With my elementalist build, Pota and stone fist is only for weakness or if everything else is on cooldown. (Or in pota case, for combos)
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#15
Tharkun

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My next build is going to be a Immortal Necromancer.  My plan is to run this on a tank-less team with Varric as our Rogue.  The other two members will be either Vivienne, Dorien or Solas as the mood strikes.  Though I feel Solas is required since I love Rift Mages.  I am going to ignore panic effects and build toward use of Simulacrum.  I will focus on multi-hit abilities, so Chain Lightning, Static Cage+, Energy Barrage will all be part of each mages toolbox.  Though I will take it quite late for Solas since I want him to use Pull of the Abyss+.  Everyone will have 1% heal on hit and a damage on-hit too.  Varric will only have the heal% and be a leaping shot, throwing knives, hook and tackle, bomb machine.

 

I don't know how this will work out but I expect to have a ton of fun with it.  Having literal infinite mana for 10 second intervals looks pretty silly.

 

PS love your username Incantrix)