Aller au contenu

Photo

Frost tree useless for damage?


  • Veuillez vous connecter pour répondre
53 réponses à ce sujet

#1
ushae

ushae
  • Members
  • 260 messages

I'm finding the frost tree to be mostly useless on the damage front. Most of the abilities are utility in nature, to simply slow or weaken enemies for others to take them out.

 

Why has Bioware made the tree so one sided? Fire and Storm talents are easy to pickup over this?



#2
Matth85

Matth85
  • Members
  • 615 messages

To avoid having 3 damage trees. Instead splitting it up: 1 made for pure damage, 1 for mostly control and last on a mix (Fire, Frost and Storm respectively)

All about balancing gameplay and giving variation, to give you see illusion of choice.


  • ThePhoenixKing aime ceci

#3
Farangbaa

Farangbaa
  • Members
  • 6 757 messages
Eh.

How about you try to shatter all those frozen enemies for massive damage? :P Hell, you can even dispel the freeze for bonus damage.
  • Arvaarad aime ceci

#4
Arvaarad

Arvaarad
  • Members
  • 1 259 messages
1. As mentioned, Frozen is a primer for Shatter, one of the highest-damage combos in the game.

2. Winter Stillness is practically a mandatory pickup for its massive cooldown reduction and mana regen boost. Even Rift Mages benefit from it.

3. Crowd control sets enemies up for AoE damage. Static cage is great, but you can prolong its effect with an ice mine.

4. Crowd control provides a breather on characters you can't quickly kill, and if correctly timed can interrupt big attacks or barrier/guard. This may not seem important in the base game, but if they continue to give us Hakkon-leveled content (fingers crossed), yeah, crowd control makes your life a lot easier.

Having crowd control is a bit like having a tank, in that it keeps enemies off your squishy allies and clusters them for AoE. Except, with good crowd control, you can ditch the tank entirely and take more damaging party members. And you don't have to worry about dropping friendly fire on your tank. Unlike taunt, ranged CC doesn't require you to have an ally in the center of the cluster.

#5
Bigdawg13

Bigdawg13
  • Members
  • 1 174 messages

Shatter does great damage.  Just try it with stonefist as a detonator.  /sarcasm


  • shepisavanguardgetoverit et Gya aiment ceci

#6
Incantrix

Incantrix
  • Members
  • 904 messages
Try this...

Pull of the abyss->Electric cage(upgraded)->Blizzard(upgrade)

Watch the combo vaporize anything caught while you don't go oom because you're a rift mage and what's mana? (Bonus points because you'll have winters stillness on top)

#7
LPPrince

LPPrince
  • Members
  • 54 791 messages

Fade Step. Worth it.

 

Anyway, I use the tree for Fade Step and Winter's Grasp/Chill only. As far as actives anyway. The passives are great and it compliments other stuff well.



#8
o Ventus

o Ventus
  • Members
  • 17 206 messages

Fade Step, increased mana regen, and tons of combo primers. The combo primers alone make it worth taking.



#9
Gya

Gya
  • Members
  • 1 526 messages

Shatter does great damage. Just try it with stonefist as a detonator. /sarcasm


biower pls

#10
capn233

capn233
  • Members
  • 17 258 messages

It was even better in the real olden days where it basically was pure CC.

 

Bring back Cone of Cold!


  • Arvaarad, Scuttlebutt101 et DanteYoda aiment ceci

#11
Arvaarad

Arvaarad
  • Members
  • 1 259 messages

It was even better in the real olden days where it basically was pure CC.

Bring back Cone of Cold!


Psh, my glyph mage laughs at Cone of Cold. So many cheesy things you could do with Glyph of Repulsion + the many narrow corridors/doorways in DA:O. Especially if you had multiple glyph mages.

Line of repulsion glyphs (or the paralyze+repulsion mass paralyze combo), and you could stack AoE on dozens of trapped enemies. And for higher-willpower enemies, you could Force Field one of your party members in the doorway to make an unavoidable "glyph of repulsion".

People who think KEs are broken have never played a mage in Origins. Enemies literally didn't get within eyesight of the party before falling over dead. :D
  • Sylvius the Mad, Aimi et themageguy aiment ceci

#12
DementedSheep

DementedSheep
  • Members
  • 188 messages

Psh, my glyph mage laughs at Cone of Cold. So many cheesy things you could do with Glyph of Repulsion + the many narrow corridors/doorways in DA:O. Especially if you had multiple glyph mages.

Line of repulsion glyphs (or the paralyze+repulsion mass paralyze combo), and you could stack AoE on dozens of trapped enemies. And for higher-willpower enemies, you could Force Field one of your party members in the doorway to make an unavoidable "glyph of repulsion".

People who think KEs are broken have never played a mage in Origins. Enemies literally didn't get within eyesight of the party before falling over dead. :D

Yep, when I was feeling like being cheap in DA:O I would cast gyph of repulsion at a choke point and then (with Morrigan's or Wynne's help) use Strom of Century on the trapped enemies. I like to imagine my party just sat outside the room playing cards while everyone dies.


  • AshenSugar et Arvaarad aiment ceci

#13
Wyldfire

Wyldfire
  • Members
  • 19 messages
I just experimented with the frost tree a bit and found it to be lackluster to say the least.

Actives:

Ice Wall is utterly useless.

Blizzard doesn't freeze any targets until after their 8 seconds of chilled status is up. And if they leave the area for even a split second, that 8 second wait starts over.

Winter's Grasp is a good primer CC, but is very expensive for a low damage, single target CC with an upgrade that only slows enemies within 3 meters. For 65 mana, I expect all targets to be frozen within 3 meters. Otherwise a price drop to 50 mana and damage boost to 300-400% is in order.

Fade Step is great for mobility and the upgrade basically gives free damage if you're good enough to make it count (I can't seem to get the hang of it).

Ice Mine can freeze multiple enemies, so might be good in combination with a hard CC like Pull off the Abyss, then followed up with some warrior/rogue detonators. It has a nice long freeze duration too, making it a decent CC choice.

Passives:

Mana Surge is great on anything except KE. Their never ending barrier makes it a wasted skill point unless soloing on hard/nightmare. The freeze is a short distance one, but allows for more combos. The sweet part of this passive is the free spell when your barrier expires.

Winter's Stillness is great for all mages except melee KE don't stand still long enough to benefit from it and have virtually no cooldowns with Spirit Blade + Clean Burn. The 30% cooldown reduction is great for rift mages.

Frost Mastery is good if you use a lot of winter spells, but honestly is probably best spent elsewhere because you will shatter most of your frozen targets before their freeze time is up. Chilled isn't the greatest status effect, but can be worth it if you can can apply it to a lot of the enemies you're facing.

Ice Armor is good for hard or easier modes once you get weapons that generate guard on hit so that you can drop Barrier for another active skill. Definitely not worth it for nightmare or soloing on any level.

#14
capn233

capn233
  • Members
  • 17 258 messages

Psh, my glyph mage laughs at Cone of Cold. So many cheesy things you could do with Glyph of Repulsion + the many narrow corridors/doorways in DA:O. Especially if you had multiple glyph mages.

 

Yeah glyphs were great too.  But CoC worked on every enemy, which was nice. :)

 

As for KE in this game, I might agree with you.  In DAO there usually wasn't a reason to skip Arcane Warrior spec, and I think it does seem like back then you could unload a lot more damage spells, then pop Combat Magic to cleanup and overall be better than KE in this game.  Then again, I did end up respec'ing my KE to depower it around 16 or 17 so maybe I would feel differently if I kept spamming Fire Mine and some other things later in the game.

 

Then again, while Spirit Blade is pretty decent, Spellweaver + Rose's Thorn + Poison might have been better. :)



#15
Arvaarad

Arvaarad
  • Members
  • 1 259 messages

Yeah glyphs were great too. But CoC worked on every enemy, which was nice. :)

As for KE in this game, I might agree with you. In DAO there usually wasn't a reason to skip Arcane Warrior spec, and I think it does seem like back then you could unload a lot more damage spells, then pop Combat Magic to cleanup and overall be better than KE in this game. Then again, I did end up respec'ing my KE to depower it around 16 or 17 so maybe I would feel differently if I kept spamming Fire Mine and some other things later in the game.

Then again, while Spirit Blade is pretty decent, Spellweaver + Rose's Thorn + Poison might have been better. :)


Not to mention the Blood Mage + Spirit Healer combo. It was literally impossible to run out of health or mana. Refill mana with blood magic -> refill health with spirit healing -> repeat.

And if something messed with that rotation, you had 1000 potions on your belt anyway. I still chuckle when people wish for "more challenging combat, like Origins." That's some serious nostalgia goggles right there. :D
  • Aimi aime ceci

#16
Forsythia77

Forsythia77
  • Members
  • 1 159 messages

The winter tree is my favorite.  Even if I end up taking a couple of items from the fire tree just for balance, I always spec from winter as a compliment to Dorian who maxes out the fire tree.  It's not flashy like storm and fire, but it's a good support tree. 



#17
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 764 messages

If you are a Rift Mage then Frost tree can be used for damage and debuff every effectively. 

 

Pull of the Abyss goes really well with Ice Mine, especially and upgraded Ice Mine.

 

Rift Mage's mana regeneration allows them to actually use Blizzard to do useful without running out of mana. 

 

Other mages should stick to using Frost tree for Winter Stillness, for Fade Step and to trigger Ice Armor. 


  • Bigdawg13 et Lilacs aiment ceci

#18
Commander Michael

Commander Michael
  • Members
  • 218 messages

Not to mention the Blood Mage + Spirit Healer combo. It was literally impossible to run out of health or mana. Refill mana with blood magic -> refill health with spirit healing -> repeat.

And if something messed with that rotation, you had 1000 potions on your belt anyway. I still chuckle when people wish for "more challenging combat, like Origins." That's some serious nostalgia goggles right there. :D

 

 "more challenging combat, like Origins."

Compared to DAI, DAO had more difficult combat.

 

In DAO, you needed to have a good understanding of gameplay mechanics and how the abilities work to be truly powerful. In DAI it's extremely easy to become overpowered, even when not striving towards meta builds.

 

When DAO first came out it was brutal. It even got A PATCH that made Easy difficulty EASIER (or maybe they even ADDED an easy mode, I can't remember). The Combat Strategy part of the DAO forums were full of people asking for strategies against the Spider Queen, Flemeth and the High Dragon. I don't see any of that for DAI; I only see general build ideas and questions.

 

My first playthrough of Origins was on Normal difficulty, and it was WAY HARDER than my first playthrough of Inquistion, which was on NIGHTMARE difficulty. 

 

TL;DR: it took way more knowledge to become overpowered in DAO compared to DAI. I guess not having to spend attribute points is a big part of that.



#19
Cydh

Cydh
  • Members
  • 225 messages

DA2 had the Ancient Rock Wraith in the same category.



#20
Arvaarad

Arvaarad
  • Members
  • 1 259 messages

TL;DR: it took way more knowledge to become overpowered in DAO compared to DAI. I guess not having to spend attribute points is a big part of that.


It really didn't take that much. It boiled down to:

"Do I have a mage in my party?"

"Yes? Cool, I win."

"No? Well, at least I'll get to use some of these 5000 health potions, then."

There were a couple factors at play. First, there was a ridiculous amount of access to potions, just absurd amounts of potions. The different "levels" of potions didn't share cooldowns, so you could bathe yourself in potions way faster than enemies could deal damage.

Second, mages. Ah, mages. It doesn't take a whole lot of insight to realize "oh hey, if I CC everything and drop AoE on their faces, they will die and I will take no damage." Mage abilities were just way out of proportion with the other classes - which, let's be clear, makes sense lorewise, but did make the combat a bit of a cakewalk if your party contained one or more mages.

Friendly fire was enforced, but FF doesn't even matter if everything dies while they're paralyzed 100 feet away from you. DA:I has the option to turn on FF, and it has much more of an impact (IMO, a positive impact) on the gameplay than it did in Origins.

#21
Commander Michael

Commander Michael
  • Members
  • 218 messages

It really didn't take that much. It boiled down to:

"Do I have a mage in my party?"

"Yes? Cool, I win."

"No? Well, at least I'll get to use some of these 5000 health potions, then."

There were a couple factors at play. First, there was a ridiculous amount of access to potions, just absurd amounts of potions. The different "levels" of potions didn't share cooldowns, so you could bathe yourself in potions way faster than enemies could deal damage.

Second, mages. Ah, mages. It doesn't take a whole lot of insight to realize "oh hey, if I CC everything and drop AoE on their faces, they will die and I will take no damage." Mage abilities were just way out of proportion with the other classes - which, let's be clear, makes sense lorewise, but did make the combat a bit of a cakewalk if your party contained one or more mages.

Friendly fire was enforced, but FF doesn't even matter if everything dies while they're paralyzed 100 feet away from you. DA:I has the option to turn on FF, and it has much more of an impact (IMO, a positive impact) on the gameplay than it did in Origins.

 

It's not like the game told you that mages were overpowered in the description. On the contrary, mages are often the harder classes to play in RPGs. You had to figure out that mages were overpowered by yourself - and most people got their first mage as Morrigan (not counting the temporary Ostagar mage) at around level 7. And after getting to Lothering people might've dumped her in favor of Leliana or Sten, as she had kind of a crappy line of spells (Shapeshifting, ugh). Or maybe they just didn't like her personality. The next mage that can join your party is easily killable if you agree with the templar solution, and might be obtained very late game depending on player choices. That means that some people will play through the game with only 1 mage in their party - one they might never use. 

 

Potions weren't that plentiful if you were actively using them and not crafting them. Not to mention that in order to use potions you had to be free from crowd control effects; stuns and knockdowns, which were very common in Origins.

 

Forcing a player to use a companion they don't like in order to be overpowered isn't that good of a trade off. In DAI, any party combination can be overpowered. And it's not like DAI doesn't have an abundance of potions... 12 potions + a ton of resupply stations everywhere during story missions... Oh and then the personal potions like regeneration potions... 

 

I still think DA2 had the best combat balance out of the 3 games.



#22
deadkai

deadkai
  • Members
  • 70 messages

Origins had big flaws, on Nightmare for sure. Spending attribute points basicly came down to put all points in strenght for Two-Handed Warriors, as an example, because otherwise Elite and Boss Enemies would simply resist attacks like Pommel Strike and your own attacks would miss. The duel with Loghain is an example for this. 



#23
Incantrix

Incantrix
  • Members
  • 904 messages

"more challenging combat, like Origins."
Compared to DAI, DAO had more difficult combat.

In DAO, you needed to have a good understanding of gameplay mechanics and how the abilities work to be truly powerful. In DAI it's extremely easy to become overpowered, even when not striving towards meta builds.

When DAO first came out it was brutal. It even got A PATCH that made Easy difficulty EASIER (or maybe they even ADDED an easy mode, I can't remember). The Combat Strategy part of the DAO forums were full of people asking for strategies against the Spider Queen, Flemeth and the High Dragon. I don't see any of that for DAI; I only see general build ideas and questions.

My first playthrough of Origins was on Normal difficulty, and it was WAY HARDER than my first playthrough of Inquistion, which was on NIGHTMARE difficulty.

TL;DR: it took way more knowledge to become overpowered in DAO compared to DAI. I guess not having to spend attribute points is a big part of that.



Get real.

I played a mage. Do you know how much that class trivialized the game?

You needed the spells for storm of the century+mana clash. GG you win the game.

#24
draken-heart

draken-heart
  • Members
  • 4 009 messages

I thought about doing a CC Rift Mage build for Solas (Ice, maybe a bit of Spirit, and definitely the rift mage spec). Decided against it, as it made no sense.



#25
DomeWing333

DomeWing333
  • Members
  • 545 messages

I thought about doing a CC Rift Mage build for Solas (Ice, maybe a bit of Spirit, and definitely the rift mage spec). Decided against it, as it made no sense.

That's the same build I used for Solas. How did it not make sense?