[GUIDE] Certain abilities and passives have been altered by patch 1.10
#126
Posté 04 septembre 2015 - 01:40
Love it. Sooo much more fun than my archer.
Thanks Bioware!
#127
Posté 04 septembre 2015 - 01:50
Wow. So just tweaked a quick daggers build to test out the thunderstruck upgrade.
Love it. Sooo much more fun than my archer.
Thanks Bioware!
The patch made Artficer very archery focused and Tempest very dagger focused.
#128
Posté 04 septembre 2015 - 02:23
Hmmm, not sure how much I love this. Some of the changes seem nice, but it's quite a lot of them for this late in the development cycle. Not sure I can really be bothered to go back and do respecs on not only all my own characters but also every single one of their companions.
#129
Posté 04 septembre 2015 - 02:57
The change to War Horn was a gigantic nerf to MP Reaver. I never really used it in SP since it was pretty expensive.
edit: this is what happens when you trust the internet and jump to conclusions. ![]()
- PapaCharlie9 aime ceci
#130
Posté 04 septembre 2015 - 02:59
So nothing new for rift mage.
At the very least they could have fix the shock / weakness thing that would have made it a stronger option to KE but even now KE is still the better option.
#131
Posté 04 septembre 2015 - 03:05
9. Mark of Death. Never upgraded it on my Inq and that won't change now. All this change does is give it a longer duration when Cole uses it as the AI never popped it early for the damage bonus. (Also don't upgrade it if you're going to switch over and manually pop it yourself) I'm also unsure as to how big of a damage buff you get for popping it early as you can stack a lot of pain in 4 additional seconds.
Yeah, the upgrade does less potential damage than the base version since you can't detonate the upgraded version. AI's left on complete autopilot might get a little more out of it though. People were questioning the point of this for MP.
#132
Posté 04 septembre 2015 - 03:14
I popped in my KE Caitlyn this morning before I went off to work and honestly didn't notice much difference in how KE worked. Maybe its how I play, but it doesn't seem all that different to me. Then again she is a level 27 beast. I just started a new game after playing DAO and DA2, so it will be interesting to see how this effects my new mage from the ground up.
#133
Posté 04 septembre 2015 - 03:15
The change to War Horn was a gigantic nerf to MP Reaver. I never really used it in SP since it was pretty expensive.
Ok I hadn't actually looked at this myself, but did they really change War Horn in MP? I loaded up my Reaver and it says the same things it used to with "Break Their Spirit" as the upgrade.
edit: also not listed in the MP specific notes in the mp forum. Interesting.
War horn change shows as an option for my character in SP though.
#134
Posté 04 septembre 2015 - 03:21
I popped in my KE Caitlyn this morning before I went off to work and honestly didn't notice much difference in how KE worked. Maybe its how I play, but it doesn't seem all that different to me. Then again she is a level 27 beast. I just started a new game after playing DAO and DA2, so it will be interesting to see how this effects my new mage from the ground up.
Technically nothing about how you play the Knight-Enchanter before was altered, the damage for such a playstyle was only nerfed. If you only spammed Spirit Blade to use it with Clean Burn for example the damage nerf isn't a detriment.
#135
Posté 04 septembre 2015 - 03:25
#136
Posté 04 septembre 2015 - 03:27
It seems like all barrier upgrades work now with all barriers applied. General barrier upgrade seems to reduce the cooldown by 4 seconds per faded barrier. Mana surge freezes enemies even if the destroyed barrier is njot on the caster himself as well as giving everyone the ability to use the next skill without cost. And rejuvenating barrier gives increased mana/stamina regeneration to everyone under the effect of barrier. So these upgrades are pretty strong right now.
You mean if Solas has it and puts a barrier on Cass it will freeze all enemies near her when her barrier goes?
#137
Posté 04 septembre 2015 - 03:28
Also it seems livid allows instant recovery from knockdown.
*EDIT*
Confirmed on mana surge. When it pops on any character it freezes surrounding enemies and gives free skill use.
#138
Posté 04 septembre 2015 - 03:36
You mean if Solas has it and puts a barrier on Cass it will freeze all enemies near her when her barrier goes?
Yes it does as well as !aking her next ability cost no stamina. You can even pre barrier and waiting til it fades to head into next battle with a free skill on everyone.
#139
Posté 04 septembre 2015 - 03:38
I was just going to mention the mana surge thing. The buff is showing in my 2h warrior. Not sure if my warriors barter breaking causes freezing but enemies frozen does appear very often (more than I remember).
Also it seems livid allows instant recovery from knockdown.
Sounds like fun probably make it staple on all my mages now
#140
Posté 04 septembre 2015 - 03:38
Those sound like great upgrades to the Barrier passives.
#141
Posté 04 septembre 2015 - 03:39
I was just going to mention the mana surge thing. The buff is showing in my 2h warrior. Not sure if my warriors barter breaking causes freezing but enemies frozen does appear very often (more than I remember).
Also it seems livid allows instant recovery from knockdown.
*EDIT*
Confirmed on mana surge. When it pops on any character it freezes surrounding enemies and gives free skill use.
due to it generating guard
#142
Posté 04 septembre 2015 - 03:54
due to it generating guard
I don't think so. I do not have it upgraded.
#143
Posté 04 septembre 2015 - 03:54
Sounds like fun probably make it staple on all my mages now
Those sound like great upgrades to the Barrier passives.
Yeah that is much more powerful now.
#144
Posté 04 septembre 2015 - 03:55
I don't think so. I do not have it upgraded.
I think it is stealing code from Unbowed, which would get up up from knockdown (at least it did in MP).
#145
Posté 04 septembre 2015 - 03:55
Still undecided between war horn and livid. I really did like the previous war horn as it was a great ability to use after bull rush.
#146
Posté 04 septembre 2015 - 04:10
I know this is not skill related, but anyone else noticed how they sped up the loot animations? Or is it just me? I swear picking up herbs now goes much faster. Looting bodies seems quicker too... so they do listen ![]()
#147
Posté 04 septembre 2015 - 04:15
Mentioned a few pages agoI know this is not skill related, but anyone else noticed how they sped up the loot animations? Or is it just me? I swear picking up herbs now goes much faster. Looting bodies seems quicker too... so they do listen
#148
Posté 04 septembre 2015 - 04:15
1. I'm really confused with Spinning Blades now - I can definitely tell that it's sending debuffs from one enemy to other enemies surrounding it, but I'm not entirely sure if it's actually stripping debuffs from the original enemy (sometimes it feels like all the debuffs may have been removed but other times like they're not stripped). If it is indeed removing debuffs off of the main enemy its attacked with, then I'm not sure I like the new change.
2. I'm not entirely sure that Mark of Death "Lasting Mark" upgrade is working right - the Mark doesn't seem to last the 12 seconds that it's suppose to with the upgrade.
#149
Posté 04 septembre 2015 - 04:25
#150
Posté 04 septembre 2015 - 04:35
Another thing i noticed, though i dont know if this was the same before (didnt use it too often) but the fully upgraded regeneration potion passively revives fallen allies if they happen to fall in its circle.
That's still the same, the AoE effect of regeneration potions could always revive fallen allies.





Retour en haut





