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[GUIDE] Trespasser Skill Upgrade Toggles


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#1
Bigdawg13

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Apparently Trespasser has added an toggle-able upgrades for EVERY skill in the game.  Since these were added in Trespasser and not in the 1.10 patch, I thought a thread for these may be meaningful.  I'll start adding the list of toggles in this thread. 

 

NOTE:  You do not need to play Trespasser to have these toggle-able skills upgrades.  You just need to purchase and download the DLC.  You have toggle-able skill upgrades right from level 1.

 

Also, you do not need to respec to switch upgrades.  They toggle with a click of a button as long as you are outside of combat.  I.E.  you can never have BOTH upgrades.

 

Mage

Spoiler

 

Warrior

Spoiler

 

Rogue

Spoiler


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#2
Loki_344

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Yeah... Just noticed this change myself. Good of the devs to make these changes to shake thing up a bit. Some of the alternate upgrades can be considered game changers for some builds.

 

Hopefully most of them are not bugged.


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#3
actionhero112

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Though it doesn't mention this in the skill toggle, Fire Mine's other upgrade, flaming array, takes away your ability to place them, and they all appear directly in front of you.

 

As a bonus though, they don't need time to prime and detonate upon someone walking on them.


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#4
Rynas

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Though it doesn't mention this in the skill toggle, Fire Mine's other upgrade, flaming array, takes away your ability to place them, and they all appear directly in front of you.

 

As a bonus though, they don't need time to prime and detonate upon someone walking on them.

 

Wow...sounds like my KE is about to get a lot more efficient with her Fire Mines.  Although I'll miss being able to plop them right on top of a @#!$ing Despair Demon from far away.



#5
sundriedrainbow

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Here's the question; are they continuously toggle-able, or is it once toggled, always toggled?



#6
actionhero112

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Here's the question; are they continuously toggle-able, or is it once toggled, always toggled?

You can toggle them back and forth depending on which functionality you need.

 

Which is actually pretty cool

EDIT: Not in the middle of battle though.



#7
caradoc2000

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You can toggle them back and forth depending on which functionality you need.

It adds quite a bit of versatility for your characters.


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#8
Loki_344

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It should allow some of the companion AI to be effective with certain builds as well... i.e. an AI controlled Reaver should actually be able to use their abilities without committing suicide.


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#9
Arkey

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This is the thread I have been waiting for all day.



#10
TheSpookyAce

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Though it doesn't mention this in the skill toggle, Fire Mine's other upgrade, flaming array, takes away your ability to place them, and they all appear directly in front of you.

 

As a bonus though, they don't need time to prime and detonate upon someone walking on them.

The alternative mines doesn't seem to eat up barrier for chaotic focus passive, maybe damage bonus won't apply as well? I have to test to make sure.



#11
Bayonet Hipshot

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These are excellent ! However, I do have a few questions / statements with regards to mages.

 

1) It appears now one can play as a Rift Mage without worrying about any Weakness bugs. Though building one without using Weakness at all will be interesting to say the least. By interesting I mean bad since you have to waste at least 2 points for passives.

 

2) Does the Devouring Veil upgrade apply 500% damage to every target inside Pull of the Abyss ? Or no ?

 

3) What does "now targeted at your location" for Wounded Veil mean ?

 

4) It appears Unblockable Force has now replaced Spirit Blade as the most effective means to deal with guard for a mage.

 

5) The Terror upgrade for Horror spell sounds too good to be true.

 

6) Wisps of the Fallen negates the need to make use of the multiple pet glitch.

 

7) Energetic Defense is the way to go for Barrier upgrades. I cannot see why one would bother with Elegant Defense.

 

8) Energy Storm is best used for mages that do not plan to utilize Energy Barrage with Static Cage.

 

9) Tethering Cage is an interesting upgrade for Static Cage. I have not seen many situation where there are large amounts of enemies that would warrant this upgrade, unless if you take Trespasser and Descent into account. I believe Tethering Cage is more defensive in that you cast it on someone. If an enemy enters to attack them, the Cage paralyzes them but if they are outside, they take constant damage.

 

10) Blizzard, Wall of Ice and Winter's Grasp are now more usable. Upgrading Fade Step just got a lot harder. If Energizing Step stacks, you can Fade Step through 4 enemies and gain all your mana back which will be very useful for mana hungry mages like Necromancers. Ring of Ice upgrade makes Wall of Ice to be something like Static Cage. Can enemies break through a Ring of Ice ?

 

11) Do not let the Flaming Array upgrade fool you. It is an upgrade that solely benefits close quarters combat mages like Knight Enchanters because it removes your control over casting Fire Mine.

 

12) How does Consuming Fire upgrade for Immolate actually work ?



#12
Bigdawg13

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I paraphrased a few and got tired. Will fix the OP later
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#13
Rynas

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The alternative mines doesn't seem to eat up barrier for chaotic focus passive, maybe damage bonus won't apply as well? I have to test to make sure.

 

Oh man.  For me (on PC), it seems to do the same damage at 100% barrier and 0% barrier.  I also toggled the upgrade, and it looks like Flaming Array always does damage as if you had 100% barrier.

 

Flaming Array: 7-8k crits both at 0% barrier at 100% barrier

Searing Glyph: 3-4k crits at 0% barrier, 7-8k crits at 100% barrier

 

Needs further testing, though.  If these results hold up, I'm gonna enjoy it while it lasts before it's fixed!

 

[Edit] I lied, it's not consuming barrier - I was getting hit at the same time as the cast, which made the barrier go down.  The damage results seem to be holding up, though.



#14
Bayonet Hipshot

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I paraphrased a few and got tired. Will fix the OP later

 

Thanks for your efforts.

 

I sincerely hope the alternate Pull of the Abyss upgrade does 500% damage to every enemy inside it. That would be very powerful.



#15
TheSpookyAce

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Would someone be kind enough to test the damage of energy storm upgrade for the energy barrage? It claims to do 100% weapon damage per hit (If I understand it correctly) but hits random targets, but if you have only one enemy in sight it seems that the missles will all hit that one target and do the normal 66% per hit. When there are numerous enemies in sight, the hit pattern is random for me but the damage they do seem to be not on par with what I am expected. 



#16
TheSpookyAce

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Oh man.  For me (on PC), it seems to do the same damage at 100% barrier and 0% barrier.  I also toggled the upgrade, and it looks like Flaming Array always does damage as if you had 100% barrier.

 

Flaming Array: 7-8k crits both at 0% barrier at 100% barrier

Searing Glyph: 3-4k crits at 0% barrier, 7-8k crits at 100% barrier

 

Needs further testing, though.  If these results hold up, I'm gonna enjoy it while it lasts before it's fixed!

 

[Edit] I lied, it's not consuming barrier - I was getting hit at the same time as the cast, which made the barrier go down.  The damage results seem to be holding up, though.

That's very good to know, thx (I was blinded by the awesomeness of Flaming Array on my KE blowing everything up that I didn't test the damage).



#17
mredders91

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These are excellent ! However, I do have a few questions / statements with regards to mages.

 

1) It appears now one can play as a Rift Mage without worrying about any Weakness bugs. Though building one without using Weakness at all will be interesting to say the least. By interesting I mean bad since you have to waste at least 2 points for passives.

 

 

So this means i can run shock + weakness together without worrying about the immunity bug now? Happy days



#18
Bayonet Hipshot

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So this means i can run shock + weakness together without worrying about the immunity bug now? Happy days

 

It is not as simple as you make it out to be. The defining feature of Rift Mage specialization is the Weakness effect which is where all its passives and benefits are derived from. Not having any Weakness inducing ability will cause you to waste a minimum of 2 skill points on passives if you want to unlock Pull of the Abyss.

 

What I would personally do with Rift Mage is this:-

 

Upgrade Veilstrike with Punching Down. Upgrade Stonefist with Unblockable Force. Upgrade Pull of the Abyss with Devouring Veil.

 

With that setup...

 

1) You have Veilstrike that can function as a low cost crowd control and Weakness trigger. You do not have to use it when you are using a Shock spell, so that eliminates the Shocked/Weakness bug.

 

2) You have Stonefist which is a good single target nuke and it can deal with guard far better than Spirit Blade can since Spirit Blade's guard damage has now been significantly lowered.

 

3) You have Pull of the Abyss which is a large area of effect nuke that can essentially does Stonefist-level damage in an area of 6 meters.

 

With this setup, you will have 1 spell that causes Weakness and 2 other that do not which means you can control if you get the Weakness/Shocked bug. For Solas, I would set up Rift Mage by picking all the alternative upgrade options for Veilstrike, Stonefist and Pull of the Abyss so he does not cause it either.



#19
Bigdawg13

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You can toggle between fights. So no need to use unblockable force unless you intend to fight something with guard.

#20
Bayonet Hipshot

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You can toggle between fights. So no need to use unblockable force unless you intend to fight something with guard.

 

That would require lots of respec amulets, no ? I am looking at this from a utility standpoint.  You have one spell for weakness and light CC, you have a single target nuke that damages guard and you have an aoe cc that deals good damage.



#21
Rynas

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That's very good to know, thx (I was blinded by the awesomeness of Flaming Array on my KE blowing everything up that I didn't test the damage).

 

Yeah, no kidding.  Fire Mine was already great, but Flaming Array is now awesome for KEs, even without the "bug."  I wouldn't be surprised if they nerf it.



#22
Bigdawg13

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That would require lots of respec amulets, no ? I am looking at this from a utility standpoint. You have one spell for weakness and light CC, you have a single target nuke that damages guard and you have an aoe cc that deals good damage.


Respecs not necessary. It really does "toggle". You can't have both but you can switch as easily as pressing a button.

#23
Bayonet Hipshot

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Respecs not necessary. It really does "toggle".

 

Wait a minute....So if you upgrade you skill, any skill...You can freaking toggle it ?!

 

55326296.jpg


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#24
MrTornado

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Upgrade Veilstrike with Punching Down. Upgrade Stonefist with Unblockable Force. Upgrade Pull of the Abyss with Devouring Veil.

 

 You have Stonefist which is a good single target nuke and it can deal with guard far better than Spirit Blade can since Spirit Blade's guard damage has now been significantly lowered.

 

 

Shatterstone turns Stonefist into a reliable AoE detonator and crowd control skill.

Mana cost isn't an issue with this upgrade since you replenish your mana pool quickly with Restorative Veil. This combined with its short cooldown make it a much more useful skill for applying weakness than Veilstrike.


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#25
mredders91

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Wait a minute....So if you upgrade you skill, any skill...You can freaking toggle it ?!

 

55326296.jpg

tumblr_inline_mztnjdST5d1rvd5iy.gif


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