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Knight Enchanter Build Post 1.10 Patch


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#1
Eshiaya

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Hi all,

I'm looking to make a Qunari KE Mage and I would like some advice on the build. I've heard the latest patch has changed how KE works somewhat (can't spam spirit blade anymore I believe as an example).

Any help would be appreciated, thank you as always :)

#2
Rynas

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You can spam Spirit Blade - it just doesn't do as much damage anymore if you spam it.  Still useful for Clean Burn.

 

I wouldn't say there are big changes to the KE playstyle, just that the new Fire Mine upgrade is pretty cool.



#3
Garry Leonard

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With cooldowns reduction, clean burn, amplified blade, and enduring cloak. You can stay in case cloak just about indefinitely. There is a tiny window you can get mailed.

Frost for KE is better as the set and forget blizzard lets you keep the 50% damage reduction effect almost permanently, and you can also spend the point as winters grasp now also does damage.

Right now I'm trying to see if the alternative upgrade for slow field still sucks or not. If it gives you a good source of charges than I could see pure KE/Spirit tree being an amazing and unstoppable team supporter, but I haven't played with it yet and I assume any spirit blade damage increase will be negligible.

Edit: previous build work just fine though.

#4
nolsutt

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I just played my first KE after the latest patch through all the DLCs. I recommend the standard KE build, I used chain lightning and energy barrage to build stacks and barrier. For damage your go to is the triple fire mines, with a standard attack chain of spirit blade plus fade cloak. Don't get sloppy though, in the dlcs with the trials enabled on nightmare there are plenty of of mobs who can one shot you. Just remember chaotic focus triple fire mine is your dps and fade cloak is your best defense.



#5
Bhaal

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I wouldn't say there are big changes to the KE playstyle, just that the new Fire Mine upgrade is pretty cool.

Sadly new fire mine upgrade doesn't use chaotic shield, so for a KE it's a no no. When it is fixed, it will be great for KE



#6
Bayonet Hipshot

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Post patch, a Knight Enchanter needs to actually alternate between casting spells and using Spirit Blade to make the most out of the specialization.

 

I would personally suggest low cost, decent damage or low cost high damage spells that have a large area of effect. This will allow you to keep the Spirit Blade topped up with charges.

 

Here are my spell suggestions.

 

1) Immolate. Either upgrade works.

 

2) Fire Mine. Go with Searing Glyph upgrade for now because Flaming Array does not consume barrier with Chaotic Focus passive.

 

3) Wall of Flames. Go with the Wave of Flame upgrade.

 

4) Fade Step. Either upgrade works.

 

5) Blizzard. Go with Winter Winds, though I would primarily use this for keeping Ice Armor up.

 

6) Chain Lightning. Go with Arcing Surge. You want to hit as many enemies as you can to charge Spirit Blade.

 

7) Energy Barrage. Do not upgrade this spell for the upgrade either provide a very limited elemental resistance or they reduce the damage of this spell.

 

8) Barrier. Go with Energetic Defense upgrade, it is the better upgrade for difficult combat situations.

 

9) Dispel. Either upgrade works with this spell.

 

10) Spirit Blade. Go with Amplified Blade. Defending Blade upgrade is useless because you have Fade Cloak and the shockwave damage is not good enough.

 

11) Fade Cloak. Either one works. If you want an aggressive playstyle, go with Decloaking Blast and if you want a defensive playstyle, go with Enduring Cloak.

 

12) Revival. If you want to pick this up, you can go with either upgrade but I advise going with Desperation only if you have "On Kill Health Gain" enchantments on your weapon.

 

13) Resurgence. One of the most useful Focus in game, in terms of utility. It effectively replaces Revival.

 

The other spells, are, in my opinion, not worth it.

 

For passives, there are the top priority ones.

 

1) Fade Shield. This is the defining passive of the Knight Enchanter.

 

2) Combat Clarity. Knight Enchanters now need to cast spells a lot more so you will need all the mana regeneration you can get.

 

3) Flashpoint. Dem' crits, so lovely.

 

4) Clean Burn. It is no longer that important for Knight Enchanters but it still is quite useful.

 

5) Chaotic Focus. One of the must have passives for offensive Knight Enchanters.

 

6) Conductive Current. The less mana you have, the more damage you do. What's not to love ?

 

7) Peaceful Aura. You are not a warrior so high aggro is unhealthy for you, especially since Spirit Blade is not what is used to be.

 

8) Guardian Spirit. This is essentially a shield gate.

 

9) Rejuvenating Barrier. You gain extra mana regeneration every time you have a Barrier up. Knight Enchanters are all about Barriers.

 

10) Mana Surge. In the event your Barrier goes pop, you get a free spell and a cold AOE.



#7
swk3000

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Note about the Fire Array: while it doesn't work with Chaotic Focus, the mines are dropped right in front of you, and they don't need to prime. In other words, they're faster, but less powerful. Even so, 1600% of weapon damage, especially with the extra 30% damage you're getting from having a Vitaar, is pretty good.

Personally, I would give the Fire Array upgrade a try and see if you like it before writing it off because it doesn't get the Chaotic Focus damage boost. Sure, the original upgrade does more damage, but you may decide that you like the new upgrade's speed and range over the extra power of the original. Give it a try and see what you like.

#8
Rynas

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Sadly new fire mine upgrade doesn't use chaotic shield, so for a KE it's a no no. When it is fixed, it will be great for KE

 

It actually works fine with Chaotic Focus, as far as I can tell, it doesn't consume barrier but always acts as if you had full barrier.  I.e., it's bugged but in a good way

 

[Edit] It may actually be more complicated than that.  See here: http://forum.bioware...-chaotic-focus/



#9
tcun44

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Mages- including KE- are much more powerful than before- IMO. The triple fire mine- though inconsistent- is incredible. I dropped them on a few tightly bunched together mobs and hit between 70k and 90k in damage on one spell. The Spirit Blade now does actual real damage once it is charged- several times I had it hitting for 4-5k in damage. Prior to the patch- I'd see maybe 1800 as the most powerful (Spirit vulnerable dragons being the exception).



#10
Garry Leonard

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I don't care for blizzard on KE. The damage is low, the armor does proc half the time, and it doesn't charge the sword.

Fire spells rock for low cost high damage spells.

Energy barrage is great for changes.

Amplified blade is required you really just want to swing the sword in-between spell cool downs.

Mana fade step is great for times in the game when you have mana issues.


Both fade cloak toggles rock. One makes you an unhitable ghost who can safely rez the whole team if need be. The other is just more damage.


Mainly just focus on damage and made the defensive fade cloak and your unstoppable.

#11
Andreas Amell

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Mages- including KE- are much more powerful than before- IMO. The triple fire mine- though inconsistent- is incredible. I dropped them on a few tightly bunched together mobs and hit between 70k and 90k in damage on one spell. The Spirit Blade now does actual real damage once it is charged- several times I had it hitting for 4-5k in damage. Prior to the patch- I'd see maybe 1800 as the most powerful (Spirit vulnerable dragons being the exception).

 

I don't know. I think the Origins with Awakening offered a much more impressive build for Arcane Warriors. 



#12
Bayonet Hipshot

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I don't know. I think the Origins with Awakening offered a much more impressive build for Arcane Warriors. 

 

If by impressive you mean almost drained of mana, then you are correct. Knight Enchanters are better than the DAO Arcane Warriors in that they have mana regeneration and do not need to run out of mana.



#13
Andreas Amell

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I don't consider that to be a bonus because I always bring my companions along for a fight.