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** Coming Through, the new upgrade for Combat Roll, does 250% weapon damage to anyone the warrior passes through, turning a handy mobility talent into a hard-hitting, relentlessly spammable AreaOfEffectAttack...that is also a handy mobility talent.

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** Coming Through, the new upgrade for Combat Roll, does 250% weapon damage to anyone the warrior passes through, turning a handy mobility talent into a hard-hitting, relentlessly spammable AreaOfEffectAttack...AreaOfEffect attack...that is also a handy mobility talent.
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** Coming Through, the new upgrade for Combat Roll, does 250% weapon damage to anyone the warrior passes through, turning a handy mobility talent into a hard-hitting, relentlessly spammable AreaOfEffectAttack...that is also a handy mobility talent.
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* Bow wielding [[TrapMaster Artificers]] have a particularly potent [[EliteTweak combination of abilities]]. The two central abilities are their [[LimitBreak Focus Ability]], [[RainOfArrows Hail of Arrows]], and Leaping Shot in the Archery tree. Also necessary are Opportunity Knocks in the Artificer tree and Looked Like It Hurt in the Sabotage tree: Opportunity Knocks [[CooldownManipulation reduces all active cooldowns]] every time the user gets a critical hit, while Looked Like It Hurt restores the user's stamina on every critical hit. For this to reliably work, the Artificer needs a critical hit rate of at least fifty percent. When Leaping Shot is used during Hail of Arrows with the mentioned passive abilities, the shear number of hits can completely negate Leaping Shot's cooldown while fully restoring the Artificer's stamina, making it possible to continuously spam it the entire time Hail of Arrows is active. Against small enemies, Hook and Tackle can be used to make sure that every shot hits. Against large enemies, Hail of Arrows lasts long enough that the Artificer can just run back into position. Even a High Dragon on Nightmare Mode can end up losing ''at least'' half of its HP by the time Hail of Arrows ends.
* ''Trespasser'' introduced a new system, similar to later ''Franchise/MassEffect'' games, where each active ability has two possible upgrades, only in this case the player can swap between them when not in battle instead of being stuck with just one choice. Some of the new upgrades are very powerful.
** Fortifying Blast, the new upgrade for Horn of Valor, temporarily ''grants a guard on hit ability'' to all active party members. The guard on hit masterwork materials that are praised higher up? That can now be granted to every party member, from the beginning of the game, without using up a masterwork slot, although the masterwork versions stack with Fortifying Blast and have the advantage of being permanent. With the right abilities and/or equipment, the downtime on Horn of Valor can be outright negated.
** Lightning Cascade, the new upgrade for Lightning Bolt, turns it into an area of effect stunning spell.
** Ring of Ice, the new upgrade for Wall of Ice, can temporarily shut a human sized enemy out of the battle regardless of resistances.
** Terror, the new upgrade for Horror, completely immobilizes any enemy that does not resist panic and has at least twenty-five percent of its health remaining.
** Breath of Light, the new upgrade for Wrath of Heaven, heals the user by ten percent per enemy hit. In a game built around the idea of not being able to heal with normal abilities, this is an incredible boon to a Templar's survivability regardless of fighting style.
** Leaching Poison, the new upgrade for Poisoned Weapons, heals the user by five percent every time they hit the enemy. This is every bit as powerful as Breath of Light and a huge benefit to a melee rogue.
** Clear the Board, the new upgrade for Fallback Plan, resets all of the Artificer's active cooldowns.
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** The latest patch of the game has nerfed the Thousand Cuts exploit. But there is a compensation tactic one can use with Tempest. As a Rogue, get the Throwing Knife skill. Upgrade the skill so that each knife thrown does more damage. Get the Fire of Flask, and upgrade it so there is no cooldown when using skills for 5 seconds. What you get is a powerful skill to spam for 5 seconds and do damage almost as brutal as Thousand Cuts.

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** The latest patch of the game in 2015 has nerfed the Thousand Cuts exploit. But there is a compensation tactic one can use with Tempest. As a Rogue, get the Throwing Knife Blades skill. Upgrade the skill so that each knife blade thrown does more damage. Get the Fire Flask of Flask, Fire, and upgrade it so there is no cooldown cool down when using skills for 5 seconds. What you get is a powerful skill to spam for 5 seconds and do damage almost as brutal as Thousand Cuts.
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** The latest patch of the game has nerfed the Thousand Cuts exploit. But there is a compensation tactic one can use with Tempest. As a Rogue, get the Throwing Knife skill. Upgrade the skill so that each knife thrown does more damage. Get the Fire of Flask, and upgrade it so there is no cooldown when using skills for 5 seconds. What you get is a powerful skill to spam for 5 seconds and do damage almost as brutal as Thousand Cuts.
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** With the right equipment and build, mage can obtain both 100% chance to dodge AND 100% magic resistance. You can easily combine it with any spells mentioned above.
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*** All is not lost, as the Spirit Blade has a new upgrade: Amplified Blade, which builds up charges faster, but expends all of it in a single attack. This doesn't sound that beneficial until you consider Amplified Blade as a sort of LimitBreak, building charges with other attacks before walloping your enemies with a single, massive strike.

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*** All is not lost, as the Spirit Blade has a new upgrade: Amplified Blade, which builds up charges faster, but expends all of it in a single attack. This doesn't sound that beneficial until you consider Amplified Blade as a sort of LimitBreak, building charges with other attacks before walloping your enemies with a single, massive strike. And it still activates [[CooldownManipulation Clean Burn]].
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** As of Patch 10, the Knight Enchanter has been nerfed, as the Spirit Blade now requires other attacks and spells to build up charges in order to increase damage, but also loses charges whenever Spirit Blade is cast. This has the obvious drawback of having significantly reduced damage, but it still means the Knight Enchanter retains all of his/her tanking abilities.
*** All is not lost, as the Spirit Blade has a new upgrade: Amplified Blade, which builds up charges faster, but expends all of it in a single attack. This doesn't sound that beneficial until you consider Amplified Blade as a sort of LimitBreak, building charges with other attacks before walloping your enemies with a single, massive strike.
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* ''The Descent'' DLC adds a quartermaster to your first camp in the Deep Roads who buys items for several times what any other merchant will. You can set up this camp shortly after reaching Skyhold, and money problems become a thing of the past.

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* ''The Descent'' DLC adds a quartermaster to your first camp in the Deep Roads who buys items for several times what any other merchant will. You can set up this camp shortly after reaching Skyhold, and money problems become a thing of the past.past... at least until the game was patched so the merchant buys items for normal prices.
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** Mass Paralysis is a powerful crowd control spell that, unlike blood wound, has no restrictions on enemy type, leaving large groups of enemies sitting ducks for the entire party to slaughter. One of its prerequisite spells, Paralyze, is also extremely useful for freezing a powerful single enemy. A mage with high enough [[OneStatToRuleThemAll spellpower]] can even paralyze a High Dragon. Mass Paralysis does have the limit of requiring a charge period, but that is easily solved with...

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** Mass Paralysis is a powerful crowd control spell that, unlike blood wound, Blood Wound, has no restrictions on enemy type, leaving large groups of enemies sitting ducks for the entire party to slaughter. One of its prerequisite spells, Paralyze, is also extremely useful for freezing a powerful single enemy. A mage with high enough [[OneStatToRuleThemAll spellpower]] can even paralyze a High Dragon. Mass Paralysis does have the limit of requiring a charge period, but that is easily solved with...
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** Add a Masterwork armor with Fade-Touched Silverite (which grants 5 Guard on hit), and you have ''another'' level of defense that you don't have to micromanage. At this point even on Nightmare difficulty, the only things that can possibly get past your defenses are the various rogues that appear in the DLC (backstabbers and rapid fire archers deal a lot of damage in a single strike)

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** Add a Masterwork armor with Fade-Touched Silverite (which grants 5 Guard on hit), and you have ''another'' level of defense that you don't have to micromanage. At this point even on Nightmare difficulty, the only things that can possibly get past your defenses are the various rogues that appear in the DLC (backstabbers and rapid fire archers deal a lot of so much damage in a single strike) strike it's basically an insta-kill).
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** Add a Masterwork armor with Fade-Touched Silverite (which grants 5 Guard on hit), and you have ''another'' level of defense that you don't have to micromanage. At this point even on Nightmare difficulty, the only things that can possibly get past your defenses are the various rogues that appear in the DLCs (backstabbers and rapid fire archers deal a lot of damage in a single strike)

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** Add a Masterwork armor with Fade-Touched Silverite (which grants 5 Guard on hit), and you have ''another'' level of defense that you don't have to micromanage. At this point even on Nightmare difficulty, the only things that can possibly get past your defenses are the various rogues that appear in the DLCs DLC (backstabbers and rapid fire archers deal a lot of damage in a single strike)
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** Add a Masterwork armor with Fade-Touched Silverite (which grants 5 Guard on hit), and you have ''another'' level of defense that you don't have to micromanage. At this point even on Nightmare difficulty, the only things that can possibly get past your defenses are the various rogues that appear in the DLCs (backstabbers and rapid fire archers deal a lot of damage in a single strike)
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* ''The Descent'' DLC adds a quartermaster to your first camp in the Deep Roads who buys items for several times what any other merchant will. You can set up this camp shortly after reaching Skyhold, and money problems become a thing of the past.
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** Fade Cloak makes it very easy to avoid telegraphed attacks from bosses, but the upgrade allows the Knight Enchanter to TeleFrag any enemy they're standing inside when the effect ends. This causes a very large amount of damage, which translates to a very large amount of barrier from Fade Shield for when the Knight Enchanter is visible again.

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** Fade Cloak makes it very easy to avoid telegraphed attacks from bosses, but the upgrade allows the Knight Enchanter to TeleFrag any enemy they're standing inside when the effect ends. This causes a very large amount of damage, which translates to a very large amount of barrier from Fade Shield for when the Knight Enchanter is visible again. Fade Cloak ''also'' provides an instant wakeup from those annoying knockdown attacks used by enemies such as Terror Demons.
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** Mass Paralysis is a powerful crowd control spell that, unlike blood wound, has no restrictions on enemy type, leaving large groups of enemies sitting ducks for the entire party to slaughter. One of its prerequisite spells, Paralyze, is also extremely useful for freezing a powerful single enemy. A mage with high enough [[OneStatToRuleThemAll spellpower]] can even paralyze a High Dragon. Mass Paralysis does have the limit of requiring a charge period, but that is easily solved with...
** The Fireball spell. The damage is nice, but the real power is that it can knock down all but the largest enemies. An enemy that has been knocked down takes ''just'' long enough to pull themselves up that the mage can cast a spell with a long charge time, such as Inferno or Mass Paralysis, without having to worry about interruptions.
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* The Assassin's Mark of Death ability. When it goes off (and can be triggered early for more damage), it deals damage proportional to the amount of damage the target received during its duration. Couple it with massive-damage abilities like Mark of the Rift or the aforementioned Thousand Cuts ([[ThereIsNoKillLikeOverkill or both]]), and it can tear down ''[[BonusBoss dragons]]'' in mere ''seconds''.
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* The Necromancer (both the single-player specialization and the multiplayer character) has a passive ability called Simulacrum, which causes a spirit doppelganger of the Necromancer to rise when the Necromancer is knocked out. Said spirit can be controlled like the character themselves and casts spells without mana cost. The Game Breaker comes when the Necromancer is equipped with a Heal on [=Hit/Kill=] passive. The Simulacrum's attacks can trigger these passives, restoring the Necromancer's health even while they are knocked out—resulting in the Necromancer instantly reviving once the Simulacrum ends. A Necromancer can charge into battle, get their head smashed in, nuke everything in ghost form, and the push themselves out from underneath the pile of bodies.
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** There's also the Archery skill Full Draw, a devastating blow at the beginning of an battle: When used on an enemy at full health, it hits for a whopping 1600% weapon damage, making it the single most massive attack bonus in the game. Flask of Fire means that you can do this multiple times, allowing you to land multiple devastating blows over the course of the five second duration. This can quickly thin the enemy ranks at the beginning of a fight, and at the end, you can use Stealth, and be hidden for 30 of the 32 second cooldown for Flask Of Fire. While the attack may lose some of its sting after the first hit, it is still one of the strongest attacks an archer can use, with an 800% damage bonus.

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** There's also the Archery skill Full Draw, a devastating blow at the beginning of an battle: When used on an enemy at full health, it hits for a whopping 1600% weapon damage, making it the single most massive attack bonus in the game. Flask of Fire means that you can do this multiple times, allowing you to land multiple devastating blows over the course of the five second duration. This can quickly thin the enemy ranks at the beginning of a fight, and at the end, you can use Stealth, and be hidden for 30 of the 32 second cooldown for Flask Of Fire. While the attack may lose some of its sting after the first hit, it is still one of the strongest attacks an archer can use, with an 800% damage bonus. When upgraded, it puts enemies to sleep, allowing Mages or Warriors to do [[CombinationAttack very nasty things to the target]].
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** There's also the Archery skill Full Draw, a devastating blow at the beginning of an battle: When used on an enemy at full health, it hits for a whopping 1600% weapon damage, making it the single most massive attack bonus in the game. Flask of Fire means that you can do this multiple times, allowing you to land multiple devastating blows over the course of the five second duration. This can quickly thin the enemy ranks at the beginning of a fight, and at the end, you can use Stealth, and be hidden for 30 of the 32 second cooldown for Flask Of Fire. While the attack may lose some of its sting after the first hit, it is still one of the strongest attacks an archer can use, with an 800% damage bonus.
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** Gathering Storm is an extra line of defense for most mages. For the Knight Enchanter, who will likely be hit while spamming Spirit Blade, it's even more damage [[UpToEleven on top of Veiled Riposte]].

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** Gathering Storm Static Charge is an extra line of defense for most mages. For the Knight Enchanter, who will likely be hit while spamming Spirit Blade, it's even more damage [[UpToEleven on top of Veiled Riposte]].

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The Knight Enchanter entry need to be cleaned up so it\'s not a wall of text.


* Much like Arcane Warrior before it, the Knight-Enchanter specialization for mages is hilariously broken. An Inquisitor and/or Vivienne with the proper build mix of the Knight-Enchanter and Spirit trees can cast a huge, damage soaking barrier that MUST be taken down before enemies can actually hurt you. Its mandatory for most mages since any other playstyle is a SquishyWizard, and Barrier is a much-needed safety net, but Knight-Enchanter gives you huge buffs to said barrier: it refills itself as you hack things with your Spirit Blade or any of your other damaging spells, decays more slowly, refreshes its own cooldown if it DOES go down, AND your mana regens much faster while you're near enemies. You can add other effects to it from other trees too: such as Mana Surge from the [[AnIcePerson Cold Tree]], which causes an icy explosion and lets you cast one spell for no mana cost when your Barrier goes down, and/or Rejuvinating Spirit from the Spirit tree, which increases mana regeneration even more any time you have a barrier active, which will be all the time thanks to Fade Shield. Your Barrier will never run out, and you never run out of the mana to fuel your Spirit Blade, which can reflect projectiles and does triple damage to enemies with Guard/Barriers of their own, making you a tank that can massacre other tanks. Oh, and you get a skill called Fade Cloak, which lets you become intangible for several seconds, allowing you to easily phase through telegraphed boss moves, and TeleFrag anyone you're standing inside when the cloak runs out. Videos of Knight-Enchanters easily solo-ing High Dragons on [[HarderThanHard Nightmare Difficulty]] with the rest of the party dead have already been made. Perhaps the most broken non-Knight Enchanter passive to use with the class is the Clean Burn ability from the Inferno tree, which reduces all active cooldowns by one second any time a spell is cast. [[ThereIsNoKillLikeOverkill This combines obscenely well with Spirit Blade and lets the Knight Enchanter throw their other spells much more often]].

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* Much like Arcane Warrior before it, the Knight-Enchanter specialization for mages is hilariously broken. An Inquisitor and/or Vivienne with the proper build mix of the Knight-Enchanter and Spirit trees can cast a huge, damage soaking barrier that MUST be taken down before enemies can actually hurt you. Its mandatory for most mages since any other playstyle is a SquishyWizard, and Barrier is a much-needed safety net, but Knight-Enchanter gives you huge buffs to said barrier: it refills itself as you hack things with your Spirit Blade or any of your other damaging spells, decays more slowly, refreshes its own cooldown if it DOES go down, AND your mana regens much faster while you're near enemies. You can add other effects to it from other trees too: such as Mana Surge from the [[AnIcePerson Cold Tree]], which causes an icy explosion and lets you cast one spell for no mana cost when your Barrier goes down, and/or Rejuvinating Spirit from the Spirit tree, which increases mana regeneration even more any time you have a barrier active, which will be all the time thanks to Fade Shield. Your Barrier will never run out, and you never run out of the mana to fuel your Spirit Blade, which can reflect projectiles and does triple damage to enemies with Guard/Barriers of their own, making you a tank that can massacre other tanks. Oh, and you get a skill called Fade Cloak, which lets you become intangible for several seconds, allowing you to easily phase through telegraphed boss moves, and TeleFrag anyone you're standing inside when the cloak runs out. Videos of Knight-Enchanters easily solo-ing High Dragons on [[HarderThanHard Nightmare Difficulty]] with the rest of the party dead have already been made. Perhaps appeared very quickly. On their own, the most broken non-Knight Knight Enchanter's abilities are simply powerful. What really destroys the game's difficulty is the synergy with spells of every other school, with not a single combination precluding another aside from limited skill points.
** The Knight Enchanter's Fade Shield passive is the big one in the spec itself. Every time the Knight
Enchanter causes damage, they gain some barrier. With a strong enough weapon, the Knight Enchanter can keep the barrier up permanently, and enemies can not damage health as long as a barrier is up.
** Spirit Blade behaves like a standard melee attack that costs mana and is three times as strong as a mage's normal staff attack. It's also spirit elemental, making it very safe to use. It causes more damage to guard and barrier, which are normally difficult to get through, and this extra damage translates into even more barrier from Fade Shield, so the mage becomes a tank that is especially adept at killing other tanks. When upgraded, it gains the ability to reflect projectile attacks, covering ranged enemies.
** Fade Cloak makes it very easy to avoid telegraphed attacks from bosses, but the upgrade allows the Knight Enchanter to TeleFrag any enemy they're standing inside when the effect ends. This causes a very large amount of damage, which translates to a very large amount of barrier from Fade Shield for when the Knight Enchanter is visible again.
** The Close Combat
passive improves mana regeneration by fifty percent when in melee range, ensuring that the Knight Enchanter always has mana for Spirit Blade. Veiled Riposte causes damage to use any enemy that hits the Knight Enchanter's perma-barrier. Knight Protector decreases the degeneration rate of all barriers cast by the Knight Enchanter, on any target.
** The Knight Enchanter's [[LimitBreak Focus Spell]] is Resurgence: the ultimate full-party heal. In a game that otherwise has no healing spells, this is even more powerful than it already sounds.
** Rejuvenating Barrier in the Spirit Tree increases mana regeneration by thirty-five percent whenever the user has a barrier active, which for a Knight Enchanter is all the time. This stacks
with Close Combat for a total of eighty-five percent faster mana regeneration. Very helpful since Knight Enchanters can struggle with mana management when using other spells.
** No standard passive ability breaks
the class is game more in the hands of a Knight Enchanter than Clean Burn. Every time a mage with Clean Burn ability from the Inferno tree, which reduces casts a spell, all active cooldowns are reduced by one second any time a spell is cast. [[ThereIsNoKillLikeOverkill This combines obscenely well second. Combined with Spirit Blade and lets the Blade, which has no cooldown, a Knight Enchanter throw their can rapidly speed through the cooldown period of all of its other spells. That means an enormous increase in damage and crowd control. A sufficiently skilled Knight Enchanter can even negate the need for a [[StoneWall sword and shield warrior]] because it becomes possible to keep a permanent barrier on the entire party.
** A mage that has Clean Burn also has Flashpoint. Every time the user gets a critical hit, one spell can be used with no cooldown. [[NoKillLikeOverkill Two upgraded Fade Cloaks in a row]]...
** Chaotic Focus is normally very risky for mages, since the user's barrier is cut in half to increase a fire spell's damage. With Fade Shield, a Knight Enchanter automatically gets back a significant chunk of the barrier they lose when Chaotic Focus activates.
** Mana Surge allows a mage to cast one spell for zero mana cost every time the user's active barrier depletes. With Fade Shield, a Knight Enchanter can use a single attack to gain a small amount of barrier, let that deplete, and then get the effect. This can be done very frequently and is great for expensive
spells much like Winter's Grasp and Lightning Cage that Knight Enchanters normally struggle to use effectively. The AOE freeze effect that is supposed to be Mana Surge's main draw is just gravy.
** Ice Armor is considered near-useless for most mages, but an ice focused Knight Enchanter will spend most of their time near frozen enemies, ensuring they remain hard to kill [[UpToEleven even if they somehow find themselves without a barrier]].
** Fade Step makes it significantly easier to get in range to use Spirit Blade.
** Stormbringer is a free nuke every fifteen seconds to a random enemy within twenty-five meters of the user. The Knight Enchanter's fighting style ensures that they will always be in range.
** Gathering Storm is an extra line of defense for most mages. For the Knight Enchanter, who will likely be hit while spamming Spirit Blade, it's even
more often]].damage [[UpToEleven on top of Veiled Riposte]].
** To sum up: when the Inquisitor tells fellow Knight Enchanter Vivienne that they are the finest mages in Thedas, it is NotHyperbole.

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No need for a second-level bullet if there\'s only one.


* Some fade-touched materials allow for the masterwork ability "gain X guard on hit". Give this to a dual-wielding Rogue, and you end up with a nigh-invulnerable storm of knives. Fade Touched Silverite for example can be randomly found in Emprise du Lion giving players 5 Guard on hit which the player doesn't have access to until two-thirds of the game.
** Fade-Touched Obsidian does the same, if a bit less in numbers, and can be found waaay earlier.

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* Some fade-touched materials allow for the masterwork ability "gain X guard on hit". Give this to a dual-wielding Rogue, and you end up with a nigh-invulnerable storm of knives. Fade Touched Silverite for example can be randomly found in Emprise du Lion giving players 5 Guard on hit which the player doesn't have access to until two-thirds of the game.
**
game. Fade-Touched Obsidian does the same, if a bit less in numbers, and can be found waaay earlier.
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* Much like Arcane Warrior before it, the Knight-Enchanter specialization for mages is hilariously broken. An Inquisitor and/or Vivienne with the proper build mix of the Knight-Enchanter and Spirit trees can cast a huge, damage soaking barrier that MUST be taken down before enemies can actually hurt you. Its mandatory for most mages since any other playstyle is a SquishyWizard, and Barrier is a much-needed safety net, but Knight-Enchanter gives you huge buffs to said barrier: it refills itself as you hack things with your Spirit Blade, decays more slowly, refreshes its own cooldown if it DOES go down, AND your mana regens much faster while you're near enemies. You can add other effects to it from other trees too: such as Mana Surge from the [[AnIcePerson Cold Tree]], which causes an icy explosion when your Barrier goes down, and/or Rejuvinating Spirit from the Spirit tree, which increases man regeneration any time you have a barrier active. Your Barrier will never run out, and you never run out of the mana to fuel your Spirit Blade, which can reflect projectiles and does triple damage to enemies with Guard/Barriers of their own, making you a tank that can massacre other tanks. Oh, and you get a skill called Fade Cloak, which lets you become intangible for several seconds, allowing you to easily phase through telegraphed boss moves, and TeleFrag anyone you're standing inside when the cloak runs out. Videos of Knight-Enchanters easily solo-ing High Dragons on [[HarderThanHard Nightmare Difficulty]] with the rest of the party dead have already been made. Perhaps the most broken non-Knight Enchanter passive to use with the class is the Clean Burn ability from the Inferno tree, which reduces all active cooldowns by one second any time a spell is cast. [[ThereIsNoKillLikeOverkill This combines obscenely well with Spirit Blade and lets the Knight Enchanter throw their other spells much more often]].

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* Much like Arcane Warrior before it, the Knight-Enchanter specialization for mages is hilariously broken. An Inquisitor and/or Vivienne with the proper build mix of the Knight-Enchanter and Spirit trees can cast a huge, damage soaking barrier that MUST be taken down before enemies can actually hurt you. Its mandatory for most mages since any other playstyle is a SquishyWizard, and Barrier is a much-needed safety net, but Knight-Enchanter gives you huge buffs to said barrier: it refills itself as you hack things with your Spirit Blade, Blade or any of your other damaging spells, decays more slowly, refreshes its own cooldown if it DOES go down, AND your mana regens much faster while you're near enemies. You can add other effects to it from other trees too: such as Mana Surge from the [[AnIcePerson Cold Tree]], which causes an icy explosion and lets you cast one spell for no mana cost when your Barrier goes down, and/or Rejuvinating Spirit from the Spirit tree, which increases man mana regeneration even more any time you have a barrier active.active, which will be all the time thanks to Fade Shield. Your Barrier will never run out, and you never run out of the mana to fuel your Spirit Blade, which can reflect projectiles and does triple damage to enemies with Guard/Barriers of their own, making you a tank that can massacre other tanks. Oh, and you get a skill called Fade Cloak, which lets you become intangible for several seconds, allowing you to easily phase through telegraphed boss moves, and TeleFrag anyone you're standing inside when the cloak runs out. Videos of Knight-Enchanters easily solo-ing High Dragons on [[HarderThanHard Nightmare Difficulty]] with the rest of the party dead have already been made. Perhaps the most broken non-Knight Enchanter passive to use with the class is the Clean Burn ability from the Inferno tree, which reduces all active cooldowns by one second any time a spell is cast. [[ThereIsNoKillLikeOverkill This combines obscenely well with Spirit Blade and lets the Knight Enchanter throw their other spells much more often]].
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* The Tempest specialization for rogues has an ability called Flask of Fire which allows the Rogue to use all abilities with no cost or cooldown for 5 seconds. Normally that wouldn't be too impressive except that this effect also applies to Focus abilities, which are designed to be extremely powerful with the trade off of having to build the Focus resource in order to use them. With the only drawback removed they are exactly as overpowered as one might think. The Tempest's own Thousand Cuts ability with full tier 3 Focus can take off about 30% of a High Dragon's health in 2 seconds and it can be used whenever Flask of Fire is itself off cooldown, which is every 30 seconds.

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* The Tempest specialization for rogues has an ability called Flask of Fire which allows the Rogue to use all abilities with no cost or cooldown for 5 seconds. Normally that wouldn't be too impressive except that this effect also applies to Focus abilities, which are designed to be extremely powerful with the trade off of having to build the Focus resource in order to use them. With the only drawback removed they are exactly as overpowered as one might think. The Tempest's own Thousand Cuts ability with full tier 3 Focus can take off about 30% of a High Dragon's health in 2 seconds and it can be used whenever Flask of Fire is itself off cooldown, which is every 30 seconds. If the player is ''really quick'', it is possible to [[ThereIsNoKillLikeOverkill it is possible to use Thousand Cuts twice per each Flask of Fire]].
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typo


* The Tempest specialization for rogues has an ability called Flask of Fire which allows the Rogue to use all abilities with no cost or cooldown for 5 seconds. Normally that wouldn't be too impressive except that this effect also applies to Focus abilities, which are designed to be extremely powerful with the trade off of having to build the Focus resource in order to use them. With the only drawback removed they are exactly as overpowered as one might thing. The Tempest's own Thousand Cuts ability with full tier 3 Focus can take off about 30% of a High Dragon's health in 2 seconds and it can be used whenever Flask of Fire is itself off cooldown, which is every 30 seconds.

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* The Tempest specialization for rogues has an ability called Flask of Fire which allows the Rogue to use all abilities with no cost or cooldown for 5 seconds. Normally that wouldn't be too impressive except that this effect also applies to Focus abilities, which are designed to be extremely powerful with the trade off of having to build the Focus resource in order to use them. With the only drawback removed they are exactly as overpowered as one might thing.think. The Tempest's own Thousand Cuts ability with full tier 3 Focus can take off about 30% of a High Dragon's health in 2 seconds and it can be used whenever Flask of Fire is itself off cooldown, which is every 30 seconds.
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* The Tempest specialization for rogues has an ability called Flask of Fire which allows the Rogue to use all abilities with no cost or cooldown for 5 seconds. Normally that wouldn't be too impressive except that this effect also applies to Focus abilities, which are designed to be extremely powerful with the trade off of having to build the Focus resource in order to use them. With the only drawback removed they are exactly as overpowered as one might thing. The Tempest's own Thousand Cuts ability with full tier 3 Focus can take off about 30% of a High Dragon's health in 2 seconds and it can be used whenever Flask of Fire is itself off cooldown, which is every 30 seconds.

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* Some fade-touched materials allow for the masterwork ability "gain X guard on hit". Give this to a dual-wielding Rogue, and you end up with a nigh-invulnerable storm of knives. Fade Touched Silverite for example can be randomly found in Emprise du Lion giving players 5 Guard on hit which the player doesn't have access to until two-thirds of the game.

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* Some fade-touched materials allow for the masterwork ability "gain X guard on hit". Give this to a dual-wielding Rogue, and you end up with a nigh-invulnerable storm of knives. Fade Touched Silverite for example can be randomly found in Emprise du Lion giving players 5 Guard on hit which the player doesn't have access to until two-thirds of the game.game.
** Fade-Touched Obsidian does the same, if a bit less in numbers, and can be found waaay earlier.
* Speaking of Silverite, it's a Tier 3 metal that's special even in common form: armors made of it don't have class restrictions. Want to make that rogue even more powerful? Give him silverite heavy armor with that Guard Gain masterwork bonus. Or better yet, give it to a Knight Enchanter. Combine that with a staff that heals your HP by a fixed % on hit, and you have a tank that gains Health, Guard and Barrier with each hit. Hell, you might just ditch the Health restoration and go for something offensive, it's not like this Magic Knight needs it.

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Doesn\'t explain what talents were used how did they make the class gamebreaking


* Much like Arcane Warrior before it, the Knight-Enchanter specialization for mages is hilariously broken. An Inquisitor and/or Vivienne with the proper build mix of the Knight-Enchanter and Spirit trees can cast a huge, damage soaking barrier that MUST be taken down before enemies can actually hurt you. Its mandatory for most mages since any other playstyle is a SquishyWizard, and Barrier is a much-needed safety net, but Knight-Enchanter gives you huge buffs to said barrier: it refills itself as you hack things with your Spirit Blade, decays more slowly, refreshes its own cooldown if it DOES go down, AND your mana regens much faster while you're near enemies. You can add other effects to it from other trees too: such as Mana Surge from the [[AnIcePerson Cold Tree]], which causes an icy explosion when your Barrier goes down, and/or Rejuvinating Spirit from the Spirit tree, which increases man regeneration any time you have a barrier active. Your Barrier will never run out, and you never run out of the mana to fuel your Spirit Blade, which can reflect projectiles and does triple damage to enemies with Guard/Barriers of their own, making you a tank that can massacre other tanks. Oh, and you get a skill called Fade Cloak, which lets you become intangible for several seconds, allowing you to easily phase through telegraphed boss moves, and TeleFrag anyone you're standing inside when the cloak runs out. Videos of Knight-Enchanters easily solo-ing High Dragons with the rest of the party dead have already been made. Perhaps the most broken non-Knight Enchanter passive to use with the class is the Clean Burn ability from the Inferno tree, which reduces all active cooldowns by one second any time a spell is cast. [[ThereIsNoKillLikeOverkill This combines obscenely well with Spirit Blade and lets the Knight Enchanter throw their other spells much more often]].
* Some fade-touched materials allow for the masterwork ability "gain three guard on hit". Give this to a dual-wielding Rogue, and you end up with a nigh-invulnerable storm of knives.
* Not quite as bad as in the last game, but the two-blade Assassin specialization still puts out obscene amounts of damage while avoiding most enemy attacks.

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* Much like Arcane Warrior before it, the Knight-Enchanter specialization for mages is hilariously broken. An Inquisitor and/or Vivienne with the proper build mix of the Knight-Enchanter and Spirit trees can cast a huge, damage soaking barrier that MUST be taken down before enemies can actually hurt you. Its mandatory for most mages since any other playstyle is a SquishyWizard, and Barrier is a much-needed safety net, but Knight-Enchanter gives you huge buffs to said barrier: it refills itself as you hack things with your Spirit Blade, decays more slowly, refreshes its own cooldown if it DOES go down, AND your mana regens much faster while you're near enemies. You can add other effects to it from other trees too: such as Mana Surge from the [[AnIcePerson Cold Tree]], which causes an icy explosion when your Barrier goes down, and/or Rejuvinating Spirit from the Spirit tree, which increases man regeneration any time you have a barrier active. Your Barrier will never run out, and you never run out of the mana to fuel your Spirit Blade, which can reflect projectiles and does triple damage to enemies with Guard/Barriers of their own, making you a tank that can massacre other tanks. Oh, and you get a skill called Fade Cloak, which lets you become intangible for several seconds, allowing you to easily phase through telegraphed boss moves, and TeleFrag anyone you're standing inside when the cloak runs out. Videos of Knight-Enchanters easily solo-ing High Dragons on [[HarderThanHard Nightmare Difficulty]] with the rest of the party dead have already been made. Perhaps the most broken non-Knight Enchanter passive to use with the class is the Clean Burn ability from the Inferno tree, which reduces all active cooldowns by one second any time a spell is cast. [[ThereIsNoKillLikeOverkill This combines obscenely well with Spirit Blade and lets the Knight Enchanter throw their other spells much more often]].
* Some fade-touched materials allow for the masterwork ability "gain three X guard on hit". Give this to a dual-wielding Rogue, and you end up with a nigh-invulnerable storm of knives.
* Not quite as bad as
knives. Fade Touched Silverite for example can be randomly found in Emprise du Lion giving players 5 Guard on hit which the last game, but player doesn't have access to until two-thirds of the two-blade Assassin specialization still puts out obscene amounts of damage while avoiding most enemy attacks.game.
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* Not quite as bad as in the last game, but the two-blade Assassin specialization still puts out obscene amounts of damage while avoiding most enemy attacks.

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