Khởi động cùng Dragon Age 2

Status
Không mở trả lời sau này.
cầu nguyện ngày mai có leak pc luôn ;))

Mai có leak, 3 tháng sau có crack thì tha hồ mà cầu nguyện nhé ;))

Cho em hỏi mấy ngày nữa game ra có phải bỏ tiền mua đĩa để chơi ko ạ? Nếu có thì nhiêu $ ạ? Cảm ơn các anh.

Chính xác là 8/3 game ra. Còn về mua đĩa thì nếu bạn có điều kiện thì cứ thoải mái chơi xịn, giá là 50$ :-" Còn chơi lậu thì phải đợi crack, mà như đã nói ở trên thì crack sẽ mất khá lâu (3 tháng là nói vui thôi, đường tưởng thật nhé :))), khi có crack thì bạn có thể down về hoặc mua đĩa lậu, DA2 thì chắc tầm 2DVD = 30k.
 
Chỉnh sửa cuối:
Chính xác là 8/3 game ra. Còn về mua đĩa thì nếu bạn có điều kiện thì cứ thoải mái chơi xịn, giá là 50$ :-" Còn chơi lậu thì phải đợi crack, mà như đã nói ở trên thì crack sẽ mất khá lâu (3 tháng là nói vui thôi, đường tưởng thật nhé :))), khi có crack thì bạn có thể down về hoặc mua đĩa lậu, DA2 thì chắc tầm 2DVD = 30k.

Cảm ơn anh. 50$ thì quá tầm học sinh em rồi. Chắc em chờ crack thôi ạ. Cầu trời họ làm crack nhanh chút ạ.

---------- Post added at 22:44 ---------- Previous post was at 22:41 ----------

Chính xác là 8/3 game ra. Còn về mua đĩa thì nếu bạn có điều kiện thì cứ thoải mái chơi xịn, giá là 50$ :-" Còn chơi lậu thì phải đợi crack, mà như đã nói ở trên thì crack sẽ mất khá lâu (3 tháng là nói vui thôi, đường tưởng thật nhé :))), khi có crack thì bạn có thể down về hoặc mua đĩa lậu, DA2 thì chắc tầm 2DVD = 30k.

Cảm ơn anh. 50$ thì quá tầm học sinh em rồi. Chắc em chờ crack thôi ạ. Cầu trời họ làm crack nhanh chút ạ.
 
Có bản leak rồi kia, khỏi đợi tới mai :))
 
Game đã ra link, nhưng mình không vội lắm, chơi Demo rồi nên mình cũng thong thả.
 
Demo ngắn cũn cỡn , đang down rồi đợi crack nữa =((
 
-cho mình hỏi tí , bản 1 mình chơi thì thấy ko hợp lắm , nhưng chuyển sang bản 2 này thấy cách chơi hay hơn , lên cũng muốn tìm hiểu một chút , là về cách build , VD : nếu

như mình theo class Two handed , thì có phải nhất thiết tăng toàn bộ skill của class này ko , hay chỉ tăng những skill mà mình cho là cần thiết , để dành điểm tăng vào skill

class khắc , tức là một nhân vật Warrion mình muốn chơi 2 class VD : Two handed + vanguard chẳng hạn thì có được ko hay chỉ được chọn 1 class , vậy nếu chỉ được chọn 1 class

thì mỗi class sẽ có cách + điểm stats khắc nhau có phải vậy ko , hay là điểm stats chỉ phải công theo 3 job chính Warrior , mage , rouge ... thank
 
Về cơ bản thì stat tuỳ theo class và vũ khí sử dụng. VD như warrior cầm nỏ thì cũng tăng str chứ ko tăng dex, warrior song kiếm lợi hơn song dao vì attribute chính vẫn là str.
Ngày xưa mình chơi thì cứ warrior là all str [ dù là shield hay 2 handed ] , rouge dex và cunning [ tuỳ vào cách chơi mỗi người mà linh hoạt với 2 cái này ] , mage thì 2 magic 3 willpower nếu là buff heal và ngược lại với battlemage.

Còn về specialization thì bản đầu cho chọn 2 , sang awakening được thêm 1 cái nữa.
 
Specializations trong DA2 có vẻ khá mạnh :D

(character level 5)

WARRIOR
Reaver
[spoil]Physical damage: +5%
Fire damage: +5%
Cold damage: +5%
Eletricity damage: +5%
Nature damage: +5%
Spirit damage: +5%

1. Blood Frenzy
Requires: Level 7
Requires: Reaver
The reaver knows no pain, but is no stranger to vengeance. For every wound the reaver sustains, attack damage increases.
Damage: Up to 200% (inverse proportion to health)
Type: Passive ability

2. Sacrificial Frenzy
Requires: Level 9
Requires: Blood Frenzy
Points required in Reaver: 2
The reaver sacrifices health to increase the effect of Blood Frenzy. For a short time, every wound the reaver sustains further increases attack damage.
Blood Frenzy damage: 2x
Health: -20
Duration: 10s
Cooldown: 25s
Type: Activated ability

3. Sustained Frenzy
Requires: Level 13
Requires: Sacrificial Frenzy
Points required in Reaver: 3
Sacrificial Frenzy can now be used more frequently.
Cooldown: -5s
Type: Upgrade

4. Fervor
Requires: Level 13
Requires: Sacrificial Frenzy
Requires: Aura of Pain
Points required in Reaver: 4
The death of a foe quickens the reaver's actions for a short time.
Attack speed: +30% upon enemy death
Duration: 10s
Type: Passive ability

5. Aura of Pain
Requires: Level 10
Requires: Blood Frenzy
Requires: Devour
Radiating an aura of psychic pain, the reaver takes constant spirit damage while this mode is active, as do all enemies nearby.
Spirit damage: 5 per pulse
Health: -5% per pulse
Pulse interval: 4s
Size: 6m
Reserved: 10% of stamina
Cooldown: 5s
Type: Sustained mode

6. Frenzy of Pain
Requires: Level 16
Requires: Aura of Pain
Points required in Reaver: 5
Aura of Pain now consumes less health to maintain as the reaver's health decreases.
Type: Upgrade

7. Torrent of Pain
Requires: Level 14
Requires: Aura of Pain
Points required in Reaver: 3
The Aura of Pain now causes greater harm to enemies without increasing the reaver's own health loss.
Spirit damage: +3 per pulse
Type: Upgrade

8. Devour
Requires: Level 8
Requires: Reaver
The reaver tears into an enemy, consuming its life force to heal the reaver.
Physical damage: 10
Health regeneration: 10
Cost: 20 stamina
Cooldown: 120s
Type: Activated ability

9. Voracious
Requires: Level 12
Requires: Devour
Devour becomes so vicous that enemies are automatically STAGGERED, leaving them open to devastating follow-ups from a mage or rogue.
Physical damage: +3
Health regeneration: +3
STAGGER chance: 100%
Stun chance: 100% vs. normal enemies
Type: Upgrade

10. Insatiable
Requires: Level 14
Requires: Devour
Points required in Reaver: 2
Devour is now much more effective, particularly if a rogue has lowered the enemy's defenses.
Physical damage: +3
Physical damage: 300% vs DISORIENTED targets
Health regeneration: +3
Health regeneration: 300% from DISORIENTED targets
Cooldown: -20s
Type: Upgrade[/spoil]
Berserker
[spoil]Mana/stamina regeneration rate: +10

1. Berserk
Requires: Level 7
Requires: Berserker
The berserker flies into a rage, landing powerful blows for as long as this mode is active.
Damage: +10% of remaining stamina
Cost: -4 stamina per hit
Cooldown: 10s
Type: Sustained mode

2. Savage Berserk
Requires: Level 13
Requires: Berserk
Points required in Berserker: 4
Berserk now inflicts more damage for every point of the warrior's current stamina.
Damage: +5% of remaining stamina
Type: Upgrade

3. Endless Berserk
Requires: Level 11
Requires: Berserk
Points required in Berserker: 3
Berserk rages are now less tiring to sustain.
Cost: -2 stamina per hit
Type: Upgrade

4. Adrenaline
Requires: Level 8
Requires: Berserk
For a short time, the berserker taps into deep reserves of energy to make each strike more powerful. If the berserker activates Adrenaline multiple times, its effects are additive. (Berserk must be active.)
Damage: Stacking +5%
Duration: 8s
Cost: 20 stamina
Cooldown: 2s
Type: Activated ability

5. Adrenaline Rage
Requires: Level 14
Requires: Adrenaline
Points required in Bberserker: 4
Adrenaline's damage bonus is now much larger, particularly when the berserker activates the talent multiple times.
Damage: Stacking +3%
Type: Upgrade

6. Adrenaline Rush
Requires: Level 12
Requires: Adrenaline
Points required in Berserker: 3
Adrenaline can now be used as frequently as the berserker desires, allowing the damage bonus to build up to tremendous size.
Cooldown: -2s
Type: Upgrade

7. Barrage
Requires: Level 9
Requires: Berserk
For a short time, the berserker trades protection for speed, lashing out with rapid blows but take more damage from enemy attacks. (Berserk must be active.)
Attack speed: +50%
Damage resistance: -20%
Duration: 10s
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability

8. Unrelenting Barrage
Requires: Level 9
Requires: Barrage
Points required in Berserker: 3
Barrage now lasts longer.
Duration: +10s
Type: Upgrade

9. Resilient Barrage
Requires: Level 15
Requires: Barrage
Points required in Berserker: 4
The berserker now takes less damage while Barrage is active.
Damage resistance: +10%
Type: Upgrade

10. Death Blow
Requires: Level 15
Requires: Adrenaline
Requires: Barrage
Points required in Berserker: 5
Each time the berserker fells an enemy, the thrill of victory restores a larger than normal portion of the berserker's stamina.
Stamina regeneration: Minimum 5% upon enemy death, based on enemy rank
Type: Passive ability[/spoil]
Templar
[spoil]Damage: +10% vs. spellcasters and Fade creatures

1. Cleanse
Requires: Level 8
Requires: Templar
The templar purges the area of hostile magic, removing hostile magical effects from the party and disabling sustained magical abilities from enemies across an area of the battle field.
Dispel chance: 100%
Size: 6m
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability

2. Cleansing Wave
Requires: Level 12
Requires: Cleanse
Points required in Templar: 2
Cleanse now purges a larger area of magical effects.
Size: 10m
Type: Upgrade

3. Lasting Cleanse
Requires: Level 14
Requires: Cleanse
Points required in Templar: 4
Cleanse also blocks enemies from using spells or talents for a short time.
Silence chance: 100% vs. normal enemies
Duration: 10s
Type: Upgrade

4. Silence
Requires: Level 12
Requires: Cleanse
Points required in Templar: 2
The templar surrounds a foe in negative energy, preventing the enemy from activating abilities for a short time.
Silence chance: 100%
Duration: 20s
Cost: 25 stamina
Cooldown: 45s
Type: Activated ability

5. Lingering Silence
Requires: Level 12
Requires: Silence
Points required in Templar: 4
Silence can now be used more frequently
Cooldown: -10s
Type: Upgarde

6. Holy Smite
Requires: Level 7
Requires: Templar
The templar strikes out with condemning fire, inflicting spirit damage on nearby enemies.
Spirit damage: 24
Size: 8m
Cost: 35 stamina
Cooldown: 25s
Type: Activated ability

7. Righteous Smite
Requires: Level 11
Requires: Holy Smite
Points required in Templar: 2
Holy Smite becomes more effective against opponents who depend on magic.
Spirit damage: 200% vs. spellcasters and Fade creatures
Type: Upgrade

8. Staggering Smite
Requires: Level 13
Requires: Holy Smite
Points required in Templar: 3
Holy Smite now has a chance to stun foes, briefly incapacitating them and causing them to forget who they were attacking.
Stun chance: 50% vs. normal enemies
Type: upgrade

9. Righteous Strike
Requires: Level 10
Requires: Cleanse
Requires: Holy Smite
The templar's weapon is instilled with righteous energy. Each strike has a chance to prevent the enemy from activating abilities for a short time.
Silence chance: 10% vs. normal enemies
Duration: 4s
Type: Passive ability

10. Annulment
Requires: Level 15
Requires: Silence
Requires: Righteous Strike
Points required in Templar: 4
The lyrium infusing the templar's blood protects the templar from the Fade's influence. The templar gains resistance to all forms of hostile magic.
Magic resistance: +50%
Type: Passive ability[/spoil]
ROGUE
Shadow
[spoil]Stealth chance: 3% when Hawke takes damage
Duration: 5s

1. Pinpoint Precision
Requires: Level 7
Requires: Shadow
The shadow is adept at finding the enemy's weak spots. Consequently, critical hits inflict more damage.
Critical damage: +25%
Type: Passive ability

2. Inconspicuous
Requires: Level 8
Requires: Shadow
For a short time, the shadow assumes a misleading stance that attracts little attention, creating room to strike fast and hard without being swarmed by enemies. Upon activating this talent, the shadow also sheds the threat accumulated from previous attacks.
Threat reduction: 100%
Threat generation: -50%
Duration: 10s
Size: 20m
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability

3. Indiscernible
Requires: Level 12
Requires: Inconspicuous
Points required in Shadow: 2
The shadow can maintain the ruse of Inconspicuous for longer.
Duration: +10s
Type: Upgrade

4. Imperceptible
Requires: Level 14
Requires: Inconspicuous
Points required in Shadow: 4
The inconspicuous shadow can now avert all hostile attention for a short time.
Threat generation: -50%

5. Disorienting Criticals
Requires: Level 9
Requires: Pinpoint Precision
While obscured, the shadow gains a considerable bonus to critical damage. In addition, any critical hits the shadow lands while obscured automatically DISORIENT enemies, leaving them vulnerable to further harm from a warrior or mage.
Critical damage: +25% when obscured
DISORIENT chance: 100% for critical hits when obscured
Type: Passive ability

6. Predator
Requires: Level 13
Requires: Disorienting Criticals
Points required in Shadow: 5
Shadows are particularly deadly when they manage to flank their foes. Whenever the shadow strikes an enemy from behind, whether with a basic attack or using a talent, the attack now always results in a critical hit.
Critical chance: 100% for flanking attacks
Type: Passive ability
Type: Upgrade

7. Decoy
Requires: Level 10
Requires: Pinpoint Precision
Requires: Inconspicuous
Points required in Shadow: 2
The shadow is a master of misdirection,c reating a personal decoy that keeps enemies occupied for a short time while the rogue escapes in stealth.
Decoy health: 50% of the rogue's maximum health
Stealth chance: 100%
Duration: 10s
Cost: 40 stamina
Cooldown: 30s
Type: Activated ability

8. Sturdy Decoy
Requires: Level 14
Requires: Decoy
The decoy can take more damage before enemies destroy it.
Decoy health: +50% of the rogue's maximum health
Duration: +5s
Type: Upgrade

9. Rigged Decoy
Requires: Level 16
Requires: Decoy
Points required in Shadow: 4
The decoy becomes a vicious trap that exploes when enemies destroy it.
Fire damage: Upon death, proportional to decoy's health
Type: Upgrade

10. Shadow Veil
Requires: Level 11
Requires: Disorienting Criticals
Requires: Decoy
Points required in Shadow: 3
The shadow becomes obscured when entering stealth.
This effect persists for a short time after dropping out of stealth, making enemy attacks more likely to miss the rogue.
Obscure chance: 100% when stealthed
Type: Passive ability[/spoil]
Duelist
[spoil]Critical chance: +5%

1. Throw the Gauntlet
Requires: Level 8
Requires: Duelist
The duelist issues an irresistible challenge to a single foe. The enemy immediately abandons its other opponents to engage the rogue.
Duration: 20s
Cost: 25 stamina
Cooldown: 25s
Type: Activated ability

2. To the Dealth
Requires: Level 12
Requires: Throw the Gauntlet
Points required in Duelist: 2
The rogue's opponent is completely absorbed in this duel. For a short time, the enemy will not seek a new target unless either combatant falls. The ranged foe also attacks carelessly, inflicting less damage against the rogue.
Effect: Enemy will not seek new target
Enemy damage: -25%
Type: Upgrade

3. Cutting Barbs
Requires: Level 14
Requires: Throw the Gauntlet
Points required in Duelist: 4
The duelist taunts the enemy into lowering its guard.
Enemy defense: -50%
Duration: 20s
Type: Upgrade

4. Sure Strikes
Requires: Level 10
Requires: Throw the Gauntlet
Points required in Duelist: 2
The experienced duelist has survived many a combat and is more likely to hit foes.
Attack: +20%
Type: Passive ability

5. Parry
Requires: Level 7
Requires: Duelist
While in this mode, the duelist's defenses are strengthened. Against an opponent that has picked up the gauntlet, the duelist's defenses are nigh impentrable.
Defense: +20%
Defense: Additional +20% vs. enemies affected by Throw the Gauntlet
Reserved: 20% of stamina
Cooldown: 5s
Type: Sustained mode

6. Riposte
Requires: Level 11
Requires: Parry
Points required in Duelist: 2
The duelist's counterattacks are more lethal.
Attack: +20%
Attack: Additional +20% vs. enemies affected by Throw the Gauntlet
Type: Upgrade

7. En Garde
Requires: Level 13
Requires: Parry
Points required in Duelist: 2
The duelist attacks with increased fury.
Critical chance: +10%
Critical chance: Additional +10% vs. enemies affected by Throw the Gauntlet
Type: Upgrade

8. Evasive Maneuvers
Requires: Level 10
Requires: Parry
Points required in Duelist: 2
After years of extensive training, the duelist has become keely aware of incoming attacks.
Defense: +20%
Type: Passive ability

9. Vendetta
Requires: Level 11
Requires: Throw the Gauntlet
Requires: Parry
Points required in Duelist: 2
Every duelist, even an archer, knows that the most memorable fights happen at close quarters...and that the first strike is the most crucial. To gain that advantage, the rogue vanishes behind a cloud of smoke, then strikes the enemy viciously from behind. This ability can be used from across the battlefield, for few rogues are as capable of moving under stealth as a duelist.
Physical damage: 99
Physical force: 2x
Cost: 40 stamina
Cooldown: 40s
Type: Activated ability

10. Blood Feud
Requires: Level 16
Requires: Vendetta
Points required in Duelist: 4
Even foes toughened by years of experience now suffer serious harm from Vendetta, and those that a warrior has left STAGGERED fare even worse.
Physical damage: 300% vs. STAGGERED targets
Enemy armor: Momentarily 0%
Enemy damage resistance: Momentarily 0%
Cooldown: -10s
Type: Upgrade[/spoil]
Assassin
[spoil]Critical damage: +10%

1. Mark of Death
Requires: Level 7
Requires: Assassin
The assassin marks a target, revealing weaknesses that allies can exploit. Attacks from any ally against a marked target inflict extra damage.
Enemy damage resistance: -25%
Duration: 10s
Cost: 25 stamina
Cooldown: 40s
Type: Activated ability

2. Enduring Mark
Requires: Level 11
Requires: Mark of Death
Points required in Assassin: 2
The Mark of Death lingers longer on the assassin's target.
Duration: +10s
Type: Upgrade

3. Mark of Doom
Requires: Level 13
Requires: Mark of Death
Points required in Assassin: 3
The Mark of Death further increases damage from incoming attacks.
Enemy damage resistance: -25%
Type: Upgrade

4. Bloodlust
Requires: Level 8
Requires: Assassin
Drawing energy from the kill, the assassin regains stamina upon killing an enemy.
Stamina regeneration: Minimum 5% upon enemy death, abased on enemy rank
Type: Passive ability

5. Pinpoint Strikes
Requires: Level 9
Requires: Mark of Death
Requires: Bloodlust
For a short time, the assassin exploits enemy weaknesses with deadly accuracy, scorign a critical hit with every blow.
Critical chance: 100%
Duration: 10s
Cost: 30 stamina
Cooldown: 40s
Type: Activated ability

6. Relentless Strikes
Requires: Level 13
Requires: Pinpoint Strikes
Points required in Assassin: 3
The assassin's Pinpoint Strikes become an unrelenting assault.
Duration: +10s
Type: Upgrade

7. Devious Harm
Requires: Level 12
Requires: Pinpoint Strikes
Points required in Assassin: 4
The more cunning the assassin, the more damage critical hits inflict.
Critical damage: +1% per point of cunning
Type: Passive ability

8. Assassinate
Requires: Level 10
Requires: Pinpoint Strikes
Assassinate kills weak enemies outright, while survivors suffer a massive critical hit.
Physical damage: 132
Critical chance: 100%
Cost: 40 stamina
Cooldown: 40s
Type: Activated ability

9. Annihilate
Requires: Level 10
Requires: Assassinate
Points required in Assassin: 3
Assassinate now inflicts a critical hit against enemies who would otherwise be immune. It is even more devastating against BRITTLE targets.
Physical damage: 400% vs. BRITTLE targets
Cooldown: -10s
Type: Upgrade

10. Overkill
Requires: Level 16
Requires: Assassinate
Points required in Assassin: 4
Assassinate becomes tremendously powerful, instantly fatal to all but the toughest enemies.
Physical damage: +66
Type: Upgrade[/spoil]
MAGE
Force Mage
[spoil]Physical force: 125% for all attacks and spells
Elemental force: 125% for all attacks and spells

1. Fist of the Maker
Requires: Level 7
Requires: Force Mage
The mage slams enemies into the ground with incredible power, against which armor is no protection.
Physical damage: 20
Enemy armor: Momentarily 0%
Stun chance: 20% vs. normal enemies
Size: 6m
Cost: 40 mana
Cooldown: 15s
Type: Activated ability

2. Maker's Hammer
Requires: Level 13
Requires: Fist of the Maker
Points required in Force Mage: 4
Fist of the Maker now pummels enemies across a larger area. Enemies that have been thrown off-balance by a warrior are particularly vulnerable.
Physical damage: 900% vs. STAGGERED targets
Size: 10m
Type: Upgrade

3. Maker's Fury
Requires: Level 11
Requires: Fist of the Maker
Points required in Force Mage: 3
Fist of the Maker can now be used more frequently.
Cooldown: -5s
Type: Upgrade

4. Unshakable
Requires: Level 8
Requires: Fist of the Maker
The mage suppresses the physical and elemental force of incoming attacks, becoming nearly immune to knockdown or other effects that interrupt combat.
Fortitude: +100
Type: Passive ability

5. Telekinetic Burst
Requires: Level 8
Requires: Force Mage
The mage summons a wave of telekinetic force that hurtles enemies away from the core of the blast.
Physical force: 20x
Size: 6m
Cost: 30 mana
Cooldown: 20s
Type: Activated ability

6. Telekinetic Blast
Requires: Level 12
Requires: Telekinetic Burst
Points required in Force Mage: 2
Telekinetic Burst now generates a more powerful wave of force.
Physical force: +10x
Type: Upgrade

7. Pull of the Abyss
Requires: Level 9
Requires: Telekinetic Burst
Points required in Force Mage: 2
The mage conjures a maelstrom of energy that draws enemies to its center while slowing them to a crawl.
Physical force: 30x
Enemy attack speed: -50%
Enemy movement speed: -50%
Duration: 5s
Size: 10m
Cost: 30 mana
Cooldown: 25s
Type: Activated ability

8. Edge of the Abyss
Requires: Level 13
Requires: Pull of the Abyss
Points required in Force Mage: 4
Pull of the Abyss now draws in enemies over a larger area.
Size: 15m
Type: Upgrade

9. Gravitic Ring
Requires: Level 10
Requires: Telekinetic Burst
Requires: Fist of the Maker
Points required in Force Mage: 2
The mage redirects the gravity in an area to significantly reduce enemies' speed. The closer an enemy is to the center of the spell, the greater the effect.
Enemy attack speed: Based on distance from epicenter
Enemy movement speed: Based on distance from epicenter
Duration: 20s
Size: 12m
Cost: 30 mana
Cooldown: 40s
Type: Activated ability

10. Gravitic Sphere
Requires: Level 14
Requires: Gravitic Ring
Points required in Force Mage: 4
Gravitic Ring now affects a larger rea.
Size: 18m
Type: Upgrade[/spoil]
Spirit Healer
[spoil]Mana/stamina: +25

1. Healing Aura
Requires: Level 7
Requires: Spirit Healer
While this mode is active, the mage can use spirit healer spells and becomes a locus for restorative energies, increasing the natural healing of all allies within the aura. However, the mage cannot cast any offensive spell for the duration of the effect.
Health regeneration rate: +50 for all party members
Size: 6m
Reserved: 30% of mana
Cooldown: 10s
Type: Sustained mode

2. Radiance
Requires: Level 11
Requires: Healing Aura
Points required in Spirit Healer: 4
Healing Aura now stretches further across the battlefield.
Size: 8m
Type: Upgrade

3. Faith
Requires: Level 13
Requires: Healing Aura
Points required in Spirit Healer: 6
The most powerful spirits are said to be those of Faith itself. by relying on these powerful spirits, the spirit healer learns to make Healing Aura more effective.
Health regeneration rate: +50 for all party members
Type: Upgrade

4. Group Heal
Requires: Level 8
Requires: Healing Aura
The mage restores the health of all allies simultaneously with a surge of creation magic. (Healing Aura must be active.)
Health regeneration: 30% for all party members
Cost: 30mana
Cooldown: 40s
Type: Activated ability

5. Unity
Requires: Level 12
Requires: Group Heal
Group Heal now restores significantly more health.
Health regeneration: +20% for all party members
Type: Upgrade

6. Vitality
Requires: Level 13
Requires: Group Heal
Points required in Spirit Healer: 5
The spirit healer's deep connection to the Fade lends the mage incredible resilience.
Constitution: +10
Health regeneration rate: +100
Type: Passive ability

7. Revival
Requires: Level 10
Requires: Healing Aura
The mage revives all allies who have fallen in battle, returning them to the fight with some of their health and mana or stamina restored. (Healing Aura must be active.)
Effect: Revives fallen companions
Health regeneration: 30%
Mana/stamina regeneration: 40%
Cost: 40 mana
Cooldown: 120s
Type: Activated ability

8. Renewal
Requires: Level 14
Requires: Revival
Revival now restores more health and mana or stamina.
Health regeneration: +20%
Mana/stamina regeneration: +20%
Type: Upgrade

9. Refusal
Requires: Level 16
Requires: Revival
Points required in Spirit Healer: 4
No competent spirit healer will leave a friend on the ground, no matter how many times they fall.
Cooldown: -20s
Type: Upgrade

10. Second Chance
Requires: Level 12
Requires: Revival
Points required in Spirit Healer: 3
The spirit healer's mere presence lends allies great resilience to wounds. While the spirit healer is present, party members who fall in battle will not suffer injuries upon reviving.
Effect: All party members immune to injuries
Type: Passive ability[/spoil]
Blood Mage
[spoil]Health: +25

1. Blood Magic
Requires: Level 7
Requires: Blood Mage
While this mode is active, the mage can use blood magic, sacrificing health rather than mana to obtain a deeper pool of energy for casting spells. When Blood Magic is in use, however, the mage cannot be healed by conventional spells or potions.
Effect: Spellcasting consumes health instead of mana
Effect: Immune to conventional healing
Cost ration: 1 health provides 2 mana
Reserved: 50% of mana
Cooldown: 20s
Type: Sustained mode

2. Bloodlust
Requires: Level 11
Requires: Blood Magic
Points required in Blood Mage: 5
Blood magic consumes less health, allowing the mage to cast spells with greater frequency.
Cost ratio: 1 health provides 1 addtional mana
Type: Upgrade

3. Grave Robber
Requires: Level 8
Requires: Blood Magic
The blood mage cosumes the residual life force from nearby enemy corpses to regain health. (Blood Magic must be active.)
Health regeneration: 10% per nearby corpse
size: 6m
Cooldown: 45s
Type: Activated ability

4. One Foot In
Requires: Level 12
Requires: Grave Robber
Points required in Blood Mage: 3
Grave Robber now drains a small amount of health from living enemies as well, using that energy to heal the mage. Creatures without blood are immune.
Spirit damage: 10% of the mage's maximum health
Enemy armor: momentarily 0%
Enemy damage resistance: Momentarily 0%
Health regeneration: 10% per nearby enemy
Type: Upgrade

5. Sacrifice
Requires: Level 9
Requires: Blood Magic
The blood mage sucks the life force from an ally to regain health. (Blood Magic must be active.)
Health: -20% for companion
Health regeneration: 100% of companion health loss
Cooldown: 20s
Type: Activated ability

6. Grim Sacrifice
Requires: Level 13
Requires: Sacrifice
The mage now gains more health than the party member loses. If the spell causes the ally to fall the blood mage gains even more health.
Health regeneration: +50% of companion health loss
Health regeneration: 200% if companion falls
Type: Upgrade

7. Hemorrhage
Requires: Level 13
Requires: Blood Magic
Points required in Blood Mage: 3
This spell corrupts the blood of all foes in the targeted area, inflicting damage over a short duration without regard for enemy armor or damage resistance. Creatures without blood are immune. (Blood Magic must be active.)
Physical damage: 49
Enemy armor: Momentarily 0%
Enemy damage resistance: Momentarily 0%
Size: 10m
Cost: 60 mana
Cooldown: 30s
Type: Activated ability

8. Paralyzing Hemorrhage
Requires: Level 15
Requires: Hemorrhage
Points required in Blood Mage: 4
Hemorrhage now inflicts more damage and immobilizes some enemies.
Physical damage: +25
Physical damage: 900% vs. STAGGERED enemies
Paralyze chance: 50% vs. normal enemies
Type: Upgrade

9. Blood Slave
Requires: Level 12
Requires: Sacrifice
Requires: Hemorrhage
Points required in Blood Mage: 3
The mage enslaves a target, forcing it to fight alongside the party for a short time, after which the victim dies unless it is particularly powerful. Creature without blood are immune. (Blood Magic must be active.)
Enslavement chance: 100% vs normal enemies
Duration: 10s
Cost: 40 mana
Cooldown: 30s
Type: Activated ability

10. Blood Spatter
Requires: Level 16
Requires: Blood Slave
When a Blood Slave dies, it explodes in a shower of gore that damages all nearby enemies.
Type: Upgrade[/spoil]

Source: http://social.bioware.com/forum/Dragon-Age-II/Dragon-Age-II-General-Discussion/All-Specialization-Talent-Description-WIP-6359674-1.html
 
Templar bản 2 này nhìn chán thế, nãn hơn cả bản 1, nếu chơi thì chắc lần này chọn Reaver, mà không biết chọn được nhiêu Spec nhỉ?
 
Mình ko rành tiếng Anh lắm, bạn có thể dịch giúp mình mấy cái ghi chú của skill đc ko vậy.
 
Templar cũng có 2 skill tốt là Silence 20s và passive 50% magic resistance, nhưng mà công nhận reaver với beserker hay hơn, templar có vẻ dành cho tank.

Rogue thì có Assasin, có passive 1 cun +1% crit dmg trong khi cun cũng +1% sẵn rồi nên sẽ lên được cao lắm đây, không biết cap là bao nhiu % :-?

Skill thú vị nhất có lẽ là skill pull của force mage, làm nhớ tới Inquisitor trong Sacred 2 hay DarkSeer Dota ^^

Mình ko rành tiếng Anh lắm, bạn có thể dịch giúp mình mấy cái ghi chú của skill đc ko vậy.
Sorry, nhiều quá mình không có thời gian để dịch hết :(
 
Sorry, nhiều quá mình không có thời gian để dịch hết :(

Vậy bạn dịch dùm mình mấy skill của Warrior thôi cũng đc, mình chỉ khoái mỗi class này thôi ^_^. Thanks
 
Game DA này mình chưa chơi bản 1 nhưng có chơi thử qua demo bản 2. Game này khi mình vào skill tree của từng char thì thấy khá đa dạng. Như bài bạn trên kia post thì từ 3 class lớn có chia ra các class nhỏ hơn. Mình có cần phải tập trung theo 1 class rõ ràng không hay có thể phối hợp nhiều skill của các class với nhau. Làm vậy char có yếu không ?
 
Có 3 class, mỗi class có 3 specialization [ ví dụ Warrior : Reaver - Templar - Beserker ]
Cứ học thoải mái, chỉ cần chú ý talent nào low quá hay ít sử dụng thì ko học mà để dành skill point cho cái khác thôi.

Archer Rouge đã fail nay lại càng fail hơn, bỏ mất 1 spec mà còn chả có cái nào chuyên cho cung :-<
 
Chỉnh sửa cuối:
Có rồi nè mọi người ai kéo dùm đi:

http://i-game.vn/forum/showthread.php?t=10793&p=159281

Crack của Skidrow:

http://isohunt.com/torrent_details/278275857/Dragon+Age+2?tab=summary

---------- Post added at 18:52 ---------- Previous post was at 18:51 ----------

Edit: LINK LÀ 1 DVD không có crack... may mà có cái skidrow...

---------- Post added at 19:05 ---------- Previous post was at 18:52 ----------

Xin, ngu dốt không biết là bài này lấy ở Gamevn...... mong mod xóa dùm
 
Hiện link đáng tin đang ở bên box tin tức, khi nào có crack mình hay bạn nào nhanh tay sẽ lập một topic bên đây.
 
Hi Vọng là mềnh nhanh hơn mod.Nhà ko có điều kiện đành phải chơi crack .Đành chịu vậy ghiền Dragon Age quá biết tính sao giờ \m/
 
Do đã có topic riêng của game, topic "khởi động" nay sẽ được mình đóng lại.
 
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