Dragon's Dogma: Dark Arisen Comes to PC This January

100%, if you are playing a mage you are only that, you still should have a fighter in your party, but thats what pawns are for. If you want to you never have to use a weapon other than your staff. And boy if those spells aren't the best in video game history!
Assassin is still the best thought. Best. Class. Ever!

The spells are definitely impressive, but they take ages to cast and you really don't wind up doing much else as a mage apart from some healing.

I agree with you about the Assassin though, sword & bow for life!
 
It's doable, but extremely boring. Casting all those big spells sounds cool until you realize that you're going to be spending most of your time charging them up, and they're basically the same thing every time. You'll be wishing you picked a class that actually gets to do things before long.
 
100%, if you are playing a mage you are only that, you still should have a fighter in your party, but thats what pawns are for. If you want to you never have to use a weapon other than your staff, works perfect. And boy if those spells aren't the best in video game history!
That sounds great.

Pure magic build is doable but to me kind of misses on a lot of the appeal of the game
People say the same thing about Dark Souls, but I love it. I think I'll be fine ;)
 
The spells are definitely impressive, but they take ages to cast and you really don't wind up doing much else as a mage apart from some healing.

I agree with you about the Assassin though, sword & bow for life!

The mightier the spell the longer it takes to cast, i'm ok with that, and it is worth it to see your High Maelstrom etc. There are also fast spells, especially if you do not charge them.

As for the Assassin, it's Daggers not Swords! I also use swords sometimes, but daggers is the way to go, especially because of Tempest Harness, which is so great in and out of combat!
 
Pure magic is viable but I wouldn't ignore the other vocations as you can get some pretty sweet augments from ranking them up that can boost a Mage or Sorcerers abilities. For example Ferocity which is a Warrior augment boost your core skills damage so that would increase the dame of billows, bolts and agent. The Assassin augment Bloodlust gives a boost to magic damage whilst at night, Sanctuary, a Mystic Knight augment, boost defence and magic defence when your health is low. Definatly worth having a play around at first, see what vocations and their skills you like and how they fit in with your playstyle and then really drill down into the ideal build you want either on a subsequent playthrough or reroll.

If you're into magic, you'd better go with Mystic Knight.

The best vocation but folks here just don't want to admit it :p
 
That sounds great.

People say the same thing about Dark Souls, but I love it. I think I'll be fine ;)

There is one enemy type that is very tiresome to combat as a caster. Well, actually two version of it, the stronger of which is really a pain in the ass to handle. But it can be done with your pawns, if you just pick ones with skills that complement your own. Also worthy of note: Your stat progression is permanent and cannot be reset by normal means. If you play up to, say, lv 150, using only caster classes, you will never rock a very good physical attack and thus neuter yourself a bit where looking over the fence is concerned. It can be compensated with various items and gear, but your character will still be far more effective as a caster.

Overall, playing a caster does limit you from all the goodness that the melee classes have, but in trade, you get the best APRG caster experience you can currently get, no contest.

Man, the OT will need such an infodump on all the things the game doesn't tell you. Stat progression, spawn timers, the 'romance' mechanic, recommendations to fuck around with the services of the Black Cat, missable sidequests, the statues...
 
That sounds great.

People say the same thing about Dark Souls, but I love it. I think I'll be fine ;)
It's not like Dark Souls where there's actual technique to using the spells. The Souls games contextualize spells as sort of being like special moves in a fighting game, with their damage, range, windup and follow through animations tuned to make them comparable to the standard physical attacks, so you're still engaging in the game's combat no matter what anybody on the internet tells you.

Dragon's Dogma on the other hand has a very D&D approach to magic, where spell casters don't really participate in a battle so much as they stand off to the side and mumble at it. It's a much less active role than you're probably thinking of if you're using Dark Souls as a comparison.
 
I look forward to making the best damn healer mage pawn anyone's ever seen and renting him out to GAF.

I forget - can a pawn be rented out to multiple people at once?
 
Playing pure sorc is fine. There are items and passives to decrease spell charge time, and the lower level spells are pretty fast. The default magic missile attack is instantaneous as well.

Playing as a Mage healer or buffer gets repetitive though.
 
I look forward to making the best damn healer mage pawn anyone's ever seen and renting him out to GAF.

I forget - can a pawn be rented out to multiple people at once?

Sure. You can pimp him/her out to any number of people, all at once. Now, you only need to get a consensus on what makes the best healer, cuz there are definitely at least two schools on the meta of a pawn healer.
 
Those saying that casting magic gets boring is pretty much what Majick Archer is there for. MA can also be played as a viable pure magic build as Magic Bow attacks and skills are magic damage only. Yes there are daggers, but they too get magic only skills (my favorites are excellent crowd control tools), plus are much, much more effective when the dagger is enchanted.

Someum fo everybody, fuckin love this game
 
Pure magic build is doable but to me kind of misses on a lot of the appeal of the game, especially early on. The physical classes are too much fun to miss out on. I'd suggest it for a secondary playthrough.

Funny enough, both in DD and Dark Souls, my magic build play through, was the most boring time i've had with the game.
Especially the cleric in DkS.

Magic Archer on the other hand was the best time i've had with DD.
 
Dragon's Dogma on the other hand has a very D&D approach to magic, where spell casters don't really participate in a battle so much as they stand off to the side and mumble at it. It's a much less active role than you're probably thinking of if you're using Dark Souls as a comparison.

It's a solid point, and one I can absolutely understand folk having, but I still found magic in DD:DA vastly more satisfying than magic in other any other game I've experienced, including Dark Souls.

Finding yourself a safe spot, pulling off a full channel and letting loose a spell that feels like it is being thrown down by God himself just feels way too good. Watching a Griffin get caught in a Maelstrom, or Bolide setting it alight and bringing it crashing to the ground, or throwing a perfectly timed Gicel off at a Hydra right as its heads are about to swallow you whole... Fuck, just thinking about it gets the adrenaline pumping.
 
Sorcerers are very strong thanks to Holy enchanted Focused Bolts. Charge bolts, jump, release. Unlike the spells, you're free to run as you charge up the bolts. You don't even have to aim since the Holy enchantment on the Bolts home in on enemies. They also do very good damage on anything that doesn't resist Holy.

The spells are still useful though, since the bolts don't work on everything and some monsters you'll want to ambush with something like Maelstrom.
 
Man, the OT will need such an infodump on all the things the game doesn't tell you. Stat progression, spawn timers, the 'romance' mechanic, recommendations to fuck around with the services of the Black Cat, missable sidequests, the statues...

Some things aren't too bad as I bumped into Mountebank and found out about his services whilst exploring Gran Soren but first time I played through I completely fucked up the Madeleine quest line. Stuff like stat gains, which idols to keep, give to vendors or make a forgery of as well as who likes which type of gift are quite well explained on the wiki but yeah DD isn't big on telling you stuff that's quite important.
 
Some things aren't too bad as I bumped into Mountebank and found out about his services whilst exploring Grand Soren but first time I played through I completed fucked up the Madeleine quest line. Stuff like stat gains, which idols to keep, give to vendors or make a forgery of as well as who likes which type of gift are quite well explained on the wiki but yeah DD isn't big on telling you stuff that's quite important.

Yup, the wiki is definitely useful. I actually managed to do the whole "do all side quests" thing on my very first, oh so blind run, but that comes with being a crazy who visited practically every key location after every main quest. I had also made copies of the evidence by sheer luck and kept my bro
Fornival
a free man. :p Came out of it horribly overleveled though, since I did stuff like farming the Drake for dragonforged items around 15-20 times. Poor Grigori never stood a chance.

Sorcerers are very strong thanks to Holy enchanted Focused Bolts. Charge bolts, jump, release. Unlike the spells, you're free to run as you charge up the bolts. You don't even have to aim since the Holy enchantment on the Bolts home in on enemies. They also do very good damage on anything that doesn't resist Holy.

The spells are still useful though, since the bolts don't work on everything and some monsters you'll want to ambush with something like Maelstrom.

Hahah, I remember farming my last 30-40 levels by killing the off-line Ur-Dragon repeatedly using pretty much only Holy enchanted Focused Bolts. All those life stones also meant that I was swimming in gold afterwards as well.
 
DUDE

you think PC modders will be able to patch in Multiplayer?

Pipe dream Im sure but the original development of the game was going to have it and they backpedaled to the pawn system instead right?

I don't think there's any chance that'll happen. Adding multiplayer to a game which doesn't have it is an extremely difficult task, especially when there's no source code access.

Considering there won't be any official modding tools (well, I assume so anyway, we've never gotten any for any MT Framework game) and there is no source code to mess with, there are a lot of mods which will be difficult to make. But I hope an active modding community will arise around the game anyway. I'd love to see a future Capcom game get official modding tools or limited source code access.
 
If you're into magic, you'd better go with Mystic Knight.

The thing that annoys me most about Mystic Knight is the way your shield instantly teleports itself to your back when you begin sprinting. There's no animation for the transition, which stands out in what is otherwise a beautifully animated game.
 
How viable are pure magic builds in this game?

Playing sorcerer is pretty much the most powerful I've felt in dragon's dogma.
It takes positioning, the right passives (knockdown resistance and the passive that keeps you from being knocked over by wind) and waiting for an opening before you cast and select the right spell (long casttime variations like high/grand bolide vs normal bolide are not always the right choice).
If you just keep trying to spamcast you're going to have a bad time , as shown by the magic haters on this page :p

If you learn when to cast and how to position it's very rewarding.

Knocking cursed dragons out of the sky with your meteors is really satisfying and I thought it was a very unique way to play the game compared to the other specs.

That said, I would leave playing sorcerer for more advanced players, you can swap class whenever you want and I'd really suggest learning the bosses and encounters with the other classes first , or you're going to get your ass kicked (especially in bitterblack isle, the expansion dungeon)
Sorcerer is a high risk high reward class, if you don't know what you're doing you're going to get knocked around like a ragdoll (which means getting 2 shot in most off BBI until you are heavily geared) and never get a spell off.

edit : maybe to clarify:
the LONG (and I mean LONG) casttimes on the higher powered variations of each spell means that you really really have to commit to your casting. Late game you get rings and passives to reduce casttime (making the grand , the longest, version of spells viable more often , but even then the casttimes remain long).
It becomes a game of figuring out how to get casts off (positioning, enemy animations , knocking an enemy down first to give you more time for those grand spells etc)
The game has a synergy mechanic where if one sorcerer is casting a spell another sorcerer can cast the same spell and basically 'tag in' their cast at a much accelerated rate.
So if you team up with another sorcerer pawn, they cast a regular bolide, you cast a grand bolide then you can get it off in like 40 percent of the casttime.
Ofc that means you now have 2 squishies that need to actually get their stuff off , if you're both getting knocked down you're going to be super weak, but if you both get to cast then you basically go dragon ball z power levels.


When the game is out I'll dig up my old first time player and BBI advice post from an old DD thread.
 
Cape physics please? The only thing that kept me from using all the glorious capes on 360 and PS3 was the lack of physics for them. :(
 
That sounds perfect for me, glass cannon all day every day.
Basically, there's a spell where you make a tornado. Then you win.

It's a pretty awesome tornado.

From a monster-slaying point-of-view, casters are the best class in the game, if we're talking about efficiency.
 
Basically, there's a spell where you make a tornado. Then you win.

It's a pretty awesome tornado.

From a monster-slaying point-of-view, casters are the best class in the game, if we're talking about efficiency.

It sure was "efficient" when my Sorcerer pawn cast a High Maelstrom on a single Dire Wolf. The silly pooch even indulged her, just stood there growling at the party. Still, it was indeed an awesome tornado and the corpse certainly didn't protest my one-sided declaration of a victory over it.

I think the Tenfold flurry of Blast Arrows still wins the whole 'kill things dead real fast' -contest. :D

It's not fun to be on the receiving end of that tornado spell btw, your character bounces around in that thing forever lol.

Haah! I remember this one youtube video of someone killing a drake, only to have his own possessed Sorcerer pawn fry the whole party with a Maelstrom about 2 seconds later.
 
Super excited for this. As a PC + Nintendo gamer this is the game I most felt I was missing out on last gen. Is it possible to re-spec your character in this game? I want to use a melee class for that cool monster mounting but those crazy spell effects are to good to pass up!

You'll never get to mount them though.

There is a joke about virgins becoming wizards to be made here.
 
Excited. Planning a tax refund funded PC build in that time frame. Only got to play this a bit on PS3 looking forward to it.
 
Super excited for this. As a PC + Nintendo gamer this is the game I most felt I was missing out on last gen. Is it possible to re-spec your character in this game? I want to use a melee class for that cool monster mounting but those crazy spell effects are to good to pass up!.

After reaching lv.10, you can change your active class (and that of your own pawn) whenever you visit the capital city. The innkeeper there is also your class management person. There is also another character in the DA expansion area, Bitterblack Island, who does the same.

Now, this cannot be said enough times: The classes have their own levels and unlock more abilities for said class + passive buffs/perks that can be used by all classes after you learn them, as they level up. However, your character level is separate from the class levels and you gain stats based on the class you have active when you gain that particular character level. Those gains are permanent and cannot be reset by normal means (as in, not at all without some modding or something). This is generally only a concern for those who absolutely want to min/max their characters.
 
Super excited for this. As a PC + Nintendo gamer this is the game I most felt I was missing out on last gen. Is it possible to re-spec your character in this game? I want to use a melee class for that cool monster mounting but those crazy spell effects are to good to pass up!

You can't respec, which is pretty stupid, people had to use two accounts to build different characters (since you could only make one save file). You can actually make a viable even build (but we're talking about reaching level 200 and doing some min/max) so you can use every vocation since the most important stats come from your equipments.
 
all mod makers have a responsibility to turn this game into Berserk now

d0dhiya.jpg
 
So if you have 20 levels in the warrior class and 20 levels in the mage class you have to choose which is active at any given time, and you keep your stat increases and passive abilities from both classes but loose access to the activated abilities and weapon options of your inactive class?

Will a level 40 warrior be more effective than the above example in "warrior mode" or is it balanced?
 
Mods are going to be a big deal for this game.
Most of the classes are brilliant but some (mainly mystic knight) imo have some glaring synergy/design flaws that can easily be modded out.

Like if you can mod a taunt ability and longer buff duration into mystic knight (basically give them the fighter taunt and just edit the value for buff duration) then it would instantly turn it into the most well rounded and high skill capped class in the game.

Same goes for mage and sorc, one of their abilities is called charged bolt and for some dumb fucking reason the game will shoot a regular bolt before letting you charge up each time... a small change to fix that would be really good.

Then there's the pawn commands altering your pawn's inclinations (if they're defensive, if they are climbers, if they play support, if they stay next to you or go agressive) was a design mistake and is also something that would be very easy to fix on the PC.

The game is brilliant overall but there's a few issues that amount to small repeating frustrations that modding should take care of.
 
So if you have 20 levels in the warrior class and 20 levels in the mage class you have to choose which is active at any given time, and you keep your stat increases and passive abilities from both classes but loose access to the activated abilities and weapon options of your inactive class?

Will a level 40 warrior be more effective than the above example in "warrior mode" or is it balanced?

Pretty much yes, and the former option. With 20 levels difference, you would definitely be biased toward hitting things with metal objects(or really, using any and all physical attacks, including bows) and tanking stuff with your face. But only biased. Nothing is remotely set in stone until you start approaching the soft cap for stat gains, lv.100, and you can easily still make adjustments even then. Levels 101-200 get about only half the stat gains compared to before.

I personally played each of the 9 classes for a good time, with about maybe 2.5 times more than the average time spent as an Assassin and 1.5 times more time spend as a Sorcerer. The other 7 were pretty even. This left me with a kind of Jack-of-all-trades with somewhat low defenses and high physical attack and decent magic attack.
 
It sure was "efficient" when my Sorcerer pawn cast a High Maelstrom on a single Dire Wolf. The silly pooch even indulged her, just stood there growling at the party. Still, it was indeed an awesome tornado and the corpse certainly didn't protest my one-sided declaration of a victory over it.

I think the Tenfold flurry of Blast Arrows still wins the whole 'kill things dead real fast' -contest. :D
Well, the tornado spell isn't terribly efficient (though its damage and crowd control are impressive and usable for most fights as an "I win" button if used correctly) but the one that really chews through enemies for casters is light-enchanted Focused Bolts. Remember grinding bosses and just tearing through content using that. Golems were always the major problem, given they're basically immune to magic (thankfully there aren't many of them).

The comet spell is also really cool though also not efficient - has problems with targeting (when it works though, it REALLY works).
 
Playing sorcerer is pretty much the most powerful I've felt in dragon's dogma.
It takes positioning, the right passives (knockdown resistance and the passive that keeps you from being knocked over by wind) and waiting for an opening before you cast and select the right spell (long casttime variations like high/grand bolide vs normal bolide are not always the right choice).
If you just keep trying to spamcast you're going to have a bad time , as shown by the magic haters on this page :p

If you learn when to cast and how to position it's very rewarding.

Knocking cursed dragons out of the sky with your meteors is really satisfying and I thought it was a very unique way to play the game compared to the other specs.

That said, I would leave playing sorcerer for more advanced players, you can swap class whenever you want and I'd really suggest learning the bosses and encounters with the other classes first , or you're going to get your ass kicked (especially in bitterblack isle, the expansion dungeon)
Sorcerer is a high risk high reward class, if you don't know what you're doing you're going to get knocked around like a ragdoll (which means getting 2 shot in most off BBI until you are heavily geared) and never get a spell off.

edit : maybe to clarify:
the LONG (and I mean LONG) casttimes on the higher powered variations of each spell means that you really really have to commit to your casting. Late game you get rings and passives to reduce casttime (making the grand , the longest, version of spells viable more often , but even then the casttimes remain long).
It becomes a game of figuring out how to get casts off (positioning, enemy animations , knocking an enemy down first to give you more time for those grand spells etc)
The game has a synergy mechanic where if one sorcerer is casting a spell another sorcerer can cast the same spell and basically 'tag in' their cast at a much accelerated rate.
So if you team up with another sorcerer pawn, they cast a regular bolide, you cast a grand bolide then you can get it off in like 40 percent of the casttime.
Ofc that means you now have 2 squishies that need to actually get their stuff off , if you're both getting knocked down you're going to be super weak, but if you both get to cast then you basically go dragon ball z power levels.


When the game is out I'll dig up my old first time player and BBI advice post from an old DD thread.

This sounds fantastic.
 
How viable are pure magic builds in this game?

It's the first game that makes you truly feel like an all powerful caster. The feedback of the spells is fucking amazing.

The spells are definitely impressive, but they take ages to cast and you really don't wind up doing much else as a mage apart from some healing.

I agree with you about the Assassin though, sword & bow for life!

Doesn't matter on any of the room to room fights, or outside fights where enemies have not engaged yet (lol Maelstrom). There are also spells that might be slow, but absolutely wreck dragons too. For the most part though your loadout would basically be two quick casting spells and a weapon enchant if you don't have a second caster with you, and one huge bomb. The staff charge attack does plenty of damage by itself. Plus, you can also position yourself to cast something while the enemies are being engaged by your pawns.

I won't lie though. Magic Archer (in the expansion anyway) > the rest.
 
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