You mean dwarven? Cause elfs can be mages already
What classes would you like to see added to the game?
Débuté par
chainek
, nov. 11 2009 06:23
#26
Posté 11 novembre 2009 - 08:34
#27
Posté 11 novembre 2009 - 08:35
You should rename it specilizations, these are not classes, there are only 3 classes, rogue, mage, or warrior TBH
#28
Posté 11 novembre 2009 - 09:05
All the specilizations mentioned for warrior/rogue that are weapon specific wont really work as it doesnt synergize with anything else in their talents, especiall for monks using fists or something.
The only base class I can think of that would work being added is a monk type. Unfortunately, a true archer style class is already kind of in place so it would be kinda silly to add one.
Anyway for the monk base class, it would fill the role of a melee damage dealer/buffer/caster mix. The base monk tree would be the traditional stuff, like increased damage when not using weapons, increased resistances to elements and physical and mental. Maybe knockdown immunity and such. As well as armor increasing abilities when wearing robes etc.
First tree would be focused on damage dealing with melee combat, all the basic stuff there, flurry of blows etc. Some toggle states could be increased armor penetration but slightly less damage, slight penalty to attack but increased physical and mental resists etc.
Second tree would be focused on low damage attacks that buff allies and/or debuff enemies. Maybe even a strike that heals all friendlys for a little bit.
Third and last tree would be mostly auras and normalish holy spells. Auras would be kind of like shales I guess except the monk wouldnt be immobile or anything. No real healing spells though, just supplemental ones like an aura that increases healing recieved and such.
Specilizations could be:
Holy Fist: Focus on increasing your offensive damage dealing melee skills Final talent could be a stance that makes all your damage holy or some other element instead of physical.
Master of body/mind: increased stamina/health regen in combat, even more increased resistances.
Andraste's chosen(or appropriate god for a monk): Focus on buffs and maybe an ash wraith form?
And lastly some evilish form of monk, dunno lore well enough to think of a good following for this, but the basic idea is corruption with life drain and debuffs and such.
Monk would use stamina not mana, as the limited spells would be mostly utitilies and fancy exertions of body and mind based in training and devotion not arcane powers.
The only base class I can think of that would work being added is a monk type. Unfortunately, a true archer style class is already kind of in place so it would be kinda silly to add one.
Anyway for the monk base class, it would fill the role of a melee damage dealer/buffer/caster mix. The base monk tree would be the traditional stuff, like increased damage when not using weapons, increased resistances to elements and physical and mental. Maybe knockdown immunity and such. As well as armor increasing abilities when wearing robes etc.
First tree would be focused on damage dealing with melee combat, all the basic stuff there, flurry of blows etc. Some toggle states could be increased armor penetration but slightly less damage, slight penalty to attack but increased physical and mental resists etc.
Second tree would be focused on low damage attacks that buff allies and/or debuff enemies. Maybe even a strike that heals all friendlys for a little bit.
Third and last tree would be mostly auras and normalish holy spells. Auras would be kind of like shales I guess except the monk wouldnt be immobile or anything. No real healing spells though, just supplemental ones like an aura that increases healing recieved and such.
Specilizations could be:
Holy Fist: Focus on increasing your offensive damage dealing melee skills Final talent could be a stance that makes all your damage holy or some other element instead of physical.
Master of body/mind: increased stamina/health regen in combat, even more increased resistances.
Andraste's chosen(or appropriate god for a monk): Focus on buffs and maybe an ash wraith form?
And lastly some evilish form of monk, dunno lore well enough to think of a good following for this, but the basic idea is corruption with life drain and debuffs and such.
Monk would use stamina not mana, as the limited spells would be mostly utitilies and fancy exertions of body and mind based in training and devotion not arcane powers.
#29
Posté 11 novembre 2009 - 09:06
Whatever new skill/spell sets they introduce in the future it would be nice to have some new origins too. Origins that let you play through the game from the other sides perspective.
#30
Posté 11 novembre 2009 - 09:09
Well the only thing I truly feel is missing is an alternative origin for human warriors and rogues. Ash warrior or barbarian would be good origins and certainly the first places where I would look for fearless warriors to recruit into the grey wardens.
But I also have suggestions for classes and such. Personly I wouldnt want to go too far out there with this and more stick with a more medieval approach that suits the game.
Warrior specialization: knight.
How to get it: at redcliff you could be rewarded for your efforts if you take the virtuous path by being knighted.
what does it do: the skills you gain from this class could inspire other party members with an aura of command, there could also be a special stance for knights that relies on powerfull calculated strikes that have a higher chance to hit but at the cost of a lower attack speed.
Rogue specialization: scout.
The scout could have increased movement speed when wearing light armor and a smaller boost in medium armor. heavy armor would remove the speed boost completely. Random encounters on the way wont happen with a trained scout in the party since they can avoid attack parties. when an attack does happen, its the player and his/her party laying the trap.
Mage specialization: necromancer.
Raise the dead to do your bidding. A necromancer could also be given an unique option with party members when they disagree with the player and are killed. A necromancer could revive them as an obedient servant. the downside would be that such minions would move slower and have very limited dialogue and tactics since they dont have a mind of their own.
I also have a unique idea for a completely new class: the skirmisher.
This would be a light warrior that specializes in throwing spears, archery and light melee weapons such as short swords (which means daggers in this game)
The skirmisher cannot open locks, steal or any such things but does have skills to reduce hostility towards them. They are better with traps than the other classes, receiving unique skills for this.
They also cant take as much damage as a warrior but have a special skill to roll out of harms way, a non combat action that costs little fatigue and has an average reload time.
But I also have suggestions for classes and such. Personly I wouldnt want to go too far out there with this and more stick with a more medieval approach that suits the game.
Warrior specialization: knight.
How to get it: at redcliff you could be rewarded for your efforts if you take the virtuous path by being knighted.
what does it do: the skills you gain from this class could inspire other party members with an aura of command, there could also be a special stance for knights that relies on powerfull calculated strikes that have a higher chance to hit but at the cost of a lower attack speed.
Rogue specialization: scout.
The scout could have increased movement speed when wearing light armor and a smaller boost in medium armor. heavy armor would remove the speed boost completely. Random encounters on the way wont happen with a trained scout in the party since they can avoid attack parties. when an attack does happen, its the player and his/her party laying the trap.
Mage specialization: necromancer.
Raise the dead to do your bidding. A necromancer could also be given an unique option with party members when they disagree with the player and are killed. A necromancer could revive them as an obedient servant. the downside would be that such minions would move slower and have very limited dialogue and tactics since they dont have a mind of their own.
I also have a unique idea for a completely new class: the skirmisher.
This would be a light warrior that specializes in throwing spears, archery and light melee weapons such as short swords (which means daggers in this game)
The skirmisher cannot open locks, steal or any such things but does have skills to reduce hostility towards them. They are better with traps than the other classes, receiving unique skills for this.
They also cant take as much damage as a warrior but have a special skill to roll out of harms way, a non combat action that costs little fatigue and has an average reload time.
#31
Posté 11 novembre 2009 - 09:17
I'd like to see a few new Origins. Chasind human, which could be warrior, rogue or apostate mage, would be the first one. Eh...maybe that's the only one right now. For sure I'd like to be able to play a mage who developed outside of the Circle.
#32
Posté 11 novembre 2009 - 09:27
My votes:
Druid/Shaman nature class
Summoner mage class (particularly if they raise mythical beasts)
Necromancer undead mage class (with more than just a single undead summon)
Maybe a Demon class of some sort?
Or even...a dragon-magic mage class?
Plus, where are the polearms? The spears? Thrown knives? Weapons are far too limited in the game.
Druid/Shaman nature class
Summoner mage class (particularly if they raise mythical beasts)
Necromancer undead mage class (with more than just a single undead summon)
Maybe a Demon class of some sort?
Or even...a dragon-magic mage class?
Plus, where are the polearms? The spears? Thrown knives? Weapons are far too limited in the game.
#33
Posté 11 novembre 2009 - 09:34
They mention Archons in the game (though it seems to be a more antiquated expression for ancient mage rulers).
I would love a class that specializes in nukes of the primal sort for heavy up front damage.
I would love a class that specializes in nukes of the primal sort for heavy up front damage.
#34
Posté 11 novembre 2009 - 09:40
Jesus-bot: he comes on a white dragon unloading double gatling guns and is always in god mode.
#35
Posté 11 novembre 2009 - 09:45
lol im liking jesus-bot but as i have not played the game would a world or warcraft on line fit it?? or more of the old school baulders gate cos well if it aint broke dont fix it??
#36
Posté 11 novembre 2009 - 09:45
Origin Ideas:
- Apostate/Maleficar
- Templar
- Human Commoner
Short list, but I'd like to see any of those three, particularly the first one. On top of that, I'd love a bunch of new party members (properly integrated into the campaign as well, naturally).
- Apostate/Maleficar
- Templar
- Human Commoner
Short list, but I'd like to see any of those three, particularly the first one. On top of that, I'd love a bunch of new party members (properly integrated into the campaign as well, naturally).
#37
Posté 11 novembre 2009 - 09:54
Woops, bad post.
Modifié par Phbbt107, 11 novembre 2009 - 09:55 .
#38
Posté 11 novembre 2009 - 09:57
there sould be a unarmed style of fighter would make a difference and i dont mean just un equipt your weapon and hope
#39
Posté 11 novembre 2009 - 09:58
Whichever classes can swim, dive, ride a horse, drive a cart, fly and otherwise travel within a map instance without walking, sneaking or being thrown.
#40
Posté 11 novembre 2009 - 10:00
Jesus-bot pronounced HayZues
#41
Posté 11 novembre 2009 - 10:06
Medieval European Monks wouldn't be the sort of monks people would particularly care to play. The closest Dragon Age equivalent to what you are looking for is probably the Silent Sisterhood. These mute dwarven females fight primarily using unarmed combat styles and, oddly enough, nunchaku. Aaand that's about all I know about them. I was kind of expecting one to show up in Dragon Age as an adversary for reasons related to the book The Calling.
#42
Posté 11 novembre 2009 - 10:21
i think they should have a pre made mince chracter including boo!!!!!!
#43
Posté 11 novembre 2009 - 10:22
Also... a class that can jump!
#44
Posté 11 novembre 2009 - 10:23
Dark Elves and panthers!
#45
Posté 12 novembre 2009 - 12:09
Chadthesad wrote...
yay4fof wrote...
Rogue: Arcane Archer, Monk
Warrior: Red Dragon Disciple, Weapon Master, Dragon Knight
Mage: Palemaster, Sorcerer, Wild Mage
A lot of these are straight out of D&D. Arcane Archer, Wild Mage, Sorcerer and Weapon Master are fine concepts. However, the remaining would not fit into the lore.
There is basically a monk in the second book so I wouldn't say that doesn't fit the lore. At least she fights bare-handed like a monk.
As for what I would like to see. For a base class some more fighting / magic combos or at least a fighting class with some spell-like abilities (personal haste, etc). Would also like to see some sort of summoning / creature controlling class. Basically a pet centric class / specialization based on magic.
#46
Posté 12 novembre 2009 - 12:49
There are a few ideas I have, mostly for rogues and wars since they don't have much versitility game play wise (compared to mages) but what I would really like to see is a "Master spec" bonus or something. A talent point or two for each of the specilizatoin combos. Say, a AW/SH would get a clericy like buff if they filled out both of those trees, a shapeshifter/bloodmage would get a new form (hopefully a usefull one this time)
#47
Posté 12 novembre 2009 - 12:53
There were plenty of class/subclass from NWN 1 and 2 you guys could put in game.
#48
Posté 12 novembre 2009 - 01:00
The ability to play Quonseti, or whatever Sten is.....
#49
Posté 12 novembre 2009 - 01:07
well, it would be way too powerful, but how about a Warrior Mage. unlike the Templars though, it would use magic skills which bennefit melee combat, such as weapon enchantments and stat buffers. hmm, ill call it a Zealot. of course thats perhaps too powerful so... i can only dream about it. or maybe figure out some console commands =P
#50
Posté 12 novembre 2009 - 01:10
To me, this game desperately needs cleric - a melee healer who can wear heavy armor (maybe not massive but heavy).





Retour en haut






