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Why do you think people write off the Arcane Warrior so much?


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#101
darklordpocky-san

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BobSmith101 wrote...

It was boring unless you liked switching weapons you mostly did pre buffing and auto attacked a lot.

Insanely OP insanely dull. Not really all that sorry to see it go.


Fixing was needed, mainly because they got it mostly wrong in Origins

Magic Knights are supposed to be a fun mix of mage and fighter, not boring atuo-attack tanks

#102
andar91

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As it was, I didn't like it. I think Arcane Warrior is redeemable if they severely changed it. Even better, just give a weapon style tree for staff with melee-range spells and passives like Staff Focus.

But the thing with AW, to me, was that it allowed mages to go where they weren't supposed to. As powerful as mages were, the only thing that really keeps them from being ridiculous is that they are weak at close range and typically have low armor/hp. Arcane Warrior blew that all away. PLUS, the could still cast spells. It it were up to me, and we're talking DA2 style abilities, Arcane Warrior's tree would look something like this. Obviously, this isn't going to be as good as the official abilities (probably lol). All damage numbers are calculated based off the talent description thread. EX. Backstab does 25 damage at level 1

Inherent unlocking bonus: +4 to Strength (to increase fortitude), +2 to defense.
1 is in the center which leads to 2 and 3 on top.  1 leads to 4 and five on the bottom.  Similar to the Elemental tree.  6 is accessible via 3 and 4, and 7 is after 6.  Sorry, there's no other way I can think to show it that doesn't get messed up in the format.

1. Combat Magic (Sustained)
Powerful magic flows through the mage, increasing their aptitude in combat and allowing them to use Arcane Warrior spells. While this mode is active, the mage cannot cast any spells except Arcane Warrior spells, and their resistance to hostile magic is greatly reduced.
-25% damage taken
+25% attack
+10% damage
-50% magic resistance
Reserved: 50% of mana
Cooldown: 30s

*Battle Magic (Upgrade)
Points required in AW: 5
The Arcane Warrior is now better able to control the flow of magic activated by Combat Magic.
+5% damage added
Magic resistance penalty becomes -25%
Reserved: 30% of mana

2. Staff Focus
Type: Passive
All basic staff attacks deal greater damage and have a greater chance of inflicting a critical hit. This ability functions even while Combat Magic is not active.
Staff Damage +5%
Critical Hit Chance +10%

3. Staff Onslaught (Activated)
Required points in AW: 3
The Arcane Warrior lands three swift blows against a target, dealing normal staff damage with each hit and following up with a blast of magic that deals spirit damage.
Spirit Damage: 10
Elemental Force: 2X
Cost: 35 mana
Cooldown: 25s

*Staff Aggression (Upgrade)
Points required in AW: 4
Staff Onslaught now deals more spirit damage, has a chance to stun the target, and can STAGGER targets.
Spirit Damage: +10
Stun Chance: 50% vs. Normal enemies
Stagger Chance: 30% vs. Stunned foes.

4. Shimmering Shield (Activated)
The Arcane Warrior conjures a magical barrier that helps deflect attacks.
Defense bonus: +25%
Cost: 30 mana
Duration: 10s
Cooldown: 30s

*Shimmering Armor (Upgrade)
Required points in AW: 4
Shimmering Shield now offers increased fortitude, as well as affording the caster immunity to critical hits for the duration.
Critical Hit Immunity
Fortitude Increase: +25%
Duration: +5s

5. Staff Strike (Activated)
Required points in AW: 3
The Arcane Warrior strikes a single target with their staff, dealing massive physical damage.
Physical damage: 30
Physical force: 4X
Cost: 25 mana
Cooldown: 25s

*Magical Momentum (Upgrade)
Points required in AW: 5
Staff Strike now deals greater damage, inflicts greater physical force, and has a chance to shatter BRITTLE opponents.
Physical damage: +10
Physical force: +2X
Shattering Chance: 40% vs. BRITTLE opponents

6. Staff Slam (Activated)
Points required in AW: 5
The Arcane Warrior slams the butt of their staff into the ground, releasing a wave of energy that damages all nearby foes with spirit damage, and can knock them away.
Spirit Damage: 8
Elemental Force: 4x
Size: 5m
Cost: 30 mana
Cooldown: 40s

*Staff Eruption (Upgrade)
Points required in AW: 6
Staff Slam's energy wave is now larger, inflicts more damage, and has greater force behind it.
Size: 8m
Spirit Damage: +5
Elemental Force: +4X

7. Arcane Rejuvenation (Passive)
Required points in AW: 7
Requires: Staff Onslaught and Staff Slam
The Arcane Warrior has learned to turn the energy of battle into rejuvenating energy that they can use to heal themselves. Every time the Arcane Warrior kills an enemy, there is a 50% chance that they will recover 10% of their health.Posted ImagePosted Image

Modifié par andar91, 28 février 2011 - 01:40 .


#103
mesmerizedish

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andar91 wrote...

*snip


The problem with all of that is that it's still boring. An arcane warrior is, once again, an auto-attack machine. I get that there are some activated spells there, but it still limits the AW to a few abilities from one tree when every other class and spec in the game has access to a much wider variety.

#104
Vitor de Aguiar

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never played as AW, doesn't make difference to me...

#105
andar91

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ishmaeltheforsaken wrote...

andar91 wrote...

*snip


The problem with all of that is that it's still boring. An arcane warrior is, once again, an auto-attack machine. I get that there are some activated spells there, but it still limits the AW to a few abilities from one tree when every other class and spec in the game has access to a much wider variety.

Posted ImagePosted ImageI don't necessarily disagree, but I was trying to put it on slightly the same level as the other weapon trees.  And to be fair, with the way cooldowns are in DA2, everybody is much more of an auto-attack machine than before anyway.  All of this aside, I want my mages in the back where they belong lol.

#106
darklordpocky-san

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ishmaeltheforsaken wrote...

andar91 wrote...

*snip


The problem with all of that is that it's still boring. An arcane warrior is, once again, an auto-attack machine. I get that there are some activated spells there, but it still limits the AW to a few abilities from one tree when every other class and spec in the game has access to a much wider variety.


um, this is why they have magic :huh:

If the AW were to have weapon skills, it would be only 1 tree, so that they won't be encroaching on Warrior strength, or tanking.

I would also think having to devote points to strength and constitution would make them less effective than a mage who is devoted to casting, hence balancing them out.

#107
mesmerizedish

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darklordpocky-san wrote...

ishmaeltheforsaken wrote...

andar91 wrote...

*snip


The problem with all of that is that it's still boring. An arcane warrior is, once again, an auto-attack machine. I get that there are some activated spells there, but it still limits the AW to a few abilities from one tree when every other class and spec in the game has access to a much wider variety.


um, this is why they have magic :huh:


You apparently didn't read what I had snipped :P The proposal says that while Combat Magic is active, the arcane warrior CAN'T cast any other spells.

#108
Byth

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The Arcane Warrior was embarrassingly overpowered. I mean, there are videos on youtube of one taking out Flemeth and The Broodmother alone(both I had trouble killing with a full party). Also considering how The Warden learned the specialization, It's very unlikely Hawk could learn it.

#109
Face of Evil

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darklordpocky-san wrote...

 The argument that the lore states it to be an 'all but lost' specialization is pretty sound, except we still have Reavers, and they are warriors given strength through another ritual found in Origins, that would make no sense. . . unless there are multiple blood drinking dragon cults in this world. :whistle:


Drinking dragon blood was not the only way to learn how to become a Reaver.

Brogan Dace from Golems of Amgarrak was a Reaver and I doubt he'd ever gotten near a dragon cult.

#110
darklordpocky-san

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Face of Evil wrote...

darklordpocky-san wrote...

 The argument that the lore states it to be an 'all but lost' specialization is pretty sound, except we still have Reavers, and they are warriors given strength through another ritual found in Origins, that would make no sense. . . unless there are multiple blood drinking dragon cults in this world. :whistle:


Drinking dragon blood was not the only way to learn how to become a Reaver.

Brogan Dace from Golems of Amgarrak was a Reaver and I doubt he'd ever gotten near a dragon cult.


we also fought 2 unnamed Arcane Warriors, one who was part of the Dragon worshipping cult, and another in the dwarven tournaments.

I think we can either say that they are uncanon, or that there are other ways to become Reavers/Arcane Warriors.

*edit: it states, on the wiki; that GoA is uncanon, I am unsure of the AWs though.*

Modifié par darklordpocky-san, 28 février 2011 - 06:48 .


#111
darklordpocky-san

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ishmaeltheforsaken wrote...

darklordpocky-san wrote...

ishmaeltheforsaken wrote...

andar91 wrote...

*snip


The problem with all of that is that it's still boring. An arcane warrior is, once again, an auto-attack machine. I get that there are some activated spells there, but it still limits the AW to a few abilities from one tree when every other class and spec in the game has access to a much wider variety.


um, this is why they have magic :huh:


You apparently didn't read what I had snipped :P The proposal says that while Combat Magic is active, the arcane warrior CAN'T cast any other spells.


ah, my bad, that is crazy :o

#112
Lumikki

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I did not play arcade warrior, because it's not style I like. Also I don't think it was the strongest, I mean you can make really powerful control/elemental mage too. In my opinion people who choose to play mage like arcade warrior likes to play in close combat in general. I my self like to play in range combat, so I have learn to avoid to be near enemies.

I simple way sayed, everyone choose what they like and play how they like.

#113
AngryFrozenWater

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darklordpocky-san wrote...
that. . . that's some amount of work there. . .I wonder how long all that took :blink:

Not longer than usual. You'll find all that stuff along the way.

#114
Chuvvy

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Shepard Lives wrote...

AW was boring. That's about it.

A proper Magic Knight class (and I say this as a huge fan of Spellswords and such) should be "chopping off heads with one hand and chucking fireballs with the other", not "switch on all sustainables and autoattack until the enemy dies".

I would have been very happy had it been given a revamping in DAII, but I really don't care if it's out.


This.

#115
darklordpocky-san

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AngryFrozenWater wrote...

darklordpocky-san wrote...
that. . . that's some amount of work there. . .I wonder how long all that took :blink:

Not longer than usual. You'll find all that stuff along the way.


I'd try it ot, if I already didn't finish up as an AW. . .

oh well, let's see if Reina Amell can be surpassed by Alma Hawke (doubtful lol)

#116
AngryFrozenWater

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darklordpocky-san wrote...

AngryFrozenWater wrote...

darklordpocky-san wrote...
that. . . that's some amount of work there. . .I wonder how long all that took :blink:

Not longer than usual. You'll find all that stuff along the way.


I'd try it ot, if I already didn't finish up as an AW. . .

oh well, let's see if Reina Amell can be surpassed by Alma Hawke (doubtful lol)

It will be boring. You will be pretty much untouchable.

#117
darklordpocky-san

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AngryFrozenWater wrote...

darklordpocky-san wrote...

AngryFrozenWater wrote...

darklordpocky-san wrote...
that. . . that's some amount of work there. . .I wonder how long all that took :blink:

Not longer than usual. You'll find all that stuff along the way.


I'd try it ot, if I already didn't finish up as an AW. . .

oh well, let's see if Reina Amell can be surpassed by Alma Hawke (doubtful lol)

It will be boring. You will be pretty much untouchable.


oh, then screw that jazz :?

I want a decent enough challenge.

Can we get a real Spellsword spec sometime, Bioware? Kinda like the Vanguard, squishy, but versatile, and not nearing either a Soldier's raw power, or an Adept's biotic capabilities. :wizard:

#118
Cyr8

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I liked Arcane Warrior, but I really hated the fact that you had to put away your weapons before you cast. It would truly be unstoppable with the new annimations in 2, though.

#119
AngryFrozenWater

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Byth wrote...

The Arcane Warrior was embarrassingly overpowered. I mean, there are videos on youtube of one taking out Flemeth and The Broodmother alone(both I had trouble killing with a full party). Also considering how The Warden learned the specialization, It's very unlikely Hawk could learn it.

It was. Don't worry about Hawke not being able to learn it. I've passed the knowledge to Wynne, Morrigan, Velana, and... Anders. :P

#120
AngryFrozenWater

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Cyr8 wrote...

I liked Arcane Warrior, but I really hated the fact that you had to put away your weapons before you cast. It would truly be unstoppable with the new annimations in 2, though.

That's not entirely true. Some spells could be casted without the weapon being sheathed. There's a list of those spells on the wikia.

#121
Chzrm

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While I think there was a solid lore explanation for why arcane warrior isn't in DA 2 (after all, if your warden never bothered to learn it then the style is effectively gone anyway), I think the real reason is the changes to combat.

In DA:O, your mage can slap on a sword and shield and start auto-attacking, and that's totally fine. It doesn't look or feel weird at all. In fact, I got so used to my arcane warrior that on my second mage playthrough, I was expecting to see my mage wearing all plate and was momentarily shocked to see her in cloth instead. XD 

However, in DA 2 there's all the basic attack animations, and they're very class-specific. It'd just be completely weird for a character who, up until this point, had been twirling around a staff to suddenly become an incredible pro at wielding a massive 2handed sword, the same way a lifelong warrior would.

Don't get me wrong, it would've looked so sick, and I'm really sorry that it's not in. : ( My mage TOTALLY would've gone arcane warrior again if it had. But, it makes sense lorewise and gameplay wise for the spec not to return. Maybe we'll get it in a dlc or something? 

#122
finalbox328

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I loved AW, besides Temp/B Warrior it was my favorite melee class to play, yea it was an auto atk fiend but being a mage and wearing plate armor was so satisfying - i hope they bring it back somewhat in da2, it would be nice to actually have a move or two.

#123
odin1999

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I'll miss shimmering shield but thats it. That talent was the only reason to take the tree (well that and then wearing a helm that wasn't pretty craptacular appearance wise), I personally prefered the executioners helm.

I do believe that if the spec was more inline with red mages in ff games it would have been better recieved though (jack of all trades master of none),

Modifié par odin1999, 28 février 2011 - 09:23 .


#124
Derrp

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I really wish arcane warrior would have come back.. I can see why it didn't lore wise

But that pretty little elf companion of yours could have found another phylactery or heard of it?

However I'd have liked to see it changed in style .. less tank more like a 1h weapon / spell class so you'd have a sword in one hand and lightning coming out of the other

Modifié par Derrp, 28 février 2011 - 09:27 .


#125
Duros

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Force mage >>>>>>>>>>>> AW