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#1
AegisSir

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Is it possible to begin working on making a entierly new class yet? I have all of the ideas and skills and lore written up thus far... wondering if its possible to start implementing it yet :x

#2
daywalker03

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Yes and no. It is possible to create classes that you can add via a console script, but it's not yet possible to have them added as a selectable one to play through the introduction with.

#3
AegisSir

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Ahhh that is more than fine. So long as I can start working on something that can be played after the intro :3

Thank you!

#4
Ehlesgens!

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What are you going to create ?

#5
AegisSir

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What I wanted to do was to create a class based purely upon summoning essentially. My goals were to not have it replace any of the current archetypes in the game already (warrior, rogue or mage) and have it fill in the cracks between.

It would be a non-offensive archetype primarily and rely on its particular summons in order to deal effects, and it would also act as a MP/Stamina battery (since spirit healer tries its very best to dodge this, apparantly) to its allies and it has access to some forms of Crowd Control to hinder opponents.


I have a brief writeup of the class and its skills and I suppose it would be in my best interest to post it here, which I will do below.

However some things I am definately looking at tweeking and altering in order to obtain a class that does not "step on any toes" (replace any class) and that can preform in a fun and unique way without being overly powerful.


In terms of specialization for this class I figured that opposed to going the now traditional specialization methods for dragon age, that I would have players go after particularily powerful "deitys" that they can summon which have a more unique role in customization.

How this would work (I call it "Almighty" for now) would be I would implement a crystal "potion" item in game which a player can then use to challenge a particular dungeon I would create... successful completion of this dungeon drops another crystal which is "activated" and will summon the spirit upon use. (Restricted of course to "Hawke")





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One last class idea I had was "Aegis" as a mage branch. This would be a mage class that casts off all weapons and is now instead granted spirits in order to attack foes and support its allies... that being done, an obvious downfall of this class is its now significantly lower attack power on its own as well as being fragile itself.

What this class does: It is primarily a summoning based class aired with crowd control abilities, and MP/stamina battery role. The summons come in many various forms and the crowd control does as well. It also can provide support through HoT healing and MP/Stamina battery. Last but not least, the Aegis class can also take command of the most almighty of deity’s and command them to aid the Aegis.

*Please note that I am still thinking about what works and what doesn’t. I am actually looking at altering some sections more seriously now since I do not wish this to replace the mage and instead compliment the other current classes… which thus far I think I am doing okay on.

Before anyone goes on saying that this is too much, I planned this class to be better suited for nightmare/hard modes in Dragon Age 2… casual and normal may make this class a bit overkill. Also, this can be a very useful and enjoyable experience for players who may enjoy to 2-man the game or solo it.

The aegis has five different components to it:
#1: Summoning. The Aegis class revolves around the spirits and being given their aid. This is one of the most important trees for one to look into as it allows the Aegis to have flexibility and mobility in battle and allows them to take on various different roles from crowd control to supporting allies. Here you get access to 5 different summons which will significantly affect ones gameplay!

#2: Crystal. Harnessing the power of the soul the Aegis is one not to be toyed with even when near the front lines. Being given a basic crystal ranged attack to deal damage to foes, a mode that gives them dual crystalline longswords, shields and methods to deal devastating damage to opponents… the crystal path is definitely an option for a more aggressive person looking at this class.

#3: Calamity. Damage and spirits are all well and good, but one cannot forget the importance of altering the opponents state of mind and their spiritual presence. This role fulfills that demand, giving the Aegis the ability to guide spirits of hatred and envy to dismantle opponent’s stats, as well as the ability to have spirits rend opponents against each other. However, one cannot forget the ability to summon the arms of death to rip apart a target in half. Calamity is a hallmark of the Aegis and any role.

#4: Soul. The soul is an important tool to an Aegis, this tool allows them to reduce magical damages and shield allies from magic. Any templar would be green with envy of the Aegis ability to command such powerful shields to ward off magic.

#5: Restoration is a very powerful tool to any party. However, unlike the mage counterpart, the Aegis is inept at restoring health itself… and instead focuses in on healing through healing over time effects to migate damage as well as acting as a MP/Stamina battery for their allies.

#6: Almighty.
Almighty is the ability set that replaces a particular specialization. Opposed to specializing the Aegis instead will select a Deity of Thedas to follow. However, the path towards gaining approval by a deity is not an easy task. First, one must have the crystal which can call upon the deity they choose… secondly, they must appeal to this deity in order to activate the crystal. Depending on what the player themselves wish for, the almighty role can be severely offensive, aggressive, defensive, or supportive.






Summoning:
"The Aegis has forsaken all connections to the real world and magical power. Drawing from sources of energy unlike any seen in this realm. From casting aside fear and doubt the Aegis has been granted allies in the form of spirits. These spirits can grant everything from debuffing, buffing, healing, altering the field itself to even damaging."

#1:
Summon Aian:
-"Buff effect". Lasts 3 minutes Costs nothing. Cooldown = 1 minute.

This summon is the basic summon of the Aegis, this crystalline spirit focuses on dealing damage. While it is severely fragile, it allows the Aegis to stay a fair distance away from the target and contribute damage to the party.

Upgrades:
-"Blessing of Aian". Aian now draws less attention from monsters, threat reduction of 70%. Also, for every hit Aian does to the target the summoner gains back 5 HP.

-"Curse of Aian". Aian now causes the target to recieve the effect of 10% less movement speed and attack speed. Aian now also deals 15% more damage to all enemies.

#2:
Summon Lua:
-"Buff effect". Lasts 130 seconds. Costs nothing. Cooldown = 1 minute.

This summon is the healing orriented summon that the Aegis gains access towards. It has two effects (1) it grants a buff effect on all party members granting them a HoT buff which replenishes HP by 5% every 5 seconds.

Upgrades:
-"Lua's Faith". Lua now grants the party 10% armor when present. Duration is also increased to 260 seconds and cooldown reduced to 45 seconds.

-"Presence of Lua". Lua now restores all party HP by 20% every 20 seconds (stacks with original effect.), also the effect of Lua is increasedto grant 10% HP every 5 seconds and 5% MP/stamina every 5 seconds.


***Both Summon Lua and Summon Rieg CANNOT be used at the same time. Reason? These two spirits are spirits that harness two opposite hemispheres of the spiritual world. Summoning them both would result in collapse of the presence of the Aegis, as such both can not be used at the same time.

#3:
Summon Rieg:
-"Buff effect". Lasts 30 seconds. Costs nothing. Cooldown of 1 minute.

Summons Rieg the debuff orriented summon of the Aegis. This summon floats around the caster and as such its effects are sustained directly around the caster themself (think of the one creation buff that raised magic from DA:O). Effects are: -5% HP for all targets every 5 seconds around the caster as well as 30% less movement speed and 10% less attack speed.

<Does NOT affect boss monsters.>

Upgrades:
-"Rieg's Hate": Infusion of hatred and destruction cause the spirit Rieg to have increased effects on all enemies around the caster. -20 HP for all targets around the caster every 5 seconds and -10% HP for all targets around the caster.

-"Rieg's Disgust": Rieg now further decreases enemies stats around himself, decreasing enemies attack power by 20% and defence by 20% as well as reducing attack speed by 10% more (20% total).


***Both Summon Lua and Summon Rieg CANNOT be used at the same time. Reason? These two spirits are spirits that harness two opposite hemispheres of the spiritual world. Summoning them both would result in collapse of the presence of the Aegis, as such both can not be used at the same time


#4:
Summon Aeluan:

"Buff effect". Cooldown = 1 minute. Duration = 15 seconds.

The Aegis summons the powerful spirit Aeluan to attack his foe. This spirit has strong attacks and is a tremendous fear to behold on the battlefield.


#5:
Summon Maout:
“Buff effect”. Cooldown = 1 minute. Duration = 2 minutes.
The Aegis summons the tanking spirit Maout, this spirit attempts to pull agro away from the Aegis and onto itself. This spirit has very large amounts of HP and armor, but at the cost of having very weak attack on its own.

Upgrade:
-“Maout’s Favor” Maout now transfers 10% of damage received by the caster to itself.






Crystal:
Crystal abilities are dedicated to using the energy of the soul to form physical alterations in the world the Aegis is presently in. These abilities range from causing direct physical damage to shielding allies.


#1: Crystal Burst.
Active skill. Cooldown = 5 seconds. Ranged attack.
The Aegis harnesses the power of their soul to force crystals which will deal basic damage to targets.

#2: Crystalline Favor.
Sustained ability.
The Aegis morphs their soul’s energy into crystal form. This grants the Aegis the ability to use all of the crystal abilities within this tree. Also gives the Aegis two crystal longswords with which he/she can now deal damage on the front lines as well as an increased bonus of 20% armor and 30% attack.

#3: Support of the Cross.
Active skill. Duration = 10 seconds. Cooldown = 30 seconds.
The Aegis creates a cross of justice with their spiritual pressure which will attack alongside the Aegis. Deals physical damage.

#4: Crystal Fortress.
Active skill. Duration = 10 seconds. Cooldown = 60 seconds.
Crystal is strong, and it can therefore be clearly abused to create powerful shields to protect allies. This ability grants 40% damage resistance to the entire party.

#5: Slide:
Active skill. Cooldown = 20 seconds.
The Aegis transforms the very floor beneath him/herself into crystal to rush right at an opponent. Deals physical damage as well.

#6: Shimmer:
Active skill. Cooldown = 60 seconds.
Using the power of his/her crystals the Aegis causes their crystals to combust on a target, dealing massive AoE physical damage to targets.

#7: Judgment:
Active skill. Cooldown = 45 seconds.
Bearing down upon a target the Aegis summons an array of 7 swords which all tear through a target ruthlessly. Dealing incredible single-target damage.









Calamity:

Calamity focuses in on the Aegis ability for destruction. With great power as an Aegis does posess, one can only expect great forces to be possible. This particular tree focuses in on damage and destruction.

#1: Sigil of Envy.
Active skill. Duration = 10 seconds. Cooldown = 60 seconds.

The Aegis pours negativity into the spiritual realm to cause all targets decreases to their attack speed by 20% and damage by 20% for 10 seconds.

#2: Hate.
Active skill. Duration = 5 seconds. Cooldown = 30 seconds.
The Aegis is human too, harnessing the power of their hate they summon a spirit of hatred to crush foes down to the ground and stun them for 5 seconds.

#3: Stigma of silence.
Active skill. Duration = 6 seconds. Cooldown = 60 seconds.
Using the vast presence of their soul to dominate the opponents, wiping away any magical status aliments from the party, buffs from the enemy and stopping the opponents from being able to cast spells.

#4: Order of the Master.
Active skill. Cooldown = 45 seconds.

The Aegis orders all targets caught within the field to start attacking those who oppose the Aegis until their death. Duration = 30 seconds. Ineffective on boss monsters.


#5: Hands of Despair.
The Aegis asks the spirits of despair to rend the ground with their presence and to tangle all foes within their grasp. This ability causes all targets who enter within the region to suffer -50% attack speed and -70% movement speed and defence reduced by 40%.

#6: Death

The Aegis commands an overwhelming spirit of death to appear and tear an opponent in half with its bare hands. Ability = instant K.O. Ineffective on boss monsters, instead deals 200 physical damage.

Upgrade:
-Cooldown decreased to 25 seconds.
-The Aegis now gains back 10% health every time this skill is used.






Magna Cartum:

These are abilities born from the ability of the Aegis to twist and turn the enviornment through influencing it with their tremendous soul power.

#1: "Gate of Heaven."

The Aegis pours their spiritual energy into forming a wall which enemies cannot pass. Duration = 15 seconds.

#2: "Sanctum".

Through powerful fluxuations in the spiritual content of the environment around the Aegis, they alter the ground to be a benifit to their allies. This adds on 25% armor to all allies within the field.

Upgrade:
-Enemies suffer a 10% penalty to their damage within this field.

-Allies gain a 20% bonus to attack in this field and a 15% bonus to defense.

#3: “Summon: Turret”
Active skill. Duration = 1 minute. Cooldown = 10 seconds.
The Aegis places a turret on the ground which will attack all enemies nearby.



#4: "Teleport"
Active skill. Cooldown = 60 seconds.
Allows the Aegis to instantly teleport to any given ally within their party.


#5: "Void Walker"

Passive:

Through adept experiance with walking through the voids of other worlds, the Aegis is granted the ability to drist amidst them at a single time. Significantly raising the defense values for the player. Defence raised by 35%.






Soul:

Soul abilities focus on the Aegis harnessing the soul's power in order to achieve marvelous feats unable to be obtained with regular magic. These spells focus on enhancing the ability to resist magic and preserve the party. Undoubtebly a feature that the Templar order is envious of.

#1: "Infusion".

Sustained ability. The Aegis pours their soul into energy of faith, granting spirit damage onto each players weapon and increasing their attack value by 15%.

Upgrades:
-This ability now increases damage by 10% as well.

#2: "Soul of Aegis".

Passive ability. The Aegis through selfless compassion has been granted a soul with an indominatable will. Magic resistance increased by 20%.

#3: "Soul Shield".

Active buff ability. Cooldown = 145 seconds. Duration = 15 seconds.

The Aegis casts aside all doubt and uses their soul as a shield to block all incoming magical attacks. Boosting magical resistance of all party members by 100%.

#4: "Aura of Faith"

Sustained buff ability. Cooldown = 30 seconds.

Through preservation of the arts, the Aegis wields their soul as a shield to defend their party. This ability increases the armor, magic resistance and defense values of all party members by 25%. However, while this effect is active the caster is unable to move from their current spot or use any skills.

#5: "Aegis"

Passive ability.

Soul energy is something that the Aegis is confident in handling through years of exercise and perseverance. The Aegis is granted 45% more magic resistance. Also, fortitude is increased by 40%.






Restoration:

Much like a Spirit Healer, the Aegis calls upon the spirits to mend wounds and replenish health and mind. This tree is dedicated to the arts of healing. However, the Aegis is inept at healing flesh swiftly and so focuses more upon maintaining MP and stamina pools along with supplementary healing over time.


#1: "Compassion"
Sustained buff ability. The Aegis acts as a pillar of strength as well as compassion, this grants 5% health recovery every 10 seconds and 10% MP/Stamina recovery every 10 seconds.

Upgrade:
-Compassion now grants a total of 25% of maximum MP/Stamina recovery every 10 seconds.


#2: "Feast"
Active buff ability. Cooldown = 1minute. Duration = 10 seconds.
This buff grants the party with infinite MP and stamina for its duration. Replenishing 100% stamina every second.

#3: "Plea"
Active skill buff. Cooldown= 60 seconds (1minute).

Heals the target for 10% of their maximum health every 2 seconds for 8 seconds. (Total of 40% health recovered over 8 seconds).

Upgrade:
-Plea now increases the targets defense by 30% during its effect.

#4: "Pillar of Sanctum"
Active skill buff. Cooldown = 1 minute.

Places a buff on every member of the party which restores their HP by 5% of their maximum health every 2 seconds for 10 seconds (total of 25% of health recovered).


Upgrade:
-Increases value from 5% to 10%.

-Decrease cooldown to 45 seconds.


#5: "Selflessness"

Active skill. Cooldown = 120 seconds (2 minutes). Cost = 60% maximum HP from the caster.

The Aegis pours their own life-force into healing the party, forcing the spirits of rejuvenation at the cost of the casters own life-force.

Instantly recovers all party members health by 20% and MP/Stamina by 50%.

Upgrade:
- Cooldown reduced to 90 seconds (1.5 minutes).





Almighty:

These specials are unique spirits that the Aegis may gain by searching for them through the land. These specials contain the unique information for very powerful and devastating magic only accessible by the Aegis. These abilities are gained only through the use of very ancient and powerful magic invested in magical crystals once held as the most valuable items in the world. These crystals upon activation grant the ability to call them, however one must be not only strong in heart but also strong in mind to obtain the rights to gain these crystals and appease the spirit that it calls for.

#1: Summon: Tasalamand
Cooldown = 5 minutes. Duration = 5 minutes.
Summons the almighty spirit Tasalamand to the field. This summon deals incredible damage to foes.


#2: Summon: Yuna
Cooldown = 5 minutes. Duration = 5 minutes.
Summons the almighty spirit Yuna to the field. This summon acts as a tank, migating 55% of all damage received by party members to itself until it breaks.

#3: Summon: Makers Glory.
Cooldown = 5 minutes. Duration = immediate/”active skill”. Poofs after doing its job.
Summons the power of the maker to bestow health and restoration to party members. This summon restores party health by 100% and gives all members a temporary buff of +200% health (total 3x of their normal health. As in if you originally had 100 health you would have 300 health with this effect on you.) This spirit then disappears afterwards.

#4: Summon: Favire
Cooldown = 5 minutes. Duration = 15 seconds.
Summons Favire, the almighty spirit of enhancement. This spirit grants +70% attack speed to all characters, doubled healing received, doubled damage and reduced cooldowns for all skills.

#5: Summon: Dumat
Cooldown = 20 minutes.
The single most powerful creature ever made. One is unsure whether this is a demon or a spirit, or perhaps something that transcended both. This is considered one of the “Old Gods”, the dragon of Silence and the legendary Archdemon of the first blight. However, its power transcends death and it has been lured into helping the Aegis who shares his/her mighty spiritual force with it in return for its aid.

Modifié par AegisSir, 14 mars 2011 - 07:03 .


#6
Ehlesgens!

Ehlesgens!
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this is what I call a strong idea !! I've been working on a class idea myself and didn't do as much work as you . Well done ! I find this idea very interesting :D and I wish you good luck ;)

#7
AegisSir

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I am sure I need all the luck I can get for this =p it is a lot of work and new territory for me hahah... right now I am pestering my comp science major friend to help me with this. I am waiting for more information to be leaked on how to mod and then I'll be right into this!

#8
gleamsong

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It's gonna be a loooong time before such custom classes can be made due to the need for new animations and
spell visuals (crystals, for instance). After all, there's not even a toolset!
 
As for me, I've created several fun informal classes with the console. For instance:
 
-True Heretic: Hawke takes after his father as a mage, but focuses more on sword/shield attacks. Wishing to better know his enemy, he uses his connection with the Fade to access Templar powers, using blood magic to replace the need for excessive amounts of lyrium. His combination of Templar abilities, hexes, and shield combat makes Hawke's enemies fill with dread when they see him. (Blood Magic, Templar, Entropy, Sword and Shield.)

- Telekinetic Warrior: Like the True Heretic, this version of Hawke is a mage-warrior hybrid. He employs a number of two-handed weapon techniques to thrash multiple enemies at once. But unlike his brother, Carver, Hawke is not particularly strong or resilient to damage. In fact, he can barely swing such heavy weapons on his own! To make up for his lack of physical ability, he uses force magic to help cleave through enemies, pull them close and smash them into the dirt from afar. Like a rogue or a mage, he can’t take a lot of damage and is by no means a tanking or single enemy DPS character. Much like the Vanguard from Mass Effect 2, he is high risk/reward. It's all about throwing, smashing, and cutting before they can get back up--then get outta there!  (Two-handed, Force Mage, Arcane.)

- Maker's Agent: This is an archery-rogue/Templar archetype. He uses Templar abilities along with “Dispel Magic” (from the Spirit-branch of mage powers) to take on magic in all forms, demonic, blood, or lyrium-based. He encourages his allies and envokes the Maker's Wrath upon his enemies from afar, all while felling evil-doers with one holy dart after another. (Archery, Templar, Entropy, and a couple abilities from Spirit and Battlemaster—Dispel Magic, Bolster, and Rally.)


--Edit: Is there some reason this is getting parsed so oddly? Nothing I do seems to fix it! Oh well...--
--Edit: Huh, fixed itself. Weird!--

Modifié par gleamsong, 14 mars 2011 - 09:35 .