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Arcane Warrior Spec Idea (DA2)


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#1
ISayGoodGrief

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Arcane Warrior (Mage Specialization)
 
Thought I’d try and come up with a possible tech tree for a DA2 Arcane Warrior. Criticism needed:
 
Choosing Specialization grants:
*Magic & Willpower are used to determine Strength & Constitution requirements for Warrior weapons and armor respectively.
*While wielding warrior weapons, your attack power is your strength and half your magic bonus. (Not sure about this one.)
 
A. Stonewall (Same as Defender) [Active]
Upgrades: Bulwark (Same as Defender)
 
B. Pommel Strike (Same as Warmonger) [Active]
Upgrades: Pommel Blow (Same as Warmonger)
 
C. Arcane Edge (The remaining half of your magic is added to your attack) [Sustained]
Upgrades: Arcane Strike (Half your magic bonus is added to your critical chance)
Arcane Guard (Half your magic bonus is added to your defense)
 
D. Shield Bash (Same as Weapon & Shield) [Active]
Need “Stonewall”.
Upgrades: Pummel (Same as Weapon & Shield)
 
E. Mighty Blow (Same as Two-Handed) [Active]
Need: Pommel Strike
Upgrades: Killer Blow (Same as Two-Handed)
 
F. Destroyer (Same as Vanguard) [Passive]
Need: Arcane Edge
 
G. Eldritch Pierce (Auto-Weakness*) [Passive]
Need: Shield Bash, Mighty Blow, & Destroyer
*Attacks with warrior weapons always inflict a small bonus of whatever the enemy’s elemental weakness is. If there’s more than one weakness, it’ll pick whichever is higher, or the first one if there’s a tie.
 
I didn’t include required level or points in the tree because I want to focus on what abilities to give it first. Again, criticism NEEDED. Thank you.

#2
daywalker03

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Hmm... I think what made Arcane Warrior so overpowered in DAO was the 1 to 1 ratio of Magic to Strength for armor and weapons; if you made the requirements 2/3 of each ( Magic .66 per Strength and Willpower .66 per Constitution) and use a similar ratio for the weapon damage using Warrior weapons, it might be better balanced. Beyond that, the abilities seem well selected.

#3
WarmachineX0

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daywalker03 wrote...

Hmm... I think what made Arcane Warrior so overpowered in DAO was the 1 to 1 ratio of Magic to Strength for armor and weapons; if you made the requirements 2/3 of each ( Magic .66 per Strength and Willpower .66 per Constitution) and use a similar ratio for the weapon damage using Warrior weapons, it might be better balanced. Beyond that, the abilities seem well selected.


What really made the Arcane Warrior so powerful in DAO was the ability to go outside mage gear, which plate (an even leather) and melee scaled much better then mage gear (warriors where the easy mode even in hard difficulties in DAO).  The problem I see in reducing the scaling in DA2 would lead to mages having to stack Magic with all their points to just use the gear thats currently dropping.  1:1 alows them to use current gear, and add points to other secondary stats as needed.

DA2 made alot of needed changes in favor of mages over DAO, staves where as good if not better then most melee.  Try using the mod that removes restrictions and give a warrior a staff, even though it doesn't cound as a 2hander they will rip through enything with ease.

Even armor isn't an issue in DA2 with the the mage magic armors (my mage was tanking in act 2 and on, no longer needed a warrior). The appeal behind a Arcane warrior in DA2 would be more for the fun of the mechanics, then any challenging game play, could you imagine a mage with Stoneskin, Arcane Shield, and plate.

And to the OP, I'd love to see the return of the Arcane Warrior class, it would make for an interesting nightmare run. But the build would be odd, some abilities can only be used two handed, other require a sword and shield, this would leat and bility or two not to usable while other things are equiped (unless you remove the requirements). You could go old fasion, and build it as a two hander spec (it always seemed odd to me casting doomsday spells with a shield), and give them a taunt to protect poor Merrill or Anders when the fighting gets heavy.

#4
ISayGoodGrief

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daywalker03 wrote...

Hmm... I think what made Arcane Warrior so overpowered in DAO was the 1 to 1 ratio of Magic to Strength for armor and weapons; if you made the requirements 2/3 of each ( Magic .66 per Strength and Willpower .66 per Constitution) and use a similar ratio for the weapon damage using Warrior weapons, it might be better balanced. Beyond that, the abilities seem well selected.


First, I would like to point out that I have no idea how reply on forums (first timer)

As for the ratio, that just flew right over my head (sorryPosted Image). I suppose I could make the requirements half your strength and magic/constitution and willpower added up. Or maybe have the magic stats AND the physical stats contribute to it, that way you'd have to take BOTH into consideration. Again, I have nearly no idea what I'm doing.

My biggest concern would have to be the Eldritch Pierce ability. I want players to have a reason to max out the Arcane Warrior spec, but do you think it's a bit overkill?

#5
ISayGoodGrief

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WarmachineX0 wrote...

daywalker03 wrote...

Hmm... I think what made Arcane Warrior so overpowered in DAO was the 1 to 1 ratio of Magic to Strength for armor and weapons; if you made the requirements 2/3 of each ( Magic .66 per Strength and Willpower .66 per Constitution) and use a similar ratio for the weapon damage using Warrior weapons, it might be better balanced. Beyond that, the abilities seem well selected.


What really made the Arcane Warrior so powerful in DAO was the ability to go outside mage gear, which plate (an even leather) and melee scaled much better then mage gear (warriors where the easy mode even in hard difficulties in DAO).  The problem I see in reducing the scaling in DA2 would lead to mages having to stack Magic with all their points to just use the gear thats currently dropping.  1:1 alows them to use current gear, and add points to other secondary stats as needed.

DA2 made alot of needed changes in favor of mages over DAO, staves where as good if not better then most melee.  Try using the mod that removes restrictions and give a warrior a staff, even though it doesn't cound as a 2hander they will rip through enything with ease.

Even armor isn't an issue in DA2 with the the mage magic armors (my mage was tanking in act 2 and on, no longer needed a warrior). The appeal behind a Arcane warrior in DA2 would be more for the fun of the mechanics, then any challenging game play, could you imagine a mage with Stoneskin, Arcane Shield, and plate.

And to the OP, I'd love to see the return of the Arcane Warrior class, it would make for an interesting nightmare run. But the build would be odd, some abilities can only be used two handed, other require a sword and shield, this would leat and bility or two not to usable while other things are equiped (unless you remove the requirements). You could go old fasion, and build it as a two hander spec (it always seemed odd to me casting doomsday spells with a shield), and give them a taunt to protect poor Merrill or Anders when the fighting gets heavy.


The hard part was trying to figure out how many Warrior abilities to give it. I mean, specializations only give you 4-7 abilities (Not including their upgrades.). So I picked one ability from each of the Warrior trees and got creative. I'd like to add taunt, but wouldn't the AW spec have too many abilities?

#6
WarmachineX0

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ISayGoodGrief wrote...

WarmachineX0 wrote...

daywalker03 wrote...

Hmm... I think what made Arcane Warrior so overpowered in DAO was the 1 to 1 ratio of Magic to Strength for armor and weapons; if you made the requirements 2/3 of each ( Magic .66 per Strength and Willpower .66 per Constitution) and use a similar ratio for the weapon damage using Warrior weapons, it might be better balanced. Beyond that, the abilities seem well selected.


What really made the Arcane Warrior so powerful in DAO was the ability to go outside mage gear, which plate (an even leather) and melee scaled much better then mage gear (warriors where the easy mode even in hard difficulties in DAO).  The problem I see in reducing the scaling in DA2 would lead to mages having to stack Magic with all their points to just use the gear thats currently dropping.  1:1 alows them to use current gear, and add points to other secondary stats as needed.

DA2 made alot of needed changes in favor of mages over DAO, staves where as good if not better then most melee.  Try using the mod that removes restrictions and give a warrior a staff, even though it doesn't cound as a 2hander they will rip through enything with ease.

Even armor isn't an issue in DA2 with the the mage magic armors (my mage was tanking in act 2 and on, no longer needed a warrior). The appeal behind a Arcane warrior in DA2 would be more for the fun of the mechanics, then any challenging game play, could you imagine a mage with Stoneskin, Arcane Shield, and plate.

And to the OP, I'd love to see the return of the Arcane Warrior class, it would make for an interesting nightmare run. But the build would be odd, some abilities can only be used two handed, other require a sword and shield, this would leat and bility or two not to usable while other things are equiped (unless you remove the requirements). You could go old fasion, and build it as a two hander spec (it always seemed odd to me casting doomsday spells with a shield), and give them a taunt to protect poor Merrill or Anders when the fighting gets heavy.


The hard part was trying to figure out how many Warrior abilities to give it. I mean, specializations only give you 4-7 abilities (Not including their upgrades.). So I picked one ability from each of the Warrior trees and got creative. I'd like to add taunt, but wouldn't the AW spec have too many abilities?

I don't really think its possible to give to many abilities in one tree, especially like a Arcane Warrior tree. When I played through, I just put all my points in the Elemental tree, and a few other points in shields and the one heal tree.  I really think the specializations in DA2 are pretty worthless for the PC.  The Arcane Warrior hybrids the class, and should have a good heafty amount IMO, or else its just grab the base to use differant weapons and armors but keep nuking (because in DA2 their is no friendly fire and its safe to nuke with heavy AoE at point blank).

Might try taking it even further and instead of going the basic route of the tree going in a loop, have it completely branch in differeant directions, possibly a line for sword and shield, one for two handers, and a utility. That way a player could build their Mage Warrior how they want, without having to take a sword and shield ability along with a 2hander ability.

#7
ISayGoodGrief

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WarmachineX0 wrote...

ISayGoodGrief wrote...

WarmachineX0 wrote...

daywalker03 wrote...

Hmm... I think what made Arcane Warrior so overpowered in DAO was the 1 to 1 ratio of Magic to Strength for armor and weapons; if you made the requirements 2/3 of each ( Magic .66 per Strength and Willpower .66 per Constitution) and use a similar ratio for the weapon damage using Warrior weapons, it might be better balanced. Beyond that, the abilities seem well selected.


What really made the Arcane Warrior so powerful in DAO was the ability to go outside mage gear, which plate (an even leather) and melee scaled much better then mage gear (warriors where the easy mode even in hard difficulties in DAO).  The problem I see in reducing the scaling in DA2 would lead to mages having to stack Magic with all their points to just use the gear thats currently dropping.  1:1 alows them to use current gear, and add points to other secondary stats as needed.

DA2 made alot of needed changes in favor of mages over DAO, staves where as good if not better then most melee.  Try using the mod that removes restrictions and give a warrior a staff, even though it doesn't cound as a 2hander they will rip through enything with ease.

Even armor isn't an issue in DA2 with the the mage magic armors (my mage was tanking in act 2 and on, no longer needed a warrior). The appeal behind a Arcane warrior in DA2 would be more for the fun of the mechanics, then any challenging game play, could you imagine a mage with Stoneskin, Arcane Shield, and plate.

And to the OP, I'd love to see the return of the Arcane Warrior class, it would make for an interesting nightmare run. But the build would be odd, some abilities can only be used two handed, other require a sword and shield, this would leat and bility or two not to usable while other things are equiped (unless you remove the requirements). You could go old fasion, and build it as a two hander spec (it always seemed odd to me casting doomsday spells with a shield), and give them a taunt to protect poor Merrill or Anders when the fighting gets heavy.


The hard part was trying to figure out how many Warrior abilities to give it. I mean, specializations only give you 4-7 abilities (Not including their upgrades.). So I picked one ability from each of the Warrior trees and got creative. I'd like to add taunt, but wouldn't the AW spec have too many abilities?

I don't really think its possible to give to many abilities in one tree, especially like a Arcane Warrior tree. When I played through, I just put all my points in the Elemental tree, and a few other points in shields and the one heal tree.  I really think the specializations in DA2 are pretty worthless for the PC.  The Arcane Warrior hybrids the class, and should have a good heafty amount IMO, or else its just grab the base to use differant weapons and armors but keep nuking (because in DA2 their is no friendly fire and its safe to nuke with heavy AoE at point blank).

Might try taking it even further and instead of going the basic route of the tree going in a loop, have it completely branch in differeant directions, possibly a line for sword and shield, one for two handers, and a utility. That way a player could build their Mage Warrior how they want, without having to take a sword and shield ability along with a 2hander ability.


I see. thanks.

#8
hazenvirus

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Well you hardly need a Arcane Warrior Tree... just use console commands to add the 1-3 skill trees you think you'd like to use in your mage play through. Then get the no requirements mod.

You don't need some special skill to convert magic to strength in DA2 because the base stat magic (mage), agility (rogue), and strength (warrior). All add to attack which is the basis for spell and melee abilities. Then with the no requirements mod you can wear whatever you like.

This works fine except that when you use a sword with magic attacks there is not a clear animation so you just slash the air and the spell goes off.

I've played around with is like this and it seemed to work just fine.

Modifié par hazenvirus, 17 mars 2011 - 08:07 .


#9
Kanjii9446

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Well, there kinda is an arcane warrior spec... The Fenris special tree, is a bit arcanish..

#10
ISayGoodGrief

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hazenvirus wrote...

Well you hardly need a Arcane Warrior Tree... just use console commands to add the 1-3 skill trees you think you'd like to use in your mage play through. Then get the no requirements mod.

You don't need some special skill to convert magic to strength in DA2 because the base stat magic (mage), agility (rogue), and strength (warrior). All add to attack which is the basis for spell and melee abilities. Then with the no requirements mod you can wear whatever you like.

This works fine except that when you use a sword with magic attacks there is not a clear animation so you just slash the air and the spell goes off.

I've played around with is like this and it seemed to work just fine.


My problem is that I onw the PS3 version, so I can't use the console. What I'm trying to do is post DLC ideas on the Internet and hope they're popular enough to get BioWare's attention so they can make them into official content.

Oh yeah, I had forgotten about that whole stat thing. So I can just discard the whole Magic & Willpower requirement and just make it so you can equip warrior equipment right off that bat since the stats that are needed are built into the class.

#11
ISayGoodGrief

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Kanjii9446 wrote...

Well, there kinda is an arcane warrior spec... The Fenris special tree, is a bit arcanish..


That's all well and good, but I'm talking about a full-blown spellsword type class. Not just having magic-like abilities.

#12
ISayGoodGrief

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Okay, how about this. In addition to the exclusive abilities, what about giving the Arcane Warrior two of the lower level, but most useful talents from the Weapon & Shield, Two-Handed, Warmonger, and Defender trees?

But another issue is the Arcane skill Elemental Weapons, since it grants your staff element to your allies' weapons. I forget, what damage does it inflict if the staff has no element? Because I remember there being one elemental-less staff, the Scythe of something or another.

#13
hazenvirus

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Ah PS3... good luck with getting Bioware to notice that request. My code is if its single player I buy it on PC. The only reason I buy for console is to play with my friends that buy console games. I won't be doing that ever again though since my XBox GPU finally fried itself.

#14
ISayGoodGrief

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hazenvirus wrote...

Ah PS3... good luck with getting Bioware to notice that request. My code is if its single player I buy it on PC. The only reason I buy for console is to play with my friends that buy console games. I won't be doing that ever again though since my XBox GPU finally fried itself.


Yeah well BioWare isn't gonna stop me from trying, and neither will anyone else. If Team Fortress 2 mods can get made into official content, that's good enough for me.

#15
ISayGoodGrief

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Hmmmm, maybe instead of allowing access to warrior weapons and armor. the Arcane Warrior's abilities could focus on the possible melee applications for the staffs?