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New class Suggestions/Origins


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#1
Mehbazu

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People have been mentioning creating new classes/origins and I'm interested to see what people had in mind. 

Origin Ideas:

- Apostate: You begin as the apprentice of an apsotate hiding out in Denerim
- Knight: You begin as a knight in the service of an Arl.  The quest chain culminates in the destruction of your town by the Darkspawn
- Heretic: As a former templar that has turned away from the Chantry, you are hunted reentlessly.  You must defend your secluded forest home from other templars
- Elven Slave: You begin as a captive in a camp of Tevinter slavers and must escape
- Demon: You are a demon of the Fade that must secure a body with which to enter the mortal world
- Orlesian Fugitive: you must cross the border to Fereldan, and freedom!

class Ideas:

- The Fallen: Former templars that have learned to combine blood magic with their templar abilities (intended for the Heretic origin)

-Demonologist: A shapeshifting mage that can transform into demons and wield dark/fire magic (intended for the Apostate or elven slave origins)

-Paladin: a warrior with access to healing magic

-Corsair:  You're a hardy rogue that specializes in single weapon combat and crossbows 

#2
Spellbound7

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Hmm, I actually had an idea about this. Since we already have 2 fighter-type classes, I was thinking maybe implementing a second magic-type class would be something to work on. This class will be something akin to the DnD Monk, althought lore-wise and gameplay-wise there will be some subtle or drastic differences. Although this is not the name I'd want to give him, I'll just use Monk as a placeholder name for now.

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Background: The Monk comes from across the seas, from a continent other than Thedas, He's a fugitive from his country and has come to Ferelden to escape his captors.

class: The Monk is basically a Mage, but utilises magic in a whole different way. They do not cast fireballs or freezing wind at their target, but rather use it as means to bolster their own bodies and reflexes (although they do have some spells they can learn). Inversely to Mages, Monks have no use for the Magic attribute - rather, they depend solely on their willpower for both mana capacity and spellpower (granted by Monk skill). Dexterity is aslo an important attribute as it directly influences their nimbleness and acrobatics. Spellpower for the Monk determines their attack damage and defense. Monks do not wear armor (light armor at most) because it hinders their agility, so either they wear mage robes or specific monk attires (because quite frankly, i can’t stand seeing my character run around in a robe, hehe), Where weapons are concerened, Monks either use their bare hands and pound the enemy with the knowledge of ancestral martial arts, or use the bow to kill their foes from afar. But traditionally, the Monk prefers to use a staff.

It should be stated that as opposed to a fighter or rogue, Monk can use Lyrium potions but can also be stuck by spells which damage mana/templar skills, etc.

Talents

1 - Mind Mastery (Passive) 
Uses the willpower score to determine the Monk's spellpower. It treates the Willpower score as it it were the Magic score but divided by 2.

2 - Mana Shield (Sustained) 
The Monk protects himself with a barrier of energy which takes punishment instead of him. The shield breaks when the Monk's mana reserves hit 0. This skill will automatically activate when the Monk's hit points become critical, ie, instead of dying, the shield activates to give the monk a second wind.

3 - Brilliance (Activated)
The Monk gathers energy in his body to increase his defense.  This also has for effect to attract any nearby opponent's attention.  Brilliance is very taxing to execute.

4 - Might of the Mind (Passive)
Removes the division penalty of Mind Mastery to determine spellpower. Instead of using 50% of thw Willpower score, uses 100%.

Weapon Talents
The Monk’s weapon talents include the Staff, the Bow and his fists (and feet, heh).  Instead of skills like Whirlwind to deal area damage, the Monk uses actual spells, but this may or may not carry friendly fire penalty.  The contrast with the Mage here is that a Monk cannot be as polyvalent as one because of much less spells, and is also more oriented towards single target dps

Staff Mastery
Contains skills which will allow the Monk to use the Mage staff as a melee weapon, like a sustained ability which adds a small damage bonus to the staff (or none) and use it as a melee weapon.  The staff offer the opportunity to deal small amounts of damage to surrounding crowds instead of large damage to single targets, although depending on skill choices, it can be a single target dps.  It all depends on choices.

Bow Mastery
The bow mastery has a lot or arrow enchanting spells which can act like pseudo-fireballs and the like.  Think ‘Arcane Archer’.

Hand to Hand
Hand to Hand will have passive or sustained skills which deal damage to an individual target and collateral splash damage to surrounding targets.

Specialisations

:wizard:Sorcerer
Sorcerers have taken a much more direct approach to using their gift of magic unlike Monks.  Monks receive training which make them extremely resistant, if not practically immune, to demonic possession from the sinister denizens of the Fade.  Sorcerers break this rigid tradition by deciding to take a more active stance and interacting directly with the Fade.  This has for effect to make their spells more powerful, but also more taxing.

Ensorcelled (Sustained)
– spells become 50% stronger, but also cost 50% more mana to cast.

Shattering Magic (Passive) - while Ensorcelled is on, Monk spells are attributed a penetrating power which deals damage like akin to them having reduces spell resistance.

Mystic Ripple (Passive) - any time a spell is cast in the vicinity of the Monk, it replenishes a small amount of his maximum mana.

Unparalleled Mastery (Sustained) - the Monk's unmatched prowess at manipulating the energies flowing through him make him able to control his spells better than a Mage.  When Unparalleled Mastery is on, spells which deal Friendly Fire no longer affect party members.


:innocent:Theurgist
Theurgists epitomise the power of a pure Monk, as their talents center over furthering their reinforcement powers.  Theurgists possess uncanny defence and can shrug off the strongest attacks, while they can deliver blows that could shatter the resilience of the stoutest foe.

Ethereal Armor (Passive) – adds a defense bonus to the Monk.

Healing Trance (Sustained) - while on, Healing Trance will drain mana and replenish the Monk's health.  Eg, 2 mana drained per second = 2 hp regenerated per second.

Indestructible (Sustained) - a portion of the damage recieved is ignored, but drains mana while active.

Supernatural Speed (Activated) - the Monk becomes extremely fast, moving and attacking at lightning speed for several seconds.


:OEnergist
Energists have learned the intricate art of manipulating energy to a certain extent.  They have more supportive powers than most, but can nonetheless be formidable foes depending on how they make use of their talents.

Spiritual Reinforcement (Sustained) – increases the maximum mana/stamina of other party members.  Offers a small regeneration bonus too.

Flowing Weave (Sustaiend) – increases the spell-resistance of the entire party.

Hungry Weave (Passive) – any spells which takes effect (eg, a fireball exploding) or is cast near the Monk will replenish a portion of the party’s mana/stamina reserves when Flowing Weave is active.

Potent Surge (Activated) - generates a pulse of energy which heals a party member completely and makes them invulnerable for a few seconds (each percent of hit point restored removes the same percent of time the invulnerability will last), but can also be used to revive a fallen party member who will come back with 100% of his/har maximum hit points, but without the invulnerability.


:ph34r:Shadowdancer
Shadowdancers are shrouded in mystery, but one thing is for sure, they've had dealings with dark creatures before.  Monks down this path have unlocked powers of extraordinary origins, power yet unknown to the world at large.  They are stealthy and silent killers, treading into the light only so as to show you the last thing you'll ever see...

Shadowslip (Activated) - The Monk becomes completely invisible and moves with increased speed.  Any action other than moving will break the spell and reveal the Monk, but should an attack be the source of this event, it will be a critical strike.

Doombringer (Sustained) - The Monk has greater chance of dealing critical strikes.

Black Strike (Passive) - If Doombringer is on, critical strikes will be more potent.

Death Sprint (Activated) - The Monk slips through the Fade and out in rapid succession, moving from one target to the other, dealing blows as he goes.  Should there be few adversaries (or just one), the Monk will repeat his blows on this unfortunate victim.

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Now, if someone could make a Mod out of this... :devil:

Modifié par Spellbound7, 22 novembre 2009 - 05:25 .


#3
blakbunni

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I've thought about a celestial type of class. Its not as in depth idea as i see above but an idea no less.

I thought celestials would be not considered beings and sold as pets in the game. Or have their wings cut off for ornamentation. The character would be an escapee or sorts.



Powers/abilities?:

Hearts song - would be the ability to heal through song

Words of snide - high persuasion feat

Emissary shout - a loud shout that knocks enemies down.

Words of echllession - the ability to bring forth elements and speed through words

Eye of the eventide - an illusion made through the use of poetry that lets the enemy see or not see.



Basically i thought they might have a "word of god" kind of ability. And you could choose between white/black or cross breeded celestials. And depending on the kind of wing you have would influence a elemental weakness.



Their would be conflicts with other party character's are ur words are so persuasive some party member being to distrust if they are here because of the celestials ability or o their own free will.

Will create a lot of angst with love interests. Where the celestial will need to either prove love through actions rather than words or force love through words of snide.

The chantry would see only white winged celestials as emissary's of the maker, where as mixed and black wings would be considered tainted and bad omens.



Black wings would have higher strength, white wings higher magic and mixed would be fast and have some magicka.



I think that celestials should hail from a mountain region, and the original clan be very proud and arrogant.

#4
Ambaryerno

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Paladin should really be more of a specialization of Warrior than a separate class of its own.

#5
Tirigon

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Id love an origin as apostate.

I´d also love an origin as Arcane warrior, as well as AW made to an own class instead of a mage spec.

And I would like an origin as Revenant. You would, first, play as devout human, maybe a paladin or templar, then die. Then you play as demon who possesses the dead human, and finally you are an outgrown revenant. And since even undead dont like the darkspawn, you come to battle them and join the grey wardens. You would of course have a few troubles with the chantry, but I wouldnt mind killing the occasional templar group.
An interesting questline could be an inner struggle between the human you were once and the demon that possesses you now.
Depending which part of yourself you prefer you would then either start a war, collect armies of undead and demons and bring death and terror over Thedas (as demon) or get rid of the demon, pray to the Maker for redemption and, as reward for your deeds against the blight, get a new life as human.
You could of course not have romances then, but in return you could have the possibility to recruit the 6 revenants of fereldan to your side, maybe add some companion quests for them.
Skills for revenant class would be like the enemy revenants, but extended to allow diffwerent styles of playing. In addition you could learn certain magic styles. You could (like Gaxkang) change yourself between revenant (powerful meelee/CC) and arcane Horror (Mage / Necromancer). If you dont want to miss romances you could add a "pretend to be human" spell that allows you to interact with things you dont want to kill. (After all, Gaxkang can do that too.)

Modifié par Tirigon, 18 décembre 2009 - 02:02 .


#6
KevinZiggy

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I definitely think they should make more origins. They might be able to make more classes though I think that the current set up is pretty good for class variety. I'd like to see some more origins such as:



Dalish Mage

Human Commoner

Qunari Warrior (This would make Qunari a playable race)

Maybe...Dwarven Mage (Really why couldn't a Dwarf be a mage, look at Sandal he can enchant)



That is all I have at this time.




#7
royen1

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classless: Replace the existing classes with one class that has access to all talents. RPGs need less classes, not more. <_<

#8
Piratesasquatch

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I think having a playable demon character would be great.



I understand it would take a great deal of time to create an origin or two for the darkspawn or (an evil character against the darkspawn.)



But i think it would be a great conversation topic


#9
Beechwell

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Daelish Mage/Keeper: would go well with either the normal Daelish Origin or its own. Although it could be a bit difficult to explain why a Keeper (apprentice) would leave his/her tribe.

For spells I would suggest a limited selection of the mage spells, but with some more useful shapeshifting abilities, and maybe something nature related, like rooting (what those spirit-trees do), or a companion similar to the Ranger.

#10
Tirigon

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royen1 wrote...

classless: Replace the existing classes with one class that has access to all talents. RPGs need less classes, not more. <_<


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