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Possible DLC Specializations?


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#1
SushiSquid

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Guardian (Warrior) +2 Cunning, +1 Armor
All warriors are capable of defending allies, but those with especially sharp minds and a strong sense of selflessness become Guardians. Guardians know where and how to take a hit for their allies, and are keen enough to even attempt bandaging wounds mid-battle.

Protect
Sustained
Range: Personal
Upkeep: 50
Fatigue: 20%
Cooldown: 5s

All allies very close to the Guardian take 70% of the combat damage they otherwise would. The Guardian takes the remaining amount. Higher cunning mitigates some of the damage the Guardian takes. This ability is very taxing and constantly drains stamina.


First Aid
Activated
Range: Touch
Activation: 40
Cooldown: 15s

Requires: Level 8

The Guardian quickly bandages and closes the wounds of a target. Higher cunning improves the healing.


Chivalry
Passive

Requires: Level 12

The Guardian's presence comforts others. Allies under the effect of Protect gain increased health regeneration based on the Guardian's cunning score.


Final Breath
Passive

Requires: Level 16

When using Protect, allies under 30% health take only 60% damage. This extra 10% damage is not taken by the Guardian.



Fader (Rogue) +2 Magic, -5% Fatigue
Not all with close ties to the Fade are capable of magic. Some cannot summon fire, but can manipulate already existing flames. The Fader blurs the line between Mage and mundane, capable of manipulating energy but not creating it. Faders gain increased power with tools like crossbows, poultices, grenades, and traps.

Fade Tie
Passive

The Fader learns to manipulate kinetic energy. If his magic score is higher than his dexterity, he may substitute it to determine accuracy with crossbows. Additionally, his crossbow bolts now benefit from the spells Flaming Weapons, Frost Weapons, and Telekinetic Weapons.


Energy Focus
Passive

Requires: Level 8

The Fader is better able to manipulate energy. His magic score now increases damage with all traps and grenades.


Healing Splash
Activated
Range: Short
Activation: 40, 1 health poultice
Cooldown: 20s

Requires: Level 10

The Fader throws a health poultice, manipulating the healing to affect all allies in the splash area. The healing is half the power as if the Fader had simply used the poultice on himself. The poultice type used is determined by the Quick Heal setting.


Elemental Amplification
Sustained
Range: Personal
Upkeep: 50
Fatigue: 5%
Cooldown: 20s

Requires: Level 16

The Fader amplifies the power of all spirit, fire, frost, nature, and electrical damage around him by 20%, whether friendly or hostile.



Sorcerer (Mage)
+2 Willpower, minor combat mana regeneration
Among the Chasind tribes of Ferelden are tales of powerful spellcasters whose mastery of primal arts grants them terrible destructive power. Few know the secrets of the Sorcerer, and still fewer survive the process of mastering the art. Sorcerers gain powerful spells and resistance to their own powers.

Primal Resistance
Passive

The Sorcerer's training with primal arts, and subsequent accidents involved, grants a 15% resistance to fire, cold, nature, and lightning damage.


Plasma Blast
Activated
Range: Medium
Activation: 60
Cooldown: 15s

Requires: Level 10

The caster fires a bolt of energy which explodes from the directed point. All targets take severe lightning and fire damage and are stunned unless they pass a mental resistance check. Friendly fire possible.
(Similar to Fireball, and is instant cast)


Crystalize
Activated
Range: Medium
Activation: 90
Cooldown: 40s

Requires: Level 12

The caster calls upon frost and stone to encase all hostile targets in the area. Enemies take constant cold and nature damage and are frozen and petrified for the duration unless they pass a physical resistance check. Frozen targets can be shattered.
(Similar to Blood Wound, and has a charge time)


Meteor Storm
Activated
Range: Medium
Activation: 100
Cooldown: 120s

Requires: Level 16

The caster summons meteors from the sky to fall upon enemies. The meteors deal continuous fire and nature damage and knock enemies over unless they pass a physical resistance check. Frozen or petrified targets in the area can be shattered. This cannot be used indoors. Friendly fire possible.
(Similar to Inferno + Earthquake, and has a charge time)

Modifié par SushiSquid, 29 novembre 2009 - 08:31 .


#2
BADTURNIP

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i like them

#3
SLPr0

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I put up a similar thread that was along these lines but it was my estimation that it wasn't the specializations that needed fleshing out but the archetypal classes themselves.

Its either that or specializations need to start much earlier and allow you to progress in them faster, because really by the time you've got your 3rd specialized ability you're level 18, half the people playing this game will be done at level 18 or somewhere just beyond it, so the specializations never really get time to bear fruit in regards to giving your character a distinct difference over its archetypal development, and the archetypal development is all stuff the companions all already do themselves other than DW focused warrior, so you've got a really narrow line of options to make your character original against the backdrop other than that.

#4
andy6915

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Oh you little bastard. Your trying this here too? You have persistence, I'll give you that.

#5
SushiSquid

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I flat-out said I would. And besides, it's being taken the same way here: people realize these aren't real and are just ideas for what I'd like to see.

#6
SushiSquid

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It also occurs to me now that dwarves have no tie to the Fade, and thus should not be able to be Faders. Actually, since Magic represents tie to the Fade, I question why dwarves can even put points into it.

#7
Ulrik the Slayer

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I think Dwarves should get a whole new class, not just specialization, exclusive for themselves, to make up for the lack of the Mage option.

#8
SushiSquid

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Actually, that's not a horrible idea. I always felt the 10% Spell Resistance made up for it though. That's a very powerful free ability.

Modifié par SushiSquid, 29 novembre 2009 - 11:42 .