Cat Shape:
Required
Level: 1
Cost: 0
Upkeep: 15
Fatique: 0
Range: no
Cooldown
(sec): 10
Area of
Effect (ft): 0
The
shapeshifter can transform into a cat, gaining a large bonus to nature
resistance, dexterity and cunning as well as the cats’s Feline Stealth and Keen
Senses abilities. The caster’s spellpower determines how fast the form is. With
Master Shapeshifter, the mage becomes a Black Cat, growing still faster and
gaining the Bad Luck ability.
*commentary* - Don't knock it till you see it's useful, in this form the caster gains Keen Senses, which is the equivalent of a maxed out Survival skill. Stealth is obvious, after all this is a scout shape. Bad Luck is a small AOE debuff.
Wolf Shape:
Required
Level: 4
Cost: 0
Upkeep: 30
Fatique: 0
Range: no
Cooldown
(sec): 20
Area of
Effect (ft): 0
The
shapeshifter can transform into a wolf, gaining a large bonus to nature
resistance, strength and dexterity as well as the wolf’s Howl and Go For The
Jugular abilities. The caster’s spellpower determines how strong the form is.
With Master Shapeshifter, the mage becomes a Blight Wolf, growing still stronger
and gaining the Pack Hunter ability.
*commentary*- Morrigan said it, do not blaim me. This form should be the equivalent of a backstabbing rogue, also the Pack Hunter ability grants bonuses to nearby party members.
Spider Shape
Required Level: 7
Cost: 0
Upkeep: 50
Fatigue: 0
Range: No
Cooldown (sec): 50
Area of Effect (ft): 0
The shapeshifter can transform into a giant spider, gaining a large bonus to
nature resistance, strength
and cunning as well as the spider’s Web and Poison Bite abilities. The caster’s spellpower
determines how powerful the form is. With Master Shapeshifter, the mage becomes
a Corrupted Spider, growing still
stronger and gaining the Overwhelm ability.
*commentary*The poison ability needs to be a mele one, because spitting poison does not fit. This form should be the equivalent of a DPS warrior.
Bear Shape
Required Level: 8
Cost: 0
Upkeep: 55
Fatigue: 5
Range: No
Cooldown (sec): 60
Area of Effect (ft): 0
The shapeshifter can transform into a bear, gaining large bonuses to nature
resistance, strength and
constitution as well as the bear’s Slam and Rage
abilities. The caster’s spellpower further enhances this bear’s statistics and
abilities. With Master Shapeshifter, this form transforms the caster into a
powerful Bereskarn and
gains the Overwhelm ability.
Flying Swarm
Required Level: 10
Cost: 0
Upkeep: 40
Fatigue: 10
Range: No
Cooldown (sec): 50
Area of Effect (ft): 0
The shapeshifter’s body explodes into a swarm of stinging insects that
inflict nature damage on nearby foes, with the damage increasing based on the
caster’s spellpower and proximity. While in this form, the caster gains Divide
the Storm, and any damage the shapeshifter suffers is drawn from mana instead
of health, but the caster regenerates no mana. The caster also gains the Plague Of Locusts
skill, which reduces the combat effectiveness of all nearby enemies, the caster
does not need to stand close to an enemy that is already suffering the effects
of this skill. The swirling cloud of insects is immune to normal
missiles and has a very good chance of evading physical attacks but is
extremely vulnerable to fire. With Master Shapeshifter, the character gains
health whenever the swarm inflicts damage, and gains the Infest ability, which renders a foe unable to fight for
a short period, if he fails a physical resistance check, otherwise the enemy
suffers a strength and dexterity reduction.
*commentary* Added a lot to this form to make it usefull and interesting, though it now comes with a fatique and upkeep, because it has to be kind of hard to spread a mind over hundreds of insects, and ofcourse for balance.
Drake Shape
Required Level: 12
Cost: 15
Upkeep: 60
Fatigue: 20
Range: No
Cooldown (sec): 90
Area of Effect (ft): 0
The shapeshifter can transform into a Drake, gaining large bonuses to nature resistance, strength and willpower as
well as the Drake’s Overwhelm and Flame Breath abilities, but suffering a decrease in
dexterity and cunning. The caster’s spellpower further enhances this Drake’s statistics and
abilities. With Master Shapeshifter, this form transforms the caster into a
powerful Dragon and
gains the Wing Funnel
ability.
*commentary* - This is the only skill not based of ingame lore. Now ofcourse we want Morrigan to be a Dragon, but that comes with a penalty, for thge sake of ballance, as a Dragon(quite the lumbering form) the caster looses a lot of dexterity and cunning, true it is the strongest form, but it is also quite the dangerous form as well. No it should not be mentioned in the desxription, but this form will also have a passive ability akin to Threaten, so that the Drake/Dragon eats up all the aggro, making this form a dangerous one to take, being the fact that it is also easy to hit and will be atacking slowly and does not have much mana/stamina to use abilities with, the Dragon is the same as the one with the hoard in the Dalish Ruins, not a high dragon ofcourse.
Feral Instinct:
Required Level: 14
Cost: Passive
Upkeep: 0
Fatigue: 0
Range: No
Cooldown (sec): 0
Area of Effect (ft): 0
Becoming more in tune with
the animalistic shapes the shapeshifter takes, he gains bonuses to all
statistics while in any shape, a small reduction to the cooldown of all skills
and a permanent bonus to nature resistance while in human form.
*commentary* - Morrigan specified that in order to shift into the shape of an animal, the shifter needs to learn the ways of that animal, become more in tune with it, learn to be it, inside and out, this skill reflects that deep bond.
Master Shapeshifter:
Required Level: 18
Cost: Passive
Upkeep: 0
Fatigue: 0
Range: No
Cooldown (sec): 0
Area of Effect (ft): 0
Mastery of the shifter’s ways alters all forms the caster can take,
turning them into their more powerful counterparts and also gains a small boost
to mana regeneration in and outside of combat.
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Essence Of Frost:
Cast before
the shapeshifter changes his/her shape. This spell gives an equivalent of
Winter's Grasp to the next shape cast, but as a *on-touch* spell a.k.a. a melee
ability. Having a slightly lesser chance to freeze than Winter's Grasp but
still doing good frost damage.
Essence Of Thunder:
Again a
spell, that gives the next cast form a *on hit* ability, which does lightning
damage and has a chance to stun an enemy if they fail a physical resistance
check, if not, they suffer reduced dexterity and willpower.
Essence Of Fire:
Now this
should add an ability similar to Flaming Weapons, though as a single cast, not
a sustained, to the next cast shape. Though with the added chance to knock an
opponent back, if he fails a physical resistance check, if not, the skill
reduces an opponents strength and willpower.
Elemental Unity:
This
passive ability adds the cone spell for each element to the above skills,
though with slightly less damage than if cast by a mage, respectively, not to
replace mages entirely, and to keep a balance. It also reduces the sort of high
cost of both the spell that gives the next form the ability and of the ability
itself.
Now the entire concept of this tree is to have an extra row of skills that are related to the first ones and a third row, of seperate skills, in this case a Mage's natural affinity to Elements, note that they are SPERATE, and do not need to be taken, this gives the player choice on what to do, either atempt to max out the spec. or get standard mage spells. This puts an emphasis on choice and tactical leveling. I have the skill tree concepts for an Arcane Warrior and an Assassin done. But will post them if anyone shows interest, after all I might have just wasted a decent amount of time of my life for nothing. Well here's hoping and waiting for feedback, come on modders, let's do this.
Modifié par 6six6Raven6six6, 11 décembre 2009 - 08:16 .





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