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new specializations ideas for da3 ,and what specialization you want back.


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#26
REAPERS_r_CTHULHU

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I'd like to see a priest/cleric option for the mage. It could state that: The Mage believed so greatly in The Maker, that The Maker granted the mage great martial abilites that even the finest of warriors couldn't match, along with holy spells that do great amounts of spirit damge to demons, and fire damage to humans/elves/dwarves.

This could be the only thing that the Chantry would allow in terms of magic, it could open up certian dialogue, or just play in with a story pretty well.

#27
Gebert

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I'd like a Warrior Specialization not tied to something special like how Reaver (blood), Berserker (rage) and Templar (religion) is. Similar to how Champion and Guardian in DA:O was kind of neutral.

Modifié par Gebert, 29 juin 2012 - 06:04 .


#28
schalafi

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I liked the way the Mage class was handled in DA2. I wouldn't mind a battle Mage or enchanter either. It would be great if Mages could use swords and crossbows again.

#29
aaronil

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Maybe a chevalier specialization for warriors, since it's set in Orlais?

Overall, so long as the specializations are logically tied to the story and make sense in the dialogue, then the specific specializations don't concern me.

I am curious how they'll manage Cassandra as a playable NPC - since she apparently has quite some skill already (see Dawn of the Seeker) will she only become available at 10th level (for example)?

#30
Merlex

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wsandista wrote...

Assuming all DA2 specializations will remain.


I sure hope so.

Mage

Arcane Warrior

Keeper

*NEW* Summoner: Summons demons and spirits to destroy their foes.


1. Arcane Warrior was a little overpowered. If they revamp it? Sure. They shouldn't get all weapons and armor right off the bat. Make them use talent points for it.

Medium, Heavy Armor could be a branch. Weapons fighting styles could be other branches. Buffing could be another...

2. Keeper, as it was in DA2 was redundant with Bloodmage.

3. Summoner: Just give PC Bloodmages the power to summon demons, like the NPC ones have.

I'd like them to have a Necromancer. Give them the ability to raise undead, instead of Bloodmages. Their tree could consist of buffing their minions. And they could throw in spells that drain amounts of attributes from enemies.

Rogue

Bard

Ranger

*New* Witch-hunter: Basically a Templar-like specialization for Rogues.


I agree 100%

Warrior

Spirit-Warrior

*New* Juggernaut: Warriors need a specialization that focuses exclusively on personal protection and invincibility.

*New* Weapon-Master: A damage heavy specialization that provides a clear alternative to Berserker and Reaver by emphasizing dedication to mastery of martial talents rather than fury or macabre powers.


I like the Weapon Master idea. For 'Juggernaut', just give us the Guardian Tree, with a couple of new talents.

I've played 8 characters in DA2. The choices are few. I like to vary my characters. So now i've started using mods. Currently i'm playing a S&S Paladin.

Hawk has Indomitable and upgraded Immovable from Aveline's Guardian Tree,  3 in Templar (Rightous Strike), Warmonger, Some S&S talents, Vanguard, and a little Battlemaster. And keeping with the defensive Divine Knight theme: Rock Armor, and upgraded Heal.

Modifié par Merlex, 30 juin 2012 - 12:26 .


#31
DiegoRaphael

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I would like back the ability to dual wield with a warrior on heavy/massive armor. If the warden comes back, he should be able to use 2 swords again...

And Arcane Warrior/Battlemage

#32
bloodmage13

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I would also like to see a Paladin but that may be redundant because of Templars.

#33
Patchwork

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Merrill's Keeper spec was also tied up with her blood magic I would prefer a return to DAA's visual of actual nature with a few offensive spells and buffs thrown in.

I would like maybe three broad specialisations for each class with sub specs within them e.g. mage- offensive, defensive and healer would further breakdown

Offensive: Increased power to primal/elemental spells, DAA's attunement line, bound armour and bladed staff.

Battle Mage or a less OP Arcane Mage: basically a mage who uses close range AOA spells, can wear armour and use summoned weapons.

Shapeshifter: Near instant cast of 3/4 different animals which have their own buffs and a buff tree that can be used in any form.

Archmage: A staff specialist with elemental damage.

Defensive: Spirit/entropy etc spells get a power boost, DAA's Field spells returns and unarmed, ditch the staff, double spellcasting.

Forcemage: Telekinetic crowd control.

Keeper: Also CC but more holding in place impaling, teleportation for both mage and enemies.

Bloodmage: The usual BM tricks but with a focus on AOA spells.

Healer (no DA2 mode nonsense) Stronger spot healing, stamina regeneration, enhancements like Haste and DAO's Mastery.

Spirit healer: uses auras two at a time at higher levels, healing, replenishing, stop enemies from healing.

Glyph Maker: Casts wards, traps and can use combos.

Magebane: Casts a 'bubble' around a target to protect from magic, drain mana or cleanse area of magic

#34
Cutlasskiwi

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Since it seem that we're going to Orlais it begs for a Swashbuckler spec. A dashing, suave rogue who uses rapier like swords, with new 'thrusting' animation for combat instead of slashing.

#35
Cyberarmy

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I think a new class as Cleric/Priest archatype is needed. It make sense with on going Templar-Mage conflict.
And get rid of mages healing specs.

Wears heavy/medium armor using one handed wepaons and shield/focus as off hand.
Healer/buffer/tanky. Can have buffs to add spell damage for his/her weapons.

-They can move Templar spec to this class and add some Mage-hunter type for warriors/thieves. And Templar can become tanky with spells and debuffs especialy against mages/demons.

-inquisitioner, Heavy damage single attack spells, with casting buffs.

-Bishop, Protective auras and heavy are heals.

-Seeker, melee damaging spec focused on physical damage and crowd control.

#36
electricfish

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I want my shapeshifter back. I know I'm in a minority about that, but I was totally ok with being able to turn into a spider or bear and not have any spells. The one caveat should be that the casting time should be reduced to 1 second or so. Most battles in the DA games are intended as short skirmishes and the original DAO casting time would mean that your mage shifted near the end or at the end of a battle.