Mage Arcane Warrior Specialization For DA3
#26
Posté 24 janvier 2013 - 12:39
#27
Posté 24 janvier 2013 - 12:54
Richado_Ninja wrote...
Arcane warrior should be brought back. It brings mages from the sidelines and gives them a chance to get into the fray making them as useful as any warrior or rogue, if not even more. If it is brought I believe a well thought out talent tree should be made giving the mage sustained abilities and activated spells. I'd take the arcane warrior over the force mage any day. and for y'all that are worried about it having to be introduced in some kind of way. Why not let the main character go on a quest to some ancient elven society that preserves their practices like shapeshifting and training on how to be an arcane warrior.
Dude a mage in DA2 can lay waste to anything even on nightmare with considerably less effort than a warrior or rogue... I'd say that's useful
That said, I support this notion that specializations can be more diverse and deep in contrast to both games.
#28
Posté 24 janvier 2013 - 01:05
#29
Posté 24 janvier 2013 - 01:51
That said, I don't think "It's overpowered" is a legit reason to keep it out. Make it a late game specialization. Make it really hard to unlock. Or don't. This is a single player game. If somebody wants to be an overpowered demigod--and many RPG players do--that's their business. Just make the choice clear and let players decide.
#30
Posté 24 janvier 2013 - 01:56
BRING IT BACK!!!!!!!!!!!!!!!!!!
#31
Posté 24 janvier 2013 - 02:35
Worth the spec just to get rid of those robes, man
#32
Posté 24 janvier 2013 - 05:12
I bring this up to prove that there are certainly ways you could get it that is in-line with the lore. I mean, that enemy AW had to get it from somewhere and I highly doubt it was from the same Elven ruins you got yours from.
#33
Posté 27 janvier 2013 - 02:12
Allowing mages to equip melee weapons and use them would only provide further customization for the class. Strength/dexterity should still be required to equip armor that isn't for them however. What's more, the melee attacks of the AW should be "magical" if you catch my drift and stand out from the attacks of the warriors and rogues. They would inflict more elemental damage than physical damage meaning you wouldn't just be a warrior who can cast spells. There'd actually still be a use for proper warriors who would naturally play as the tank or major damage dealer.
Well that's how I envision a remake of the Arcane Warrior which I hope makes it into DA3.
Modifié par Elton John is dead, 27 janvier 2013 - 02:13 .
#34
Posté 27 janvier 2013 - 04:50
#35
Posté 27 janvier 2013 - 06:49
Elemental damage, huh? Like AW specific weapons like Spellweaver, which had a permanent lightning enchant? Because that's pretty much what it sounds like you want. I agree that having an element on the sword certainly helps the AW feel more like a mage somehow. Not pure elemental though, non physical damage=no blood gets on your character... And I hate that.
#36
Posté 27 janvier 2013 - 07:41
I would much rather armour and weapon types be unrestricted (with a fatigue system) to allow this diversity, as opposed to restricting it arbitrarily to a specialisation of one of the classes.
#37
Posté 27 janvier 2013 - 03:45
Everybody will be happy
#38
Posté 27 janvier 2013 - 03:49
#39
Posté 27 janvier 2013 - 04:25
Maybe make it so you can't were massive armour, but a special "heavy mage armour" that doesnt offer massive amounts of health or defense, but a 100% increase on recharge speed of arcane warrior spells. So you can be a badass but not a tank. a force to be reckoned with but one that you have to think about deploying.
#40
Posté 27 janvier 2013 - 04:28
#41
Guest_Hanz54321_*
Posté 27 janvier 2013 - 07:31
Guest_Hanz54321_*
Edit: I'd rather have development efforts go toward creating and refining more interesting mage specs (force mage) than ressurecting one that makes me into a glorified sword swinger. If we could have them all, fine. But not if it dumbs down the other mage specs.
Edit 2: The lore portion of my post has been proven flawed, so I removed it.
Modifié par Hanz54321, 28 janvier 2013 - 07:47 .
#42
Posté 27 janvier 2013 - 08:01
After all in DAO, we can fight at least two arcanne warrior NPC, the cultist overseer who drop spellweaver, and a elf in Ozrammar Proving (third informal fight)
It's very likely that some keeper know it or that the tevinter imperium has some record or book to teach it.
#43
Posté 27 janvier 2013 - 08:07
Problem with specializations is they've said they want them to have more impact on the story. That makes sense for things like Blood Mage or Templar, but something like Force Mage or Arcane Warrior is so much more generic. I'm not sure how they're gonna do it.
#44
Posté 27 janvier 2013 - 08:21
It was such a nice concept in DAO - a mage who wears an actual armor, can join the fighters in the frontlines and gets close enough to the enemy to effectively use some of the short range spell.
The gameplay however was not that great to put it mildly. There was no way to make the enemy attack the mage, the chance to hit was poor and there were no weapon based "spells".
Its somewhat ironic the class was absent from DA2, which would be much better fit considering its combat and RPG system. Then again mages in DA2 were cool even without armor and sword.
#45
Posté 27 janvier 2013 - 08:34
Modifié par Addai67, 27 janvier 2013 - 08:35 .
#46
Posté 27 janvier 2013 - 08:58
Hanz54321 wrote...
Story-wise, the Mage Warden, Wynne, and or Morrigan were the only 3 Arcane warriors left in Thedas after finding the phylactery.
Morrigan disappeared.
Wynne was helping Shale or chasing down Ines then going to Cumberland to try to stop the war. No mages being taught there.
The Warden concievably could have taught other Warden mages the discipline, but it seems unlikely. Even if he/she did, would the Wardens let it leave their order?
I'm over rationalizing. In terms of lore I think AW should go away because it died/dissappeared with those 3 mages.
Lore doesn't function as an obstacle to bring back the AW specialisation. You managed to find an AW amongst a band of dragon-worshipping loonies up in the mountains, so the idea that it can never appear ever again is a little silly.
But that's assuming we use only the existing lore. There's nothing stopping the writers from simply *writing* a new location for the player to get the AW spec. It's really not something insurmountable.
In terms of game design - it was a dumb class IMO. If a player wants to warrior, then warrior. If a player wants to mage, then mage.
You've clearly misunderstood the point behind the class. One didn't pick it to try to make one class play like another, one picked it to play a bit of both. Your above logic isn't going to help a player who wants to fight and cast spells.
#47
Posté 27 janvier 2013 - 09:00
uzivatel wrote...
The gameplay however was not that great to put it mildly. There was no way to make the enemy attack the mage, the chance to hit was poor and there were no weapon based "spells".
Tbh the gameplay was what you made it. In reality the only issue with it was that the game had a pointless concept of certain spells being able to cast with a weapon in hand, but some not. Roll the armed spellcasting mod and the class plays just great.
Frankly, I'd argue quite a few of the Mage's repertoire of spells didn't really work unless you were an Arcane Warrior (Miasma, Cleansing Aura, Stoic etc)
Modifié par JaegerBane, 27 janvier 2013 - 09:03 .
#48
Posté 27 janvier 2013 - 10:32
Hanz54321 wrote...
In terms of game design - it was a dumb class IMO. If a player wants to warrior, then warrior. If a player wants to mage, then mage.
If given the opportunity, spellswords are always my first pick. The idea that mages can't wear armor is what sounds dumb to me. The trick is to implement it better, so that the spellsword has spells that complement swordfighting (or axe fighting or whatever) and aren't as powerful in spellcraft as straight mages.
#49
Posté 27 janvier 2013 - 10:44
Addai67 wrote...
Hanz54321 wrote...
In terms of game design - it was a dumb class IMO. If a player wants to warrior, then warrior. If a player wants to mage, then mage.Hybrid classes are a staple of other fantasy settings. Obviously the DA devs agree with you since they talked about these being a "problem" that had to be fixed in DA2, rather than leaving it up to the player to build their own cross classes. It's no dumber than having warriors or rogues have abilities that border on supernatural but give no lore explanation for how they can do that stuff.
If given the opportunity, spellswords are always my first pick. The idea that mages can't wear armor is what sounds dumb to me. The trick is to implement it better, so that the spellsword has spells that complement swordfighting (or axe fighting or whatever) and aren't as powerful in spellcraft as straight mages.
Thank you. Hope that warriors regain the lost knowledge of TWF and bow training.
#50
Posté 28 janvier 2013 - 12:30





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