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Ideas for Specialisations


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#1
Abraham_uk

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I changed the topic and my posted to avoid this thread from self destructing.
I apologise for the initial topic and opening post being devoid of intelligent thinking.

So I was wondering.

Is anyone up for new specialisations for each class?
Feel free to contribute your own.
I hope this change makes the thread more paletable.

If this thread is still a failure, I'll end my contributions to this thread.

Modifié par Abraham_uk, 27 septembre 2012 - 06:05 .


#2
DarkKnightHolmes

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Too much effort and money would be required for classes like Mabari, golems or dragons so won't happen.

Modifié par DarkKnightHolmes, 27 septembre 2012 - 05:20 .


#3
Guest_FemaleMageFan_*

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What i would like is the same base classes but much deeper skill trees and larger variety of specializations. Although this might not happen because of each specialization having it's own mission to it. I ain't even mad though:D

#4
Abraham_uk

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So do you have any ideas for new specialisations?

Modifié par Abraham_uk, 27 septembre 2012 - 06:16 .


#5
Abraham_uk

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Specialisations from Dragon Age Origins that were absent in Dragon Age 2
Along with a few new ones.



Shape Shifter (Mage): Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies

Keeper (Mage): Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth

Stealth Magic (Mage): In addition to turning invisible, the mage can employ a number of buffs to both magic and physical attacks. In addition to turning invisible, stealth magic enables a mage to teleport up to 25 metres. Very useful indeed.

Arcane Warrior(Mage): Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor.

Battlemage(Mage): This allows the Mages to channel magic spells through any weapon (be it melee, staff or bow) creating short ranged destructive spells.  This includes Flamethrower like spells such as cone of cold, cone of fire, cone of lightning, and huge shockwaves that massively damage nearby foes.

Paladin (Warrior): Paladins can support the party with buffs that can enhance their weapon and magic damage, or boost the defense of team members. This tree also contains some healing spells.

Spirit Warrior (Warrior): Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.

Guardian (Warrior):Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live.

Champion (Warrior): The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy.


Ranger (Rogue): Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes.

Legionnaire Scout (Rogue): Most tales of the dwarven Legion of the Dead are likely minstrels' fabrications, but the trail of darkspawn corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue.

Bard (Rogue): Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.

Rapture (Rogue): This specialisations allows rogues to carry heavier equipment and take up more hits.

Modifié par Abraham_uk, 27 septembre 2012 - 06:25 .


#6
RedWulfi

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I just want them to bring back what they did for DAO.
Mages could wear heavy armor if they chose battle mage specialization.
Rogues and warriors could dual-wield swords.

#7
Wulfram

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I'd rather have more flexible classes than more classes

#8
mazariamonti

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Deeper skill trees within the classes, there's no need for additional classes.

#9
Abraham_uk

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No one likes the idea. Okay.
I'll abandon ship, since no one likes the idea.Image IPB

Image IPB
Would this be a fair assessment of my failure to be creative?Image IPB

Modifié par Abraham_uk, 27 septembre 2012 - 05:57 .


#10
Wulfram

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Abraham_uk wrote...

No one likes the idea. Okay.
I'll abandon ship, since no one likes the idea.Image IPB


The concepts could work as talent trees or specialisations, maybe.

Or you could allow the PC to pick up a single talent tree from another class, that might be interesting if probably broken.

#11
Abraham_uk

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Wulfram wrote...

I'd rather have more flexible classes than more classes


Why not have both?
Is having more classes, and making them all flexible a terrible idea?

#12
Abraham_uk

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Wulfram wrote...

Abraham_uk wrote...

No one likes the idea. Okay.
I'll abandon ship, since no one likes the idea.Image IPB


The concepts could work as talent trees or specialisations, maybe.

Or you could allow the PC to pick up a single talent tree from another class, that might be interesting if probably broken.



Okay. Thanks for the heads up.
I'll make some alterations to the thread subject and opening post.
See if I can save this thread from self destructing.

#13
DeathScepter

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Mages should get Magic enhanced Weapons similar to their starves.


Nightblade: Stealthy Mage.

#14
naughty99

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How about the following for class concepts?
  • Alchemist
  • Chevalier
  • Pickpocket/Beggar
  • Dalish tribal shaman
  • Casteless Dwarf Rogue
  • Fugitive Saarebas
  • Blacksmith
  • Assassin who specializes in poison
  • Tevinter slave hunter
  • Forest ranger
  • Illusionist
Who knows, perhaps if we are lucky, we will get official mod tools and we can make some more interesting classes.

Modifié par naughty99, 27 septembre 2012 - 06:21 .


#15
Guest_Puddi III_*

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New specializations?

Shape...changer. Park ranger.

Modifié par Filament, 27 septembre 2012 - 06:22 .


#16
philippe willaume

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FemaleMageFan wrote...

What i would like is the same base classes but much deeper skill trees and larger variety of specializations. Although this might not happen because of each specialization having it's own mission to it. I ain't even mad though:D

+1

#17
Abraham_uk

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naughty99 wrote...

How about the following for class concepts?

  • Alchemist 
  • Chevalier
  • Pickpocket/Beggar
  • Dalish tribal shaman
  • Casteless Dwarf Rogue
  • Fugitive Saarebas
  • Blacksmith
  • Assassin who specializes in poison 
  • Tevinter slave hunter
  • Forest ranger
  • Illusionist
Who knows, perhaps if we are lucky, we will get official mod tools and we can make some more interesting classes.





I love your concepts! These are amazing.
All amazing. I mean it.

Shame people shot down my thread. I ended up changing the thread topic from new classes to new specialisations.
Oh well.

#18
Abraham_uk

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Speaking of new ideas for specialisations.

How about each class can learn one new weapon specialisation that are not native to their class.

Rogues can learn:

2 Hand Weapons
Weapon and Shield


Warriors can learn

Dual Wielding
Archery


Mages can learn

Dual Wielding
Archery
2 Hand
Weapon & Shield

#19
Abraham_uk

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Have I saved this thread by changing the title, opening post and all subsequent contributions from me?

Or is this thread just plain stupid?

#20
RiDJuggalo

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Abraham_uk wrote...

Specialisations from Dragon Age Origins that were absent in Dragon Age 2
Along with a few new ones.



Shape Shifter (Mage): Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies

Keeper (Mage): Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth

Stealth Magic (Mage): In addition to turning invisible, the mage can employ a number of buffs to both magic and physical attacks. In addition to turning invisible, stealth magic enables a mage to teleport up to 25 metres. Very useful indeed.

Arcane Warrior(Mage): Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor.

Battlemage(Mage): This allows the Mages to channel magic spells through any weapon (be it melee, staff or bow) creating short ranged destructive spells.  This includes Flamethrower like spells such as cone of cold, cone of fire, cone of lightning, and huge shockwaves that massively damage nearby foes.

Paladin (Warrior): Paladins can support the party with buffs that can enhance their weapon and magic damage, or boost the defense of team members. This tree also contains some healing spells.

Spirit Warrior (Warrior): Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.

Guardian (Warrior):Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live.

Champion (Warrior): The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy.


Ranger (Rogue): Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes.

Legionnaire Scout (Rogue): Most tales of the dwarven Legion of the Dead are likely minstrels' fabrications, but the trail of darkspawn corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue.

Bard (Rogue): Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.

Rapture (Rogue): This specialisations allows rogues to carry heavier equipment and take up more hits.



Where the hell is Stealth mage or Paladin in DA:O?

#21
Abraham_uk

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At the top it says "Along with a few new ones".

Those being Rapture (Rogue), Stealth Magic (Mage) and Paladin (Warrior).

#22
QueenPurpleScrap

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I don't find your thread at all stupid. In Origins I liked that skill trees were available for every class and specializations were class specific. I really missed the ranger abilities from Origins, and that my warrior could not learn archery. So I would want those two to return.

I want my mage and my warrior to have alternatives to the rogue's lockpicking/trap disarming skill. It always bugged me in DAO that my warrior could create elaborate traps but not be able to disarm them. Seemed a bit inconsistent to me.

I want depth to my choices. I kind of liked the way the trees were set up in DA2, but I did not like having to waste my points on another ability in the skill tree in order to upgrade a first tier option. I could see waiting to be at least level x, I could then use my credit on another talent I wanted to develop.

I do not want one companion to have a specialization I have no access to if we are the same class (well, maybe Fenris since he is definitely special in that regard, or companions like Shale and Dog (DAO) where they are warriors in a looser sense of the term).
I did like that rivalry or approval did give the companions, not an ability, but an asset if you went far enough down the particular road.

Bring back the templar option for warriors. Maybe add an option that instead of will drain mana from all mages in an area but instead of dissipating into the ether it gets spread among your party members as mana or stamina depending on class.

Some sort of illusion/invisibility/camouflage ability for mages. Can start out as personal for themselves or a party member, then expand to entire party (like arcane shield in DA2)

I miss a lot of the area of effect spells from DAO. Maybe have an entire tree devoted to AoE

#23
Darth Death

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Fade Mage: Mages born in the fade.

#24
Sajuro

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Fantasy Ninja? Rogues who use curved blades and flip around a lot?

#25
Auintus

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 I started a similar thread a while back. If you want to see some past ideas.

I think some specs could be due some modification. Arcane warrior and battlemage fused together into a mage focused on close-range combat. Guardian and champion combined into a command and control unit.