Auintus wrote...
I've started two or three threads concerning specializations and especially their impact on the plot. They always die.
Arguements are what make these threads live.
It's too bad, really. Would be nice to have a thread about people being excited instead of contentious for once (especially given the vitriolic nature of disputes here).
Auintus wrote...
I like your idea, though. I always envisioned arcane battlemage as a weaker warrior with short-ranged magic.
More Hand of Winter abilities and no access, at least with combat magic active, to spells with a long range.
To me, the key aspects are balance via role dilution (i.e. jack of all trades,
master of none) and short-range focus. There are other spells that already synergize well with close-range styles, like Cone of Cold, so the main point is to make melee combat viable.
I don't think it's necessary to restrict other abilities here. The Battlemage as I envisioned it has almost no draw for normal mage play. Hand of Winter is ineffectual at range and immobilizes the mage (both deadly for pure casters). Shimmering Shield leaves you with nothing but the ability to auto-attack, which is quite weak and meaningless on a mage. Other bonuses are tied to melee attacks, like Attunement, Draining Aura, and Stoic. To get good use out of the Battlemage, you'd need to equip a melee weapon, and that would limit your output -- especially since stat mixing is further enforced by other skills (needing melee damage to benefit from Shimmering Shield, strength bonus in Aura of Might). You could choose the spec as a pure mage, but it just wouldn't be very useful -- both other specs would undoubtedly be better for you.
Also, no idea of your own?

KainD wrote...
Oh chill, people come and go on the forums, I for example see this thread today for the first time.
It was meant sardonically. A bit of gallows humor instead of a generic bump.
KainD wrote...
Anyway on topic. I want a mage specialization that involves a demonic magic of destruction. We have blood magic, but there are also other useful magic types demons can teach I think.
Basically a specialization that specializes in dps but doesn't involve traditional elements, something like what Meredith used through the idol maybe? And those demons in the deeproads used? Those flashy destructive energy things.
Like remember this? Click here
Something like that.
That's a neat idea, actually, and would be a great alternative to the current blood-magic. I'd actually like to see the removal of Blood Magic for a time in favor of something else more original.
KainD wrote...
*Description: Mage specialization that focuses on powerful destructive spells, strong Burst damage and CC
Spells from this school have their own element type and so cannot be resisted.
These spels cost a lot of mana, and have long cooldowns.
*Core bonus: Some + to spellpower I guess.
Spells:
* Doom ball: A red ball on energy that works like DA:O Fireball, aka damages and knocks targets in an AoE, except is faster and also Stuns large targets that can't be knocked, like a dragon or an Ogre.
*Energy Nova: An energy blast that damages and knocks everyone away from the mage, allies included, and removes all croud control effects from the mage. Same with the stun effect on the large targets.
*Enchant weapons with these unique energies. ( same as with any enchantments )
*Leap: Mage flashes ( Like flash from Marvel would ) to a target location, ( not too far ) damaging everyone in a small AoE, both in the place left and arrived, in beetwen destinations, knocking enemies down. This is NOT a teleport, this is an energy hop, that can physically be seen. This is for kitting, as this build is geared more towards glass cannon.
*Energy storm: Basically works like Storm of the century from DA:O, but with these unique spell mechanics and visuals.
*Passives:
1) For more spell damage.
2) For damage over time effect.
3) For resistance to own magic, so the user won't hurt himself ( even on higher difficulties ), allies will still get hurt.
So something like that.
My main concern here, actually, would be two things: you haven't differentiated spells enough, per se; and large mana costs lead to poor specialization synergy.
In relation to the former, spell elements are important due to resistances. In your case, you've got no element to all of your attacks. That would make non-demon spells somewhat useless except as MP-saving measures. As long as you had mana, you'd keep hitting the Nuke Everyone button. In relation to the latter, you end up with a spec that is dependent upon mana regen, and if mana regen is a major issue, then cooldowns are less relevant and you're going to spam the same skill more frequently. Additionally, you'll have to make the spells very powerful, which will leave them clearly superior in terms of utility in 90% of cases.
Do you think it would be better to add a different disadvantage? Long casting or post-cast recovery time, perhaps? Or maybe a global precast for demon-related skills: prepare demon powers with a cast, then use your prepared chunks in short bursts? In particular, you could make it a low-cost or no-cost animation, so you'd still have incentive to toss other spells around instead of living and dying by your spec's skillset.
mousestalker wrote...
Specialization name: Cordon Bleu Chef
Ruleset: Warrior
Description: Cooking specialization., good with knives, resistant to heat. Able to break down and butcher a high dragon in under four hours.
Core bonus: Combat Pastries. Can create and deploy a variety of pastries instantaneously to use as melee and ranged weapons.
Sweet idea! I just eat this kind of stuff up. I'm sure he'd really cream the baddies. You should become a game designer; you could really bring home the bacon with ideas like this.
I think I'm having a little too much fun hamming it up.