Aller au contenu

Photo

Create your ideal specialization


  • Veuillez vous connecter pour répondre
81 réponses à ce sujet

#1
Gamemako

Gamemako
  • Members
  • 1 657 messages
So here's a thread where we create our ideal spec for DA3. This is NOT a thread for discussing what we think are likely possibilities, but rather just for inventing your own and commenting on the ideas from everyone else. Anyway, you are as welcome to go into as much detail as you like, creating just a general concept or going into brutal detail on the skill tree. I would prefer, though, that you note your preferred ruleset, since there are many differences between DA:O and DA2, and your dual-wield bloodzerker won't make any sense if warriors can't use dual weapons. If you want to bend the rules, go ahead -- be creative! However, since this is about specs and not classes, keep the core class to warrior/rogue/mage.

I'll get us started:
  • Specialization name: Battlemage
  • Ruleset: Mixed -- weapon DPS accounting and complex skill trees from DA2, non-restricted equipmnent like Origins, and stats that are more like Origins but without God-stats (i.e. all stats useful for everyone on some level). Skill combo types from both games are retained (spell combos and status combos)
  • Description: Melee specialization for mages. Unlike the Arcane Warrior spec, this one will suffer from the classic weakness: stat distribution. Strength will be required for weapon damage and magic for spell damage. It is a jack of all trades, master of none. Armored, but not as competent as a spellcaster. Durable, but inferior melee damage output. Has elemental advantages, but lacks specificity of powers. Great on his own, but lacks particular teamplay abilities. I've used all existing names for spells, but the actual function of many has been changed significantly.
  • Core bonus: Combat Magic: Adds 50% of melee weapon DPS to spellpower (as opposed to 100% from staves). This would allow the Battlemage to be a competent spellcaster despite mixed stat builds. It would not, however, make them as potent as other mages as spellcasters.
Spells:
  • Stoic: The Battlemage becomes immune to spell interruption while wielding a melee weapon. (Passive)
  • Attunement: Improve the effect of weapon enchantment spells (e.g. Flaming Weapons) on the Battlemage's weapon by (50 + spellpower)% (Passive)
  • Draining Aura (Upgrade): Recover a small amount of mana when striking enemies with spell-enchanted weapons.
  • Hand of Winter: Encase the Battlemage in a shield of ice, damaging and freezing nearby enemies but immobilizing the mage for a short time.
  • Elemental Chaos: Execute a series of powerful elemental attacks directly in front of the Battlemage. Long animation, long cooldown, large mana cost.
  • Elemental Mastery (Upgrade): Add status and spell effects to each attack (cold+freeze, quake+shatter, fire+burn, lightning+shock)
  • Arcane Field: Generates a field around the Battlemage that automatically attacks nearby enemies
  • Aura of Might (Upgrade): Increase Arcane Field damage relative to strength stat.
  • Shimmering Shield: Create a large shield that adds briefly adds large bonuses to armor and elemental resistances. Prevents spell use for the duration. Very long cooldown.
  • Cleansing Aura (Upgrade): Clear all negative status effects when activating Shimmering Shield
  • Fade Shroud (Upgrade): Add a lingering effect as the shield wears off.


#2
Gamemako

Gamemako
  • Members
  • 1 657 messages
Nobody? Maybe I should have made a thread accusing random people of sexism and homophobia instead. ;)

Modifié par Gamemako, 06 novembre 2012 - 01:58 .


#3
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests
You ask too much.

#4
Auintus

Auintus
  • Members
  • 1 823 messages

Gamemako wrote...

Nobody? Maybe I should have made a thread accusing random people of sexism and homophobia instead.


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.

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.

Modifié par Auintus, 05 novembre 2012 - 05:57 .


#5
KainD

KainD
  • Members
  • 8 624 messages

Gamemako wrote...

Nobody? Maybe I should have made a thread accusing random people of sexism and homophobia instead.


Oh chill, people come and go on the forums, I for example see this thread today for the first time. 




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. 


So to be a bit more official:

*Specialization name: Destroyer (?)

*Ruleset: Same as Mage

*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. 

#6
mousestalker

mousestalker
  • Members
  • 16 945 messages
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.

#7
KainD

KainD
  • Members
  • 8 624 messages

EntropicAngel wrote...

You ask too much.


Asking for pretty player chars is too much, this is ok. :P

#8
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests

KainD wrote...

Asking for pretty player chars is too much, this is ok. :P


Oh D. Oh lol. Oh you:P

#9
Gamemako

Gamemako
  • Members
  • 1 657 messages

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. :whistle:

#10
Riverdaleswhiteflash

Riverdaleswhiteflash
  • Members
  • 7 986 messages
A mage who specializes in putting spirits and demons in snakes.

Too lazy to come up with abilities.

#11
Maclimes

Maclimes
  • Members
  • 2 495 messages
What about a TRUE Duelist Rogue spec?

Using a fine one-handed blade, and focusing on use maneuverability and wits to defeat your opponent? It's not about getting in a hundred strikes per second, it's about using a series of parries and ripostes to create the perfect opening, killing your opponent with a single well-placed attack.

#12
wsandista

wsandista
  • Members
  • 2 723 messages
Demon Knight.

Screams :
"Yarva Demonicus Etrigan.
Change, change the form of man.
Free the prince forever damned.
Free the might from fleshy mire.
Boil the blood in heart of fire.
Gone, gone the form of man,
Rise the demon Etrigan!"

And becomes a powerful demon who is awesome.

#13
Asch Lavigne

Asch Lavigne
  • Members
  • 3 166 messages
Battle Mage. A great cross between a warrior and a mage. I like cross class stuff.

#14
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
One whose form is unchanging and who relies only on himself rather than the aid of summoned beasts.

#15
Dhiro

Dhiro
  • Members
  • 4 491 messages

Maclimes wrote...

What about a TRUE Duelist Rogue spec?

Using a fine one-handed blade, and focusing on use maneuverability and wits to defeat your opponent? It's not about getting in a hundred strikes per second, it's about using a series of parries and ripostes to create the perfect opening, killing your opponent with a single well-placed attack.


Don't forget placing traps with glyphs and hexes, protective buffs (for cheating), weakening your enemy through entropic spells before striking and the good old fireball to the face when a light blade isn't doing the job.

#16
Josielyn

Josielyn
  • Members
  • 325 messages
Ok, here is a new one-- I can't help but think of Harry Potter and the cloak of invisibility. I want to be a ROGUE MAGE so I can stealthily sneak up on a cluster of enemies and use Cone of Cold on them, and be able to use Shock Bombs when I run out of mana! Oh, and I would have a spell to open every locked chest instead of having to use a key.

#17
Palipride47

Palipride47
  • Members
  • 893 messages
Ok, I haven't thought this one out in terms of mechanics, but I was thinking of an archer/ mage combo (based on a character I made in my head, and will hopefully recreate in DA:O - sort of a Dalish with magic also trained to fight and hunt but caught by Templars).

There should be ways to buff/ enhance your DPS (ok, I couldn't think of a better word) with magical enchantments, hexes, even fire.

Otherwise, I'm not that creative, since what I described is basically arcane warrior.

Modifié par Palipride47, 06 novembre 2012 - 03:52 .


#18
Dhiro

Dhiro
  • Members
  • 4 491 messages

Palipride47 wrote...

Ok, I haven't thought this one out in terms of mechanics, but I was thinking of an archer/ mage combo (based on a character I made in my head, and will hopefully recreate in DA:O - sort of a Dalish with magic also trained to fight and hunt but caught by Templars).

There should be ways to buff/ enhance your DPS (ok, I couldn't think of a better word) with magical enchantments, hexes, even fire.

Otherwise, I'm not that creative, since what I described is basically arcane warrior.


There's something called Arcane Archer in Neverwinter Nights 2. Maybe you can look it up if you want inspiration? :wizard:

#19
Palipride47

Palipride47
  • Members
  • 893 messages

Dhiro wrote...

Palipride47 wrote...

Ok, I haven't thought this one out in terms of mechanics, but I was thinking of an archer/ mage combo (based on a character I made in my head, and will hopefully recreate in DA:O - sort of a Dalish with magic also trained to fight and hunt but caught by Templars).

There should be ways to buff/ enhance your DPS (ok, I couldn't think of a better word) with magical enchantments, hexes, even fire.

Otherwise, I'm not that creative, since what I described is basically arcane warrior.


There's something called Arcane Archer in Neverwinter Nights 2. Maybe you can look it up if you want inspiration? :wizard:


Oh! Thank you! *bookmark*

#20
Mystch3vi0us

Mystch3vi0us
  • Members
  • 51 messages
Shadow Seeker

+2 dex when taking the spec.

Sustained abilities

Stalk: Remain hidden from enemies until you are damaged or you deal damage.
Cleansing aura: Increase cast time for all casters near by by 75% (upgraded to 150%)
Nimble: reduce chance to be affected by all spells by 25%

Passive

The pointy end: Increase damage when using daggers by 25% (upgraded to 50%)
Shadowy figure: Reduce chance of being detected while using Stalk by 25%
True Seeker: Increase damage delt to abominations/demons/spirits by 25% (upgraded to 50%)

Activated

Nerve strike: Deal a crippling blow to a foe reducing their attack speed by 50%
Damage Focus: Deal 2x damage to opponents stamina or mana. If the opponents stamina or mana goes below 0 they become stunned for 2 seconds.
Makers Thorns: Deal 4x damage on your next strike if the opponent dies due to this strike attack speed increases by 20%. (Stackable up to 5 times)

Modifié par Mystch3vi0us, 06 novembre 2012 - 04:42 .


#21
Gamemako

Gamemako
  • Members
  • 1 657 messages

Dhiro wrote...

Palipride47 wrote...

Ok, I haven't thought this one out in terms of mechanics, but I was thinking of an archer/ mage combo (based on a character I made in my head, and will hopefully recreate in DA:O - sort of a Dalish with magic also trained to fight and hunt but caught by Templars).

There should be ways to buff/ enhance your DPS (ok, I couldn't think of a better word) with magical enchantments, hexes, even fire.

Otherwise, I'm not that creative, since what I described is basically arcane warrior.


There's something called Arcane Archer in Neverwinter Nights 2. Maybe you can look it up if you want inspiration? :wizard:


You could also say the Outlander from Torchlight II, but then again, all of the characters in that game are pretty well magical.

#22
goofyomnivore

goofyomnivore
  • Members
  • 3 763 messages
A proper shapeshifting specialization would be nice. I'm not asking to become a dragon (although I wouldn't say no to that), but flesh them out more and make them useful compared to DA:O. More forms, abilities, etc.

Here is one I thought up for a rogue. Loosely using the OP's format.

"Night Hunter"

Passive: x% extra damage versus beasts, undead, spirits and mages.

Ability 1: "Judge" you attempt to finish off a wounded enemy doing bonus damage based off x% of their missing health. "Dread" if an enemy is slain by Judge nearby enemies are distraught and inflict x% less damage for x seconds.

Ability 2: "Night Shroud" your experience fighting the unnatural has made you immune to spell interruptions and knockdowns.

Ability 3: "Cull" you stun a target for x seconds. Upgrade "Enmity" attacks against the stunned target guarantee a critical strike.

Ability 4: "Reckoning" you gain x% movement and attack speed for 15 seconds. Upgrade: "Retribution" killing blows lower your Night Hunter cooldowns by two seconds

Ability 5: "Condemn" you hit your target's vital spots dealing x% bonus damage and the target takes an additional x% of their max health in damage over the next five seconds. Upgrade: "Fear" targets hit by condemn will attack other party members before attacking the Night Hunter. Upgrade: "Initiative" condemn is free to cast and increases stamina regeneration by x% for x seconds after casting it.


Probably not balanced at all, but I'm an amateur hah. I guess the cooldowns would be the similar to DA][ 20, 25, 40, 45 increase as you go deeper in the tree so Judge would be 20 and Condemn would be 45.

#23
iSignIn

iSignIn
  • Members
  • 253 messages
== Rogue Specialization: Qunari Engineer ==

- Passive Bonus: +3 Cunning

- Active Ability: Saar-qamek Bomb.
Short cooldown, small stamina cost, small AOE. Moderate damage over time. Affected targets will attack friend and foe alike. Friendly fire possible.

- Active Ability: Gaatlok Musket.
Long cooldown, medium stamina cost, single target. Massive Damage, damage over time, and knockback force. Criticals possible.

- Active Ability: Qamek Dart.
Short cooldown, small stamina cost, single target. Permanently enslaves target. Does not affect Elite or above level enemies.

- Passive Ability: Antaam's Fortitude.
+10 Fortitude, +5% Damage Resistance, Immunity to Stun.

Modifié par iSignIn, 06 novembre 2012 - 11:25 .


#24
nightcobra

nightcobra
  • Members
  • 6 206 messages
 
I'll be honest,
i want spirit warriors back Image IPB albeit a little different...

like having a sustained ability that increases the range of your melee attack and deals spirit damage [like a ghostly wave slash extending from your normal slash], a weak ranged spirit attack similar to spirit bolt but more useful to pull enemy's aggro rather than damage, and a "spirit form" mode that allows the spirit to materialize and fight at your side [kinda like nero's in DMC4 devil trigger] at the expense of your stamina, slowly draining until it's gone making this spec a warrior that has spirit damage dealing capabilities that complement the warrior's best points like melee damage and an extended range as well being useful against enemies with resistances (mostly mages)....also Evangeline De Brassard from Asunder

*i know games like DMC have a bad rep around here but bear with me, this is how i imagine the spirit form (beyond the veil) would look like*

ps: and this skill being sustained by stamina could make for interesting warrior builds that depend more on stamina rather than just strength and constitution. also after stamina is depleted the skill would then drain your health as a penalty making it an all or nothing kind of skill when in trouble.

Image IPB


the way to acquire the spec could even be something of an easter egg towards origins, how about if we go into the fade in DA3 we find the spirit of valor (the one from mage's origin story) and he challenges us to a duel in exchange for information for a quest, if you're a warrior the spirit could then be intrigued by your skill in martial combat and then asks the players if there are mortals with as much skill as you, if you pique his interest by saying yes he then would make the offer that yours and his spirit merge to give valor the opportunity to do honorable battle with skilled mortals and in exchange endows the player with powers.


...or something like that.


besides the visual effects of spirit magic in DA2 are pretty much already what i'd like to see in a spirit warrior (that ghostly blue effect), even the ghost hands from spirit attacks from mage staves could fit into the image of a ghostly warrior apparition like in the picture above.

#25
Guest_shlenderman_*

Guest_shlenderman_*
  • Guests
Blunt Mage

-Passive Bonus +5 Widom +50 Magicka

Active Ability - Thought Bomb
Long cooldown. Mobs get stunned for 3mins

Active Ability - Fade Hallucinations
Short cooldown. A demon of jelly appears from the fade and haunts the victims.

Active Ability - Odem of the Ancien Dragons
Short cooldown - Like hands of fire only with smoke. And victims starts giggling

Oh and on faction armor. Only fine plant textile. With some belts for pouches and parchements.

xD