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Create your ideal specialization


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#26
Ser Fish

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I'd like to see a Grenadier specialization. I'm not good with coming up with stats and mechanics, but this would be a rogue spec and it would focus on expanding on the bombs that rogues already have access to, and introducing a new sort of ranged DPS/AoE. This could allow non-mages to achieve similar functionality to purely nuking mages, though maybe on a smaller scale. While mages would always have greater versatility than a grenadier, a grenadier could have access to smoke bombs that could stealth either the rogue him/herself or an ally, or other things like flashbangs, and/or stun grenades which could be tactically versatile instead of simply causing damage. Of course the grenadier could have access to things like firebombs, etc too.

#27
MilaBanilla

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Josielyn wrote...

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.


I wanted a Rogue Mage as well and thought of Harry Potter's cloak of invisibility :P
I find it hard to believe that a Mage can't simply unlock a chest with a spell but I guess that would make the rogue less playable I assume.
Rogue+Mage= Awesome combo

#28
Guest_Nizaris1_*

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Magic Warrior - this one is not the same with Arcane Warrior or Battle Mage because this is Warrior that use Magic, not Mage that use weapon and armor.

Background - When the Veil is thin there are more non-Mages who become sensitive to magic and can harvest the power unto themselves to use in battle.

Skill Set :

Enhance Weapon - Imbue weapon with magic to give extra magic damage. Sustain skill.
Upgrade 1 : +X% magic damage
Upgrade 2 : +X% magic damage

Magic Bolt - Blast enemy with magical bolt. Activated skill
Upgrade 1 : Blast X number of enemies
Upgrade 2 : Blast X number of enemies in larger arc

Self Heal : The warrior can heal self over time. Passive skill
Upgrade 1 : Heal X% per seconds
Upgrade 2 : Heal X% per seconds on self and allies

Magic Shield : Resistance to magic and physical. Sustain skill.
Upgrade 1 : X% resistance
Upgrade 2 : X% resistance to self and allies

Magic Warrior : Using the power of the Fade the Warrior gain extra strength, defense and speed. Activated skill.

Modifié par Nizaris1, 06 novembre 2012 - 01:05 .


#29
Maclimes

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I can't help but notice that all of the ideas seem to be "Mage + Something" (Mage + Archer, Mage + Duelist, Mage + Tank, Mage + Swordsman, etc...).

#30
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Maclimes wrote...

I can't help but notice that all of the ideas seem to be "Mage + Something" (Mage + Archer, Mage + Duelist, Mage + Tank, Mage + Swordsman, etc...).


You forgot Mage+Blunt. :crying:

#31
Doodleydowop

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Specialization name: Legionnaire of the Dead

Description: A warrior willing to resort to suicidal tactics, not out of rage like a berserker but out of cold, cruel disregard for their own life. Everything you were before joining the legion is now meaningless except how it can help you take down one more foe before your inevitable death.

Core bonus: "Everything you were". Greatly reduces the effects of the willpower, magic, and cunning stats, but grants half of that combined number as constitution.

(Note that the reduced effect of cunning means that a character with this specialization will have a hard time passing persuasion checks.)


Spells:
Cowards Die Many Times: Trained to never retreat. Greatly reduces damage taken when attacking an enemy, standing still, or while facing your attacker. Chance to be stunned if attacked from behind while moving. (Passive)


Sprained Muscle: Can use abilities after running out of stamina, but for every 10 stamina "borrowed" in this way you receive an injury. (Passive)

(Note: Not sure if we're using Da:O or Da:2 injuries here but I'd prefer the former to make it more of a handicap.)

The Dead Caste: Call out the creed of the Legion, allowing nearby fallen allies to get back up and increases allies' attack and defense according to how many injuries they have sustained.

Embrace of the Stone (Upgrade for The Dead Caste): Reduces cooldown according to how many allies were raised. If one or more raised allies are dwarves the cooldown is greatly decreased.


Can't think of any more abilities right now. I'll get back to it.

#32
DominantDjDark

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Dunno if it's been mentioned, but a Dual wielding spec, That uses longswords again....Not daggers....People like swords....or, I do...anyway.

#33
Mystch3vi0us

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Maclimes wrote...

I can't help but notice that all of the ideas seem to be "Mage + Something" (Mage + Archer, Mage + Duelist, Mage + Tank, Mage + Swordsman, etc...).


Now I take great offence to that.  My spec was a rogue spec, with only a slight emphasis in killing magic users. 

#34
hexaligned

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Alchemist: Rogue spec

Gets bonuses to shop or crafted bombs/potions.
As well as getting some free/less powerful ones to use via talents.
Last tier ability in the potion line would be one that gave pots a party wide effect, to offer an alternative to Spirit Healer.

#35
Arppis

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I wish warrior wouldn't gain stamina ONLY trough kills, that was sucha stupid system when it came to boss fights. Also Berserk was kinda silly too, even when you could get powerful with it, I still thought using it was sucha chore at times.

#36
Gamemako

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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.


Indeed, A sensible version of an actual Duelist was murdered by the "class differentiation" of DA2, along with AW mages and DW warriors. Just more reason to undo that and give more freedom with weapon selection.

Josielyn wrote...

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.


I like the way Amalur did it. Separate skill trees could be combined, ultimately coming up with a cross-class that received neat bonuses. A rogue/mage would get a teleportation dodge that dealt poison damage, automatic criticals against panicked enemies (ones lit on fire), and mana regen from critical hits. DA couldn't do that without changing class requirements, but there are a lot of neat things they could do with a spec.

In fact, one viable way to design specs in general would be 2 cross-types and 1 mainline type. For example, your mage would get a mage-warrior spec (e.g. AW), mage-rogue spec (like what you suggest), and a mage-mage spec (blood mage or other nuker, like the one suggested by KainD). Warriors could be warrior/warrior (say, Champion?), warrior/mage (spirit warrior), and warrior/rogue (berserker, maybe). Then Rogue would be rogue/warrior (Legionnaire Scout), rogue/rogue (assassin), and rogue/mage (hmm... Shadow is sorta there, or maybe a Ranger-type summoner, or maybe something new).

Will have more long-winded responses later...

#37
Auintus

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Gamemako wrote...

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? :)


I had one, but it was too similar to yours to bother putting up. Arcane warrior was the one thing I really missed from DAO. EDIT: Maybe it's different enough. Gimme a bit.

Modifié par Auintus, 07 novembre 2012 - 11:39 .


#38
Auintus

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Specialization name: Arlathan Battlemage(this is why I don't name things)

Description: Practicing a form of magic used by the Arlathan elves, these mages channel magic into their own body, boosting strength and durability, but losing the ability to channel magic outward.

Primary ability: Combat Magic(Passive): Allows magic to be used instead of strength to equip weapons, armor, and deal melee damage. All spells not from this tree become melee-ranged.(Channeled through the weapon.)

Spells:
Fade Shroud(upgrade): The mage takes a step into the Fade, increasing evasion and mana regeneration.

Hand of Winter: A burst of frigid magic deals cold damage to enemies surrounding the mage.
(Name Later)(upgrade): increase damage and freeze chance.

Static Burst: Three bolts of lightning strike nearby enemies, behaves like chain lightning.
Oversurge(upgrade): Damage boost and and extra bolt

Raging Storm: The mage temporarily becomes the center of a raging inferno
Hellfire: Duration and area boost

Stoic(passive): The mage regenerates mana when taking damage.

Elemental Chaos(Sustained): Functions exactly like DA:A version
Elemental Havoc: Increases area.

Time Spiral: Resets cooldown times
Time Vortex: Shorter cooldown time for Time Spiral.

Once the spec was taken, Combat magic cannot be deactivated, reducing the mage's utility as a ranged combatant and as a healer. Most spells could still be cast, but would need to be within melee range.

Modifié par Auintus, 08 novembre 2012 - 01:29 .


#39
draken-heart

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I would like to have Spirit warrior back myself

#40
Doodleydowop

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Nowait, I suppose a Legion of the Dead specialization wouldn't be as special if you can't play as a dwarf. And if darkspawn are no longer the main threat...

How about an Ash Warrior spec? Focused on working together with your mabari?

#41
Auintus

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Doodleydowop wrote...

Nowait, I suppose a Legion of the Dead specialization wouldn't be as special if you can't play as a dwarf. And if darkspawn are no longer the main threat...

How about an Ash Warrior spec? Focused on working together with your mabari?


I was wondering at a Reaver spec that gave you a dragonling. Maybe bring effects of the Ranger spec back, with specific abilities related to that spec's pet?

Modifié par Auintus, 08 novembre 2012 - 12:56 .


#42
Orian Tabris

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I, too, am not good with mechanics, but I'll give this a shot.

Specialisation: Necromancer

Ruleset: Dragon Age 2

Description: Mage specialisation. Many people have dreamed about it, few people know about it, and even fewer can bring themselves to forsake the Maker to do it. Those apostates who have forsaken the Maker, sometimes stumble upon the wickedness that is necromancy. Skilled dark mages who have learnt to summon the deceased from the ground to do their bidding, these are known as Necromancers. Most of these individuals live in solitude, away from prying eyes.

Core bonus: 125% damage vs. undead enemies.

Spells:

Necromancy (Sustained): While this mode is active, all damage dealt by undead is increased by 15% to all non-Necromancers and decreased by 15% to all Necromancers. Health regeneration +5% and mana regeneration +5%. All non-necromancy based healing spells have their effects reversed.
Size: 10m
Activation: 30%
Cooldown: 8 seconds

Dread (Upgrade): +5% damage.

Reanimation (Activated): Reanimates up to three corpses with 20% of the Necromancer's current health. The reanimated corpses die if the Necromancer dies.
Requires: Necromancy.
Range: 15m
Activation: 40
Duration: 20 secs
Cooldown: 30 secs

True Reanimation (Upgrade): Reanimated corpses now gain +10% more health. +10secs duration.

Embracing Reanimation (Upgrade): Reanimated corpses now heal 10% of the Necromancer's health upon death each, OR each restore 5% of the Necromancer’s mana at the end of the duration.

Pestilence (Activated): Deals Spirit damage 5x to all non-undead targets. Undead are unaffected.
Requires: Necromancy
Range: 10m
Activation: 40
Duration: 10 secs
Cooldown: 45 secs

Rotting Pestilence (Upgrade): Infects other nearby non-undead (+5m). Activation +10. Duration +5 . +200% vs. all Disoriented targets.

Resurrection (Activated): Resurrects a fallen ally to 50% health. The resurrected ally dies if the Necromancer dies, unless protected from damage.
Requires: Necromancy.
Activation: 80
Duration: 60 secs
Cooldown: 60 secs

True Resurrection (Upgrade): Reanimated ally gains +50% health. -25 secs duration. -10 activation.

Mortician (Passive): +30% damage to non-undead enemies upon enemy death. +50% damage to undead enemies upon enemy death.
Requires: Reanimation and Resurrection.
Duration: 10 secs

Modifié par Orian Tabris, 08 novembre 2012 - 07:12 .


#43
nightcobra

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draken-heart wrote...

I would like to have Spirit warrior back myself


a fellow spirit warrior after me own heart.

did ye like me idea on the previous page?

/pirate?,scottish? speak off

#44
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I think spirit binding could be an interesting sort of offshoot of templar magic (or a parallel form of non-mage magic). The spirit has to be summonable and able to be bound into a weapon though, and in the weapon it needs to talk. And shoot sword beams.

The idea interests me more than the explanation of spirit warrior in Awakening anyway, which was basically "you're an abomination except, not."

#45
nightcobra

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Filament wrote...

I think spirit binding could be an interesting sort of offshoot of templar magic (or a parallel form of non-mage magic). The spirit has to be summonable and able to be bound into a weapon though, and in the weapon it needs to talk. And shoot sword beams.

The idea interests me more than the explanation of spirit warrior in Awakening anyway, which was basically "you're an abomination except, not."


it would be more interesting i think if the spirit asks you to be its host instead of an object as a sort of trust between you and the spirit, basically asking you to do a leap of faith and deal with its consequences be they good (as it was with wynne) or bad (as it was with anders)

#46
Little Princess Peach

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Former Highever Ranger (if from ferelden)

+12 dex +10 Wis and +5 cunning

attacks:

Lords boon: Target gains 5% defence and gains speed for 10 seconds

Noble knight: Target Gains 2% more stamina for one fight

Water sprint: the ranger gains 40% more movement on water

Sword dance: the rangers spins, with his/her swords

Summon Beast: wolf,bears,owls and other animals from the forrest come to the rangers aid.

Noble archer: the ranger shoots his/her arrows five times 5% chance of critical damage

Lady's wish: cooldown effect

#47
Doodleydowop

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I think we should design healing specs for warriors and/or rogues. That way an anti-mage character doesn't have to justify bringing a mage along.

The most obvious warrior one would be champion, and it would involve yelling at people to heal them. But we can be more creative than that!! :D

Rogue might be a variant of that alchemist spec mentioned above.

#48
ZtalkerRM

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I've been thinking about that healer warrior for a while...I think I have something.

Honor Blade
-May only equip upto medium medium/heavy armor (medium best I think)

Skills:
-Motivate: You and party members (area) healing rate and attack speed increase for (seconds)-long cooldown.
-Healing powder: Throw a bomb with healing powder. Allies in (area) receive (healing over time)-spammable. For greater effect, combine with skill 1.
-Face me! (Shout): You build up aggro (area) and leap toward the ally with lowest health. You are more vulnerable for (seconds) - sort of an emergency interception after which you can spam 1+2 to heal your team.
-Last Rites: Target enemy becomes vulnerable for (seconds).

It's a bit samurai-ish. You protect the weaker members of your party, while still being able to dish out some damage.

#49
Kidd

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Specialisation: Runebound / Glyphbound
Base class: Mage
Description: The mage has inscribed glyphs of lyrium onto their skin. While the runes normally can only be detected by magical means, the mage may activate them and have them glow as they bolster the user's physical prowess.

Skills:
¤ Illumination (Sustained), runes glow on the mage's skin, using half the mage's Magic or their Strength attribute (whichever is higher) to calculate melee attack and damage, spellcasting is disabled while in this mode
- Lyrium Shield (Upgrade), the mage gains a bonus to defence based on their willpower attribute while Illumination is active
- Power Surge (Upgrade), mana regeneration is sped up while Illumination is active

¤ Runic Rush (Activated), the mage sprints next to their target with blinding speed and strikes a normal attack, 10 second cooldown
- Continous Rush (Upgrade), -5 seconds cooldown
- Magical Zeal (Upgrade), the built-in attack has an increased chance of being a critical hit, 50% chance of Brittle on critical

¤ Block of Scribes (Passive), the mage has a 1/4 chance to ignore damage from ranged attacks, effect extends to ranged and melee attacks while Illumination is active



Basically I'd love to be able to set up tactics like this

Self: Mana >= 50% | Deactivate Mode: Illumination
Self: Mana <= 25% | Activate Mode: Illumination
Enemy: Nearest visible | Use Power: Runic Rush
[normal mage tactics below here]


for the mage to fall back to the role of a melee semi-DPS class while regenerating mana.

Modifié par KiddDaBeauty, 08 novembre 2012 - 03:23 .


#50
Sarquindi

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I just want a more in depth ranger spec. One that can switch between ranged and melee easily and has different skills to summon beasts during combat.