I've always been partial to the dnd Nature Cleric from nwn. Dominion over plants (which I switched out for healing), and animals. Your base weapon was a bow without having to be an elf or half elf.
I love archery and healing. The best of both in medium armor. It makes no sense in the DA sphere I know, since there is no difference between healing and arcane magic, but it's my favourite class ever.
Create your ideal specialization
Débuté par
Gamemako
, nov. 03 2012 10:03
#76
Posté 13 novembre 2012 - 03:41
#77
Posté 13 novembre 2012 - 08:54
Battle Mage, nuff said.
#78
Posté 20 novembre 2012 - 05:52
I'd like to see a specialization for mages I call "Demonslayer". As the name suggests, they specialize in taking on demons.
By forming close bonds with spirits, training to wear more armor than most mages (enchanted armor being their preference; some Demonslayers even specialize in armor enchantment and runecrafting), and training their mental discipline through rigorous physical exercise and long hours of deep meditation to make them more immune to charm and stun effects, and are specially trained to be able to wield short swords in addition to the mastery of their mage's staff.
Naturally they have passive bonus granting them extra damage in magical and physical attacks against demons. As a penalty, they regenerate mana much more slowly than other mages and spells cost them a little bit more mana than it would for other specializations.
By forming close bonds with spirits, training to wear more armor than most mages (enchanted armor being their preference; some Demonslayers even specialize in armor enchantment and runecrafting), and training their mental discipline through rigorous physical exercise and long hours of deep meditation to make them more immune to charm and stun effects, and are specially trained to be able to wield short swords in addition to the mastery of their mage's staff.
Naturally they have passive bonus granting them extra damage in magical and physical attacks against demons. As a penalty, they regenerate mana much more slowly than other mages and spells cost them a little bit more mana than it would for other specializations.
Modifié par The Teryn of Whatever, 20 novembre 2012 - 05:55 .
#79
Posté 20 novembre 2012 - 06:01
I liked the unique specializations of DA2; similar to the general ones but with a distinctive flavour for each character. Considering that I´d like to see:
Nevarran Dragonslayer: something between Reaver and Scout.
Beresaad: what Sten is, basically.
Nevarran Dragonslayer: something between Reaver and Scout.
Beresaad: what Sten is, basically.
Modifié par Statulos, 20 novembre 2012 - 06:04 .
#80
Posté 20 novembre 2012 - 03:19
I'd like to see a ranger class rogue again. Maybe not the same as Origins (though I did LOVE summoning my wolf) but something that makes rogue class a little more compatible with a wilderness setting (Ranger might have not made sense when we were stuck in Kirkwall). Maybe it could be a cross class, like the arcane warrior was in Origins (maybe rangers can wear medium armor and use swords).
Example of powers-
Summons- Might not work, but I did love them in Origins!
Traps- They were missing as skills in DA2, but I'd be okay if they were brought back in DA3 as a power for the wilderness rogue.
I dunno about what else, but I'm also not nearly as creative as Bioware. I'd love to see this though!
Example of powers-
Summons- Might not work, but I did love them in Origins!
Traps- They were missing as skills in DA2, but I'd be okay if they were brought back in DA3 as a power for the wilderness rogue.
I dunno about what else, but I'm also not nearly as creative as Bioware. I'd love to see this though!
#81
Posté 20 novembre 2012 - 03:46
PorcelynDoll wrote...
I've always been partial to the dnd Nature Cleric from nwn. Dominion over plants (which I switched out for healing), and animals. Your base weapon was a bow without having to be an elf or half elf.
I love archery and healing. The best of both in medium armor. It makes no sense in the DA sphere I know, since there is no difference between healing and arcane magic, but it's my favourite class ever.
I miss my Shadow/negative energy Cleric/fighter from DnD, I try to recreate it as much as possible in every RPG I play. Oh how I wish the BG "remake" was decent, it doesn't even look as good as the TUTU mod. I have no idea why they are charging money for it.
That being said, as far as DA goes Reaver fits that archetype well enough for my taste, i just wish I could pick up a few entropy spells to go with it.
#82
Posté 20 novembre 2012 - 10:03
Arcane Warrior, but redone slightly and given some aspects of Battlemage:
Passive Bonus: Stoic: Increased defense, and a portion of damage is converted into mana. However, non-arcane warrior skills have slightly longer cooldowns.
Skills
Combat Magic: While this sustained skill is active, staves equipped deal damage equal to a sword of the same level, but only in melee. Damage resistance and magic resistance is increased slightly, but all non-arcane warrior spells cost 30% additional MP.
Upgrade: Magical Might: Combat Magic increases dodge chance and magic resistance a little, and the additional MP[/i] cost is reduced to 20%[/i]
The next two skills require combat magic before you unlock them.
Arcane Strike: When this skill is activated, the Arcane Warrior unleashes a powerful strike on his target with both might and magic. The strike deals extra damage based on the character's intelligence, and it has a chance to slow the opponent briefly.
Upgrade: Arcane Burst: The magical energy strikes all opponents around the Arcane Warrior, dealing weak damage and drawing their attention to the Arcane Warrior. The magic has a chance to slow each opponent struck by it.
Shimmering Shield: This sustained skill massively increases the player's dodging, defense and magic resistance. However, all damage taken has an impact on the player's mana, and while the shield is active the Arcane Warrior deals significantly less damage.
Upgrade: Reinforced Shield: The Shield drains less mana from the player every time it is hit, and the damage penalty is slightly lessened.
The next skill requires Arcane Strike to be unlocked.
Hand of Winter: Unleash a powerful wave of ice all around yourself, dealing high damage and slowing your foes. This generates a lot of threat.
Upgrade: Grip of Winter: If a foe is already slowed down, Hand of Winter deals additional damage and freezes them.
The next skill requires Shimmering Shield to be unlocked.
Draining Aura: This passive skill drains mana from a foe whenever they connect a hit
Upgrade: Consuming Aura: The Arcane Warrior also drains a little bit of health.
The final skills requires both Draining Aura and Hand of Winter to be unlocked
Elemental Chaos: Sustained skill that doeosn't consume mana, but increases the mana cost of non arcane warrior spells. Whenever an Arcane Warrior skill or melee staff attack connects, there is a 25% chance that the attack deals additional damage of a random element.
Upgrade: Elemental Burst: Spells now have a 10% chance of dealing additional damage of a random element also. The mana cost penalty is decreased.
Fade Shroud: Passive. Arcane Warriors now have even greater dodging skills, as well as greater mana regeneration
Upgrade: Aura of Might: Arcane Warriors deal additional melee damage with their staves, and they have improved magic resistance.
My aim with the class was to make it retain a magelike feeling by making the player continure to use staves, but I wanted to make the staves become a powerful melee weapon in their own right. The Arcane warrior sacrifices much of his magical ability to become a capable tank with respectable melee skills.
Passive Bonus: Stoic: Increased defense, and a portion of damage is converted into mana. However, non-arcane warrior skills have slightly longer cooldowns.
Skills
Combat Magic: While this sustained skill is active, staves equipped deal damage equal to a sword of the same level, but only in melee. Damage resistance and magic resistance is increased slightly, but all non-arcane warrior spells cost 30% additional MP.
Upgrade: Magical Might: Combat Magic increases dodge chance and magic resistance a little, and the additional MP[/i] cost is reduced to 20%[/i]
The next two skills require combat magic before you unlock them.
Arcane Strike: When this skill is activated, the Arcane Warrior unleashes a powerful strike on his target with both might and magic. The strike deals extra damage based on the character's intelligence, and it has a chance to slow the opponent briefly.
Upgrade: Arcane Burst: The magical energy strikes all opponents around the Arcane Warrior, dealing weak damage and drawing their attention to the Arcane Warrior. The magic has a chance to slow each opponent struck by it.
Shimmering Shield: This sustained skill massively increases the player's dodging, defense and magic resistance. However, all damage taken has an impact on the player's mana, and while the shield is active the Arcane Warrior deals significantly less damage.
Upgrade: Reinforced Shield: The Shield drains less mana from the player every time it is hit, and the damage penalty is slightly lessened.
The next skill requires Arcane Strike to be unlocked.
Hand of Winter: Unleash a powerful wave of ice all around yourself, dealing high damage and slowing your foes. This generates a lot of threat.
Upgrade: Grip of Winter: If a foe is already slowed down, Hand of Winter deals additional damage and freezes them.
The next skill requires Shimmering Shield to be unlocked.
Draining Aura: This passive skill drains mana from a foe whenever they connect a hit
Upgrade: Consuming Aura: The Arcane Warrior also drains a little bit of health.
The final skills requires both Draining Aura and Hand of Winter to be unlocked
Elemental Chaos: Sustained skill that doeosn't consume mana, but increases the mana cost of non arcane warrior spells. Whenever an Arcane Warrior skill or melee staff attack connects, there is a 25% chance that the attack deals additional damage of a random element.
Upgrade: Elemental Burst: Spells now have a 10% chance of dealing additional damage of a random element also. The mana cost penalty is decreased.
Fade Shroud: Passive. Arcane Warriors now have even greater dodging skills, as well as greater mana regeneration
Upgrade: Aura of Might: Arcane Warriors deal additional melee damage with their staves, and they have improved magic resistance.
My aim with the class was to make it retain a magelike feeling by making the player continure to use staves, but I wanted to make the staves become a powerful melee weapon in their own right. The Arcane warrior sacrifices much of his magical ability to become a capable tank with respectable melee skills.
Modifié par Lord Issa, 20 novembre 2012 - 10:03 .





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