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specialization: Arcane Warrior


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#1
Dukemon

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I copy it over from the DA2 topic.
I'd like to still see him again.

Dukemon wrote...

I miss the Arcane Warrior a little bit
but I also think the concept of the AW from DA:O won’t really fit in
DA2. So I want you to change a bit of it even the appearance alone. DA2
relies more on cinematic sequences so the Arcane Warrior should - unlike
the other specializations - be presented also more cinematic. For
example if Hawke specialized himself as an Arcane Warrior some important
events - something like the fight against Meredith - would be changed a
bit.
Also the Arcane Warrior specialization should precluding the
Blood Magic specialization and vice versa. That would be something new
to DA: specializations that preclude one another.

The Arcane Warrior relies inherently on his feelings and his constant desire to protect what’s important to him.

Here
is my attempt to bring some sort of Arcane Warrior on paper. It isn't
perfect but already there (in DA:O and DA2) and you are imaginative
enough to make it perfect.

Posted Image

This could be the weapon and armour values:
Shield
+1500 damage resistance
+2520 magic resistance
+20 fortitude
2 rune slots

Longsword
Inflicts spirit damage
+25 mana/staminia
+15 mana/staminia regeneration
+8 to all attributes
+X Damage vs. undead and demons
Improves with level-up
1 Rune Slot

Investing a point in the Arcane Warrior specialization replaces the Weapon and Shield requirement.


So here is a Arcane Warrior talent tree:

Posted Image

The class Arcane Warrior
+20 Mana
Counts as Weapon and Shield

Combat Magic
Sustained
Upkeep: 5% of mana
Cooldown: 5s
+50% damage
+50% defense
+5 fortitude

Survival
Upgrade
+15 health
+10 health regeneration

War Magic
Passive
+50 fortitude
+50 defense

Draining Aura
Sustained
Upkeep: 15% of mana
Health regeneration: 5% per corpse
Health regeneration: 5% per enemy
Spirit damage: 0.5x per pulse
Mana: -5% per pulse
Pulse interval: 4s
This mode cannot be used at the same time as Elemental Chaos

Stoic
Upgrade
Damage: Up to 150% (inverse proportion to health)
-5% of mana

Elemental Chaos
Sustained
Upkeep: 15% of mana
Nature damage: 0.5x per pulse
Mana: -5% per pulse
Pulse interval: 4s

Flash of Light
Activated
Activation: 5
Cooldown: 10s
Inflicts Weapon damage

Expert
Upgrade
Enemy defense: -50% (40% chance vs. normal enemies)
-5s cooldown

Exorcist
Upgrade
Bonus damage against undeads, demons and golems


Some explaination:
The
Flash of Light should be a mighty attack and requires all preceding
buff skills but it doesn't consumes much of mana. The offensive buffs
Draining Aura and Elemental Chaos requires level 12 and the demand is
fulfilled if two points are activated.

As you can see some of us
took some time to bring this request to your attention and I hope there
is at least one guy out there on Bioware who will read this and think
about it. Maybe a little? About a new DLC class for example?

Thanks for your time. 



#2
DragonKingReborn

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I think I'm ok without it, to be honest. Lore-wise it was an Elven spec that disappeared centuries ago. How would the Inquisitor learn it? Game-wise, it is a no win for bioware. In Origins it was way overpowered, but if they clip its power people will likely bellow "they've nerfed my arcane warrior!" From their p.o.v. it's probably not worth it. Besides, an earlier comment about specs was that they'd be tied more to the plot. I suspect that, if that happens, every spec added will add significant work for potentially little gain.

#3
Dukemon

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A spec isn't breed bound.
The Magic in Dragon Age does not matter whether used by a human or an elf. Or?
The Inquisitor just visited an old elven ruins.
Maybe an old base of Arcane Warriors.

#4
Nightdragon8

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DragonKingReborn wrote...

I think I'm ok without it, to be honest. Lore-wise it was an Elven spec that disappeared centuries ago. How would the Inquisitor learn it? Game-wise, it is a no win for bioware. In Origins it was way overpowered, but if they clip its power people will likely bellow "they've nerfed my arcane warrior!" From their p.o.v. it's probably not worth it. Besides, an earlier comment about specs was that they'd be tied more to the plot. I suspect that, if that happens, every spec added will add significant work for potentially little gain.


So, they have books about how to be a spirt healer, or force mage or what have you in the local libary so Hawke can learn them as well??

Who knows maybe a Warden libary somewhere has idea on how to make it work.

#5
Kalas Magnus

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The Templar shield in that image really bothers me. >.<

#6
Asdrubael Vect

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Ancient Tevinter learn many magic things from Elvhenan Empire and have many elven artifacts and knoledges after destruction of Arlathan..even Dwarven runes was a Ancient Tevinters runes what they learned from Ancient Elves

remember half-elf Danarius and his Lyrium vassalin, Feynriel and his dreamer teacher

so some of Tevinter Magisters can know about it and if they Elf Magisters even use such things

but most of Tevinters Magister are only battle mages-just blood mages knights-warriors trained to use weapons and armor

actually i think that two-handed weapons(swords,spears,staves,hammers,axes...halberds....whips...chain) are the best for battle mages

Modifié par Dark Korsar, 16 juin 2013 - 03:09 .


#7
Dukemon

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Kalas Magnus wrote...

The Templar shield in that image really bothers me. >.<


It is not a Templar shield. Compare the shield with the correct Templar Shield.

#8
Guest_KproTM_*

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I'd like a mix between the Arcane Warrior and the Battle Mage Specializations, that would be sick and exciting to see. Still going for Blood Mage though!

#9
In Exile

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If we do get an AR this time, I think it will be via a Tevinter link.

#10
zez23

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I loved playing an AW in origins, but it did unbalance gameplay.
Mind you, thats not totally a negative. One of the funnest things in an RPG with such deep character customization is figuring out the correct build, and frankly thats a skill in and of itself.
Origins did this fairly well. Sure, an AW+Spirit healer was the best tank in the game, but a well built dagger rouge still won in DPS, and Awakening did a pretty good job of making warriors viable again.
Story wise, it would be fairly easy to justify including, either because of the Tevinter, or warden records, but it would make just as much sense to leave it out, or frankly replace it with something just as interesting (spirit warrior for instance, or a rouge/mage of some sort. Multiclassing pretty much renders it moot.)

#11
In Exile

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zez23 wrote...
Origins did this fairly well. Sure, an AW+Spirit healer was the best tank in the game, but a well built dagger rouge still won in DPS, and Awakening did a pretty good job of making warriors viable again.


It's funny you say that, because I thought a rogue was **** in general in DA:O as class, because the incredible amount of micromanaging required to get it to have reasonable DPS via backstab actually reduced the amount of DPS your party could cause (becuase the AI runs every character suboptimally). 

#12
Hadeedak

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I liked arcane warriors, though I tanked it up like crazy.

The other way to tank was bearing it up. Which was awesome. I kind of hope both shapeshifting and the arcane warrior glowstick make a comeback, but I'm not sure they will. Depends on what Bioware can do with the time they have, I guess.

#13
Giubba

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As someone already wrote AW lorewise is basicaly an extint school ( we all know that the warden found it by complete accident) but i support the idea of a spec that cover the role of a warrior/mage.
Same thing as AW but with no tie to the lore of the AW,

#14
ev76

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It be cool if sandals prophecy of everything being as it once was will be true then their is a chance of the arcane warrior coming back. I can see this being a possible ending evolution for mages and or warrior classes... At least a possible choice as an evolution of the class.

#15
BlazingSpeed

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DragonKingReborn wrote...

I think I'm ok without it, to be honest. Lore-wise it was an Elven spec that disappeared centuries ago. How would the Inquisitor learn it? Game-wise, it is a no win for bioware. In Origins it was way overpowered, but if they clip its power people will likely bellow "they've nerfed my arcane warrior!" From their p.o.v. it's probably not worth it. Besides, an earlier comment about specs was that they'd be tied more to the plot. I suspect that, if that happens, every spec added will add significant work for potentially little gain.


Heh, it was a boring spec period as for the overpowerness I currently use several mods for Dragon age Origins that have actual intelligent enemy Arcane Warriors (not that wimp from Haven...) that are a pain in the buttt to defeat (they will resist most attempts to Mana clash or dispel thier sustainables...).

I wonder if poeple would still say AW was all that great if the enemy could do the same broken stuff.

#16
Mr.House

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Hawke could learn how to be a reaver in Kirkwall. Where did Hawke find a dragon cult to drink blood? Better yet, how about berserker ect. AW should be back as it as a great spec that opened up more gameplay.

#17
Guest_Puddi III_*

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Those sustains that drained mana per pulse in Awakening I found to be kinda crappy. Don't like how your AW has TWO of them.

#18
TexasToast712

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Made mages overpowered. Magic needs a drawback like the other two classes. By allowing mages to use warrior weapons and armor, you are removing the balancing aspect. Why play as a warrior without magic when you can play as a warrior with magic. So no, dont bring it back.

Modifié par TexasToast712, 16 juin 2013 - 08:06 .

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#19
Wulfram

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I'd be happy for there to be a Mage spec that uses a sword, though animations may be an issue - do they have to redo every spell that uses the staff in animation? How about a spec that's based on doing melee staff attacks?

#20
saMoorai

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TexasToast712 wrote...

Made mages overpowered. Magic needs a drawback like the other two classes. By allowing mages to use warrior weapons and armor, you are removing the balancing aspect. Why play as a warrior without magic when you can play as a warrior with magic. So no, dont bring it back.


Warriors would get more abilities with those weapons and warrior specializations involve giving them magic. (Templar, Reaver, Spirit Warrior) So why play a Mage then?

and its not like Arcane Warrior is impossible to balance.

#21
Tenshi

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Giubba1985 wrote...

As someone already wrote AW lorewise is basicaly an extint school ( we all know that the warden found it by complete accident) but i support the idea of a spec that cover the role of a warrior/mage.
Same thing as AW but with no tie to the lore of the AW,


its not completely extint, there actualy was one arcane warrior in DA:O in frostback mountains. he droped spellweaver if you remember. :wizard:

#22
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Filament wrote...

Those sustains that drained mana per pulse in Awakening I found to be kinda crappy. Don't like how your AW has TWO of them.


I think it would be better to combine the two of them into a single sustain, having the elemental chaos as the upgrade or vice versa. Then give them an activated ability, something similar to a cross between Hand of Winter and Fist of the Maker

#23
K_Tabris

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I think this is a perfect opportunity to include a melee attack for mages with their staff/ It bugged me that staffs in DA2 had blades on them, but were only used for a basic melee attack and magic. If balancing the mage's power is an issue, then make special melee staff's less powerful for magic attacks, or similar.

Other than that, I find this to be an interesting set of skills. Just started playing an AW/SH mage in Origins and I can't imagine playing a mage any other way now

#24
Nole

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Arcane Warrior. The only reason to play a Mage.
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#25
RobRam10

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People saying about being an elven spec long gone. You guys realize theres a picture of a Tevinter mage full armoured and besides him a big sword.

I would love seeing AW again it was a fun spec and it made mages overall badass in DA:O