What sort of specializations do you want for Mages,Rogues,and Warriors?
#1
Posté 08 août 2013 - 07:20
Warrior:Demolisher:This specialization allows you to have increased attack damage for a short period of time while being able to knockdown and stun enemies.There are talents you could choose that could either increase the stun/knockdown duration or increasing the ammount of damage you would do.The drawbacks are your defenses are lowered when you take this specialization but you make up for it in terms of power.
Mage:Chaos Magic:You have the power to fill your enemies with fear as you unleash spells that can control and sow discord among the enemy forces.This specialization allows you to use spells that are highly destructive and are meant to put your enemies in a state of terror.You can choose between offensive and defensive chaos magic but each one has it's own special talents.The drawback is this increases your mage's agrro and are more likely to be attacked.
Rogue:Trapper:This specialization allows you to use traps and explosives as your main methods of attack.There are talents where a rogue can be a master at using traps or explosives,high leveled trappers are able to make highly destructive traps that can damage multiple enemies or they can make deadly combinations of explosives.
#2
Posté 08 août 2013 - 07:25
Mage don't really matter i be spirit healer as always.
#3
Posté 08 août 2013 - 07:30
Mage: Necromancer, Allow you to resurrect dead enemies either as themselves or as skeletons and fight for you for the duration of the battle. You could summon a pet to follow you arround. This is incomparable with healing spells, and you would damage yourself if you heal while having necromancy on.
Rogue: sniper, allow more accuracy and damage at the cost of speed. You can also equip different types of arrows like fire, poison, or ice to apply different status affect. The achilles' heel attack will temporary stun the enemies, but it has moderate cooldown time.
#4
Posté 08 août 2013 - 07:42
That being said, I would think the specializations would have to have some sort of clear impact on the story or actually mean something (I don't think Force Mage, for instance, really meant anything).
Warrior: Templar is an easy choice, and I think Chevalier could be another one.
Rogue: I think Assassin could still work.
Mage: Blood Mage is obvious, and I think Spirit Healer is as well. I also think Keeper might work, though it could be racially restricted. Then again, it might not HAVE to be. Magic is magic (I think), so you might not have to technically be an elf to learn Keeper techniques.
#5
Posté 08 août 2013 - 07:42
#6
Posté 08 août 2013 - 07:46
But hopefully the Talent trees for the specialisations will get beefed up, seeing as we're only getting one. I think they'll need to be pretty substantial if they're going to have an impact on the story.
#7
Posté 08 août 2013 - 07:49
#8
Posté 08 août 2013 - 07:49
And they let enemy mages teleport in DA2, they need to live up to that and give it to players.
#9
Guest_Craig Golightly_*
Posté 08 août 2013 - 07:50
Guest_Craig Golightly_*
Rogue: an Assassin/Shadow combo and Duelist
Mage: Battlemage and a Spirit Healer/Blood Mage combo
Modifié par MasterScribe, 08 août 2013 - 07:59 .
#10
Posté 08 août 2013 - 07:57
Mage- arcane warrior with battle mage of course if have possibility taking more than one specialization.
#11
Posté 08 août 2013 - 08:00
What I think might be an interesting idea is to have a basic tree of skills for each class - Rogue, Mage and Warrior. Within this basic tree, you can have all sorts of skills and spells, with much of the same flexibility seen today.
Then, when you pick your Specialization, you not only get a new set of skills to choose from, but special versions/enhancements of your Basic tree skills. This way, instead of trying to introduce new skills/spells that make the spec more unique, you instead completely retool the entire class to be shaded by this decision, so that you can play a Support role with a Blood Mage, or an Assassin archer.
Also, no Spirit Healer. Not only is it incredibly unlikely for anyone to truly wind up in the circumstances to be such a character, but it basically looks like you are putting all the healing spells into one spec, when healing should just be a basic, available to every Mage set of spells.
#12
Posté 08 août 2013 - 08:01
I'd like Shadow, Duelist, and Assassin to return for the Rogue.
I'd like Beserk, Reaver, and Templar to return to the Warrior.
Naturally, my wanting of those specializations to return limits the number of new specs.
Some of those specs could be downgraded into skill trees. Spirit Healer's spells could file right into the Creation Tree, likewise Shadow could fall into a Subterfuge Tree for the Rogues rather easily.
But when it comes to new specs... the one I've been hoping for since before Awakening came out is Necromancer.
#13
Posté 08 août 2013 - 08:02
#14
Posté 08 août 2013 - 08:03
Fast Jimmy wrote...
The problem I have with various Specializations is that they cater to one facet of the class over another most times. Mages can be damage dealers, crowd control, healer/support, or a combo. The Spirit Healer spec is pretty worthless to a damage dealing or crowd control mage. Just like the Assassin Specialization is not nearly as useful to an archer Rogue as it would be a dual-dagger one.
What I think might be an interesting idea is to have a basic tree of skills for each class - Rogue, Mage and Warrior. Within this basic tree, you can have all sorts of skills and spells, with much of the same flexibility seen today.
Then, when you pick your Specialization, you not only get a new set of skills to choose from, but special versions/enhancements of your Basic tree skills. This way, instead of trying to introduce new skills/spells that make the spec more unique, you instead completely retool the entire class to be shaded by this decision, so that you can play a Support role with a Blood Mage, or an Assassin archer.
Also, no Spirit Healer. Not only is it incredibly unlikely for anyone to truly wind up in the circumstances to be such a character, but it basically looks like you are putting all the healing spells into one spec, when healing should just be a basic, available to every Mage set of spells.
While I don't necessarily hate the way specializations have worked, I really, really like your idea.
I don't have much of an issue with the Spirit Healer specialization, but I did HATE how it actively restricted what you could do. And I do think there should have been more basic healing. I would have been happy with just one or two more healing spells (like Regeneration and Glyph of Healing or something) in the Creation tree.
#15
Posté 08 août 2013 - 08:05
Mage-Force mage
Warrior-Templar or maybe a Chevalier.
#16
Posté 08 août 2013 - 08:06
Null_Mime wrote...
I'd like to see some new and unorthodox specializations. Like maybe a Tactician type character for mages. They would be weak offensively, but provide allies with strong buffs and have high defensive/avoidance capabilities for themselves.
One of the ideas I saw bounced around here some time ago was that water spells should be included in the game for mages. And how they suggested water be handled differently from ice was that water spells would be more buff/debuff like.
The only one I remember vividly (probably because it's like a Pokemon power) was that the mage could obscure the entire party with mist. Giving a nice defense bonus to everyone and maybe preventing archers outside the mist to fire inside the mist.
Would be cool.
#17
Posté 08 août 2013 - 08:07
#18
Posté 08 août 2013 - 08:10
#19
Posté 08 août 2013 - 08:12
dragondreamer wrote...
Spirit Healers are no more unusual than Blood Mages. One is communicating with spirits while the other deals with demons. Possession is something both types of mages try to avoid in most circumstances.
...frankly, outside of Wynne, I've never considered my PC merging with a Spirit when they picked up Spirit Healer. I just wanted to pick up some additional healing spells.
Or completely lose the need to carry injury kits in DA2.
#20
Posté 08 août 2013 - 08:14
#21
Posté 08 août 2013 - 08:14
#22
Posté 08 août 2013 - 08:15
That's not really how either works. Spirits healers are possessed.dragondreamer wrote...
Spirit Healers are no more unusual than Blood Mages. One is communicating with spirits while the other deals with demons. Possession is something both types of mages try to avoid in most circumstances.
Blood Mages don't require demons at all. Blood Magic actually has its origins with dragons. Though it's disputed that the elves came up with it first. Demons are just an easy source of the information.
#23
Posté 08 août 2013 - 08:18
Rogue - Bard/Duelist/Ranger/Assassin or something new
Warrior - Reaver/Champion/Chevalier/ Something new
Modifié par AresKeith, 08 août 2013 - 08:18 .
#24
Posté 08 août 2013 - 08:19
Taleroth wrote...
That's not really how either works. Spirits healers are possessed.dragondreamer wrote...
Spirit Healers are no more unusual than Blood Mages. One is communicating with spirits while the other deals with demons. Possession is something both types of mages try to avoid in most circumstances.
Blood Mages don't require demons at all. Blood Magic actually has its origins with dragons. Though it's disputed that the elves came up with it first. Demons are just an easy source of the information.
Tevinter lore suggests the Old Gods taught all magic to man; including blood magic which at first they did not believe to be a school of magic. Sure they're basically dragons but they're somehow different.
(Did a quick google to find names: in specific detail blood magic was taught to Archon Thalsian by the Old God Dumat.)
#25
Posté 08 août 2013 - 08:20
Taleroth wrote...
Blood Mages don't require demons at all. Blood Magic actually has its origins with dragons. Though it's disputed that the elves came up with it first. Demons are just an easy source of the information.
Yeah, but some may have it confused thanks to DA2, where 90% blood mages turn (full retard) to demons for power. Which is kinda ironic, especially when you've played DA:O mage origins and saw what Jowan could do without.





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