Then what did Justice do either time?Maria Caliban wrote...
Only demons possess.Taleroth wrote...
Spirits healers are possessed.
What sort of specializations do you want for Mages,Rogues,and Warriors?
#51
Posté 08 août 2013 - 11:00
#52
Posté 09 août 2013 - 01:02
I'd like a Necromancer, but I'm not sure how it'd fit into the lore. Injecting spirits into corpses to raise and control them is very similar to what demons already do, which is basically blood magic.
A specialization similar to the Mesmer from GW would also be sweet, but that again falls quite close to blood magic in that it's manipulation of the enemy's mind. It could be differentiated by focusing more on tangible illusions, though. It doesn't seem likely, but I'd like it.
Finally, an Arcane Warrior type specialization.
#53
Posté 20 août 2013 - 05:58
Why have all these ice, lightning, fire and earth spells in the primary class and then abandon them for swords, nature, blood or shapeshifting
I want an Elementalist specialization. Bonus for all those spells I took before I got to specialize
#54
Posté 20 août 2013 - 07:25
Champion, Templar, Reaver
Rogue
Assassin, Bard, Duelist
Mage
Blood Mage, Arcane Warrior, Shapeshifter
#55
Posté 20 août 2013 - 08:14
Blood Mage, to me, doesn't make sense for who you are in the upcoming game.
For Rogues I think it's obvious that Assassin should be in there, but reworked to give them greater evade and armor piercing. Also lose the ninja jumps. Those need to go. Fun, but they don't fit, for me at least. Mix together Duelist and Archery for a mix character that can fell enemies at a distance and then close if they need to. Legolas from Jackson's trilogies should be the model. You equip a dagger, daggers, a short sword, hatchet, or two of both and then close the distance if you need to. For the final specializatin a mix of Scoundrel and Shadow would work to make a great crowd controler who's up close and still not a tank.
Rogues are great, but things like dual weapon specialization should be natural, a rogue shouldn't be using a shield. In my opinion at least.
For Warriors I think Berserker is an obvious choice. Two handed weapons or dual wielding, it shouldn't really matter, the key is giving them the ability to either regenerate or ignore damage for a time. Maybe the more people they kill the more life they get back? Templar definitely has to be an option both for story reasons and for combat. It'll be a good ability in a conflict involving lots of Mages. And then for the final one you could mix together the Spirit Warrior and Battlemaster trees to create a new one that would be very interesting given the shape of the conflict and also allow the Warrior become a true hybrid and maybe give him a heal ability and crowd control on top of his off-tank and damage main points.
The base of the class should be worried about weapon proficiency.
Those are my ideas at least.
#56
Posté 20 août 2013 - 08:29
#57
Posté 20 août 2013 - 08:56
The Ritualist has a modal ability which grants a significant boost to spellpower at the cost of the ability use the basic staff attack (mode would require an equiped staff). In addition while this mode is active the character would gain access to a number of spells whose damage type and effect change depending on the type of staff equiped. For example a short range AoE spell (think Hand of winter for the battlemage) would deal Ice damage and create an effect similar to the Grease spell if using a staff enchanted to do ice damage while doing fire damage and igniting the ground if weilding a fire staff.
On the other hand the Inscriber would specialise in the use of glyphs, some damage dealing others in the more traditional support capacity. The main advantage of the Inscriber (at least in my opinion) would be the ability to attach the glyphs to particular characters. Having benifital glyphs folowing party members or harmfull glyphs follow enemies has a great deal of tactical potential.
#58
Posté 20 août 2013 - 04:18
#59
Posté 21 août 2013 - 04:18
Modifié par themageguy, 21 août 2013 - 04:22 .
#60
Posté 21 août 2013 - 04:20
For eg, mages may have 3 options. Blood Mage, battlemage and keeper.
A human Mage would have access to blood Mage and battlemage. A elf Mage would access keeper or blood Mage.
Some people won't like it, but it personally gives me more incentive to play an evil elf blood Mage or a human battlemage.
Battlemage prob be replaced by spirit healer, however I think healing could be incorporated into the other specs.
Modifié par themageguy, 21 août 2013 - 04:21 .
#61
Posté 21 août 2013 - 04:48
#62
Posté 21 août 2013 - 05:04
Rogues to have a relic / treasure hunter class (like tomb raider or Indiana Jones) where you have bonuses against demons and undead, and maybe mages (like a templar), but with a more roguish reasoning. An example talent would be entropic talisman, where due to an ancient Tevinter relic you steal health from an enemy, with enhanced damage to fade creatures.
For Warriors I would like spirit warrior brought back, but with a twist, I would like to see it be like with Anders where you have two paths, an offensive personal path, and a defensive party path, the idea being that you make contact with a spirit of valor, which can be corrupted into a spirit of glory for personal gain, or honour for buffing and helping your party. An example talent for each side would be with honour activated your party receives minor healing and stamina regeneration and you take less damage, alternatively with Glory activated your party receives a minor damage bonus and you have enhance stamina regeneration and a damaging aura
#63
Posté 21 août 2013 - 05:30
#64
Posté 21 août 2013 - 05:39
#65
Posté 21 août 2013 - 05:54
Blood Mage
Keeper
#66
Posté 21 août 2013 - 05:56
#67
Posté 21 août 2013 - 06:00
DAO and DAA would be greatly appreciated.
I want to make a male elven Archer with Ranger
abilities to honor Cedric from TW2. That guy
was a drunken, honorable bamf.

Plus I really want Shapeshifting back for the mage...
Modifié par ames4u, 21 août 2013 - 06:04 .
#68
Posté 21 août 2013 - 07:23
#69
Posté 21 août 2013 - 07:26
Warrior:
Champion, Templar, Guardian, Reaver.
Rogue:
Duelist, Assassin, Bard, Ranger.
Mage
Blood Mage, Spirit Healer, Battlemage/Force-mage, Shapeshifter.
#70
Posté 21 août 2013 - 07:32
Fast Jimmy wrote...
"...inadvertantly brought them across the veil..." if you are
bringing a spirit across from the veil, it needs a host to survive in.
That's why some demons become skeletons or zombies (or even Sylvans),
because there is no living host for them to attach to.
It may
not be spelled out, but the only two Spirit Healers we've seen in the
lore have been, more or less, hosts to their respective spirits.
What about DA:A Anders, though? He was a Spirit Healer back then and never made any mention of being a spirit's vessel.
Modifié par Dhiro, 21 août 2013 - 07:43 .
#71
Posté 22 août 2013 - 12:54
I like that we have Templars, Reavers and Berserkers for Warriors, I think that each specialization should really alter how we play though. Maybe Templars can take a lot less magic damage, and then when hit by Magic gain Stamina from it and temporarily deal more damage to cut mages off quicker. Reavers I feel should live on the edge, steadily losing health in combat but constantly dealing more and more damage as their health drops and gaining health when striking enemies down. Berserker I think should steadily smash faces in and gain large amounts of stamina, like an adrenaline rush after killing enemies to keep smashing faces. if I had to add another Specialization for them, I'd want a Guardian of some sort. A warrior who defends his allies, and gets stronger when taking hits, maybe even having a buff for an ally that makes the Warrior take some threat for them and if they take damage the Warrior gets a power boost to pull enemies off them.
For the Rogue, I liked the Duelist, Shadow and Assassin, if I had to alter how each specialization altered the playstyle though... I'd make it so that the Shadow revolves around Stealth hevaily. Any time you kill an enemy, you get to Stealth and move to your next target, attacking from stealth you'll deal bonus damage and when you come from stealth you're harder to hit. I also feel Shadow should get the ability to Stealth in combat and no other Rogues can, just to give them the feel of being elusive and hard to pinpoint. Duelist I feel should be in the middle of the combat, they excel at singling an enemy out and taking them down with minimal challenge. Because of this I feel an Archer naturally shouldn't be a good choice for a Duelist. The Assassin I feel should excel at taking an enemy down without drawing attention, whether they're sniping them out with an arrow from a far or slitting their throats. They live off killing their enemies, and when they do I feel they should get stronger for the next one. For an added spec, I think Ranger would be a great choice. I miss my animal companion from Origins, and whether it's more universal and replaces Duelist or not I feel like they should add a role for Rogues that deals with working alongside an animal companion.
For Mages we already have Blood Mage and Spirit Healer, in Dragon Age 2 we got Force Mage, and from Origins we had the Arcane Warrior, Battle Mage, Keeper and Shapeshifter. In all honesty I feel like Shapeshifter should stay as a Morrigan trait, and Keeper are high ranks in Dalish society. If we had to choose four of them for Dragon Age 3 I'd think Blood Mage, Spirit Healer, Battle Mage and Arcane Warrior BUT Battle Mage and Force Mage should be combined into one. I also don't think the Spirit Healer should be just based on healing anymore, I feel they should have skills, or a branch of skills based around calling a Spirit to fight alongside you and maybe even assist you in casting spells. If you're a Spirit Healer with a familliar out, he'll cast a weaker version of all your Spirit Spells as well. Cast Spirit Bolt, and he'll throw one out too, Crushing Prison locked an enemy down for 5 seconds? He'll lock another enemy down for half as long. Same with Blood Mage, I don't think working with blood should be restricted to just dealing damage. Why not use your life force to also heal your allies? When in Blood Stance you still can't be healed by natural means, but you'll deal more damage and healing towards your allies and enemies maybe even put a mark on an enemy so that if they die they explode into gorey goodness and heal your allies near them. Now, Arcane Warrior. In Origins I always like how they could wear heavier armor and fought toe to toe with enemies if you wanted them to. I feel like that should be brought over into Inquisition as well, like how we had Rock Armor's visual in DA2 in DA:I have the magical armor shield you from damage giving you durability close to a Warrior, your Staff taking on a large two handed sword and making Magic effect your physical/magical damage to enemies while still throwing spells out at your enemies to burn them down as well. You're a walking magical blade of power. Now, this Battle Mage I feel is another frontline fighter without all the armor, instead they control the battle from the fronlines. Throwing out powerful knockbacks and knockdowns (akin to Fist of the Maker) and getting passives that they can't be knocked down, drain mana from fallen enemies and are just hard to push around. I'd also like to see an upgraded Elemental Chaos meets Gravity Ring. Around the mage enemies are slowed, and take heavy damage but you steadily lose mana while its up.
Yeah, just some ideas on what I'd like to see done with Specializations. I'd really, really like for them to change our characters up when we choose them.
#72
Posté 22 août 2013 - 01:01
the only mage i've ever played in the history of RPGs
#73
Posté 22 août 2013 - 01:13
EG: "Spirit of Hope: heal self and buff to defense, boosts morale of nearby allies", or "Spirit of Valor: + to offense and increased attack speed, - to defense, casting includes a war cry that draws enemies away from allies and towards yourself". That sort of thing.
For Rogues I'd like a "Grenadier" specialization involving the use of explosives to debilitate groups of enemies. Blind and poison enemies with gas grenades, shrapnel grenades for bleeding damage, incendiary grenades for setting clusters of enemies alight. Maybe even saar-qamek grenades to turn enemies against each other, although they wouldn't work on Qunari.
Modifié par Plaintiff, 22 août 2013 - 01:14 .
#74
Posté 22 août 2013 - 01:22
Ranger and bard to return for rogues
Warrior........ don't realll care.
#75
Posté 22 août 2013 - 01:51





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