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Ideas for specialisations


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#1
Abraham_uk

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Feel free to create your own ideas for specialisations.

The format I'm looking for is as follows:

Class Name
Name of Specialisation

Skill Tree 1
Skill Tree 2
Skill Tree 3


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Warrior Specialisations:

 

Vanguard:
The Vanguard has three skill trees: Leadership, Speed and Power.

Leadership: Shouts that improve allies performance in battle.
Speed: The vanguard can sprint faster, move faster and attack faster at cost of damage per blow.
Power: The Vanguard’s attacks have a knock back effect with a significant area of effect.

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Reaver:
The Reaver has three skill trees: Blood Calling, Dare Devil and Leacher.

Blood Calling: Gives the Reaver new physical attacks that makes foes bleed faster and harder.
Dare Devil: The lower the Reaver’s health, the greater the Reaver’s attack damage.
Leacher: Reavers can leach health and stamina from any target that has fallen in combat.

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Templar:
Templars have three skill trees: Counter Endurance, Counter Magic and Magic Resilience

Counter Endurance:  Debuffing physical fighters by taking out their stamina and blocking their physical talents.
Counter Magic: Debuffing mages, taking out their mana and blocking spells.
Magic Resilience:  Defence against all magic and all elemental types.

 _________________________________________________________________________________

Monk:
Monks have moves that work best with unarmed combatants. However these moves are compatible for any melee weapons. Their skill trees are, Technical, Power and Rough Neck.

Technical: Use martial arts to disable foes quickly with as few moves as possible.
Power: Tackles and throws are the name of the game. Deal heavy damage to single targets.
Rough Neck: Less graceful than technical and less flashy than power, rough neck uses a classic dirty brawler type move set.
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Berserker: 
Berserker’s skill trees are Rage, Finesse and Vitality

Rage: Beserkers can fly into a rage, using up extra stamina to hit harder.
Finesse: Berserkers are more accurate with their attacks,
Vitality: Berserker has more stamina to spare, and their attacks consume less stamina.
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Orlesian Chevalier: Orlesian Chevaliers have trained from an early age to fight in heavy armor. These fighters are so used to wearing armor that they feel naked without it. They can sprint, perform combat rolls, jump, dodge and even climb mountains whilst wearing their armour. Whilst their skill with weapons has been described as "exceptional", the more offensive specialisations such as "Vanguard", "Berserker", "Reaver", "Chantry Seeker" and "Ash Warrior" greatly outperform the Chevalier.

Orlesian Chevalier's skill trees are Protection, Counter and Aggro.

Protection: Provides the defender with more hit points and stamina. This skill tree and allows the Chevalier to act as a shield wall for more fragile party members.
Counter: When a defender is attacked, they fight back. This skill tree also allows the Chevalier to sprint, in heavy armour.
Aggro: When aggro is activated, all enemies will focus 100% of their attention on the Defender. This is very dangerous. The Aggro skill tree has some buffs to evasion to make this choice less risky.
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Chantry Seeker: Chantry Seekers have the following skill trees:  Hope, Will and Vendetta.

Hope: When all else fails, hope makes the Seeker fight harder. The more foes targeting the Seeker, the greater the Seeker’s damage output.
Will: Will provides the Chantry Seeker buffs to every stat but at the cost to stamina.
Vendetta: Vendetta Mode allows the Seeker to focus all their attention on one foe increasing accuracy and damage output. However, Vendetta Mode makes the Seeker more vulnerable to flanking and backstabs.

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Ash Warrior: [This was inspired by Julian Welpit's concept for an Ash Warrior].

Ash Warriors are specialised warriors who use mabari hounds.

Ash Warriors have the following skill trees: Mabari Hound, Might and Endurance.

Might: Provides the warrior with an additional set of moves compatible with all weapon types.
Endurance: When an Ash Warrior has run out of health, thy use stamina as a substitute health bar.
Mabari Hound: Ash Warriors may not have a large variety of potential pets (like the Ranger) but their hound is arguably the most fierce. This skill tree allows the Ash Warrior to give commands to the Mabari.
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Spirit Warrior [hhh89 suggestion]

Perhaps it’s a better idea to have Spirit Warrior separate to Templar. On closer inspection, the two specialisations are quite different. Spirit Warrior’s skill trees are: Spell Resistance, Combat Prowess, Fade Burst 
Spell Resistance: This skill tree allows the Warrior to resist hostile spells but also allows the warrior to gain healing bonuses from restorative spells and potions.
Combat Prowess: Boosts to both evasion and weapon damage. In addition every attack the warrior dishes out will have a % chance of not expending any stamina (depending on what points you spend)
Fade Burst: Some unique Spirit Based attacks that deliver unpredictable negative effects to enemies.

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Follower of the Qun:
The Qun have a very strict code of conduct. Their culture, religion and way of life provides them with very useful tools in combat and tools for avoiding combat.

Their skill trees include: Code of Peace, Code of War, Code of Honour

Code of Peace: The Qun's isn't always about war. When a fight is avoidable, the Qun will talk their opponents out of fighting. This can earn the Qunari more respect and even attract more followers to the Qun.
Code of War: The Qun have specific weapons they like to use complete with a specific skill set. These weapons are 2 hand pole arms, great swords and throwing spears.

Code of Honour:
 Any foe who is deemed to be dishonourable by the Qun, is to receive no mercy. Bandits, slavers, daemons, darkspawn etc will be even more vulnerable to attacks from a Qunari. Though if a Qun is in a fight with an "honourable" opponent, then the Qunari will not gain any damage bonuses.


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Pioneer [Loosely based on Batman]
Pioneers are a combination of warrior and rogue with some neat gadgets to fill a mage like role. The result is a class that is a jack of all trades master of none. However it is the combination of options that make the pioneers tough to kill.

Pioneer's have the following skill trees: Combatant, Stealth and Tools

Combatant: Mixture of brawling, usage of physical weapons and armour. This skill tree is a bunch of basic warrior skills. The Pioneer will be trumped by the other 11 warrior specializations in this area.

Stealth: Ability to sneak around, perform assassination kills, pick locks and disable traps.
The Pioneer will be trumped by the Scout and Assassin in stealth. There will be a hand full of locks and traps that pioneers cannot deal with.

Tools: The Pioneer has a bunch of gadgets for every situation. They can deploy flash bangs, lob explosive grenades, pull foes towards them with their grappling hooks, use a self-regenerating spray to restore health. The roles the Pioneer can take are all trumped by mages and some of the rogue specialisations.

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Enigma: [concept by su lu pi]
The origins of this specialisation are mysterious. Warriors' memories are wiped clean. Their appearance altered and their personalities completely changed. The power of the Enigma doesn't originate from the fade. Both the spirits of the fade and the population of Thedas distrust Enigma. The only person who claims to know anything about The Enigma is Flemeth.

If you pick this specialisation you will have an entire storyline devoted to finding out what purpose Flemeth has in store for you. Suffice to say, the revelations will be less than pleasant.

The Enigma is the only warrior specialisation that allows the use of staffs.

Their Skill Trees are: Dark Soul Black Death and Dark Blade

Dark Blade: A special skill tree that coats all weapons in darkness. These attacks consume a special Enigma Energy Pool instead of stamina. Dark Blade abilities work best with 2 handed weapons since the area of effect swing spreads the darkness further dealing more damage to more targets.
 
Dark Soul: Allows for dark aria effects such as blindness and leach health attacks. Consumes Enigma Energy Pool. These Dark Soul abilities can be performed with any weapon, but are most effective if a staff is equipped.


Black Death:
 This skill tree focuses on poison and plague effects. Consumes Enigma Energy Pool. These will deliver damage over time and debuffs. These Black Death abilities can be performed with any weapon, but are most effective if a staff is equipped.

About Resource Management:
About your energy pool. Unlike mana and stamina, you can't restore it with potions.
The energy pool will regenerate when you take damage, or when automatically you're out of combat.

When your health runs out, you remain alive as long as you have points in your energy pool. 
The energy pool will deplete every time you take a hit if you've run out of health.
To get your health back, the battle must be over. Then your health regenerates.
If both your health and energy pool runs out you die (actually die, no potions or spells can revive you).

Modifié par Abraham_uk, 17 décembre 2013 - 12:14 .


#2
Abraham_uk

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Rogue Specializations:

Assassin The Assassin’s skill trees are: critical, subterfuge and shadow.

Critical: Precise pin point attacks, backstabs and revealing of weak points are the name of the game.
Subterfuge: Use of decoys and smoke screens in battle.
Shadow: Enables the assassin to turn invisible. Buffs reduce noise output. Also allows the assassin to see cloaked foes on the battlefield preventing surprise attacks.

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Duelist:

The Duelist’s skill trees are: Challenge, Blade Dancing and Dirty Fighting

Challenge: Challenge a single foe to a duel without attracting the attention of other enemies.
Blade Dancing: Blocks, parries, evasions, counters and deflections. Fast agile combat.
Dirty Fighting: Going for low blows, disorientate foes or briefly stagger them.

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Ranger:
The Ranger’s skill trees are: Summoning, Traps and Survivalist

Animal Summoning: Rangers can summon any animal into combat. In addition, proficiency in summoning means that any creature listed as “animal” will not attack the party unless attacked first.
Traps: The ranger always travels with traps they can deploy.
Survivalist: Rangers can patch up their own wounds and treat poisons. As a result they grant themselves passive health regeneration.
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Witch Hunter (The rogue version of Templar)
The Witch Hunter’s skill trees are: Lyrium Blades, Lyrium Arrows and Lyrium Bombs

Lyrium Blades: The Witch Hunter can coat their blades in lyrium to increase damage output.
Lyrium Arrows: The Witch Hunter can coat their arrows in lyrium to increase damage output.
Lyrium Essence: Lyrium can be used to knock back foes, stun, stagger and deal damage. Lyrium bombs can flat out drain all of a mages mana.
 
__________________________________________________________________________________ 
Bard:
The Bard’s skill trees are: Songs of Strength, Songs of Weakness and Songs of Lore.

Songs of Strength: Shouts in battle can improve allies performance in battle.
Songs of Weakness: Shouts in battle can reduce foes performance in battle.
Songs of Lore: Bards play drums, lutes and sing. Performing tunes outside of battle leads to stat buffs to the entire party. Reading books provides the bard muse to write new tunes.
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Alchemist:
In addition to potions and poisons (that all classes have access to) alchemists can brew a few unique concoctions of their own. Their skill trees include: Healing Flasks, Poison Flasks and Grenades.

Healing Flasks: Heal allies by chucking flasks at them.
Poison Flasks: These are how alchemists deliver negative effects to enemies.
Grenades: Damage for fire, ice, lightning, corrosion, nature etc.
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Scoundrel:

Scoundrels have the following skill trees: Deception, Taunting and Betrayal.

Deception: Scoundrels can deceive enemies. Examples include: Tricking foes into thinking the scoundrel has lost, only to follow up with a surprise attack, feigning death, wearing a disguise to fool enemies etc…
Taunting: Taunts allow the Scoundrel to frustrate enemies in combat by drawing attention and then evading attacks.
Betrayal: Scoundrel is willing to betray allies if it will gain them the upper hand. They will draw aggro towards allies. The Scoundrel will even attack an ally to fool enemies into thinking the scoundrel is on their side.

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Lover:

Lovers have the following skill trees: Attachment, Synergy and Sacrifice.

Attachment: The Lover can focus on one ally. The Lover and ally will protect each other, attacking the same enemies and dealing more damage through teamwork.
Synergy: Lovers have a unique set of abilities that allows them to perform joint abilities with warriors, rogues and mages (similar to dual techs in Chrono Trigger).
Sacrifice: Lovers will sacrifice their own stamina and health to restore the stamina and health of allies.
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rwaporter wrote...

Rogue Specialization:

Treasure Hunter:
a thief with a knowledge of ancient relics and magical defenses
Grave Robber: traps, poisons, damage versus undead
Burglar: stealth, evasion, damage
Arcane Knowledge: magic resistance, buffs, relic based spells


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Scout Legionnaire:
Scouts pride themselves at encouraging the entire party to use stealth to overcome any
situation. Please note that the stealthy bonuses scouts have are not as great as those for assassins.
Skill trees are:  Pre-Emptive Warfare, Guerrilla Warfare and Survivalist

Pre-Emptive Warfare: The Legionnaire scouts ahead to detect enemies before the enemies see the party. This gives the party a brief window to attack first with a significant damage bonus.

Guerrilla Warfare:
With Pre-Emptive, once you make a move, your entire party is spotted. With Guerrilla Warfare, the scout plans tactical formations for flanking manoeuvres, ambushes and stealth kills. Different tactical manoeuvres are available depending on your party members.

Survivalist:
Provides the Scout with some additional hit points and defence against physical and magical attacks. (Similar to Dwarven Legionnaire specialisation in Dragon Age Awakening).
_____________________________________________________________________________

Fast Jimmy wrote...
Brawler:
Wild fighter from the seedy underbelly of Val Royeux's Fighting Rings who uses an unpredictable street fighting style that is non-traditional and difficult to counter. Prefers blunt weapons like clubs, maces and mauls over swords or shields. Their wild style has great potential for turning the tide in a fight, but also poses a risk should the move not execute correctly.


The Brawler's skill trees are: Pit Fighter, Mental Conditioning and Secondary Reserve

Pit Fighter: This skill tree relies on heavy blows that deal massive damage to foes. Large stamina consumption for heavy attacks.
Examples of Pit Fighter moves include "Haymaker" ("Attack that deals hefty damage and has a chance of temporarily stunning while also giving a 20 second penalty to Hit% to the enemy, but has the risk of "missing" for reduced damage and no stun/Hit% reduction") and "Bonecrusher" ("Stunning blow to the enemy that also has a chance of reducing movement and attack speed of the enemy by 50% for 60 seconds, but also runs the risk of a critical miss that does only half damage and stuns the player for 5 seconds")

Physical Conditioning:
This skill tree focuses on boosting stamina regeneration increases for the party and reducing enemy critical chance.

Secondary Reserve: Most fighters cannot perform their special abilities when they're low on stamina. However the Brawler is capable of using their special abilities when they're completely out of stamina. Doing so will deplete a secondary stamina reserve. This secondary reserve cannot be restored by potions and can only be restored by resting. Suffice to say, this secondary stamina reserve is massive.

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Specialist:
The specialist is the same as the rogue skill tree in Dragon Age 2. The only difference is that Accuracy, Speed and Power each have their own skill tree.

The Specialist's Skill Trees are Power Mode, Rapid Fire Mode and Precision Mode
Please not you can only have one of the three modes active at any given time.

Power Mode: Every shot or melee attack that hits will be a critical hit. However the chances of flat out missing are much greater. This skill tree can improve the effectiveness of this mode.
Rapid Fire Mode: Wield melee weapons faster or shoot faster. This mode doesn't apply to long bows, but when a short bow is equipped, the specialist can fire arrows with great haste. This mode is highly inaccurate and has lower damage per shot than Power Mode.
Precision Mode: Every shot and melee attack will hit the target. Lowest odds of landing critical hits of the three modes. This is because the rogue will be aiming at the general chest area rather than targeting points of weakness. Also doesn't have the rapidity of rapid fire mode. However for rogues who haven't invest much in dexterity, precision mode is an absolute must.

Modifié par Abraham_uk, 15 décembre 2013 - 09:24 .


#3
Abraham_uk

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Mage Specializations:

Destroyer: 
Destroyer’s skill trees are: Pyromancy, Cryomancy and Electromancy

Pyromancy: Fire based magic. Fire walls, flame weapons, fireballs, infernos etc.
Cryomancy:  Ice based magic. Ice walls, cryo weapons, winter mist, blizzards etc.
Electromancy: Shock based magic. Shock walls, chock weapons, chain lightning tempests etc.


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Force Mage:
Force Mage’s skill trees are: Wind, Earth and Force

Wind: Spells designed to pull enemies towards the caster.
Earth: Spells designed to knock down/stagger as many enemies as possible.
Force: Deal heavy damage.

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Arcane Warrior: 
Arcane Warrior’s skill trees are:  Arcane Wizard, Combat Magic and Battle Mage

Arcane Wizard: Uses spells from the school of the arcane such as mind blast, arcane wall, arcane shield and stasis prison.
Combat Magic: Use of mana to deal additional damage. This skill tree allows the use of any weapon, meaning the mage is no longer restricted to mage specific weapons.
Battle Mage: Close ranged destructive spells such as hand of winter, elemental chaos, flame thrower etc.

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Shape Shifter:
Shape shifters can shift into Bears, wolves and spiders with skill trees for each form.

Bear: Physical powerhouse, sporting high defences and powerful attacks.
Wolf: Fast, sneaky and lethal.
Spider: Uses webbing to trap foes, and venom to deal damage over time. Has fast reflexes.

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Spirit Healer:

The Spirit Healer is a combination of Spirit, Creation and Spirit Healer skill trees.

Creation: Can summon grease, stinging swarms, or send forth glyphs for crowd control.
Spirit: This can be used for dealing damage (walking bomb) or taking out spell casters with anti-magic spells.
Healing: Can restore stamina and health to entire party, remove negative effects and revive fallen members.

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Blood Mage:

Blood Mages have the following skill trees: Blood Maintenance, Blood Rupture, Blood Control

Blood Maintenance: Health is the resource pool for magic. The mage can leach health from allies or leach health from the corpses of fallen enemies. This skill tree also increases the amount of hit points the Blood
Mage has.
Blood Rupture: Damage dealing spells for the mage (including mortal wound).
Blood Control: Blood magic spells to literally turn enemies into allies.
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Rivaini Seer: [Plaintiff's suggestion] Has lots of sustained abilities that drain manna over time. 
Rivaini Seers have the following skill trees: Clairvoyance, Auto Casting and Deflection

Clairvoyance: Can see physical moves before they come, with a small chance of counting them with spells.
Auto-Casting: Surrounds the mage with spell bolts that fire automatically any foe that attacks the Seer
Deflection: When enemies cast spells at the Seer, the spell is deflected back at the enemy wizard.
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Keeper:  [Thibax's suggestion]
The Keeper is a “Druid” type mage. They have the following skill trees: Roots, Propulsion and Chemical 
 Roots: Summons roots from beneath the ground to slow down and trap foes close to caster.
Propulsion: The Keeper can catapult themself and/or allies to a different spot. (Like Stone Throw)
Chemical: Chemical based attacks for poison and corrosion type damage.

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 Conjurer [Loosley based on Julian Welpit's Mortalitasisuggestion. Also takes inspiration from Elder Scrolls School of Conjuration]

The Conjurer has three skill trees: Summoning, Necromancy and Leaching.

Fade Summoning: Allows the caster to summon unstable creatures from the fade.
Necromancy: Allows the caster to raise and command the undead.
Leaching: Has a number of leaching spells. Leach health or stats from opponents to make the caster stronger whilst making enemies weaker.

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Unstable Wizard: [Based on The Incredible Hulk]
The Unstable Wizard must keep their heart rate under control. If they don't they transform into a monster.

Humanoid Form: A combination of focus, disicipline and martial arts enable the wizard to be effective without transformation.
Abomination: Loss of control transforms the wizard into a hideous beast that can ravage everything in sight. You gain some overpowered "hulk smash" type moves.
Regulation: Better regulation enables you to better control when you shape shift, and provide better control over the abomination moveset. With no regulation, the abomination may ignore commands you send it, and even attack allies. So it is important to invest points into regulation.
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Tevinter Scholar: [Based on Vortex 13's concepts for Sylvan Protectors and Awakened Darkspawn]

The Scholar are elite mages in the Tevinter Empire who take their inspiration from Awakened Darkspawn, Slyvan Protectors and Qunari Saarebas. The Scholar specialisation originated from Tevinter mages being sent on exploration missions across Thedas to learn new types of magic. The result was a new type of mage...

The Tivinter Scholar skill trees are: Slyvan Protector, Awakened Darkspawn and Saarebas

Slyvan Protector: Usage of roots, trees and thorns to deal damage and slow down foes.
Awakened Darkspawn: Tainted magic allowing the poisoning and debuffing of foes. This skill tree has a unique pet that is unlocked once the skill tree is mastered. This is risky since it makes the caster and party vulnerable to the taint.
Saarebas: Saarebas can manipulate electromagnetic radiation to slow down heavy armour users, blind foes with blinding light and disarm enemies within melee range. Foes wearing metal armour and wielding metal weapons are more vulnerable to electromagnetic attacks. [Nowhere near as overpowered as Magneto]


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Mind Crawler:

Mind Crawlers are creepy mages who can read peoples minds, alter peoples minds and even control peoples minds. Whilst most fighters are flat out immune to complete mind control, it's the less invasive spells that weaken them. Mind Crawler magic costs a lot of mana though.

The Mind Crawler's Skill trees are: Entropy, Illusion and Enhancement.

Entropy: Weaken the enemies minds. [Similar to entropy skill tree in Dragon Age 2]
Illusion: Create decoys to distract enemies, or literally make groups of enemies blind and deaf for short periods of time. Illusion spells can also give enemies a false sense of security causing them to make more mistakes in battle.
Enhancement: Use spells to help allies overcome their mental barriers, enabling them to reach their full potential.
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Modifié par Abraham_uk, 17 décembre 2013 - 12:47 .


#4
Abraham_uk

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More Epic Ideas:

You can never have too many ideas.
_______________________________________________________________________

Draconian Spellweaver: [Mage]

[Concept by Someone Stole My Name] Thankfully someone didn't steal your idea, since you're getting full credit for this one.

These are mages that have consumed dragon blood and have gained a new form of spell casting.


Dragon Risk: This skill tree is about taking risks. The less health the spell caster has, the greater the damage output of spell casting

Dragon Armor: This skill tree buffs armor rating and health regeneration. Less heavy armor (and no armor) will make Dragon Armor skills more effective. Wearing heavy armor will make these skill less effective.

Dragon Soul: Draconian Spellweavers can cast fire, ice and lightning. Their spells are short range and deal heavy damage. In addition, the Spellweaver can absorb the mana and health of dead enemies to restore mana.

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Dwarven Mage: [Mage]
Dwarves have been looking at casting magic in combat. Whilst this specialisation is technically not a mage (no connection with the fade), this specialisation works on use of magical items to do the spell casting for them.

The mage will have a rod in one hand and a spell book in the other. The spell book will be opened and the caster will call out a series of words, sending instructions to the rod to cast a spell.

This specialisations is available to all races. However it is the only mage specialisation available to Dwarves.

Lyrium Powered Rod: This is the source of the magical power. Use of this rod expends lyrium. This rod is different from other staffs. Whenever a spell is casted in combat by enemies, the rod will add such spell to a spell book. The Dwarf will recal a spell from the spell book to cast back at the enemies. This is not as effective as innate spell casters, however it is more versatile.

Lyrium Management: The Dwarven Mage relies heavily lyrium for all spells. This skill tree will reduce the consumption of lyrium. In addition this skill tree has buffs to the effectiveness of spells.

Spell Book: The size of the spell book and the amount of spells that can be recalled is increased. There are more pages for the spell casting. This skill tree improves the layout of spells reducing the casting time (since flicking through many pages to find the right spell is time consuming).

Modifié par Abraham_uk, 17 décembre 2013 - 01:00 .


#5
Abraham_uk

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What do you think?

#6
Thibax

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Hi ^^

Warriors: Templar
Rogue: Ranger, Witch Hunter, Bard and Alchemist
Mage: all, but I want more nature powers

:)

#7
Plaintiff

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NO RIVAINI SEER SPEC? D:<

#8
Abraham_uk

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@ Thibax: I've added The Keeper. The Keeper has nature powers.
@ Plaintiff. I've added Rivaini Seer.

Because I added 2 mage specializations I decided to add 2 warrior specializations (Ash Warrior and Chantry Seeker) and 2 rogue (Scoundrel and Lover).

Modifié par Abraham_uk, 12 décembre 2013 - 01:34 .


#9
Thibax

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 I love all <3

Bioware, please :)

#10
Abraham_uk

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Do you have any specializations you'd like to add?

#11
rwaporter

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Rogue Specialization:

Treasure Hunter:
a thief with a knowledge of ancient relics and magical defenses
Grave Robber: traps, poisons, damage versus undead
Burglar: stealth, evasion, damage
Arcane Knowledge: magic resistance, buffs, relic based spells

#12
The Elder King

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Spirit Warrior. Considering that they want to add depths to specs and not unlock them with a simple button, it'd be interesting to have a side quest were the PC fonds a spirit to form a bond and to become a SW.

#13
Vortex13

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Well I had a couple ideas back in a 'Multiplayer Classes' thread I made let me see if I can find them.

They might not quite fit the criteria for the OP, but I can't really think of anything else.



 - Sylvan Protector -

These spirit possessed trees are typically mindless rage filled monsters, but occasionally a more rational spirit can enter this plane, and a Sylvan capable of reason and logic is born. Normally concerned with tending to their seeds, these creatures can be convinced or provoked into action, bringing their long reach and innate power over plant life to the fore. 

Skills

Entangling Grasp - The Sylvan stretches its long hands into the ground causing roots to erupt and constrict nearby enemies. Initially the power will only hold foes in place but later upgrades will allow for the roots to grow barbs, inflicting damage over time.


Rejuvination - The Sylvan can enter a brief period of hibernation in order to regain lost health. While the power is active the ent cannot move or attack.

Barrage - The Sylvan digs into the ground and picks up a boulder to throw at enemies.

Ancient Forest Dweller - The Sylvan is at home in the forests of Thedas resulting in an increase to attack speed when in wooded areas, but suffers a decrease to attack speed when in 'claimed' areas such as castles, the Deep Roads, or Desert plains.

Fade Born - Being a spirit of the Fade, Sylvans are resistant to physicall damage, but take increased damage from Magic.

Pros: Long reach, high damage, able to pick up man sized (or smaller) enemies in combat.

Cons: Slow moving, susceptible to fire, can't enter into small areas (man sized or smaller)

Equipment: Two slots

Ironbark - This armor slot enables the Sylvan to take increased punishment before falling.

Razor Thorns - This armor slot coats the Sylvan in sharp thorns, that inflict damage back to melee attackers.

Large Seed - This accessory slot is the Sylvan's most prized possession, and equipping it increases its damage output.

Heart of Rage - This accessory slot allows the Sylvan to become enraged at its enemies. Fire and embers crackle across its body in response to the Sylvan fury, massively reducing fire damage done to it.






- Awakened Darkspawn - (Mage)

Given sentience by a mysterious ritual these new Awakened Darkspawn are thrust into a world that fears and hates them. Most turn to evil acts, and more still seek to hide away from the world, but a very select few actually seek to aid the people of Thedas. Asking for no forgiveness for thier race's deeds, and offering no apology, these intelligent Darkspawn stand as an enigma on the battlefield.

Skills

Summon Child - This dark magic sings to one of the few remaining Children of the Mother left in Thedas compelling it to come to the aid of the Awakened and his allies. Starting as a simple grub with little defenses, the Child will slowly mutate as it kills and feeds on enemies. The stages of growth continue until it has reached 'adulthood', at wich point it will regenerate health from devoured enemies; if the Child dies a new grub must be summoned. (This summoning power is different from other summoning powers in that the 'pet' is permanent unless slain, and the summoned creature 'levels up' on the field.)



Tainted Magic - Similar to Blood Magic, this power allows the Darkspawn to draw upon his curse to add a poisoning effect to any spells he casts (fire blast will now carry a poison DoT effect as well for example). Performing this action injures the Darkspawn; the poison debuff has no effect on enemy Darkspawn.

Song of the Old Gods - Being an Awakened Darkspawn means that the call of the Old Gods no longer compels him to follow, but the memory of the song still lingers. With this power the Awakened forces a group of enemies to 'hear' the Calling of the Old Gods. Enemies afflicted with this skill are slowed and halt their attacks as the strange sensation passes over them. Magic wielding foes have their cool downs reset and enemy Darkspawn are driven into a frenzy, targeting their own allies.

Corruption - The danger of the Taint is an ever present threat the allies of the Awakened must be aware of. This passive ability is the chance on nearby Non-Darkspawn being poisoned by the Awakened, friend or foe. The chance of spreading the Taint is inverse to the amount of health the Awakened has. (For gameplay the effect is a DoT poison debuff).

Awakening - Being freed from the Old Gods' calling has granted the Awakened an innate resistance to mental attacks, like fear, sleep ect.

Pros: Very good at debuffing/poisoning large groups of enemies. Has a unique summoned pet.

Cons: Potential hinderence to the party, due to the Taint.

Equipment: (Three slots)

Ancient Grey Warden Armor - This armor slot bestows a set of Grey Warden armor to the Awakened. This armor, worn by defenders against the Blights, lowers the possiblity of the Awakened spreading the Taint.

Emissary Robes: Worn by Darkspawn Emissaries, this armor slot decreases the amount of life required to fuel the Awakened's Tainted Magic skill.

Blighted Blade: This weapon slot grants the Awakened a sword caked in corruption, allowing him to poison foes with melee attacks, as well as increasing his martial prowess.

Tevinter Archmage Staff: This weapon slot increases the magic damage dealt.

Gift of the Architect: This bauble given to the Awakened after the ritual, raises the wearer's mana pool.

Lessons from the Mother: Knowledge gained from the defeat of the Mother enables the Awakened to better control the Child. This accessory slot grants the summoned pet increased damage and armor.

#14
Abraham_uk

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I love the ideas you've come up with.

Vortex and rwaporter!
Epic!

#15
Abraham_uk

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There are some ideas that excite me.
Specializations are more than just a class.

They are an integral part of a character's background.
Whilst hhh89 excellent idea of there being a quest might not come into fruition (a quest involving joining with a spirit to become a Spirit Warrior is epic), I doubt that will happen.

What might happen is that the player character is Inquisitor right from the start and their specialization is part of their background. So it might be something that affects the story in a huge way. Want to be a blood mage? Every Templar in Thedas will hunt you down. Want to be an assassin? The Antivan Crows might be swearing loyalty to you.

#16
Thibax

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Astromage: stars, novas, black holes, gravitation, sun, moon, cosmic spells :)

#17
Fast Jimmy

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Brawler:

Wild fighter from the seedy underbelly of Val Royeux's Fighting Rings who uses an unpredictable street fighting style that is non-traditional and difficult to counter. Prefers blunt weapons like clubs, maces and mauls over swords or shields. Their wild style has great potential for turning the tide in a fight, but also poses a risk should the move not execute correctly.

Haymaker: Attack that deals hefty damage and has a chance of temporarily stunning while also giving a 20 second penalty to Hit% to the enemy, but has the risk of "missing" for reduced damage and no stun/Hit% reduction

Cheers of the Ring: Stamina regeneration increases for the party and enemy crit chance is reduced by 5%

Bonecrusher: Stunning blow to the enemy that also has a chance of reducing movement and attack speed of the enemy by 50% for 60 seconds, but also runs the risk of a critical miss that does only half damage and stuns the player for 5 seconds

Modifié par Fast Jimmy, 13 décembre 2013 - 02:01 .


#18
HydroFlame20

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I love it all you should fill out an application at Bioware lol .

#19
Abraham_uk

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I'm going to start including suggestions in my posts (with quotes of quotes so that the contributors gain full credit). So stay tuned, there will be more specializations coming your way.

#20
Abraham_uk

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Okay, I've finished all the specialisations.I've included quite a few suggestions from the comments, so check the first three posts.

The 36 specialisations (yes 36) are as follows:

_______________________________________________________________________________
Warrior

Ash Warrior
Berserker
Chantry Seeker
Enigma

Follower of the Qun
Monk
Orlesian Chevalier
Pioneer

Reaver
Templar
Spirit Warrior
Vanguard
_______________________________________________________________________________
Rogue


Assassin
Alchemist
Bard
Brawler

Duellist
Lover
Ranger
Scoundrel

Scout Legionnaire
Specialist
Treasure Hunter
Witch Hunter

_______________________________________________________________________________
Mage:

Arcane Warrior
Blood Mage
Conjurer
Destroyer

Force Mage
Keeper
Mind Crawler
Riviani Seer

Shape Shifter
Spirit Healer
Tevinter Scholar
Unstable Wizard 
_______________________________________________________________________________

Of this list

What are your favorite warrior specialisations?
What are your favorite rogue specialisations?
What are your favorite mage specialisations?

Though I can't add any more to the list (I think 36 is enough) feel free to add your own.

Modifié par Abraham_uk, 16 décembre 2013 - 12:12 .


#21
Knight of Dane

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Sassy Gay Inquisitor:

The inquisitor specializes in flamboyant postures and learns skills that boost the "flirt" stat.

#22
The Elder King

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Warrior, Spirit Warrior.
Rogue, Witch Hunter,
Mage, Keeper.

#23
Decepticon Leader Sully

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Heritic an anti Templar.
But a skill i would like is Hulk the ability for a warrior to dual wield two handed weapons.

#24
Abraham_uk

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su lu pi wrote...

Heritic an anti Templar.
But a skill i would like is Hulk the ability for a warrior to dual wield two handed weapons.


This foul creature is a massive spoiler.
Is this what you had in mind?

Posted Image

Modifié par Abraham_uk, 15 décembre 2013 - 10:52 .


#25
DarthSideus2

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Great list. I would like my Human Mage to be a Destroyer, Blood Mage, Tevinter Scholar, or Conjurer. I hope we get that many specialization choices in the game.Posted Image