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People's thoughts on the class specialisations?


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122 réponses à ce sujet

#26
Mike3207

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But neither stealth nor archery worked well in DA:O. 

Stealth worked really well in DAO.



#27
Sylvius the Mad

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But neither stealth nor archery worked well in DA:O. 

Given my strong preference for never taking damage, I found both really handy.


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#28
Rillifane

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Have the class specs been finalized? ...That means I won't have the chance to play as a shapeshifter?



#29
Rillifane

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My experience is that traps rarely work well in games. To much bother, not fun and not effective.

 

That's not quite true. I use traps in DAO a lot. It requires stealth, scouting, and well planned. If you are playing the dual-wield hard hitter charge in type, surely you won't see the fun of it.


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#30
Deflagratio

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Traps were boring, but effective in DA:O, mostly because you always fought in Corridors. I'm looking forward to Artificer and how the idea of traps ambushing and battlefield awareness factor in to more open areas.



#31
Sylvius the Mad

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Traps were boring, but effective in DA:O, mostly because you always fought in Corridors. I'm looking forward to Artificer and how the idea of traps ambushing and battlefield awareness factor in to more open areas.

Ever since killing Malak using only mines at the end of KotOR, I've been a big fan of traps.


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#32
Moonscar

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I too am sort of saddened by the warrior not really getting anything new.
But, likely the specialization choices themselves will impact story elements/the way NPC's react to you which is something I vaguely remember being mentioned a good while back.
Could be wrong, though.
The thing that irks me is that since we're the inquisitor, the leader of an organization.
I feel like the specializations we get should reflect that as well.
And if they are going to bring back templar and reaver, I feel like we should be getting a "higher class" version of them or something.
Whereas Knight Enchanter and Artificer are both quite refreshing on that end.
Don't mind my rambling too much though. :)



#33
Tommy6860

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Given my strong preference for never taking damage, I found both really handy.

This^ especially when I have the Assassin spec. Too many times where DS rogues using stealth hit me, I can get past them cloaked, then use ranged weaponry to get XP. My other option is keeping a spirit healer handy, but during crowd control situations, they usually go down.



#34
LoudAngryJerk

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so far my favorite of the new ones is the mage knight enchanter cause dual wielding swords is awesome



#35
ChaosMorning

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I'm a bit surprised they didn't add a new Warrior specialization, but I guess it makes sense that those three remained in.

 

Maybe I've been reading too much Shakespeare (particularly The Tempest), but I'm feeling like that last rogue specialization might be more about illusions and the like, maybe similar to the Shadow specialization.

 

But Rift Mage.

 

What is it? Like, summoning demons? Messing with the Fade? I really wanna know more about that one.  


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#36
DaySeeker

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I didn't do much with the specializations in the previous games.  I felt like they made my character weaker- cutting my manaor stamina, making choose a mode to enter a tree- I ignored them and just powered up the abilities.  I'd rather that they gave stat bonuses or powered up particular abilities then granted a whole new set, unless those abilities are cool and worthwhile.



#37
Nashiktal

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Well this shakes things up. My original plan for the game was to roll a human warrior and go Classic sword n' board. However if necromancy is a thing I might just go female qunari mage. Oh yes.

Only question now is how necromancy works in game. In my experience necromancy has always been done poorly and treated as glorified summoning magic. I'm looking at you skyrim.

Will we be raising dead bodies with demons, or are we summoning skeletons out of nowhere to fight? Can't wait to find out more.
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#38
Johun

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That grappling gun from the trailer seems like the gadgety type shenanigans an artificer would get up to.

 

avk6.jpg

 

pzzg.jpg

 

https://www.youtube....detailpage#t=77

 

Artificer is also the title given to Dagna in one of the quest blurbs in the PAX gameplay video. Which breaks my heart, because it makes me hope she might be a combat ready companion even when I know it's astronomically unlikely.



#39
Mockingword

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They seem fine so far.



#40
Vearsin

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Wait...Knight enchanters can duel wield swords?



#41
Iakus

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I don't mind fewer choices if the choices we get have a bigger impact on the game.

 

As to what we know right now, we have little more than names to go on, so I can't really say.



#42
Spirit Keeper

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I'm disappointed to see that there is no Blood Mage for the Mage class this time around. I was really hoping they'd give us access to it while integrating it into the game so that the characters around us react to it. The least they could've done was to allow the use of Blood Magic, because really, how hard is cutting oneself and use the blood for power? 

 

If not as a specialization, they should really bring it back as a school tree like the others. It is after all the fifth school of magic.

I would also love to see the blood magic effects of the frostbite 3 engine, I bet the blood would look fantastic.


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#43
Spirit Keeper

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My experience is that traps rarely work well in games. To much bother, not fun and not effective.

They did have a rather limited range of effect, the enemy had to stand riiiiiiight in the centre for it to trigger. Most of the time they would just walk past them =/



#44
Spirit Keeper

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so far my favorite of the new ones is the mage knight enchanter cause dual wielding swords is awesome

Both my Warden and Hawke were Heavy armoured, Greatsword wielding Mages. 8D 



#45
Spirit Keeper

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That grappling gun from the trailer seems like the gadgety type shenanigans an artificer would get up to.

 

avk6.jpg

 

pzzg.jpg

 

https://www.youtube....detailpage#t=77

 

Artificer is also the title given to Dagna in one of the quest blurbs in the PAX gameplay video. Which breaks my heart, because it makes me hope she might be a combat ready companion even when I know it's astronomically unlikely.

Maybe, but don't forget that there was been footage so an Inquisitor who appears to be a warrior, using a grappling hook to bring enemies to him. I'm guessing a Warrior uses the hook to bring enemies to them and a Rogue uses it to zip over to the enemy, but that's just a guess.



#46
luckyloser_62

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Maybe, but don't forget that there was been footage so an Inquisitor who appears to be a warrior, using a grappling hook to bring enemies to him. I'm guessing a Warrior uses the hook to bring enemies to them and a Rogue uses it to zip over to the enemy, but that's just a guess.

Thats what I think too. All I could think when I saw that move in the trailer was Spiderman though lol. I wonder if mages will have a magical equivalent, like a force pull or push. I'm hoping all three classes get a few unique battlefield mobility skills, like the chains and dodges we have seen.  



#47
Spirit Keeper

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Thats what I think too. All I could think when I saw that move in the trailer was Spiderman though lol. I wonder if mages will have a magical equivalent, like a force pull or push. I'm hoping all three classes get a few unique battlefield mobility skills, like the chains and dodges we have seen.  

I 'think' Bioware has said that the Inquisitor can equip any weapon or armour not meant for their class, like a Greatsword and Heavy armour for a mage. I wonder if that would affect the zip line thing. I'm also wondering if the mage will have something like a teleport to get behind cover and such, since mages and archers are technically long range fighters it would be weird to use abilities to get closer to the enemy.



#48
luckyloser_62

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I 'think' Bioware has said that the Inquisitor can equip any weapon or armour not meant for their class, like a Greatsword and Heavy armour for a mage. I wonder if that would affect the zip line thing. I'm also wondering if the mage will have something like a teleport to get behind cover and such, since mages and archers are technically long range fighters it would be weird to use abilities to get closer to the enemy.

Weapon restrictions are still in, but there are no armor restrictions. This was true in DA2 as well, you just had to meet the stat requirments for the armor. This time around there is a crafting system though that from the sounds of it lets us have a pretty wide range of appearance options. I personally don't want full armor on my mage, or rogue for that matter. I am hoping to be able to craft good armored robes for these classes. From armor concepts this is looking possible. As for weapons, I am hoping to be able make a staff that at least looks very sword-like. Something like the staff of Parlathan, but with an even longer blade and shorter shaft. 

There is indeed a type of short range quasi teleport skill for mages, Viv has been shown using it, but I think it is probably the mage equivalent of the dodge abiity demonstrated on warriors already. I doubt the chain will be a piece of equipment though, its likely an ability. 



#49
TripleThreeTwo

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I am keen to try out "Tempest" Rogue. Sounds like a sneaky Mage.  :ph34r:



#50
luckyloser_62

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I am keen to try out "Tempest" Rogue. Sounds like a sneaky Mage.  :ph34r:

I don't get a sneaky impression from the name. I'm hoping it's heavily focused on non-stealthy combat since duelist is no more. I'm actually hoping it gives the ability to dual wield swords, though I'm not holding my breath.