Do the companions have fixed specialisations, and are the specialisations available to them drawn from the same group of 9 specialisations that are available to the Inquisitor?
Companion Specialisations
#1
Posté 24 avril 2014 - 08:37
#2
Posté 24 avril 2014 - 09:13
Don't think there's any word on that yet.
#3
Posté 24 avril 2014 - 10:27
im thinking they'll be fixed like da2.
#4
Posté 24 avril 2014 - 11:45
#5
Posté 24 avril 2014 - 11:50
I'll be jealous if one Mage gets to be a Spirit Healer and we don't
#6
Posté 25 avril 2014 - 12:15
I'd imagine that some of the companions get semi-unique skill trees at least, whereas others might be limited to the specializations available to the Inquisitor.
- BlueMagitek aime ceci
#7
Posté 25 avril 2014 - 12:25
Didn't they say specializations would be more like they were in Origins? I figure the specializations we have come from our companions. 3 specializations for each class, 3 companions for each class. Each companion can teach us one when they like us enough, just like Origins.
#8
Posté 25 avril 2014 - 12:45
I'd prefer if companions had their own unique specialization
- Hanako Ikezawa, Boombox et Hellion Rex aiment ceci
#9
Posté 25 avril 2014 - 01:17
At first I saw correlations between the spec's and each party member: Varric could be an artificer, Solas a rift mage, and Bearded Warden as a champion.
But given that we may have characters that have distinct backgrounds making them a bit different, like Cole, I hypothesize that while each Spec is unique to you, your companions will have their own personal spec that is only slightly varied.
That way you wont have two of the exact same spec if you wanted to take that companion while also not having a particular play style isolated to that character. i.e. Fenris was like a spirit warrior in DA:O which Hawke couldn't be.
Moral of the story: I would like everyone to have spec's that relate like the Duelist and Isabela's spec: similar but variety based on identity.
#10
Posté 25 avril 2014 - 01:43
well, in da2 those specs limited everyone to one weapon class though... i would assume that if they had their own specialization, then it would just be abilities not based on their weapons... cause the developers have said that we can turn a sword and board into a two hander dps
#11
Posté 25 avril 2014 - 01:46
I'd prefer if companions had their own unique specialization
Yeah, I prefer the companions having an unlearnable, unique skill tree rather than "Here, let me teach you in seconds what took me years".
#12
Posté 25 avril 2014 - 01:48
I'd prefer if companions had their own unique specialization
As would I. Even it is just a reskinned version of an Inquisitor's tree, (not ideal of course), just to help it look different and prettier if nothing else.
#13
Posté 25 avril 2014 - 05:06
I'd prefer if companions had their own unique specialization
I hate that. If the rules allow a specialisation, the PC should be able to select that specialisation.
If the rules don't allow a specialisation, then no character should have it.
It's like a tabletop ruleset. There are lots of classes or specialisations available, and the PC happens to be one of them. But there shouldn't be others that aren't available to him.
I wouldn't object to restricting specialisations by race or origin, but all of those races and origins should be available to the PC.
#14
Posté 25 avril 2014 - 05:08
I hate that. If the rules allow a specialisation, the PC should be able to select that specialisation.
If the rules don't allow a specialisation, then no character should have it.
It's like a tabletop ruleset. There are lots of classes or specialisations available, and the PC happens to be one of them. But there shouldn't be others that aren't available to him.
I wouldn't object to restricting specialisations by race or origin, but all of those races and origins should be available to the PC.
I disagree, companions should have things available to them alone
#15
Posté 25 avril 2014 - 05:11
I get what you are saying regarding the PC and I agree, I loved the rule sets from days gone by much better. Anyhoo, I think each class has a specific set of specs from what class you choose to play. So, I am thinking it works as it has with DA:O on. You can browse them here.
#16
Posté 25 avril 2014 - 05:22
I hate that. If the rules allow a specialisation, the PC should be able to select that specialisation.
If the rules don't allow a specialisation, then no character should have it.
It's like a tabletop ruleset. There are lots of classes or specialisations available, and the PC happens to be one of them. But there shouldn't be others that aren't available to him.
I wouldn't object to restricting specialisations by race or origin, but all of those races and origins should be available to the PC.
I don't see how that last part could be true. The reality is that it is impossible to craft a reactive story without defining the PC.
To clarify, I don't see anything wrong with a "Grey Warden" specialization that only the hypothetical GW party member can have, with no other person being able to obtain his particular brand of training/skills.
I do see something wrong with Varric having a bow-specific specialization, with no justification other than NPCs should be unique.
#17
Posté 25 avril 2014 - 05:41
Cassandra = Templar
Iron Bull = Reaver
Grey Warden = Champion
Vivienne = Rift Mage
Dorian = Knight Enchanter
Solas = Necromancer
Varric = Artificer
Cole = Assassin
Sera = Tempest
#18
Posté 25 avril 2014 - 06:06
I'm hoping companions will have unique specializations, but if not, my plans are:
Cassandra = Templar
Iron Bull = Reaver
Grey Warden = Champion
Vivienne = Rift Mage
Dorian = Knight Enchanter
Solas = Necromancer
Varric = Artificer
Cole = Assassin
Sera = Tempest
I would have guessed Solas as the Rift Mage, Vivienne as the Knight Enchanter, and Dorian the Necromancer.
Cos Solas is our Fade expert, Viv is from the Circle (the description of Knight Enchanter starts with "Among the Circles of Magi..."), and Necromancy seems more sinister, something a mage from Tevinter would do.
Otherwise everything else makes sense.
Or are you assuming you get to assign them their specializations and that's just what you plan to assign them? In which case I did not mean to imply your choices were bad, my thoughts were just if they had them assigned by default.
#19
Posté 25 avril 2014 - 06:15
That's just how I plan to assign them, if specs are sharedI would have guessed Solas as the Rift Mage, Vivienne as the Knight Enchanter, and Dorian the Necromancer.
Cos Solas is our Fade expert, Viv is from the Circle (the description of Knight Enchanter starts with "Among the Circles of Magi..."), and Necromancy seems more sinister, something a mage from Tevinter would do.
Otherwise everything else makes sense.
Or are you assuming you get to assign them their specializations and that's just what you plan to assign them? In which case I did not mean to imply your choices were bad, my thoughts were just if they had them assigned by default.
Your points are good ones, I just... have a hard time envisioning Vivienne in a more "melee" role... getting blood on her expensive wardrobe might be a catastrophe to make the Breach pale in comparison!
- BubbleDncr aime ceci
#20
Posté 25 avril 2014 - 06:38
That's just how I plan to assign them, if specs are shared
Your points are good ones, I just... have a hard time envisioning Vivienne in a more "melee" role... getting blood on her expensive wardrobe might be a catastrophe to make the Breach pale in comparison!
Yea I see that as well, plus so far she's always had a staff in her screenshots.
#21
Posté 25 avril 2014 - 07:04
I don't see how that last part could be true. The reality is that it is impossible to craft a reactive story without defining the PC.
I don't think making the story reactive is worth that cost.
#22
Posté 25 avril 2014 - 07:29
Your points are good ones, I just... have a hard time envisioning Vivienne in a more "melee" role... getting blood on her expensive wardrobe might be a catastrophe to make the Breach pale in comparison!
From her character kit:





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