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Specializations suggestions thread


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6 réponses à ce sujet

#1
MadDemiurg

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I feel like a lot of the specializations in the game could use some work in both gameplay and overall theme/feel. It almost looks like some of the skill trees were shuffled at the last moment and made into specializations. I also thinks that a lot of potential interesting twists on the existing classes are missing from the game.

 

This is not about bugfixes or balance. Feel free to suggest changes to existing specs or new specs you'd like to see here.

 

I'll start with the mages:

 

Knight Enchanter - Probably the most thought out spec since most of the skills fit well together. Resurgence is imo not the most fitting focus skill (haste would be better), but is not completely out of place either. Disruption field is somewhat out of place as well, would prefer to see something like dragon vortex that would pull enemies to KE, would feel more appropriate. Quite one dimensional spec, not sure how it can be helped right now.

 

Necromancer - Haste is completely out of place. Simply switching it with Resurgence on KE would make much more sense, even though I'd prefer a darker focus for a necro, like spawning multiple summons or draining life from enemies. I would also want summons to have greater significance for the tree.

 

Rift mage - A spec consisting of a bunch of abilities randomly put together. What rifts have to do with weakness? or with stonefist? or with firestorm? and what do the last three have in common?.Mark of the rift is a fitting focus but that's occupied, so maybe opening a rift that would grant unlimited mana/increased spellpower? I would generally see a rift mage being focused on drawing even more power from the Fade and thus amplifying magical effects/lowering resistances/twisting reality aka space and time manipulation. Force mage leftovers should be left to force mage (a much better spec). Imo the whole spec should be reworked or scrapped. Unlikely to happen in SP but maybe DA 4 :)


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#2
MadDemiurg

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As for new spec ideas (mages again for now):

  • Proper summoner spec dealing with demons. Role: tank/CC (through pets). Possible names: Demonologist, Blood mage.
  • Support spec focusing on buffs, prediction themed.. Possible names: Oracle, Seer.
  • Rogue/mage hybrid (KE being warrior/mage). Possible names: Shadowcaster, Illusionist.

 

Demonologist skill ideas:

 

Actives:

  • Calling - summons a demon under your command. Demon type depends on staff damage type: Fire - rage, Cold - despair, Lightning - Horror(?). Controlling a demon costs a small amount of mana per second. Can be toggled off to banish the demon. Upgrade: Vile banishment - deals damage corresponding to staff damage to everyone nearby when banished. Normally only one can be controlled at a time.
  • Bloodlust - demons taunt nearby enemies and gain increased attack and movement speed. Upgrade: Demons heal on kill.
  • Summoning circle - Draws a glyph, inside cost and cooldown of Calling are reduced, magic defense lowered both for friendlies and for enemies. Upgrade: Magic wind - increased mana regen in the circle.
  • Focus: Fade breach - decreases Calling cooldown and increases number of summoned demons by 1/2/3.

 

Passives:

  • Parting gift - gain barrier and temporary damage bonus when your demon dies or is banished
  • Pain redirection - percentage of damage taken transferred to the summoned demon
  • Fear aura - chance to panic enemies when hit
  • Dire measures - Calling cooldown is reset whenever a party member falls

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#3
MadDemiurg

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Ok, another spec idea:

 

Shadowbinder (mage/rogue)

 

Actives:

 

  • Swirling shadows. Consumes 5 mana/second and makes you invisible as long as you don't deal any damage. Dealing damage breaks stealth and starts cooldown. Activation is instant and cancels CC. Upgrade: Lurker - +5%damage for each second in stealth (max 50%). Lasts for 6 seconds after uncloaking. Looks like a dark aura surrounding the mage.
  • Whispers of Morpheus - AoE ranged sleep for 10 seconds, Upgrade: Irresistible fatigue - enemies immune to sleep and enemies woken up before the end of duration are slowed by 50% instead, 
  • Vision of death - -50% to all resistances and armor reduced to 0 on a single target for 10 seconds. Upgrade: Impending Doom - target takes 50% weapon damage (spirit) when hit.
  • Shadow Phantasm (focus) - Shadowy monstrous image appears over the battlefield. All regular enemies below the character level are immediately slain. Enemies at or above the character level are panicked and take heavy spirit damage. Their damage dealt is reduced by 10/20/30% and damage taken increased by 15%/30%/45%

 

Passives:

  • Shadow meditation - skill cooldown reduced by 20% when not taken damage in the last 5 seconds
  • Shadow rejuvenation - skill cost reduced by 20% when not taken damage in the last 5 seconds
  • Harness the nightmares - +5 mana/sec for each sleeping enemy in nearby radius
  • Dark passage - +50% movement speed when stealthed

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#4
Bioware-Critic

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I want more and better specializations!

 

Especially playing as mage the range of skills is very narrow and boring to me. I have given up hope that I will ever see a broader variety of standard skill trees for any class. But since the specializations are in scope just as small and narrow as the standard skill trees I cannot enjoy them as much as I should! We only get one specialization, okay fine ...

But should  this not be THE reason for Bioware to make these trees have something like 8 skills !?!

We need a broader variety of specializations and they need to be bigger and more impactful for the gameplay for the combat style!

Also - since they do not even remotely have that big of an impact on my playthrough (only Josephine commented once briefly on that subject) I would like the ability to change my specialization. At least once or twice. That would be much appreciated. Thanks!

 

The Awakening Add-on was an absolutely BLAST for me: Battlemage, Keeper, Bloodmage (for example) - How can this be gone and vanished ?!?

Compared to the breadth and depth of mage-spells in Awakening, Inquisition falls flat on it's face ...

 

If Bioware would remedy this scarcity of breadth and depth via DLC's - it would safe Inquisition for me!



#5
MadDemiurg

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Ok, this is turning into smth like a blog but I would like to post some new ideas just for fun.

 

Telekinetic rogue (Bladeweaver). Lore wise is a hedge mage (mage not formally trained by circles).

 

Role: off tank/aoe/cc

 

Active abilities:

  • Blade throw. A nocd short range ability (half range of normal ranged abilities). Looks like a boomerang attack with a spinning telekinetically guided blade. Deals slightly increased damage (~150%). Spammable (costs very little stamina). Upgrade: Chain throw - damages 2 additional targets in 6m radius.
  • Kinetic shield. When activated absorbs physical damage and converts it to barrier. Once max barrier is reached it detonates (reduced to 0) and unleashes a kinetic wave that damages and knocks down nearby enemies. If deactivated before reaching max barrier is retained. Once deactivated or detonated it starts a (long) cooldown. Upgrade: Protective dome. Nearby allies take 50% less damage from arrows when kinetic shield is active.
  • Shockwave. Spend half of your barrier to damage and knockdown everyone in front of you (cone shape). Damage is proportional to the amount of barrier spent. Moderate cooldown. Works as eldrich detonator. Upgrade: Aftershock. Affected enemies are also slowed by 25%.
  • Focus: Relentless force - gain 100% armor penetration, 100% increased attack speed and full immunity to knockdown and stagger.

Passive abilities:

  • Momentum - 50% haste for 5 seconds after barrier detonation
  • Residual force - gain bonus damage and stagger on auto attacks proportional to current barrier value
  • Fending blades - each hit of blade throw reduces kinetic shield cooldown
  • Acrobatics - 25% increased movement speed


#6
saladinbob

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Firestorm should have been in the fire tree. Stonefist should have been in the missing elemental tree (earth) along with Earthquake, Rock Armour and Petrify. Inquisition's specialisations are a direct consequence of Bioware dumbing down magic. Fair enough they wanted a simpler system to Origins but they went too far and over complicated it as a result.



#7
PorkyLabrador

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I would bring 3 new Specialization in the form of one ' Blood and Beasts ' Addon.

 

Namely:

 

Warrior Specialization - The Duelist.

A class able to sacrifice a shield for the ability to wield an additional hand weapon, dual-wielder basically. With a series of parries and mechanics to sacrifice built-up guard to do additional damage, I think it could be interesting.

 

Rogue Specialization - The Beast-Master

A class with a permanent Mabari companion, additional skills would allow the Mabari to be ordered to a number of things in combat.

 

Mage Specialization - The Shapeshifter

Self-explanatory, this needs to be put back in Dragon Age.