I was thinking to myself about what could be added in to an expansion to this game. New areas, new enemies and a new quest are a given, but what about classes? Awakening gave us new specializations for existing classes, and that was great, and hopefully that'll be implemented in any expansions for Inquisition.
However, I feel that a great expansion not only encourages you to explore new areas with existing characters, but encourages you to start all over and play the game from the beginning to get an altered experience.
With this in mind, I felt that whole new classes could be added in, in order to give players a reason to start the game anew (ideally, in any sort of expansion, new companions should use these classes as well). However, to mix things up, I felt that these new classes should be race specific, both in an attempt to give them an identity as well as an attempt to equalize the amount of classes per race (note that dwarves get 1 more than any other class).
These are my rough drafts for new classes, and ideally these would have unique dialogue tied to them throughout the main story. Give me your thoughts and suggestions on improvement.
-Human-
Soldier: An attempt to revive the DA:O soldier, trading damage and defense for versatility. Unlike the Warrior, Soldiers equip medium armor in lieu of heavy, and Soldiers may equip bows, one handers and shields, but cannot equip 2 handers.
--Archery: Unlike the rogue archery tree, this one would be focused on close range attacks, with damage drop offs after a certain distance.
--Sword and Shield: This tree would have a wealth of activated abilities, but would generate less guard and damage than any warrior.
--Precision: Abilities and passives that improve critical chance and critical damage output.
--Power: If heavily invested in, this tree would increase the Soldier's damage output to match the Warrior's.
--Specialization--
---Barbarian: A high damage, low defense specialization that allows soldiers to wield 2 one handed weapons at once.
---Gladiator: A high defense class opening up the ability to wear heavy armor.
---Spirit Warrior: Another attempt to increase versatility, Spirit Warrior gives the Soldier various melee abilities, passives and buffs that deal elemental damages and improves resistances.
-Elf-
Druid: A class that brings back nature damage and shapeshifting. This class doesn't deal as much damage as mages, but more than makes up for it in defensive and versatile abilities. This class can equip staves and light armor.
--Shapeshifting: What it says on the tin. Multiple forms with passives that improve their stats, and abilities only usable in those forms.
--Naturalist: A tree focusing on nature damage.
--Spirtualist: A tree focusing on spirit damage, and unlike the spirit tree, this one lacks in the defensive department.
--Keeper's First: A tree focusing on buffs as well as nature damage.
-Specializations-
--- Keeper: Similar to it's Awakening counterpart, this tree grants bonuses to the party as well as greater bonuses whilst standing still in one place.
---Preserver: A very defensive specialization that focuses on buffs and nature-based walls, cages and methods of slowing enemies down.
---Lycanthrope: A continuation of the Shapeshifter, allowing the player to shift into the Werewolf and Werebear forms. A heavy damage, melee specialization.
--Dwarf--
Scoundral: Not all dwarves are reputable, some, like member of the Carta, are known to use any means to win. This class can equip crossbows, bows, medium armor and has the unique ability to equip a dagger in their offhand in addition to their ranged weapon. The offhand damage is only used in close quarter combat and certain skills.
--Crossbow: Unlike Bianca, most crossbows are slow to fire, so this tree compensates for that with high damage and high crit chance abilities.
--Bow and Arrow: Kind of a cross between the Soldier version and the Rogue version.
--Heartseeker: Melee abilities with high crit chance.
--Thug:Heavy hitting melee abilities and debuffs.
-Specializations-
---Grenadier: Aside from passives increasing grenade capacity, Grenadiers have access to their own custom explosive brews used in a variety of ways. Some would have multiple, small circles targets, and some would have the same target as wall spells.
---Shadow: Very stealth oriented, with high damage output.
---Swashbuckler: Very melee oriented, kind of a cross between duelist and assassin
Legionnaire: Among the dwarves, no one knows how to better slay darkspawn than the Legion of the Dead, these skills translate well into combat on the surface. Legionnaires can equip heavy armor, two handed weapons, one handed weapons and shields.
--Two Handed: Similar to the warrior tree, but a little more defensive.
--Dual Weapon: A tree focusing on the use of 2 one handed weapons at a time.
--Slayer: Slaying hordes of darkspawn teaches you a few things. This tree focuses on generating aggro and dealing damage to multiple targets.
--Guardian: A tree focused on buffing yourself and others with defensive bonuses.
-Specializations-
---Berserker: Similar to Reaver, but with more bonuses and abilities focused around taking on multiple foes and staying close to them.
---Legionnaire Scout: A class that increases the distance of a battlefield the Legionnaire can cover, both through speed boosting abilities, abilities that close the gap between the player and enemies, and abilities that allow for quick escapes.
---Commander: A very buff based specialization that is able to inspire and lead the charge.
--Qunari--
Saarebas: An apostate Qunari that gave up on conceding and appeasement, and is willing to use any magic available. Can equip medium armor and staves.
--Vessel: Since everyone already assumes you consort with demons and spirits, why not actually use them? This tree has a handful of buffs (spirits) and summons (bound demons).
--Primal: A high DPS tree with a focus on stone and earth based abilities.
--Entropy: A debuffing tree that brings back entropy abilities from DA2 and Origins.
--Elemental: A handful of weak, but useful offensive elemental spells focused on targeting larger areas than most Mage trees.
-Specializations-
---Blood Mage: Do I have to explain this one?
---Battlemage: Heavy buffs, limited ability to be in the middle of the fray.
---Force Mage: Heaviest damage output of any specialization, but HUGE mana costs and long cooldowns. All spells deal physical damage only.





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