Aller au contenu

Photo

What would your class for DAMP look like?


  • Veuillez vous connecter pour répondre
29 réponses à ce sujet

#1
Teophne

Teophne
  • Members
  • 415 messages

If you were asked to make a new DAMP class kit what would it look like? Be as thorough as you want with the class. I don't mind reading a fully thought out class trees.

 

Mine would be Trapper, a Danish Elf Rogue character using a bow.

 

Active skills: Elemental Mines, Spike Trap, Knockout Powder, Knockout Bomb, Evade, Caltrops, Grappling Chain (with no upgrade)

 

Passive skills: On The Razor's Edge (more damage on close enemies),

Set Them Up (traps hurt more),

Strafing Shots (more speed while firing),

Pincushion (progressive damage increase the more shots you fire),

Gaps In The Armor (armor penetration),

First Blood (healthy enemies take more damage),

Tricks Of The Trade (damage and crit rate buff for team),

Easy To Miss (less threat).

 

New skills:

 

Actives:

- Lure Trap: Taunt an enemy to attack the Trapper and also placing a trap in front of you that does 300% damage. 

Cooldown: 24 seconds

Cost: 35 stamina

- Fell For It (passive upgrade to Lure Trap): Lure Trap does 100% more damage and staggers the enemy for seconds.

 

- Knockdown Shot: Shoots enemy for 200% damage and knocks it down.

Cooldown: 8 seconds

Cost: 20 stamina

- (Passive upgrade for Knockdown Shot) Whenever Knockdown Shot is used on an enemy hit by trap the cooldown for Knockdown Shot is reset.

 

 

Passives: 

- Traps slow enemies somewhat.

- Enemies hurt by traps recently (5seconds) take 100% more damage. Cumulative for each different trap hit. Each trap hit resets duration back to full.

- Reduces both Evade cooldown and cost by half.

 

 

Shucks, I've stored the idea of Trapper for too long effectively forgetting some of the stuff I had planned for her. I will post this nonetheless and edit more in later once I remember them. 

 

Basically the class is more of a support rogue class with most of her skills relying on first hitting enemies with several trap debuffs in order to cause more damage to them.

The class works best on close range enemies and the Trapper likes to circle around enemies' flank with highly upgraded Evade.


  • Hex of Hell et Zehealingman aiment ceci

#2
uzivatel

uzivatel
  • Members
  • 2 770 messages
How about mage who uses melee weapon instead of staff? Is that even allowed in DA universe?
  • Broganisity et Zehealingman aiment ceci

#3
Teophne

Teophne
  • Members
  • 415 messages

You could make it so. Arcane Warrior is a bit into that direction. IIRC the DAO Arcane Warrior even more so.



#4
Drasca

Drasca
  • Members
  • 2 574 messages

My class for DAMP:

 

Ok kids, now we'll take a field trip to the Red Templars at Perilous difficulty. Bobby, quit picking your boogers with your weapon. If you're going to use a sword, swing it at a horror. (I don't think Bobby's going to make it).  Everyone, if you're too short for swords and axes, pick up a staff. Don't cast Chain lightning on each other just because it gives you the tingles. Wait on my mark to cast CL. It is OK to cast barrier on each other.

 

Max, I know you just learned firestorm, but you need to wait with Zane and Harold to cast it. You three pint sized kids will be great pyromancers some day, but today your meteors are just firecrackers.

 

Everyone get in line for the group barriers. Once those Templars are static caged and Pull of the Abyss'ed, all you 5th graders can let loose with your new fire, freeze, lightning and arrows. Our Katari will keep your 4 foot tall selves safe from being backstabbed by incoming shadows.

 

Once we see the Red Templar Commander, Keep-away is the game we play. He's got cooties. When he sends ground spikes toward you, this means it is time to play hopscotch. If your classmate falls down, be sure to cast barrier on them. We help each other out ok? Thornton, Kingsley, try not to get drop those knockout bombs on yourself. You're the best dodgeball players, so have fun tossing the KOB's at the RTC, and duck into cover when you see Horror spikes coming at you.

 

That's just about everything class, let's go fry ourselves some Templars!


  • Robbiesan, EVILFLUFFMONSTER, BadgerladDK et 7 autres aiment ceci

#5
jerky

jerky
  • Members
  • 213 messages
Blood mage.
  • Kalas Magnus aime ceci

#6
Zehealingman

Zehealingman
  • Members
  • 1 450 messages

Yes, yes! I love threads like that. What did ever happen to that guy who spammed '' Good idea, pls add this to my idea thread!''? Well, whatever ...

 

Battlemage

 

Of course, people have heard about the legendary Arcane Warriors or the illusive Knight Enchanters. But you don't need to have special training to wear a big ass armor and wield a sword.

 

Role: Sword and magic tank / DD / CC

Special: Uses swords, axes, mauls. No shield. No barrier. No guard. (Pff, like guard does something anyways.)

 

 

Tree 1: Defender - Key spell: Defender - Certain spells activate defender. Defender reduces damage taken from all sources for 50 % for 12,5 secs. This effect can be removed by enemy mages and templer units. Can stack up to 2 times. Only one stack can be removed every 10 seconds. Can only be activated every 10 seconds. The BE can't be affected by barrier. Gives 37, 75 % mana back. If the BM looses defender  thanks to spellsteal or similar effects, the BM takes 50 % damage to his healthpool.

 

Row      1      Pull.  AoE. Pulls and taunts up to 5 targets to you. Activates Defender. Upgrade: Enemy units are stunned for 1,25 seconds.

 

             2     Swordsmanship. Passive. The BM has a 15 % chance to block a meele attack from the front. 

                    Arcane Blades. Self. Summons 5 arcane blades. While active, enemy units that attack the BE will be staggered. Only works for meele

                    attacks. If the BE activates the spell again, the blades will swarm out and attack enemy units. If atleast 4 units are hit, the BE will get a

                    stack of defender. Update: 6 blades, increased damage per blade.

                    Always There, Passive. If an enemy unit hits a friendly unit, the BM has a 20 % chance of gaining an Always There stack. 

                    Always There increases moving speed by 20% for 3 seconds

 

             3     Arcane Power. Passive. If you deal a critical strike, there is a 20 % chance to gain a defender stack.

                    Protector of the Circle. Passive. Ranged attacks deal 45 % less damage.

                    Slash. Active. The BM empowers his weapon with arcane energy. He slahes with his weapon, dealing damage to all enemies. If he hits

                    atleast 4 enemies, he gains a stack of defender. Update: Enemies hit by slash get knocked down for 1, 25 seconds.

                    Teamwork. Passive. All Agents deal 15 % more damage as long as the BM is alive and has the threat of at least 4 enemy units.

                    Battle Barrier. Self. The BM summons protective magic. That magic protects him from damage for 3 seconds. The BE can't move or

                    attack while casting, if atleast XXX/YYY/ZZZ (damage depends on difficulty) gets absorved, he gains a stack of defender.

                    Upgrade: The BE can attack while casting, but he still can't move. Poor BM.

                  

 

             4    Mirror Images. Self. The BM summons 3 mirror images. The images taunt all enemy units . The images have 55% of the BMs health.

                   While MI are activated, the BM can't gain a stack of defender.

                   The MIs will only do weak weapon attacks - iE 10 % of the BMs weapon damage.

                   Protection. Active AoE. The BM runs to a friendly unit with increased speed. While he runs, he is immun to all damage and any sort of

                   CC. All enemies attacking the friendly unit will be taunted. If he manages to taunt atleast 3 units, he gains a stack of defender.

                   Surival Skills.  Passive. If the BM enters the fade, all the other Agents get a bonus to health.

                   Beat Them Up. Passive. If the BM blocks a meele attack, he does a counterstrike, dealing 50 % more damage to the target for 1,5

                   seconds.

                   Lift. Active AoE. The BM lifts up to three targets into the air for 6 seconds. Damage will cancel the effect. If the spell is active on 3

                   targets for 5,25 seconds, the BM gains a charge of defender. Upgrade: After the 6 seconds, the BM slams the enemies into the

                   ground, dealing damage and stunning them for 1, 75 seconds.

                   Amusing. Passive. AoE effects deal 15 % less damage to the BM.

 

 

            5     For the Inquisiton! Passive. Enemy units will ignore Inquistion Captains and Inquisiton Informants if the BM is in line of sight. If an

                   agent is in line of sight but the BM isn't, the BM will still gain aggro.

                   All as One. Passive. The BM is a true leader. If there are atleast 15 enemies on the field and in LOS, friendly warriors gain guard

                   faster,  friendly mages have a lower CD on barrier and deal more damage, rogues have a lower CD on stealth and have a higher

                   chance to evade damage.

                   Arcane Blast. Active. AoE. Deals AoE spirit damage and applies a dot on them. The dot deals damage every second for 4 seconds.

                   After that, the dot will deal increased damage. If atleast 4 people are affected by the dot, the BM gains a stack of defender.

                   Battlemage. Passive. Magical fire, frost, lightning and spirit attacks deal 12, 50 % less damage to the BM.

 

            6     Shield. Ultimate. Self. The BM sheats his weapon and beginns to cast a strong spell. While casting the spell, defender is active on him

                   and all other agents. After 5 seconds, he becomes invincible for 15 seconds and taunts all enemies in LOS and all enemies attacking

                   friendly units. Whenever an enemy unit deals damage to either the BM or another agent, 50 % of the damage gets returned as spirit

                   damage. Whenever enemy units hit an agents, the agents get defender for 3 seconds up to max. 9 seconds.

                   Agents get the ''Magical Particles'' debuff. While under the effect of the magical particles, they can't profit from shield for the next

                   5 mins.

                  

 

Tree 2: Controller - Key: Shatter-  If the BM attacks enemy units which are snared, the BM deals 50 % more damage (Only from the BM) when hit by certain spells.

 

Row    1     Sub Zero. AoE. The BM uses ice magic to freeze up to 4 targets. The spell freezes everything up to the stomach, meaning that enemy

                  units can't move but can still attack agents who are in range. Enables shatter effect.

                  Arcane Blow. Active. The BM channels arcane power into his blade. The next meele attack deals increased damage and pushes

                  enemy units back. If the BM hits a snared target either with the attack or the knockback, it activates the shatter effect.

Edit: I'll continue later.



#7
WangtorioJackson

WangtorioJackson
  • Members
  • 70 messages

Sniper

 

Basically like Archer except it has Stealth and that passive that makes it so you autostealth whenever you kill something.


  • Zehealingman aime ceci

#8
themageguy

themageguy
  • Members
  • 3 176 messages
Augur Apprentice

Spirit Mark!
Stonefist
Resurgence/ Revive

New spells
Fissure- deals spirit/physical damage by sending a ripple of primal power through the ground.

Invoke- the apprentice invokes a God to empower them. It would function like the tempests flask of fire.

Wall of Stone- similar to the behemoths lyrium wall ability.

This apprentice of the Avvar has offered his/her services to the Inquisition out of admiration for the Inquisitor.
The apprentice has been taught how to control their magic by a God, and can call on their aid in battle.
Spells of stone reflect Korth the mountainfather, and the Gods empower the apprentice

#9
Minuos

Minuos
  • Members
  • 701 messages

I've mentioned this before, but I'd like to see an ex-Venatori warrior using a single one-handed weapon. Sort of a fencer-type with increased mobility and dash/counter skills which are actually worth using.

 

We also need a Grey Warden, a Deep Roads map and a Darkspawn enemy faction.


  • Hex of Hell, themageguy, Kalas Magnus et 1 autre aiment ceci

#10
TMB903

TMB903
  • Members
  • 3 322 messages

Blood mage.

This and Spirit Healer are the only classes I care about getting.
  • jerky aime ceci

#11
Angry_Elcor

Angry_Elcor
  • Members
  • 1 673 messages

This is what my class for DAMP would look like:

 


  • EVILFLUFFMONSTER, Dieb, Kalas Magnus et 1 autre aiment ceci

#12
Lady Artifice

Lady Artifice
  • Members
  • 7 321 messages

Bard.

 

I don't know the specifics when it comes to the skill tree, but I imagine it would be a support rogue who focuses on bolstering the skills of the other party members, ideally duel wielding. 

 

I...also wouldn't mind if it involves weird sparkly pink rogue magic, like in Origins.  :ph34r:


  • Ispan aime ceci

#13
ALTBOULI

ALTBOULI
  • Members
  • 2 712 messages
Dwarven mage

#14
ottffsse

ottffsse
  • Members
  • 651 messages

mage infiltrator / arcane assassin :)

 

dagger wielding, or maybe just one dagger so that the off hand needs to be free to use the magical abilities. use powerful arcane illusions to confuse and misdirect enemies, and mind lock single targets. Then hit them where it really hurts. a splash into blood magic is naturally welcome, though will only get abilities that deal with mind conrol and not full on blood corrosion and damage/ or life leech. 

 

Would really shine though if allowed to duel wield weapons or create a fade dagger which auto crits if target is under mind control. 

 

Two trees:

 

1. Shaowveil Striker (everything to do with the fade daggers)

2. Shadowveil Infiltrator (everything to do with magical ablities which allow the infiltrator to use invisibility and mind control)



#15
themageguy

themageguy
  • Members
  • 3 176 messages
I wouldn't mind a Creation / Entropic mage.

Creation could have

Glyph of Repulsion- does a knockback, and can be upgraded to inflict spirit damage.

Glyph of paralysis/storm - inflicts stun/ shocked with the upgrade increasing duration of status condition.

Glyph of Invigoration - this glyph imbues allies who stand within it stamina and mana regeneration. Its upgrade removes negative status effects on your allies within the glyph.


Entropy

Curse of Weakening- inflicts weakened on a target. With the upgrade, the afflicted target has an aura of weakness, and any enemies within range of the target are affected by the weakness curse.

Death Hex- Its back! This death would function much like the rogues mark of death skill.

Hex of Pain- this spell curses the target with slow and inflicts minor spirit damage. Upgrade adds a small AoE to the target, like the Curse of Weakening.


This character is heavily influenced by a mage in the Masked Empire novel by Patrick Weekes. The way in which he wrote how the mage used creation/entropy is awesomely brilliant.

#16
themageguy

themageguy
  • Members
  • 3 176 messages

mage infiltrator / arcane assassin :)

dagger wielding, or maybe just one dagger so that the off hand needs to be free to use the magical abilities. use powerful arcane illusions to confuse and misdirect enemies, and mind lock single targets. Then hit them where it really hurts. a splash into blood magic is naturally welcome, though will only get abilities that deal with mind conrol and not full on blood corrosion and damage/ or life leech.

Would really shine though if allowed to duel wield weapons or create a fade dagger which auto crits if target is under mind control.

Two trees:

1. Shaowveil Striker (everything to do with the fade daggers)
2. Shadowveil Infiltrator (everything to do with magical ablities which allow the infiltrator to use invisibility and mind control)


With the Veil Daggers, would the staff sort of disappear or be on the mages back?

I totally think this sounds freaking awesome, and i envision the bound dagger spell from skyrim, but make it so it has like green energy !
sweeeet.

#17
TormDK

TormDK
  • Members
  • 1 152 messages

I would appriciate a tank/leader type Warrior, heavily armoured (Sword and board style) that could give Guard to those around him, rather than barrier. (Prehaps using Rally from single player?)


  • themageguy aime ceci

#18
EVILFLUFFMONSTER

EVILFLUFFMONSTER
  • Members
  • 1 046 messages

Without going into much detail, a dalish forester with animal/pet summoning abilities, a playable golem like shale, any character with some kind of movement enhancement.

 

In fact you could 're-skin half the heroes from marvel ultimate alliance 2 and I would be happy lol. Jokes aside, with such a varied mix of characters, and a similar game format - top down four player co-op dungeon crawler, four selectable powers you could probably find some great ideas for powers and mechanics right there. In fact, the storyline bears some resemblance to DAII's in a funny way, with a political schism between two sides and an overall evil corruption.

 

A throwing daggers based rogue, a Katari mage, dwarven mechanist with traps and explosives - he could throw explosive flasks, he could even use a crossbow like varric, but use it as a power instead of an equipped weapon - like spirit blade is used. We could have a wind mage who has powers based on CC, knocking enemies down and away, disarming them for a few seconds or slamming enemies into the walls and floor. Perhaps a wind wall that prevents enemies from advancing, or an ability that lifts enemies and holds them in the air etc - you get my drift.

 

When you get down to it, you could even have characters that could use weapons from the other classes - a long-sword wielding rogue, a warrior with a bow, a dwarf with a greataxe, a mage with daggers etc and unique abilities to differentiate them, or attack animations.

 

There is so much Bioware could do.



#19
capn233

capn233
  • Members
  • 17 397 messages

Geth Infiltrator

 

You might be wondering what a Geth is.  To save time, it is basically like a golem, but made by Quarians instead of Dwarves.  Quarians are a type of Dalish elf, more or less.

 

Infiltrator means it is a type of rogue.

 

The powers include the following:

 

Tactical Cloak - a form of stealth, and it gives a damage boost to weapons.  This power would definitely be balanced.

 

Proximity Mine - although it doesn't apply elemental effects, it will debuff enemies for extra damage (party friendly).

 

Hunter Mode - allows character to see cloaked stealthed enemies and enemies behind walls.  Increases character movement speed, accuracy, rate of fire and damage.  This power would also definitely be balanced.

 

Networked AI - a collection of passives buffing weapon and power damage dexterity and cunning.

 

Advanced Hardware - collection of passives buffing shields constitution, or melee strength.

 

Weapons:  Can take the Claymore from the Two Handed class, or use the Javelin from the new class called Sniper Rifles Spears.


  • Courtnehh aime ceci

#20
KingTony

KingTony
  • Banned
  • 1 603 messages
Take the body and personality of the Hunter and put it in the Templar's armor, and vice verae. Wtf is with this holy warrior who acts like a giggly schoolgirl.

#21
Reverendtrigster

Reverendtrigster
  • Members
  • 104 messages

In a word: Shale. The party banter alone would make it worth while. ;)

 

A tamassran turned Tal-Vashoth archer could be fun too, perhaps with a close-range melee special ability (Headbutt? Qumek dagger?)

 

A non-mage, non-Dalish elf character would add some welcome variety. Perhaps Lia from DA2 as a sword & shield warrior and ex-Kirkwall guardswoman trained by Avaline? Perhaps with a champion/support role talent build and a more agile damage dealing tree.

 

At some point there's bound to be a grey warden in the mix and probably darkspawn enemies too, so some synergistic talents would make sense. Maybe an old Warden who's heard his calling but has chosen to fight for the Inquisition instead of going to the deep roads? All manky and halfway towards being a ghoul.



#22
themageguy

themageguy
  • Members
  • 3 176 messages
I would love to see an Avvar spirit warrior.

In convo with the avvar warrior guy in JoH, he says that the spirits assist them.

Please make it happen bioware :D

#23
Dieb

Dieb
  • Members
  • 4 631 messages

Not to be a buzzkill, I would love a Mabari Warhound as a playable class. Come on BioWare. Everyone loves Mabari.

 

 

If you were asked to make a new DAMP class kit what would it look like? Be as thorough as you want with the class. I don't mind reading a fully thought out class trees.

 

Mine would be Trapper, a Danish Elf Rogue character using a bow.

 

Basically the class is more of a support rogue class with most of her skills relying on first hitting enemies with several trap debuffs in order to cause more damage to them.

The class works best on close range enemies and the Trapper likes to circle around enemies' flank with highly upgraded Evade.

 

You know, that's basically exactly what the Hunter is, if you don't use him as a poor man's Archer.

 

Spike Trap, Evade+, Toxic Cloud, FBP. I don't even map straight up bow skills.


  • Broganisity aime ceci

#24
GrommitSmit

GrommitSmit
  • Members
  • 299 messages

I would love to see an Avvar spirit warrior.

In convo with the avvar warrior guy in JoH, he says that the spirits assist them.

Please make it happen bioware :D

Based on things-that-may-not-be-referenced, I hope you may get what you want when we get that-which-has-yet-to-be-announced.

Seriously though, if scuttlebutt is true, Avvar Skywatcher Shaman may exist before too long. ;)
  • themageguy aime ceci

#25
BiggyDX

BiggyDX
  • Members
  • 515 messages

S&S Mage/Warrior hybrid

 

Abilities: Shield Wall, Lunge and Strike, Fire/Ice Mines, Shield Bash, Line in the Sand, To The Death, Bodyguard and Grappling Hook (to name a couple).

 

Passives: Centered around armor bonuses, DoT duration/damage bonuses, and gaining certain abilities when near enemies that are chilled or on fire (50% damage resistance when near a chilled enemy, 20% weapon damage when near an enemy on fire, 25% speed bonus when near shocked enemies, small health regen when near poisoned enemies).

 

One potentially fun build would be using Fire/Ice Mine under your feet, the following it up with Grappling Hook..