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Companions Re-Done


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#1
Abraham_uk

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Companions Redone!

 
CO_Banner.png
 

The purpose of this thread is to redo the companion specialisations in line with Spellbound7's Combat Overhaul.

Please check out the original thread since it includes combat mechanics. His thread is amazing!

http://forum.bioware...ombat-overhaul/

 

 

 

Please note that Sophia/Janessa/Terra are my creations and not canon.

 

 

 

Character Specific Gear

 

Spoiler

 

 

Skill-Trees.png

All Skill Trees Have Been Hyper Linked Below

 

 

Skill trees by Spellbound 7, Duellist_76 and Abraham_uk.
If you would like to come up with builds (just for fun), the cap is at 40 skill points.
 
Warrior: 

Spoiler

 

Rogue
Spoiler
 
 
Mage:
Spoiler



#2
Abraham_uk

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If you have any ideas for skill trees feel free to share them. :)



#3
Abraham_uk

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I'm thinking of changing some (not all) of Blackwalls abilities.

 

There is a lot of similar abilities in the Vanguard skill tree that Spellbound7 designed.

I think the specialisations in the original game are really good. So there aren't that many changes.

 

However I'm asking to you.

What would you change?



#4
Spellbound7

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You might wanna change Grand Depletion for Blackwall to something that maybe lowers the enemy's damage for something like 7 seconds instead. This would stay in the theme of tanking more imo.


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#5
Abraham_uk

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You might wanna change Grand Depletion for Blackwall to something that maybe lowers the enemy's damage for something like 7 seconds instead. This would stay in the theme of tanking more imo.

 

Grand Depletion has been replaced with Brace Yourself. Every attack the enemy unleashes on Blackwall permanently reduces the foe's damage output versus Blackwall. This is a permanent status effect, since Blackwall is mentally prepared for anything said foe can unleash.

 

I've altered Varric's "Full Auto" sustained ability by adding reload and recoil. This is for realism and balance.

 

Solas' Unshakable ability will now come with a few drawbacks.

 

These are just some of the alterations I've made.



#6
Abraham_uk

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More changes made to post 2.



#7
Spellbound7

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Blackwall is a better tank now, imo.

 

Unshakeable for Solas seems to have a bit too many drawbacks. It already has an upkeep and is increasing cooldowns. Increased spell cost might be pushing it a bit, but the reduction in spell damage seems a bit too much. Gotta love Earthquake x Tornado combo though.



#8
Duelist

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One minor quibble: Flask of Lightning already does for Sera what Flask of Whirlwind proposes to do but only when AI does it.
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#9
Abraham_uk

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One minor quibble: Flask of Lightning already does for Sera what Flask of Whirlwind proposes to do but only when AI does it.

 
I'm going to do a bit of fixing.
The new Flask of Lightning is supposed to only deliver shock damage within the vicinity of the rogue.
The Flask of Whirlwind is the same as the old Flask of Lightning but without the lightning effects.
 
I'll go and fix that. Thanks for the feedback.

 

Blackwall is a better tank now, imo.
 
Unshakeable for Solas seems to have a bit too many drawbacks. It already has an upkeep and is increasing cooldowns. Increased spell cost might be pushing it a bit, but the reduction in spell damage seems a bit too much. Gotta love Earthquake x Tornado combo though.

 

Thanks. Blackwall is a bit tankier. I'm still open to suggestions.

 

Okay I'll remove the spell cost increase and reduction in spell damage. The buffs are not that huge anyway.

As for the Earthquake x Tornado combo, I wanted to recreate the "fire-storm" ability (which I removed).

 

 

Vivienne has a new glyph ability now.

 

Also have you checked out the new secondary fire options available to Varric?

 

 

Anyway. Let me know if there are any more suggestions, because I'm going to start uploading new skill trees (once I've figured out how to use Photoshop).



#10
Abraham_uk

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New character specific gear in opening post.



#11
Spellbound7

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Love the glyphs for Vivienne. I can see them being very useful - that would probably mean that enemy Mages should gain more barrier at combat start, though, so you can drain it afterwards.

 

As for Varric's secondary ammos, Steam sounds like it would be useful in pretty much any context.

 

I'm still for removing the grenades from the list because they can already be used by anyone (and Varric, which makes him having them as secondary ammo redundant). I'm rename either Lyrium Fog or Lyrium Mist to something else as they are too similar right now. I like the rest. Animal lure sounds particularly useful in the Bearlands... I mean Hinterlands. I assume it won't work on Dragons?


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#12
Abraham_uk

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Okay. I'm going to start doing the Skill Trees now.

The first skill tree is going to be The Inquisitor.

 

This is because this is the tree that I'm fairly confident isn't in need of any changes.

As for the creating a new web page thing that Spellbound7 has done I haven't the faintest clue.

Anyone know how to do this?

 

This is completely new to me.

 

Within 30 days (it's a 30 day free trial for Adobe Photoshop) I should have all 10 done.

So if there is any feedback on specialisations or any tweaks need to be done please let me know.



#13
Abraham_uk

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Oh my. I don't know how to use this program.

Photo Shop seems really complex. :unsure:



#14
Abraham_uk

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Guys. I literally can't do what I want to do with Photoshop.

I feel like there are hundreds of obstacles in the way. I have over 200 questions and I find the Youtube videos on the matter to be confusing.

 

Okay. I'm going to just resort to Microsoft Paint.

It's not as elegant but in the end of the day I can use that program.

 

What I need to know is how to upload images I've created onto here.

I've tried "My Media" function and well nothing happens.



#15
Abraham_uk

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It's done!

It's finished! Check out the new skill trees.

Oh and be sure to check out the unique gear for each companion.

 

I ended up choosing Microsoft Paint.

The skill trees aren't as flashy as Spellbound7.

 

I have put quite a lot of thought into them though.

 

The formation is

 

Row 1:  Normally an opening active/sustained ability (though not always)

Row 2:  Normally 3 passives (though not always)

Row 3:  Normally 4 active/sustained abilities (though not always)



#16
Duelist

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So as I pomised before my own take on Varric.

Varric - Scoundrel: By his own admission, Varric isn't one for fighting. But when pressed into action, his trusty crossbow, cleverness and vast array of dirty tricks make him a formidable ally or foe.
  • Armistice (Active, Personal) - Leave it to Varric to talk his way out of trouble in a battle. When activated, all enemies attacking Varric seek a new target.
    Sucker Punch - Never trust the dwarf. Any enemies who forget this suffer critical hits from Varric for 10 seconds.
  • Tale Of A Hero (Active, Party) - Even in battle, Varric can spin an inspiring tall tale. When activated, Varric and allies' stamina never depletes.
    Tale Of The Champion - Few stories inspire Varric the way this one does. While allies cooldown times are halved, Varric's disappear completely.
  • Hail of Arrows (Active, Personal) - Varric doesn't care how many shots it takes to put someone down, he'll shoot as much as possible as fast as possible until they drop. For 10 seconds, Varric attacks twice as fast but his the likelihood of landing a critical hit is halved. Cannot be used in conjunction with Sharpshooter.
    Storm of Arrows - Improvements to Bianca not only allow Varric to shoot faster but more accurately. Attack speed increases to three times faster than normal and the penalty to critical chance halved.
  • Sharpshooter (Active, Personal) - When the time comes to make his shots count, Varric can. For 10 seconds all of Varric's attacks become critical hits but his attack speed is halved. Cannot be used in conjunction with Rapid Fire.
    Make It Count - Varric's focus sharpens as he resolves to make his shots count even more. Critical damage increases by 50% as does Armour Penetration while the penalty to attack speed is halved once more.
  • Crooked Odds (Passive) - There's nothing Varric hates more than a fair fight so when the odds are in his favour, he makes the most of it for him and his friends. Varric and his allies are 10% more likely to land a critical hit.
  • Free Hit (Passive) - No-one could ever accuse Varric of passing up an opportunity. When attacking an enemy who is targeting someone else, Varric attacks 50% faster.
  • Weak Points (Passive) - When he's not helping out by shooting enemies, he's pointing out their weaknesses. Any ally attacking the same target as Varric is 10% more likely to land a critical hit.
  • Set Up (Active, Single Target) - When shooting to kill isn't an option, he'll will look to cripple instead. Firing three shots at half their usual power, Varric has a 20% chance of reducing an enemy's attack speed. Any enemy targeting an ally is more likely to be slowed.
    Just For You - As if helping out an ally by slowing enemies down wasn't enough, Varric insists upon helping more. He fires an additional two shots, all five carrying 10% likelihood of sundering an enemy's armour completely. The effect is assured against enemies who aren't attacking Varric.
  • Sure Thing (Passive) - When an enemy is down, Varric won't hesitate to kick them. Any time Varric attacks an enemy at or below 50% health, the likelihood of him landing a critical hit against them doubles.

So that's my take on Varric. Thoughts?
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#17
Abraham_uk

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It's amazing. :wizard:

 

Good combination of scoundrel abilities, nice way of having a pseudo Bard in the party (Bard spec is something I feel is missing from the Companions - Redone thread) and some amazing crossbow talents. Varric is a very versatile fighter here. :wizard:

 

I will add your suggestions as an alternative.

There is the post below the opening post.

Any ideas you come up with shall be presented as a skill tree. :)



#18
Duelist

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Cheers dude.

The idea behind my take on Varric was to emphasise the fact that he isn't much of a fighter but he is an extremely canny opportunist.

I also changed Tale Of A Hero to be more offensive while Sure Thing was added to further emphasise his opportunism.
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#19
Spellbound7

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@Abraham_uk

 

Blacky: Maybe rename Blackwall's Ravaging Calamity to something else as it doesn't really fit the skill's description. Also does Final Stand end when Blackwall is knocked out and is revived?

 

Cassyb Cassandra could maybe have one of her skills be more about burning mana/spirits/demons as that's her Seeker power. Come to think of it, why is her spec a Templar? She specifically said her powers were different from that of a Templar when you ask her about her abilities.

 

Bull: looks good.

 

Cole: looks good.

 

Sera: Not entirely convinced on the usefulness of Earthen Flask. I guess it can be good if Sera is facing an archer a they're both exchanging shots? Seems to me like Flask of Fire is better suited in most situations (you can just stealth/evade to avoid damage/negate threat). Perhaps buff the damage reduction. dunno.

 

Varric: pew pew pew *secondary fire* PEW PEW PEW. Seems good to me.

 

Dorian: I'm not a fan of Horrify since panic tends to screw up enemy positioning. Getting rid of both Horrify and that passive that increases damage vs panicked enemies was a good idea. Replacing them with entropy spells from previous DA games  seems to be an even better idea. However, do keep in mind that Necromancers appear to be spirit summoners, so I'm not sure where Entropy comes in here. You might want to go over that a second time if you want the theme to stay coherent. I'm not saying it's not, I'm saying I might have done things SLIGHTY differently. Still looks better than vanilla Necro though, good job.

 

Viv: Okay so I know I said Spirit Blade being straight up damage material would overlap with Invocation skills, and it's true, it does. However, I'd like to go back on my previous statement and add that removing the Knight Enchanter's damaging spell might not work for the class. I mean, Vivienne is a leader - she's the First Enchanter, after all! So I would suggest maybe having a skill somewhere in there that's either a timed activatable or a sustained that buffs the Spirit Blade. Maybe something that when toggle on, drains your barrier per hit to boost the spirit blade's actual damage to great levels, so you have to decide b/w offense and defense... kinda like a Mage version of my Vanquisher spec, come to think of it :D That might require you have some sort of barrier leech ability to work on top of Fade Shield.

 

Other than that, while both Arcane Sphere and Fatiguing Fog have their uses, idk why you decide to give them to the Knight Enchanter. Maybe a Spirit Shield?

 

Solas: While I understand the logic behind the wind talents, I have to question the thematic validity of Earthquake, despite my previous thoughts on the spells when you first proposed it for Solas (stone fist seems to be more about solid Fade-substance than actual rock). Also idk what to think about removing Pull of the Abyss - it does seem a bit overpowered even in vanilla DAI but it was extremely useful, so maybe there are limitations you could bring to it, like giving it a cast time, or perhaps reducing it to a one-time pull instead of a gradual pull. You could arguably revamp Pulling Gale to yank enemies towards the center of an AoE instead of towards Solas, to bring back the ability to reposition enemies.

 

Tornado ftw though. I picture it like a violent column of air suddenly rising and taking some enemies along with it. It lasts maybe a second or two, and then dissipates, and the enemies that were flung in an upwards spiral fall down and get stunned or something.

 

Quizzy: Aegis, Gift and Lessons seem to me to be very useful skills (and Teamwork, but this should be a passive imo since it can be a bit hard to predict when exactly you will execute a combo), but the rest feel a bit out of place. Considering it's a special tree, you could consider reducing the number of skills in it. I mean, Bioware only had 2 skills in it, and one you didn't even have to invest a skill point in.

 

 

@Duelist_76

 

Love the thematic consistency. Looks really solid. I would have loved to see Abraham's Secondary Fire idea implemented with it though - perhaps not as extensively, but some ammo like Grease (if it spills in a line and can be set on fire, it's a return of the Fire Wall!), Steam and Noise sound like they could be very useful. Maybe they could be modified to remain in-line with the damage-centric nature of Varric's proposed specs. It's potentially a case of 'don't fix what ain't broke', but I like new ideas :D


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#20
Abraham_uk

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Thanks buddy.

 

Okay. Here are some proposed changes.

 

 

Cassandra: The name of the skill tree shall be changed from Templar to Seeker. [You see I haven't actually played Dragon Age Inquisition YET, so this puts me at somewhat of a disadvantage]. I think the emphasis could be less on being an anti-mage and more on being a daemon hunter. We have the Witch Hunter that covers the anti-mage quite nicely.

 

Blackwall: Well Final Stand will end if knocked out. That makes sense. It is supposed to be a highly risky choice for a tank. You draw 100% of the aggro and hope and pray your allies can kill the swarming enemies quickly enough. If you do fall Final Stand would be deactivated since knocked out fighters can't draw aggro. Ravaging Calamity's name came from an old ability. I changed the description but not the name. I'll try and think of something more appropriate. Let me know if you have a better name.

 

Iron Bull: Looks good. I stuck to the ideas from the original skill tree and made a few tweaks. I have to admit that Bioware did an amazing job here.

 

Cole: The moral of the story is Bioware's ideas plus Duellist_76 ideas equals amazing skill tree. None of the ideas here were my own. Duellist needs to get some credit here as does Bioware.

 

Sera: I'm going to tweak Earthen Flask. Probably increase damage reduction.

 

Varric: The reason why I say this is amazing is because Duellist has shown a much better understanding of who Varric is than the Artificer tree does and my Marksman Tree. The new Scoundrel tree is basically a better version of the Marksman tree from DA2. I'd get rid of hail of arrows though since there is already a similar skill in Spellbound's archery tree. I'll replace it with secondary fire. Aside from that perfect! Duellist_76 your ideas are awesome. Makes me wonder what you have in mind for other companions. Don't worry. Take your time. Your ideas take a long time to brew but they're always worth the wait.

 

Dorian: Good point. I can alter death cloud to make it a spirit spell. Also death hex can be changed with a spirit spell with similar effects. It would be 100% spirit based magic. It can work with tweaking.

 

Vivienne: I'll buff the damage output of Spirit Blade but instead make it consume barrier instead of mana. That way you're sacrificing your defence to deal damage.

 

Solas: Hmm. I like Earthquake however I can lower it's AoE and make it so that energy from the rift is making foes shake within the confines of an area. A change name and description should suffice. Also I love your idea for Tornado. A brief crowd control spell. The Gale Pull ability will be more effective. All good ideas. I'll work on it.

 

Inquisitor: I'm cool with 8 skills (which isn't that many). However some of the "out of place" active abilities can be replaced with passives. Teamwork would be better as a passive. I do want it to have 8 skills. However these could be passives that buff the entire party's performance in combat. So there is some room to think up new ideas. It's only 8 skills. It's not that big a deal removing some of the actives and replacing them with passives. What I'm going for with the Inquisitor is "useful but not essential". I want it to be a tree that is worth considering but not the be all and end all of your build.



#21
Abraham_uk

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Cheers dude.

The idea behind my take on Varric was to emphasise the fact that he isn't much of a fighter but he is an extremely canny opportunist.

I also changed Tale Of A Hero to be more offensive while Sure Thing was added to further emphasise his opportunism.

 

Good news. I'm including your ideas. Enjoy. So keep reading!

 

 

Proposed Changes: I haven't changed the skill trees yet.

I just want your opinion on these before I go and change the skill tress in the opening post.

 

 

Varric - Scoundrel (Lots of ideas from Duellist_76)

Spoiler

 

 

Inquisitor [Player Character]: 

Spoiler

 

Solas [Rift Mage]:

Spoiler

 

 

Vivian - Knight Enchanter

Spoiler

 

Sera - Tempest

Spoiler

 

Blackwall - Champion:

Spoiler

 

 

Iron Bull (Reaver) and Cole (Assassin) shall remain unchanged.

 

 

Dorian - Necromancer: 

Spoiler

 

Cassandra - Seeker: 

Spoiler

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#22
Spellbound7

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Much better overall, although I still don't understand why Solas would have a skill that pulls enemies towards him. Would be better if it just yanked them to the center of the AoE.

 

Earthen Flask being usable with other Flasks makes it a lot more useful now.

 

As for Vivienne, here's how I would have made the skill: Make the upgraded version the base version, and it should consume both Mana and Barrier. Upgrading it would do something like decrease Barrier consumption on hit, or increase your maximum barrier while skill is active, etc. Your current suggestion is ok but idk how that would work in a practical scenario.

 

Love Dorian's new spells.


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#23
Abraham_uk

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Much better overall, although I still don't understand why Solas would have a skill that pulls enemies towards him. Would be better if it just yanked them to the center of the AoE.

 

Earthen Flask being usable with other Flasks makes it a lot more useful now.

 

As for Vivienne, here's how I would have made the skill: Make the upgraded version the base version, and it should consume both Mana and Barrier. Upgrading it would do something like decrease Barrier consumption on hit, or increase your maximum barrier while skill is active, etc. Your current suggestion is ok but idk how that would work in a practical scenario.

 

Love Dorian's new spells.

 

Your suggestions taken on board.

I shall be making changes. :)



#24
Abraham_uk

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I've made changes to the skill trees. Check out the links in opening post.

 

Thank you Spellbound7 for all the feedback.

Thank you Duellist_76 for all the amazing ideas.

 

So what do you think?



#25
Spellbound7

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You shouldn't put something that drains barrier as an upgrade to the Spirit Blade. if a skill has a negative side to it, it's better if it's toggleable - by upgrading Spirit Blade, you automatically start sacrificing barrier. I suggest replacing either Arcane Sphere or Fatiguing Fog with a sustained that does that, then you can have another upgrade for the Spirit Blade. Also maybe change those two spells into a Glyph-type to remain within the theme.

 

Also random entropy spell for Dorian. Idk if necros can actually do Entropy magic, so maybe keep it in. I mean maybe it just needs a description change - he does already have spells that work on dying enemies so maybe.

 

Also a return of Pull of the Abyss for Solas. It could potentially be overpowered with all the new skills, so keep that in mind. (I like the spell though)

 

Some of the Inquisitor spec skills being party-focused is a good idea.


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