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What would your Warden's / Champion's Specialization look like?


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#1
Dieb

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Good day everybody,

 

Since the Inquisitor gets a unique skill tree to show off his companion for lonely week day evenings anchor, and most companions' specialization tree is also representative for their personality and lore-presented fighting style, I was left wondering:

 

What personal skills would the Warden or Hawke have, had they been companions in DAI?

 

Please note that this is not a discussion as to who's the better protagonist, or who should have replaced the Inquisitor in DAI. It is but a silly forum game where we can all have fun with our personal would-be's, and afterwards be sad for the exact same reasons.

 

The only "rule" I would ask of you to adhere to, is keeping it somewhat believeable, when it comes to both execution & values, as well as the description - which should be the most interesting part. Then again Mark of the Rift is in the game, so that's not as restrictive as it may come across, mind you.

 

Following the average trend, it should be kept roughly around a maximum of

- 3 Active

- 4 Passive

- 1 Focus

 

If you can only think of one or a few signature skills for your hero, please do share them with us anyways! I'm going to go first, and if you cared to join, you can just use it as a template. I hope this is at least an entertaining read for some, as I sure had a blast dreaming it up!

 

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

"Satyr" (Hawke/Rogue)

 

 

Heel! (Active)

Loyality is stronger than an entire army of mercenaries.

Hawke summons a mighty Mabari warhound to fight by his side.

  • Damage: 40% Weapon Damage
  • Health: 250% Hawke's Health
  • Cooldown: 60 seconds
  • Cost: 50 Stamina

 

Good boy! (Upgrade)

When the Mabari is struck, he temporarily increases the damage resistance of himself and those he protects.

  • Damage Resistance: 5% for every 10% health lost
  • Radius: 10 meters
  • Duration: 10 seconds
  • This bonus can stack up to 5 times.

 

 

Hail of Arrows (Active)

If Kirkwall teaches you one thing, it's you're always outnumbered.

Hawke unleashes a flurry of arrows that damages and incapacitates every enemy within the area of effect.

  • Damage: 20% Weapon Damage per second
  • Slow amount: 50%
  • Duration: 6 seconds
  • Radius: 10 meters
  • Cooldown: 24 seconds
  • Cost: 35 Stamina

 

By the Quiver (Upgrade)

The more the merrier - Hawke brought enough for the lot of you.

  • Bonus Radius: 10 meters
  • Bonus Duration: 3 seconds

 

 

Bravado (Active)

What color is being amazing when there's no one around to see it?

Hawke's performance increases relevant to his audience. This effects stacks up to 5 times.

  • Attack Speed: +7,5% per enemy
  • Movement Speed: +50%
  • Dodge Chance: 25%
  • Maximum Duration: 8 seconds
  • Cooldown: 30 seconds
  • Cost: 7,5 Stamina per second

 

Serves You Right (Upgrade)

It is not disloyalty. Not really.

Whenever Hawke suffers a critical hit, the next attack by any other party member will calm him down a little.

  • Critical Hit Chance: 100% for everyone except Hawke
  • Armor Penetration: 50% for everyone except Hawke
  • This effect can only appear once per use of Bravado

 

 

Improvised Kaddis (Passive)

Have you ever tried drawing on an overly playful warhound with alchemical chalk?

The Marbari's strange yet imposing appearance makes him the most intriguing target on the battlefield.

  • Threat increase: 200% for nearby enemies
  • Threat increase: 100% per attack
     

 

Sticky Fingers (Passive)

In the heat of combat, you just draw and nock. No time to sort things out.

Hawke sometimes loosens three arrows with a single shot.

  • Chance to activate: 5%
  • This effect is only applied to basic attacks

 

 

Tell Your Friends (Passive)

If Hawke delivers the killing blow to an enemy with an Active Skill, he will be ready for the next one.

  • Stamina restored: 50% of the last Active Skill's total cost
  • This effect does not increase relative to the amount of victims per skill

 

 

Payback (Passive)

As in, he will absolutely pay you back. Hawke was taught that friendship is a very flexible term.

When Hawke is low on Stamina, he can borrow the difference to meet the cost of an Active Skill from another Rogue or Warrior in the group.

  • Cooldown time: 60 seconds

 

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

 

Thanks for reading so far - I can't wait to hear your ideas for your heroes!

 

 

P.S.: Since we're all gamers, do feel free to point out any mistakes or potential balancing issues in my tree.


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#2
Al Foley

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Oohhh I like this, may have to think about it later.  



#3
andy6915

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Good day everybody,

 

Since the Inquisitor gets a unique skill tree to show off his companion for lonely week day evenings anchor, and most companions' specialization tree is also representative for their personality and lore-presented fighting style, I was left wondering:

 

What personal skills would the Warden or Hawke have, had they been companions in DAI?

 

Please note that this is not a discussion as to who's the better protagonist, or who should have replaced the Inquisitor in DAI. It is but a silly forum game where we can all have fun with our personal would-be's, and afterwards be sad for the exact same reasons.

 

The only "rule" I would ask of you to adhere to, is keeping it somewhat believeable, when it comes to both execution & values, as well as the description - which should be the most interesting part. Then again Mark of the Rift is in the game, so that's not as restrictive as it may come across, mind you.

 

Following the average trend, it should be kept roughly around a maximum of

- 3 Active

- 4 Passive

- 1 Focus

 

If you can only think of one or a few signature skills for your hero, please do share them with us anyways! I'm going to go first, and if you cared to join, you can just use it as a template. I hope this is at least an entertaining read for some, as I sure had a blast dreaming it up!

 

 

 

"Satyr" (Hawke/Rogue)

 

 

Heel! (Active)

Loyality is stronger than an entire army of mercenaries.

Hawke summons a mighty Mabari warhound to fight by his side.

  • Damage: 40% Weapon Damage
  • Health: 250% Hawke's Health
  • Cooldown: 60 seconds
  • Cost: 50 Stamina

 

Good boy! (Upgrade)

When the Mabari is struck, he temporarily increases the damage resistance of himself and those he protects.

  • Damage Resistance: 5% for every 10% health lost
  • Radius: 10 meters
  • Duration: 10 seconds
  • This bonus can stack up to 5 times.

 

 

Hail of Arrows (Active)

If Kirkwall teaches you one thing, it's you're always outnumbered.

Hawke unleashes a flurry of arrows that damages and incapacitates every enemy within the area of effect.

  • Damage: 20% Weapon Damage per second
  • Slow amount: 50%
  • Duration: 6 seconds
  • Radius: 10 meters
  • Cooldown: 24 seconds
  • Cost: 35 Stamina

 

By the Quiver (Upgrade)

The more the merrier - Hawke brought enough for the lot of you.

  • Bonus Radius: 10 meters
  • Bonus Duration: 3 seconds

 

 

Bravado (Active)

What color is being amazing when there's no one around to see it?

Hawke's attack speed increases for every nearby enemy.

  • Attack Speed: +7,5% per enemy
  • Duration: 8 seconds
  • Cooldown: 30 seconds
  • Cost: 7,5 Stamina per second

 

Serves You Right (Upgrade)

It is not disloyalty. Not really.

Whenever Hawke suffers a critical hit, the next attack by any other party member will calm him down a little.

  • Critical Hit Chance: 100%
  • Armor Penetration: 50%
  • This effect will only appear once per use of Bravado

 

 

Improvised Kaddis (Passive)

Have you ever tried drawing on an overly playful warhound with alchemical chalk?

The Marbari's strange yet imposing appearance makes him the most intriguing target on the battlefield.

  • Threat increase: 200% for nearby enemies
  • Threat increase: 100% per attack
     

 

Sticky Fingers (Passive)

In the heat of combat, you just draw and nock. No time to sort things out.

Hawke sometimes accidentally unleashes three arrows with a single shot.

  • Chance to activate: 5%
  • This effect is only applied to basic attacks

 

 

Tell Your Friends (Passive)

If Hawke delivers the killing blow to an enemy with an Active Skill, he will be ready for the next one.

  • Stamina restored: 50% of the last Active Skill's total cost
  • This effect does not increase relative to the amount of victims per skill

 

 

Payback (Passive)

As in, he will absolutely pay you back. Hawke was taught that friendship is a very flexible term.

When Hawke is low on Stamina, he can borrow the difference to meet the cost of a single skill from another Rogue or Warrior in the group.

  • Cooldown time: 60 seconds

 

 

 

Thanks for reading so far - I can't wait to hear your ideas for your heroes!

 

 

P.S.: Since we're all gamers, do feel free to point out any mistakes or potential balancing issues in my tree.

 

You didn't add a focus attack.



#4
Dieb

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I never use Focus skills!

 

I shall add it once I tought something up.

 

 

P.S.: Don't mean to impose, but could you snip that motherf*cker of a post of mine for that quote? Though I was hoping on a fair share of quoting & discussing individual skill, legibility is gonna be hell enough for this thread already. Thanks!



#5
Toasted Llama

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Hmmmmm...

For my rogue (Dalish) Warden I know only a few:

 

Active:

Mortal Combat:

A skilled veteran and a showoff, the Warden drops their weapons and pulls out the fisticuffs.

For as long as this skill is active, the Warden will parry all incoming attacks with martial arts.

  • Continuously drains stamina
  • 10 extra stamina loss for every parried attack
  • Cooldown: 65 seconds

 

Run with the halla:

Chasing after runaway hallas has made the Warden a skilled and agile runner, even on the battlefield.

The Warden temporarily gains a movement speed bonus and an attack speed bonus.

  • Movement speed bonus: +50%
  • Attack speed bonus: +30%
  • Duration: 20 seconds
  • Costs: 40 stamina
  • Cooldown: 30 seconds

 

Passive:

Elven agility:

As a nimble, lithe elf the Warden is able to dodge significantly more attacks than others.

The Warden has a chance to dodge attacks, negating the damage completely.

  • Chance to dodge: 20%
  • Stamina loss per successful dodge: 5

 

Live another day:
With a certain ritual in the back of their mind, the Warden is more driven than ever to make every day count.
The Warden has a chance to ignore death and stay on their feet after receiving a fatal blow.

  • Chance to ignore death: 15%
  • Stamina loss per successful attempt: 50%

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#6
surgeraven

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You are very creative! :lol:

 

Man I would love to see the Warden come back. Dunno how good I'll be at this, but I always pictured him/her having abilities related to the Blight after 10 years of being tainted (maybe sort of like the powers you get from Avernus's experiment). And I suppose the darkspawn and Red Templars would qualify as "blighted enemies". Eh here we go: I mainly just used quotes or stuff from the Wiki.

 

Thoros (Warden/ Human/ Male/ Mage)

 

 

ACTIVE ABILITIES

 

Grip of the Emissary

Emissaries are highly intelligent darkspawn that are talented in magic. They ensure that weaker darkspawn serve the Archdemon's interests and not their own.

 

Utilizing his/her connection to the blight, the Warden mage takes control of a nearby tainted enemy and forces it to fight alongside the party.

 

     Burst of Corruption (Upgrade)

     The Warden releases control by detonating the tainted creature to cause AOE damage to surrounding enemies.

 

 

Call of Madness

The Old Gods will call to you,

From their Ancient Prison they will sing. - Canticle of Silence 3:6

 

The Warden imitates the Call of an Old God to drive blighted enemies in the area of effect insane.

  • Causes creatures affected by the blight to panic

     Insufferable Torment (Upgrade)

     The Warden's Call quells blighted enemies even further as screams of horror and visions of suffering wreak havoc on their minds

  • Lowers damage output of blighted creatures
  • Lowers damage resistance of blighted creatures

 

 

 

PASSIVE ABILITIES

 

In War, Victory

You are called upon to submit yourself to the taint for the greater good. From this moment forth, you are a Grey Warden. -Duncan

 

Being connected to the darkspawn hive mind, the Warden can sense nearby darkspawn and help the party gain the upper hand when faced against them.

  • x% damage against blighted creatures

In Peace, Vigilance

Never waver, never falter, never back down: For the darkspawn surely won't.

 

The Warden's very presence inspires diligence against the evil of the blight.

  • x% damage resistance from blighted creatures

In Death, Sacrifice

At the heart of it, all a Warden is, is a promise. To protect others...even at the cost of your own life. - Blackwall

 

When the Warden falls in combat, the remaining party members are granted x% damage resistance.

 

Master of the Taint

The taint provides quick healing of wounds. It even allows the re-creation of lost body parts after some time.

 

The Warden slowly regenerates health in and out of combat.

 

 

FOCUS ABILITY

 

Vortex

It was a cyclone of darkness both spiritual and physical. There was no sense of the Fade in its spell; nothing in the realm of dream or nightmare could have encompassed what the Archdemon made. - Isseya

 

The Warden creates of vortex of corruption that heals blighted creatures but deals continual spirit damage to others.


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#7
Dieb

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Spoiler

 

Those two are my favourites!

 

The first one because non-damage skills always require a certain amount of creativity to keep interesting; the second because I really miss "resistance to the point of getting healed" in DAI - that's a cool idea to have a skill which can be a double-edged sword.


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#8
Bunny

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Nemesis (Hawke/Rogue)
 
Prepare to Die (Active)
Hawke takes advantage of enemies' temporary self congratulatory pleasant feelings, striking with deadly accuracy and scores a critical hit with every blow.
  • +100% attack
  • 100% critical chance
  • Duration: 10 seconds, +3 seconds for every fallen companion
  • Cooldown: 30 seconds
  • Cost: 65 stamina
 
 
To the Pain (Passive)
For a short time, every basic melee attack the rogue executes in rapid succession increases the chance to score a critical hit. Activating any other talent cancels the effect. 
  • Crit %: +2% per hit (max 10 hits)
 
 
Battle of Wits (Passive)
There is a certain artistry to the deed, the pleasure of sinking your blade into their flesh and knowing that holy ****, holy ****, a swordfish almost went through my head.
  • 10% crit bonus for every 10% health lost
 
 
Inconceivable (Passive)
Hawke has an uncanny knack for simply not being there when the enemy attacks, receiving a bonus to defense.

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#9
esper

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My Hawke will always be a blood/entropy mage so I had that in mind.

 

Champion of Kirkwall:

 

Bloodmage (passive):

 

Some say blood mages are evll. Hawke say that blood magic is the one true school. Free from the Chantry, Lyrium and the Fade.

 

Once blood magic is chosen, Hawke can continue casting abilites even with no mana. Paying in health instead of mana. Be careful though, some knowlegde can never be unleared and blood magic is known to kill.

 

Blood Cloud (active):

 

We are all going to die, allow Hawke to decide how.

 

Hawke cast a curse in a 10 meter radius which will inflict elemental damage according to staff she wields. The cloud will continue to run untill it is either stopped or the death of the Champion.

 

     Eternal Curse (upgrade)

     Hawke is many thing, including a very good killer

    The blood cloud now inflict weaken status on enemies.

 

Blood Ties (Active)

 

I will always be there for my friends.

 

Knowing she has other resources Hawke transfer her own mana to allies in a 5 meter radius (She herself is immue). Restoring the mana/stamina.

     Blood Brothers (Upgrade)

     Her continous support of her friends boots Hawke's morale. Shortening cooldown time.

 

Defender of Kirkwall (Passive)

 

Hawke defended Kirkwall for 7 long years. She has learned to look after herself as well.

 

For every 5 point ´Hawke drains her own health she also boots her defense with a 5 % for 5 seconds.

 

Strong minded (passive)

Just because I can doesn't mean I will

Many blood mages learned how to control others will, but Hawke believes in freedom for all, which gives her a boost to will power and magic.

 

 

Never Falter (passive)

I know no limits - Marian Hawke.

 

Hawke can no longer kill herself by casting an abilitiy. If an ability would kill her, she survives with 1% of her health.

 

Blood of my enemies.

If I kill them anyway why not use it?

Hawke cast an elemental spell (depending on staff) on an enemy dealing elemental damage. The damage dealt will transfer into health for Hawke.

   Never alone

   Allies standing close to Hawke will benefit from Blood of my Enemies as well.

 

 

 

    

 

 

 

 

 


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#10
Dai Grepher

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Interesting topic. I'll have to think about it in detail and post my own later, but for now I'll just add a few points.

 

I feel that the specialty tree in DA:I could actually be composed of various skills in other trees. Like how Cassandra has "Rally" even though she is a Seeker and Rally is attributed to the Champion specialization in Origins. That said, I may mix it up a bit for my Hero.



#11
Dieb

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That said, I may mix it up a bit for my Hero.

 

The whole premise is to indulge yourself in dreaming up the evolution of your favourite hero, so by all means!

 

All I'm asking is to try and keep it somewhat "personal"; as in relating to your hero's personality and traits a little, all of which within the bounds of the "usual" language (and to an extent, limitations) used in the game.


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#12
Toasted Llama

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You are very creative! :lol:

 

Man I would love to see the Warden come back. Dunno how good I'll be at this, but I always pictured him/her having abilities related to the Blight after 10 years of being tainted (maybe sort of like the powers you get from Avernus's experiment). And I suppose the darkspawn and Red Templars would qualify as "blighted enemies". Eh here we go: I mainly just used quotes or stuff from the Wiki.

 

Thoros (Warden/ Human/ Male/ Mage)

 

 

ACTIVE ABILITIES

 

Grip of the Emissary

Emissaries are highly intelligent darkspawn that are talented in magic. They ensure that weaker darkspawn serve the Archdemon's interests and not their own.

 

Utilizing his/her connection to the blight, the Warden mage takes control of a nearby tainted enemy and forces it to fight alongside the party.

 

     Burst of Corruption (Upgrade)

     The Warden releases control by detonating the tainted creature to cause AOE damage to surrounding enemies.

 

 

Call of Madness

The Old Gods will call to you,

From their Ancient Prison they will sing. - Canticle of Silence 3:6

 

The Warden imitates the Call of an Old God to drive blighted enemies in the area of effect insane.

  • Causes creatures affected by the blight to panic

     Insufferable Torment (Upgrade)

     The Warden's Call quells blighted enemies even further as screams of horror and visions of suffering wreak havoc on their minds

  • Lowers damage output of blighted creatures
  • Lowers damage resistance of blighted creatures

 

 

 

PASSIVE ABILITIES

 

In War, Victory

You are called upon to submit yourself to the taint for the greater good. From this moment forth, you are a Grey Warden. -Duncan

 

Being connected to the darkspawn hive mind, the Warden can sense nearby darkspawn and help the party gain the upper hand when faced against them.

  • x% damage against blighted creatures

In Peace, Vigilance

Never waver, never falter, never back down: For the darkspawn surely won't.

 

The Warden's very presence inspires diligence against the evil of the blight.

  • x% damage resistance from blighted creatures

In Death, Sacrifice

At the heart of it, all a Warden is, is a promise. To protect others...even at the cost of your own life. - Blackwall

 

When the Warden falls in combat, the remaining party members are granted x% damage resistance.

 

Master of the Taint

The taint provides quick healing of wounds. It even allows the re-creation of lost body parts after some time.

 

The Warden slowly regenerates health in and out of combat.

 

 

FOCUS ABILITY

 

Vortex

It was a cyclone of darkness both spiritual and physical. There was no sense of the Fade in its spell; nothing in the realm of dream or nightmare could have encompassed what the Archdemon made. - Isseya

 

The Warden creates of vortex of corruption that heals blighted creatures but deals continual spirit damage to others.

Damn, these are awesome! ;O Very poetic too! Now I want the HoF to return with those skills xD


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#13
Big I

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The Warden can already gain a special talent tree, the Power of Blood from Avernus's research.

 

For the Champion, one or two skills that emphasis their will to survive over impossible odds and their talent for killing things.



#14
His Name was HYR!!

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 The Warden is OP in my canon. He is a Dalish Ranger with 'Crow assassin- and Legion of the Dead scout training, drank the Avernus potion, and drank the Dragon Cult's blood. So, yeah, he is a true freak-of-nature.

 

Class: Dark Rogue

Summary: Warden-Commander Mahariel has versatile rogue skills, and taps into his thrice-corrupted blood to augment their power.

 

1.) Nature's Call (Sustained)

Description: Warden Mahariel calls upon a nearby wolf (party is 50% warrior or more) or giant spider (party is <50% warrior).

1a.) Blighted Creatures (Upgrade)

Description: Mahariel's allied beast is tainted, increasing its attack and defenses.

 

2.) Circulation (Passive)

Description: The Warden's tainted blood makes him more nimble, increasing movement speed while in Stealth and making him more likely to dodge an attack.

[Author's note: this power is a duplicate of "Dark Passage" from Power of Blood.]

 

3.) Blood Harmony (Sustained)

Description: The Warden's blades/arrows are attuned to his blood, drawing power from his enemies' wounds. When this power is active, all weapon damage returns a small amount of stamina.

3a.) Blood Melody (Upgrade)

Description: All critical hits restore 5% health.

3b.) Blood Symphony (Upgrade)

Description: The Warden's weapons now rend the enemies, inflicting additional damage over time and leaving weaker foes stunned.

 

4.) Unnerve (Activated)

Description: The Warden's wrath is a terrifying sight. When matched up 1-on-1 with an enemy, the Warden channels powers of entropy upon his opponent, inflicting penalties to the target's attack and defense.

 

5.) For The Elvhen (Activated)

Description: When all is on the line, the Warden is stands adamant. When activated, the Warden stands invulnerable for a short time with increased health- and stamina-regeneration rates. As the effect expires, the Warden unleashes a massive attack on a single target and all enemies in between, expending vast amounts of health and stamina in a defiant last-stand.


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#15
Broganisity

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Alright, I'll bite:

Vanguard (Human/Male/Warrior)

 

Actives:

 

1) Aura of the Warden: Your mere presence draws the attention of your enemies and inspires your allies. Nearby enemies are slowly drawn to you and enemies that attempt to flee the aura are branded cowards.

 

Range: 8m

Fear Duration: X seconds.

Cost: 10/Y stamina per second

Upgrade: Aura of the Hero: The reach of your aura increases and allies within your aura's reach now gain a bonus to armor.

 

Range: 2m

Armor Bonus: 20%

 

----

 

2) Warden's Charge: The wardens are the rocks in which the blight breaks itself upon. . .or in this case you break upon them! Single out and tackle a target, knocking them down and weakening the defenses of all nearby enemies.

 

(Animation: points at primary target then flies forward to strike them in a full body tackle. Lock-on ability like Hook and Tackle.)

 

Damage: 200% Weapon Damage

Cost: X Stamina

Cooldown: X Seconds

Weakened Duration: X seconds.

 

(is a detonation ability for frozen and stunned enemies)

 

Upgrade: Griffon's Flight: Warden's charge is activated immediately (no pointing first) and has no cooldown.

 

----

 

3)  Focus: Beacon of Hope: When the world falls into darkness, it is you that the people turn to. Upon activation, nearby enemies are damaged and feared, while all allies' abilities on cooldown are made ready to use. While in effect, nearby allies are immune to status effects and gain an increase in attack speed and cooldown rate.

 

Duration: X seconds

Damage: 400% Weapon Damage.

 

Passives:

 

In War, Victory: The Wardens are the first, last, and only line of defense against The Blight. Gain an increase in attack speed when entering battle.

 

In Peace, Vigilance: You foe has fallen, but the battle is not over yet! Killing an enemy increases your movement speed.

 

In Death, Sacrifice: Even in death you inspire your allies to new heights! When downed, allies gain full guard.


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#16
ElementalFury106

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Hmm here goes:

 

Warden Talion Surana, Will of the Ancients (Warden was a Arcane Warrior - Spirit Healer with an emphasis on Primal and Spirit Magic in Origins)

 

1) Elemental Blade Strike: Your manifest your magical energy and willpower into the shape of an elemental blade, dealing a massive amount of elemental damage across all those around you.

 

Damage: 100% Fire Damage

                100% Cold Damage

                100% Electricity Damage

                100% Spirit Damage

 

Range: 5 meters

Cost: 20 mana per hit

 

1.a)  *Upgrade Will of the Ancients: Your attacks leave your foes feeling the wrath of your willpower long after the strike. Each elemental strike destroys all means of enemy defense and leaves them broken. This effect stacks.

 

Damage: 50% Fire Damage per second

                50% Cold Damage per second

                50% Electricity Damage per second

                50% Spirit Damage per second

                200% Guard Damage Bonus

                500% Barrier Damage Bonus

 

Duration: 5 seconds

 

 

2) Immortality of the Ancients: You surround yourself in ancients barriers that leave you invincible for a short time and immune to all negative status effects.

 

Duration: 10 seconds

 

Effect: Immune to all damage and status effects

 

Cost: 65 mana

 

2.a) Upgrade*: We Will Not Fall: Any attacks you land or receive while Immortality of the Ancients is active increases your overall guard and damage output.

 

Effect: 10% guard per hit

            5% damage per hit

 

3) Seeker Swarm: You summon a barrage of energy particles that remain on your person until enemies come within a certain range. When an enemy is within range, the particles home onto the enemy and attack in succession.

 

Number of Energy Particles: 1 per 10 mana

 

Damage: 100% Spirit Damage per particle

 

 

3.a) Upgrade: Entropic Swarm: Each successful attack from the Seeker Swarm increases your Barrier and Sunders enemies.

 

Barrier Amount: 10% per successful Seeker Swarm attack

 

Sunder Effect: 10% per successful Seeker Swarm attack

 

 

Focus Ability:

 

Into the Light: You summon a massive arcane energy field around you and your party, making them invincible during its duration as well as increasing their damage output per second. Elemental energy radiates off you and your party members and deals constant elemental damage while enemies are near your party.

 

Effect: Invulnerability 

           10% damage increase per second

            300% Spirit Damage per second 

 

Range: 3 meters

 

Tier 1: 8 seconds

Tier 2: 15 seconds

Tier 3: 25 seconds

 

 

Passives

 

1) Mind over Matter: Your extensive knowledge of magic and its forces grants you defense against all magical attacks

 

Effect: 25% Magic Defense

+3 Willpower

 

2) Matter over Mind: Your manifested willpower is the ultimate source of your power. Use it to break your foes from any sort of protection they thought they had.

 

Effect: 100% Barrier and Guard damage bonus

+3 Magic

 

3) Arcane Protection: You thrive off the momentum gained by successful attacks. Each successful attack from abilities generate barrier.

 

Effect: 1% barrier per attack amount

+3 Constitution

 

4) Momentum of Battle: The sight of those who wish harm upon you invokes an ancient wrath that knows no boundaries. Being within range of an enemy increases your mana regeneration.

 

Effect: 35% mana regeneration when near enemies

 

Range: 5 meters

 

+3 Magic



#17
andy6915

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"Facade" (Hawke/Rogue)
 
 
Decoy (Active)
When you attack Hawke, don't be sure you're actually attacking what you think you are.
 

Hawke summons a decoy

 

stealth chance 100%

 

Health: 100% Hawke's Health

 

Cooldown: 45 seconds

 

Cost: 40 Stamina

 

You screwed up! (Upgrade)

 

Decoy explodes when destroyed

 

150% of weapon damage

 

Radius: 4
     

----

Assassinate (Active)

 

Sometimes someone or something needs to die NOW.

 

Hawke strikes with ridiculous force in an attempt to cause as much bodily damage as possible in a single hit

 

Damage: 1000% Weapon Damage per second for daggers, 700% weapon damage for bows

 

Cooldown: 60 seconds

 

Cost: 70 Stamina

This ends now!(Upgrade)

 

Hawke is done playing nice.

 

10% chance no cooldown or stamina cost will be triggered when using assassinate, allowing it to potentially be used multiple times in a row.

----
     
The Black Hand(Active)

 

"It's created using several different poisonous plant essences and a healthy dollop of Cobra venom for that extra kick. A drop of this will kill a man in two breaths."

 

Hawke coats her blades or arrows in a deadly poison.

 

Adds an extra 200% weapon damage to all attacks, both basic and special

 

Duration: 30

 

Cooldown: 50

 

Cost: 40 stamina


Perfectly Mixed(Upgrade)

 

Lives up to the namesake by sometimes killing someone in two breaths.

 

5% chance (per hit) of instant killing normal and elite enemies with each basic attacks.
 

 

 ---- 

Shadow Veil(Passive)

 

Even when out of stealth, Hawke is almost always one with the shadows.

 

The shadow becomes obscured when entering stealth. This effect persists for a short time after dropping out of stealth, making enemy attacks more likely to miss the rogue.

 

Obscure chance 100% when in stealth

 

+50% Critical damage when obscured
     

----

Cunning Killer(Passive)

 

Hawke was always a cunning person, and a cunning assassin is a dangerous combination.

 

The more cunning the assassin, the more damage critical hits inflict.

 

+1.5% critical damage per point of cunning

 

----

Hard to Hit(Passive)

 

Hawke is quite an agile one, capable of completely avoiding attacks.

 

20% chance to completely avoid damage from all non-magic attacks

 

----

Last Stand(Passive)

 

Hawke is most deadly when injured, a cornered bird of prey can be more lethal than a wolf.

 

Damage resistance +50% and damage +30% when below 15% total health

 

----

FOCUS ATTACK: Decoy Killers

Hawke is annoyed, you are dead.

 

Hawke summons 4 self-moving and armed decoys at once, all to assassinate the same target.

 

Each decoy does same weapon damage as Hawke and each decoy's assassin does as much damage as Hawke's. Total weapon damage is

 

4000% weapon damage for daggers and 3000% weapon damage for bows.


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#18
BraveVesperia

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I've done 2 active, 2 passive, 1 focus
 
Alyssa Hawke (In-game blood mage and spirit healer)
Ravager - Mage
Spoiler
 
Reno Surana (in-game Arcane Warrior, Spirit Healer, Keeper, Shapeshifter)
Arcane Nerd - Mage ( :lol: I can't think of a good name, and she is a nerd, collecting all the magic lore she can)
Spoiler

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#19
surgeraven

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My Hawke will always be a blood/entropy mage so I had that in mind.

 

Some say blood mages are evll. Hawke say that blood magic is the one true school. Free from the Chantry, Lyrium and the Fade.

 

Very cool quote! I really missed playing as a blood mage this time around, although it does make sense why we can't be one. I'm sure Cass would cut ol' Inky down as soon as she found out. :P

 

 

2) Warden's Charge: The wardens are the rocks in which the blight breaks itself upon. . .or in this case you break upon them! Single out and tackle a target, knocking them down and weakening the defenses of all nearby enemies.

 

(Animation: points at primary target then flies forward to strike them in a full body tackle. Lock-on ability like Hook and Tackle.)

 

Upgrade: Griffon's Flight: Warden's charge is activated immediately (no pointing first) and has no cooldown.

 

Love the ability's name and upgrade. :D

 

I can't believe I forgot to include something about griffons in my Warden's abilities. :mellow:

 

 Decoy (Active)
When you attack Hawke, don't be sure you're actually attacking what you think you are
Hawke summons a decoy
  • You screwed up! (Upgrade)

    Decoy explodes when destroyed

 

This is one of the reasons why I hate rogues in MMOs. :lol:  Very cool ability though: t'would be fun!


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#20
zambingo

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In my headcanon, which I term as such because it might possibly be lore muddling;

My rogue Warden, after gaining so much experience and changes from the Joining plus "other methods" not talked about in polite company, has to feel like some sort of class melting pot like an Arcane Archer... beyond mortal ability and definitely fueled by something else.

My warrior Hawke also, after gaining so much experience and changes due to "other methods" not talked about in polite company, has to feel like some sort of class melting pot like an Arcane Warrior or even some sort of Seeker totally beyond a human's ability as a fighter.

What those specfic abilities would be or called or do I dunno other than Avengers Assemble Awesome-Moves 1 thru 10. lol

#21
andy6915

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This is one of the reasons why I hate rogues in MMOs. :lol:  Very cool ability though: t'would be fun!

 

It's actually an ability from DA2, the shadow specialization. My rogue Hawke's are always shadow-assassin combinations, most of my talent points are put into those 2 trees. So the made up specialization I mentioned here is kinda just a powered up version of both decoy and assassin. It's even where I got the assassin damage from, assassin does about 10.0 times normal damage with daggers once upgraded, which I translated to 1000 weapon damage for DAI since that is 10 times normal damage just like DA2's version.

 

It was basically a specialization combining the 2 specializations I always combine when playing rogue in DA2. That and a bit of poison added in, which my rogue Hawke's always make substantial use of.

 

By the way, went and edited the post. Made exploding decoy more damaging by a bit (30% weapon damage is too weak) and gave up on trying to do a proper list format. Looks much better now that I just made it a normal post with no list coding.



#22
Dieb

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I've done 2 active, 2 passive, 1 focus
 
Alyssa Hawke (In-game blood mage and spirit healer)
Ravager - Mage
Spoiler
 
Reno Surana (in-game Arcane Warrior, Spirit Healer, Keeper, Shapeshifter)
Arcane Nerd - Mage ( :lol: I can't think of a good name, and she is a nerd, collecting all the magic lore she can)
Spoiler

 

 

Nice ideas there.

 

I see you also took quite the effort to balance it out a little, too!



#23
His Name was HYR!!

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 Now onto my martial FemHawke...

 

Class: Ringleader.

Summary: You can't take the hood out of the punk. Hawke emerged from Kirkwall's underworld as one of the deadliest warlords it has ever seen [Author's Note: Think, "Champion spec's evil twin."]

 

1.) Bounty Hunting (Activated).

Hawke singles out an enemy, decreasing its damage-resistance while surrounding enemies suffer an attack penalty.

1a.) Contract Kill (Upgrade).

Critical chance increases by 3% per hit against the target for all party members. This chain resets every time a critical hit is scored against the target.

1b.) Initials Carved In. (Upgrade).

An ally that downs the enemy while Bounty Hunting is in effect is granted guaranteed critical hits for a short time.

 

2.) Got the Goods (Passive).

Killing ranked enemies now resets active cooldown times.

 

3.) Vandalize (Sustained).

While this mode is active, Hawke's weapons reduce the effectiveness of enemy armor.

3a.) Sabotage (Upgrade).

Enemies with damaged armor are now slowed.

 

4.) Bar Brawl (Activated).

Hawke knives through a swath of enemies at a time, dashing forward in a straight line with the lethal end of her weapon face out.

4a.) Them's Fighting Words (Upgrade).

Enemies in the path of Bar Brawl are temporarily stunned.

 

5.) Incite the Riot (Activated).

When Hawke's posse is in town, things get trashed and burned. Basic attacks by the party now carry a shock-wave effect that widen the area-of-effect, also increasing knock-back and knockdown chance. This ability is powered and consumed by Focus.

5a.) Pitchforks and Torches (Upgrade).

Party attacks now inflict bleed damage over time. If the target cannot bleed, it takes fire damage over time instead.


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#24
His Name was HYR!!

His Name was HYR!!
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 Proposed power for all Warden characters...

 

Speed Griffon (Sustained).

Your Warden's pet, zipping around the battlefield and terrorizing enemies with its lightning reflexes.

 

Good one?


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#25
Urzon

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This seems interesting, and it allows us to flex our headcanon muscles. Though, my descriptions might be a bit long winded. It's loosely based on a mage Warden that specialized in the Spirit school of spells, and he dived a bit further into it and explored some darker corners of it as well.

"Animancer" (Warden/Mage)

Earthbound (Active)
The Warden tethers the souls of his/her foes in an area to the earth. They take greater amounts of spirit damage every few seconds the further away they are from their tether area. This effect ends if the enemy moves too far away from their tether area. Duration: 20s (Darkspawn are immune.)
Upgrade: Aether Shackles: Bound foes now move 25% slower and take 15% additional spirit damage while under this spell's effect.
Upgrade: Violent Severance: When a foe moves to far away from their tether area, the tether to their soul snaps and deals a great amount of spirit damage to it.
 
Telekinetic Pull (Active)
The Warden pull his/her enemies in an area towards him/her. This does a small amount of spirit damage and weakens their foes for a short time.
Upgrade: Whiplash: Weaker foes are knocked down and taken additional spirit damage. Foes that resist are stunned for 2s.
 
Spirit Puppetry (Active)
The Warden dominates the soul of target foe for a short time making them an ally. When the foe regains control of its body, it takes a major amount of spirit damage. Foes that resist, the Warden attacks them directly dealing major spirit damage and weakening them for 10s. Duration: 20s (100% effective on Darkspawn)
Upgrade: Soulless Thrall: For weak enough foes, the Warden instantly kills their soul and makes them a permanent ally for as long as the Warden remains in the area. The thrall's original abilities are greatly reduced by this process. (Maximum: 1)
Upgrade: Dance my Puppets!: The Warden's domination lasts 50% longer and increases the maximum amount of thralls by 1.
 
Spiritual Defense (Passive)
20% less damage from Spirits and Demons.
10% less damage from casters.
 
Soul Shield (Passive)
Whenever a foe is killed, the Warden takes 15% less damage for the next 5sec. Stacks 4 times. (Darkspawn do not count towards this effect.)
 
Ghostly Weapon (Passive)
The Warden's attacks ignore 30% of the foe's armor.
 
Harvester's Empowerment (Passive)
Whenever a foe is killed, the Warden regains a % of his/her health and mana. (Darkspawn do not count towards this effect.)
 
Soul Resonance (Focus)
Tier 1: The Warden revives, continuously heals his/her party, and increase their mana/stamina regeneration for 15 secs.
Tier 2: The Warden revives, continuously heals his/her party, increases their mana/stamina regeneration, and grants them 20% damage resistance for 15secs.
Tier 3: The Warden revives, continuously heals his/her party, increases their mana/stamina regeneration, grants them 20% damage resistance, and imbues the party with speed for 15secs.

 

~

 

After spending so much time secretly studying souls and spells that effect them, this Warden found himself a little out of his depth against a horde of soulless Darkspawn. Though, he did find out they make excellent thralls since there is no soul to put up a fight for control of the body. :P


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