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


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#26
Torgette

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This thread reminds me of an idea I had where every new game in the franchise introduced a new hero, and then when the apocalypse arrives all the heros join up to form one ultimate squad, power rangers style.  :D



#27
KocicaK

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When I see this I just stare in silence. You were thinking about this THAT much? that´s amazing. I allways wanted a blood mage/arcane warrior combination for my character, something like DA2 companion specialization, where Merill is some sort of "blood keeper", but that´s all I thought about. no details just this.

 

also, when I see this, I think that this blood arcane warrior would perfectly fit for my canon human mage warden. maybe I would add some ice to his specialization and something keeper related, cause he is a friend of the elves, but that would be too much I think.

 

there is also problem with adding everything I want, cause it would be enormous. except blood magic and arcane warrior abilities, I would also add those ice spells, keeper spells, shapeshifter abilities and I would also like it to be some sort of mage equivalent for assasin. so I won´t rather think about this much....

 

And a didn´t even mentioned warden related abilities, which are also needed there ofcourse



#28
Dieb

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Well the fun in it is keeping it lore-friendly, representative of your hero's personality AND fair. As if they actually could be in the game.

 

I put a lot of thought into this indeed (on a long train ride, admittedly), and I like that my Hawke doesn't render other companions useless, but adds to the pool by being a mix of crowd controller & ranger, i.e. unique rather than more powerful (I love the idea of "Bravado" + "Serves You Right", as well as "Payback" the most). Similar to other actual characters whom the lore establishes to be clearly mightier than some of their comrades, like Solas or Cole, yet their abilities don't tip gameplay in their favour too much. They merely express their traits better.

 

Everyone can think up "Hero kills everyone for 1000% weapon damage, casts permanent immunity onto themselves and flamboyantly line dances out of the arena", but there were some really cool, very believeable ideas mentioned here. As well as interestingly written descriptions.


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#29
Wintersbreath

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This is so fun! I love stuff like this! My Warden is Shadow Surana, a male Elven Mage with specializations of Blood Mage, Spirit Healer, and Keeper, with Power of the Blood activated. I came up with the abilities but I'm not sure how to balance stuff out (as the Warden is among the most gifted/powerful mages in Thedas) so I'm not putting in the figures yet.

 

The Paradox

 

[Active] In Death, Sacrifice

“Why spend mine when I can spend yours?” rarely applied to Shadow. Not this time. Shadow fuels his blood magic with the blood of an enemy he attacked.

The target is stunned and loses X% of its health over a duration of X seconds; X% Weapon Damage to all enemies around the target, they are slowed. This spell costs mana.

[Upgrade] Death Cascade

While In Death, Sacrifice is active, each enemy dies in an explosion of innards, dealing X% Weapon Damage to surrounding enemies.

[Upgrade] Sole Beneficiary

For each enemy who dies while In Death, Sacrifice is active, Shadow gains an additional X% health regeneration (barrier, if health is full).

 

[Active] Not On My Watch

Shadow has seen enough deaths for a lifetime and he’s the best healer around. You don't get to die.

Shadow conjures a Rejuvenating Barrier around every party member regardless of their distance from him.

[Upgrade] Stay With Me

The rush of spiritual energy from the newly erected barriers stun surrounding enemies for X seconds.

 

[Active] The Long Walk

Shadow represents all who are oppressed in a Long Walk towards equality.

Shadow dashes through the ground and roots erupt from the ground, ensnaring or impaling enemies he passed under for X seconds. Ensnared and impaled enemies cannot move. Those impaled are dealt X% Weapon Damage over the duration.

[Upgrade] Shadowfeet

For each enemy caught by The Long Walk, Shadow gains X% additional threat reduction.

 

[Passive] Not A Drop Wasted

Pragmatism is rewarded. Shadow pays his enemies back in blood.

Each time Shadow’s health drops from damage from non-mage enemies, there is an X% chance his next spell costs no mana.

 

[Passive] Adrenaline Rush

Shadow learned to enjoy the thrills of battle and no enemy can absorb all of his destructiveness.

Shadow’s basic attacks do Area of Effect damage. Each basic attack shortens active cooldown times and restores mana at an enhanced rate.

 

[Passive] Warden’s Taint

Sharing is caring.

Enemies who attack Shadow in melee range have a X% chance of being poisoned for a duration of X seconds.

 

[Passive] In War, Victory

Shadow’s tutelage and influence brings the best out of his party.

Party members gain an X% increase in attacking speed, damage output and resistance, and duration of abilities/status effects.

 

[Focus] True Despair

No enemy of the just has experienced true despair before this moment.

Enemies within an X meter radius become spiritually joined with the party. The parasitic bond rapidly leeches health and stamina/mana from the enemies and replenishes that of the party. Fallen allies are revived. Enemies suffer a penalty to their damage output and are slowed.



#30
Ap0crypha

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Double post, sorry. Full one's down there.



#31
Ap0crypha

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Sounds like fun! I've got my Hawke's ready to go, and can probably get my Warden's up in a day or too. Do note I'm **** at balancing things, so this could be underpowered, overpowered, or perfectly balanced, and I'd have no idea.

 

EDIT: Alright, Warden's up. No point triple posting, so I just edited this post.

 

Warden

Spoiler

 

Hawke

Spoiler

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#32
ThePhoenixKing

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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?

 

Griffons, yay! :) That's an ability worth having.

 

On that note, good on the OP for creating this thread, there are a lot of really cool ideas here, and it’s neat to see everyone try their hand at gameplay design like this. Personally, I’m not all that experienced when it comes to the subject, and I have no idea if this is going to be overpowered or not, but here’s my take on Sagramor Tabris, my canon Warden. He’s a two-handed warrior who had a combination of Champion/Templar/Spirit Warrior/Power of Blood specializations in Origins/Awakening.

 

Also please note that I’m structuring his specialization mechanics more on Origins or DAII lines, I’m just more familiar with those over Inquisition, and honestly, the combat was way better in the first two games anyways. Allons-y, everyone!

 

“The Grey Wolf of Denerim” (Warden/City Elf/Two-Handed Warrior)

 

Onslaught (Active - AOE)

The Warden strikes from all angles, hitting all enemies within a given area with a series of powerful scything blows.

Damage: X physical damage

AOE Radius: 5 metres

Cooldown: 20 seconds

Stamina cost: 40

 

            Devastating Onslaught (Upgrade)

The Warden’s reputation is well deserved. Better to stand against a hurricane than tempt his wrath.

+25% physical damage

 

Crippling Onslaught (Upgrade)

Being attacked head-on by the Hero of Ferelden is not an experience one forgets, assuming you‘re lucky enough to survive. Onslaught’s AOE radius is now increased, and any unit that takes damage from this ability must pass a physical resistance check or become stunned.

AOE Impact radius +5 metres.

100% chance to stun for three seconds if physical resistance check failed.

 

Hero of Ferelden (Sustained)

The Warden’s titles have been fairly won, and he and the rest of the Wardens are venerated for good reason. Where he walks, those around him take heart, and are inspired to yet greater acts of heroism. When this mode is active, all nearby allies gain bonuses to attack speed, damage and critical chance.

Area of effect: 10 metres

Attack speed +15%, damage +20% and critical chance +15% for all allies in range.

Stamina upkeep: 20%

 

            The Elven Knight (Upgrade)

Where the Warden walks, victory is certain, and any challenge seems surmountable. Hero of Ferelden now adds a bonus to mana/stamina regeneration and damage resistance, on top of the existing bonuses.

Mana/stamina regeneration rate +5

Damage resistance +10%

 

Lessons of Command (Upgrade)

It’s been a long road from a callow youth of the Denerim Alienage to become both Warden-Commander of Ferelden and Arl of Amaranthine, but Sagramor has never forgotten how to exercise his authority to best effect… or what it took to earn men’s trust.

Area of effect +5 metres

 

Rallying Cry (Active - Radial)

The Warden utters a fearsome shout to bolster his comrades, boosting their attack. Hero of Ferelden must be active to use.

+15% attack to all nearby allies for 20 seconds

Radius of effect: 10 metres

Cooldown: 15 seconds

Stamina cost: 20

 

            Fury of the Elvhenan (Upgrade)

What motivates the Warden’s allies terrorizes his foes. All enemy units in the radius of this ability suffer a penalty to defense and damage resistance.

-20% defense and -10% damage resistance to all nearby enemies for 30 seconds

 

Light of Hope (Sustained)

During this journey to the Blackmarsh, Sagramor accepted the aid of a Spirit of Hope in his fight against the Baroness. In the years since, the spirit’s power has proven to be a useful asset in his mission, and has saved his life more than once. When this mode is activated, the Warden is empowered by the Spirit of Hope, converting all damage from his attacks into spirit damage, and granting bonuses to all elemental resistances. This mode drains stamina constantly.

All damage converted to spirit damage.

+20% fire resistance, +20% frost resistance, +20% electrical resistance, +20% nature resistance, +50% spirit resistance

Stamina cost: 30

Cooldown: 60 seconds

-10% stamina every six seconds

 

             Optimism (Upgrade)

The Warden is a noble soul, and has never given up on his people, his friends, Ferelden or the Grey Wardens. He is certain that a better future is possible, and is willing to fight and die to make it happen, no matter the odds. The stamina drain when Light of Hope is active is now reduced.

-6% stamina every six seconds.

 

Fade Shift (Upgrade)

The Spirit of Hope further cloaks the Warden in protective energies, partially phasing him out of existence, granting bonuses to critical damage, physical resistance and magical resistance.

+10% critical damage, +15% magical resistance and +10% damage resistance while Light of Hope is active

 

Arlathan’s Retribution (Active – Radial)

When it comes to facing the Blight, any weapon can make the difference between victory or defeat. When this ability is activated, the Warden generates a powerful blast of Fade energies in a radius around him, inflicting spirit damage on all enemy targets. Light of Hope must be active to use.

Damage: X spirit damage.

Radius of effect: 5 metres

Stamina cost: 35

Cooldown: 15 seconds

 

            Purifying Flames (Upgrade)

Suffer not the darkspawn to live. Arlathan’s Retribution now deals additional damage against tainted creatures, like darkspawn and Red Templars.

+50% damage against tainted beings

 

Blessing of Avernus (Active - Personal)

The Wardens’ study of the Blight is an ongoing mission, and the formulae developed by the blood mage Avernus and those Warden researchers who followed him have borne fruit, unlocking the hidden potential within the darkspawn taint to make the Wardens, Sagramor among them, into even deadlier fighters. With this ability, the Warden sacrifices his own health to gain a significant damage boost.

+50% damage and +15% attack for 10 seconds

Stamina cost: 25

Health cost: 20% of base health

Health regeneration -25% for 10 seconds.

Cooldown: 30 seconds.

 

Teachings of Alistair (Passive)

During the Fifth Blight, Sagramor learned some Templar abilities from his fellow Warden Alistair. While not as powerful a Templar as the current King of Ferelden, it’s enough to give him an edge over magic-wielding opponents like darkspawn emissaries.

+25% magic resistance

The Warden’s attacks now drain mana from enemy spellcasters equal to 50% of base damage with each attack.

 

Slayer of Urthemiel (Passive)

The Grey Wardens are renowned as some of the greatest combatants on Thedas, and in each and every battle, Sagramor aims to prove that reputation is well-deserved. When the Grey Wolf of Denerim is on the prowl, few can stand against him.

+20% attack, +20% critical chance, +25% critical damage

Upon killing an enemy, the Warden gains +30% to attack speed for 10 seconds.

 

Valour of the Grey (Passive)

The Warden never gives up. Ever. Come what may, he will cleave to his oaths and hold the line against the night, no matter the cost.

+20% defense, +10% damage resistance, and stamina regeneration rate +10

 

The Alienage Remembers (Passive)

Nothing angers the Warden more than a threat to his friends, people or loved ones. Should an allied companion fall over the course of a battle, Sagramor flies into a berserker rage, gaining bonuses to critical damage, critical chance, attack speed, as well as a temporary immunity to critical hits.

+25% critical chance, +30% critical damage, +25% attack speed for 20 seconds.

Immune to critical hits for 20 seconds.

Cooldown: 60 seconds.