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Specializations you want to see back in DA 4


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#51
JadeDragon

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Before I list with the game not only being set in tevinter but the northern region of thedas I would like to see some really unique specializations and I would like all specializations to have there own unique skills.(ex:Necromancer only had one spell that was unique the rest was basic spells,Horror and Walking Bomb that a circle mage should already know.) With that being said:

 

Warrior:

Berserker - with heavy dwarf relations and a grand proving arena in tevinter this should return)

 

Spirit Warrior - honestly Cassandra should have been this instead of a templar according to the lore she provided but yea since templar is gone this could be a good replacement)

 

Reaver - Qunari seem to be natural Reavers and with dragons playing a huge role in both tevinter and qunari I see no reason this shouldn't return.

 

New Spec/Champion - champion has been a solid spec every game its been in and can return as a tank spec with some buffs it used to have. but I do want a new specialization for warriors they haven't had one since awakening.

 

Mages:

Battlemage - not exactly a arcane warrior but if the south has knight enchanter as there variant then I would imagine tevinter would have more info on this lost elf magic and make it there own similar to the southern circles but i expect it to be different and more battle mage like. Maybe making some type of magic armor that covers you.

 

Blood Mage - not having a blood mage spec in Tevinter is like not having the option to be a Templar in Inquisition just wrong.

 

Spirit Healer - even if Creation spells don't return to basic mages at least give the mages a more supportive spec and add some spells besides healing spells lets make use of the spirit we are sharing a body with maybe some magic boost stuff like with vengeance anders. Maybe give it the telekinetic spells from rift mage and force mage because i don't see rift returning for story reasons and force mage is a kirkwall circle spec be did have some good spells, Gives Spirit Healers some good support AOE spells. 

 

Shapeshifter/Shaman - this deserves a chance to return and upgrade mixed in with some keeper spells since like arcane warrior tevinter would have the most access to lost elf magic. with the large creature pool we have maybe things besides spiders wolves and bears. There are Seers in Rivani while Idk how much interaction we will have with them I would be down for a improve version of this spec maybe a werewolf transformation as a focus ability. Throw in a spell to turn enemies into nugs as well. 

 

Rogues:

Assassin - been in all three games and judging my Dorians dialogue when you become a assassin his reactions seems like assassins are not rare in tevinter maybe mix in the shadow spec from past games to expand the play style.

 

Duelist - while assassin could be the more behind your back rogue duelist can be more in your face and be more like a evasive tank/dps. I hope to see the Raiders of the Walking Sea more in DA4 with there history with the Qun so this spec would be a nice return.

 

Ranger - Make it a combo of DA:O ranger and Artificer. Include some trap skills to play like a scout type rogue and with the increase of unique creatures in the series this deserves another look at. If duelist is more suited for dagger then make ranger more suited for rogue and add some archer buffs.

 

New Spec/Bard: Similar to Tempest only you don't break the glass on yourself. In a place with a lot of mages I would like to see a alchemist type rogue spec using magic potions in various unique ways to help them get the edge in battle. Something more then just fire,ice, electric. or I would settle for a Bard spec return with actual singing and some unique gameplay buffs and debuffs.


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#52
Former_Fiend

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Rift Mage?

 

That was actually a large part of why I didn't like Rift mage; was just a mix-mash of Force Mage and the primal school. There was a lot they could have done, building a specialization around manipulating the rifts. Instead they just threw a lot of the left overs in there.

 

Did the same thing with Necromancer, really. 


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#53
Andreas Amell

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I just want a consistent magic system. That has changed the most over the past games. 



#54
JadeDragon

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That was actually a large part of why I didn't like Rift mage; was just a mix-mash of Force Mage and the primal school. There was a lot they could have done, building a specialization around manipulating the rifts. Instead they just threw a lot of the left overs in there.

 

Did the same thing with Necromancer, really. 

Exactly how is Rift Mage suppose to be new when we can build a hawke with the exact same spells in DA2. And necro had only 1 new spell while rift mage had 0. What was the Inquisitor during there special training when the spells they learned is all learnable by basic mages.

 

Just bring back all four schools of magic so the specs don't rip off of them.


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#55
DuskWanderer

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Warrior Specializations:

 

Reaver - Same as the original, focus on attack and taking damage to dish out more pain. Maybe attacks that sunder armor more. Taught by dragon hunters

 

Berserker - Taught by the Ambassadoria, focusing on consumption of stamina for higher attack power and attack speed

 

Champion - The defensive class focusing on tanking. Taught by a Marcher

 

 

Mage Specializations

 

Blood Mage: Natch for Tevinter, focusing on crowd control and turning enemies into temporary allies. Taught by a Magister

 

Keeper: Focusing on spells that deal nature damage (which other spells won't do). Taught by a Dalish clan. 

 

Chaos Mage: Focusing less on direct damage spells and instead goes for debilitating spells, curses, and buffing. Taught by a circle member

 

 

Rogue Specializations

 

Assassin - Taught by an Antivan Crow, this focuses on high damage, dual weapons, and stealth

 

Shadow - Unsure of who would teach it, but focuses on debiliating enemies with status effects, resetting aggro, and making decoys. 

 

Scout - Focusing on the bow, a Scout deals with attacks from a distance



#56
Samahl na Revas

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Anything but Blood Mage.

? :huh: This is odd, why?



#57
day83

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I would prefer they not bring prior specialization back and focus on new, thematically relevant, ones in the coming game.


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#58
Former_Fiend

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I would prefer they not bring prior specialization back and focus on new, thematically relevant, ones in the coming game.

 

You can have specializations that are both pre-existing and thematically relevant. Several of the pre-existing specializations would have been thematically relevant for DAI and weren't used, regardless.



#59
Vaseldwa

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Since we believe to be going to tevinter I think it would make sense and pretty cool to have the rogue specialization "Infiltrator" (Tallis's specialization from DA2 MOTA) 

 

http://dragonage.wik...iki/Infiltrator 


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#60
Absafraginlootly

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Arcane Warrior - in real armour, dual wielding two huge arse swords, learnt from some Dalish clan whose manage to revive the art.



#61
Vespasian 91

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Blood Mage


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#62
Ashaantha

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Arcane Warrior, Battlemage.

 

actually, any mage specialisation from previous games except Blood magic, which they still can't get to work realistically with lore. If they can fix that if the next game is in Tevinter then maybe, just maybe, but I understand why inquisition didn't have it.

 

What I really want, is going back to more then one specialisation.



#63
Scofield

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I want them to go Elder Scrolls an allow me to make whatever the duck i want



#64
umadcommander

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reaver, usually people tend to make classes like this to be too harsh and not very fun, they die too easily while not dealing enough damage to make it worth it, this game did it well though and it was fun to smash everything in the way only getting stonger as the enemies attacked (dragon rage a best)



#65
Karai9

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Force Mage!!!

 

I would also love to see Bard, Ranger, and Shapeshifter come back and be revamped. 


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#66
vbibbi

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You can have specializations that are both pre-existing and thematically relevant. Several of the pre-existing specializations would have been thematically relevant for DAI and weren't used, regardless.

I wouldn't mind seeing some of the old specializations, but would prefer if they were revamped to reflect the Tevinter setting. E.g. spirit warrior would actually make more sense in Tevinter than in DAA (for a non-Justice warrior). A magister's personal bodyguard gets imbued with the power of a spirit to better protect the magister.

 

For assassin, either there is some Tevinter equivalent to the Crows or Orlesian bards, which seems very likely given the dangerous political games in the Imperium.

 

Templar should be modified into mage hunter, like in the upcoming comic series, and it might be more of a rogue specialization than warrior. Guess we'll find out in December.



#67
Former_Fiend

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I wouldn't mind seeing some of the old specializations, but would prefer if they were revamped to reflect the Tevinter setting. E.g. spirit warrior would actually make more sense in Tevinter than in DAA (for a non-Justice warrior). A magister's personal bodyguard gets imbued with the power of a spirit to better protect the magister.

 

For assassin, either there is some Tevinter equivalent to the Crows or Orlesian bards, which seems very likely given the dangerous political games in the Imperium.

 

Templar should be modified into mage hunter, like in the upcoming comic series, and it might be more of a rogue specialization than warrior. Guess we'll find out in December.

 

That I wouldn't really have a problem with - especially if they'd bring back Spirit Warrior because that was the coolest warrior spec, in my opinion.

 

And yeah, if mage hunter turns out to be the rogue-templar equivalent that would be cool because I'm actually of the opinion that just straight templar shouldn't be available; I don't think we should be able to become a templar, I don't think we should have a companion who's a templar.

 

But yeah, I was just looking at the DAI specs and none of the new ones are particularly relevant to the plot or the themes of what's going on. Knight Enchanter kind of has some relevance with the mages and the ancient elves. Rift mage would be very relevant if they had actually done something with it instead of just taking rift mage and the earth-based primal spells and slapping them together. Necromancer wasn't really relevant at all, tempest and artificer didn't tie into anything. 

 

They really had more luck making the returning specializations more thematically appropriate than they did with any of the new ones.


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#68
Guitar-Hero

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Assassin and knight enchanter



#69
Thibax

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Next DA game can use this concept:

 

We decide the base ability tree that is the weapon we will use through the game, we can change, but first we need to chose one.

 

Warriors: weapon and shield or two handed weapon

Rogues: daggers or bow

Mages: staff or lute

 

And after we can chose the spec tree, at least two.

 

Warriors:

Templar (spirit, anti-magic, protection)

Reaver (spirit, blood, enhanced damage)

Champion (enhanced damage and protection) 

Spirit Warrior (spirit, enhanced damage)

Avvar (fire, thunder and ice)

Berserker (enhanced critical, regen)

 

Rogues:

Ranger (pets, enhanced critical)

Assassin (enhanced critical and damage)

Artificer (fire, ice, thunder and poison damage)

Shadow (stealth, sneak attacks)

Duelist (enhanced damage, defense and critical)

Tempest (enhanced stats, flasks, regen)

 

Mages:

Knight-Enchanter (arcane, force)

Keeper (nature, earth, shapeshifter)

Battlemage (fire, ice, thunder)

Spirit Healer (spirit, healing, protection)

Necromancer (blood, entropy, spirit)

Virtuoso ( elemental damage, protection, regen, speed)

 

With all these options, all players can be pleased and we can have a lot of diversity in gameplays in all classes.

 

Bioware, please! 


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#70
Bigdoser

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inb4 tevinter templars have some super secret order that are spirit warriors. 



#71
vbibbi

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inb4 tevinter templars have some super secret order that are spirit warriors. 

I think rather there would be spirit warriors (could be an order or just an individual training style) who serve the same gameplay function as templars did in the previous games. I highly doubt Tevinter templars will be a specialization, as it's pretty clear they are powerless honor guards for magisters.



#72
Kakistos_

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You know what Mage specialization that I would really love to see? Blight Magic. The Warden Mage, Avernus, made breakthroughs in the discovery of this type of Magic during and after the Blight. This type of Magic would naturally only be available by Darkspawn Emissaries and Warden Mages. There have undoubtedly been advancements since then. I speculate that DA4 will not only take place in Tevinter but within its direct neighbor to the west, The Anderfels, as well. Assuming our protagonist is not or cannot become a Warden, this specialization would be limited to any potential Warden Mage Companion, functioning similarly to the unique Companion skill branches in DA2.


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#73
Statare

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I'm not a huge fan of specializations. For one, they can be something totally mundane, like Champion, Assassin, or Force Mage and should really be in the base trees allowing for unique player builds and developments. Or they are super, ultra rare things that should really require a long, drawn out quest system to acquire (blood mage, reaver, berserker, shapeshifter, arcane warrior, templar, tempest, etc.). I'd rather they fleshed out the base trees as much as they can, making large branching paths, and investing heavily in one tree can access you an "aesthetic" spec, like going far enough down the spirit tree can make you have access to all the abilities of a necromancer but you sacrifice spell type breadth for spiritual depth. Or you could be an elementalist by specing in a varied plethora of elemental spells but you don't have access to some of the more potent spells further down the trees because of ability point assignment restrictions. This would encourage players to design unique characters, I feel, and customizing outside your specialization can dramatically increase replayability and role-playing potential.

 

Specs should begin as a quest series early on, you slowly accumulate abilities by spending leveled points, and as you level you make a choice: abandon putting points in the base spell branches to further your specialization, distribute points across many trees, or focus on a few trees. Such a system could also allow multiple specs again, as each quest would have a series of "consequences" and effects, some more extreme than others (reaver, blood mage, templar, tempest, etc.), and with a limited talent distribution system there'd be pros and cons to taking on several specs as well as the story/roleplaying consequences (say being a Blood Mage get's you harassed by Demons or prevents you from doing some Fade magic thing or gets you in trouble with a companion or two so you would not necessarily want to take another spec that has negative consequences). Certain specs should be mutually exclusive, Spirit Healers should not be able to be Blood Mages, for example.

 

As for what specs I would want....

 

Warrior:

Spirit Warrior (Seeker like)

Reaver

Some sort of elite tank, maybe Qunari trained

 

Rogue:

Tempest

Artificer

Mage-Hunter (a lyrium using assassin type)

 

Mage:

Blood Mage

Seer (Spirit Healer with Rivani Hedge Mage aspects)

Battle Mage (a Tevinter themed anti-Qunari mage, tough to kill, enchantments)

 

Edited for clarity.



#74
The Baconer

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inb4 tevinter templars have some super secret order that are spirit warriors. 

 

Spirit Warriors would be anathema to people who guard against dangerous magic. I don't really see an inherent connection to Templars unless it's one of hostility. 



#75
Former_Fiend

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I'm not a huge fan of specializations. For one, they can be something totally mundane, like Champion, Assassin, or Force Mage and should really be in the base trees allowing for unique player builds and developments. Or they are super, ultra rare things that should really require a long, drawn out quest system to acquire (blood mage, reaver, berserker, shapeshifter, arcane warrior, templar, tempest, etc.). I'd rather they fleshed out the base trees as much as they can, making large branching paths that require heavy investment can access you an "aesthetic" spec, like going far enough down the spirit tree can make you pretty much a necromancer but you sacrifice spell type breadth for spiritual depth. Or you could be an elementals by specing in a varied plethora of elemental spells, etc.

 

Specs should begin as a quest series early on, you slowly accumulate abilities, and later in the game you make a heavy choice: abandon put points in the base spell branches or further your specialization (or specializations, as the quest system can implement heavy consequences, thus balancing the desire for more than one spec, and having more than one limits have far into the specs you can get).

 

Not entirely sure I agree with your list of "super, ultra rare things". Blood magic can apparently be learned by accidentally cutting yourself and berserking is ultimatly just about getting really, really angry.