I have purchased every one of your RPG titles since 1998 and was very excited at the prosspect of playing a synergistic warrior/mage hybrid in your game Dragon Age: Origins. However, as DA: Origins progressed, I quickly realized that the class is not really designed to be such. Don’t get me wrong, the class is arguably the best tank in the game, but certain limitations prevent it from performing the way I think it should play (as a melee/spellcaster hybrid). The following are observations I have made regarding the Arcane Warrior specialization with around 77 hours of recorded in game play time on Hard difficulty.
Problems Summary
[*]Massive armor/Plate is currently the only way to reliably engage in melee effectively.
[*]Massive armor + Combat Magic Fatigue penalty prohibits Arcane Warrior from being a spell casting/melee hybrid and encourages melee tanking disproportionately more than spell casting.
[*]Too many spells require sheathed weapons to cast
[*]Not enough medium armor selections for Arcane Warriors
[*]Arcane Warrior lacks unique active abilities[/list]
Solutions Summary
- Add moderate defensive bonuses to Combat Magic and reduce Combat Magic Fatigue penalty
- Prohibit use of Massive and Heavy armor
- For each talent selected in Arcane Warrior specialization tree, make one school of magic able to be cast with weapons drawn
- Remove Shimmering Shield and add an active offensive melee ability (“Fade Strike”, see below)
Combat Magic
One uses Combat Magic when they are obviously entering combat. But this spell by itself has no damage mitigation. If we were to wear robes, cast combat magic, and enter into a fight, we risk being killed within 5 seconds of sustained attack by an enemy.
Considering our mage-class health pool and physical resistances, we do not have enough survivability (on Hard+) to live beyond a few slaps by the most moderate of enemies. Thus in order to even utilize our combat talents, we are more or less encouraged by the game mechanics to wear heavy/massive armor to play our combat orientated class talents and abilities with any degree of consistency in a melee capacity.
Casting time and buffs
Fights on insane and hard difficulties generally require efficient use of mana, spells, and abilities in order to overcome the odds. Another major barrier to the spellcaster/warrior hybrid ideal is that it generally takes several casts to prepare your arcane warrior for melee. You have to at least cast Combat Magic, but Arcane/Shimmering Shield is recommended and/or various other sustainables such as Miasma/Death Syphon/telekinetic weapons/fire weapon/Rock Armor, etc. When you consider the cool down on Combat Magic, the casting time of Combat Magic and all the other recommended sustainables, it can take precious time to switch from a casting role to an optimum combat role in a fight – time I feel makes the process largely not worth it. Add this to the fact that a majority of DD spells (cone of cold excluded) require weapons to be sheathed to cast, and you have a situation where switching from melee to casting and vice versa doesn’t really functionally work – you are further encouraged by game mechanics to choose a caster or melee role and stick with it for that fight. Either you go into the fight without combat magic and no sustainables so as to preserve your mana pool, or you cast combat magic/sustainables and enter the fight ready for combat.
Taken together
When you combine how the game encourages the use of Heavy or Massive armor in order for us to use our Arcane Warrior abilities effectively, the fact that many spells require weapons to be sheathed, that it generally takes several casts before an arcane warrior is prepared for battle, that combat magic + heavy armor virtually eliminates spell casting while in combat mode (and mostly out of it too), we see that the Arcane Warrior is pushed disproportionately towards a stratified melee role.
The way it should be and recommendations
In my opinion the Arcane Warrior should have greater flexibility between spell casting and melee roles both in and out of combat. Additionally it should have less of an emphasis on the tank role.
Combat Flexibility
In order to facilitate greater combat flexibility, I feel that the Arcane Warrior should be able to cast a school of magic with weapons drawn for each progressive talent of Arcane Warrior it takes. I.E. after specializing in Combat Magic, the Arcane Warrior can cast Creation spells with weapons drawn, after selecting Aura of Might, the Arcane Warrior can cast Spirit spells with weapons drawn, after specializing in Shimmering Shield, the Arcane Warrior can cast Entropy spells with weapons drawn, and after specializing in Fade Shroud, the Arcane Warrior can cast Primal spells with weapons drawn. Note that Entropy and Primal were selected as the last specializations because they are arguably the most powerful spells to be cast with weapons drawn.
[*]
Remove the ability to wear Heavy and Plate armor, boost Combat Magic to include defense/armor bonus
“The best” commonly accepted Arcane Warrior build currently involves some kind of fatigue reduced massive armor set. I.E. Warden Commander’s Set, Cailan’s Armor Set, and/or Wade’s Superior Dragonbone Plate. Yet with any of these armors combined with Combat Magic + Fade Shroud and/or Shimmering Shield, and/or Arcane Shield/Miasma/Glyph of Warding/Rock Armor, you have a tank that is far more effective than a Shield and Sword Warrior in the tanking role. I think this is more than a little ridiculous and totally against the concept of a spell caster/warrior hybrid. Rather, I think it would be much more appropriate to reducethe fatigue of Combat Magic to around 25% from 50%. Additionally, I would like to see Combat Magic grant an armor bonus (spellpower*.2 5, or ~7.5 armor @ 40 magic), physical resistance bonus (spellpower*.5, or ~15 physical resistance @ 40 magic), and defense bonus (spellpower*.65, or ~19.5 defense @ 40 magic) in addition to its current strength/attack bonuses. Including some defensive attributes into Combat Magic will somewhat compensate for the loss of Heavy/Massive armor in addition to reducing the amount of spell casting needed to get the Arcane Warrior into a combat ready mode (not absolutely essential to cast arcane shield/rock armor/shimmering shield/etc).
Include Arcane Warrior specific medium armors (ideally that look more “arcane” and less like a muddy football uniform from the early 20th century)
Dragon Age Origins currently has a woeful lack of medium armor choices. Include medium armor that has bonuses geared towards the arcane warrior: I.E. any combination of spellpower, combat mana/stamina regen, +physical resistance, fatigue reduction, +healing effects, +willpower/magic, +armor).
[*]
Remove Shimmering Shield and replace with an “active” combat orientated ability
After boosting Combat Magic, we can afford to remove Shimmering Shield and replace it with an ability that will add some excitement to the “auto-cane warrior” and prevent watching our hero mindlessly auto attacking enemies. I would suggest adding an offensive ability that also disrupts enemies to augment survivability. I would call it something like “Fade Strike” where the Arcane Warrior makes a charge up attack similar to that of “Slam” (Shale), if the hit connects, the target is drained of stamina/mana while the hero is drained of a proportional amount of mana, the target takes damage proportional to the stamina/mana lost that is in-line with “Killing Blow” (Shale), and a short duration/small area stun takes effect. This would give the Arcane Warrior a unique and relatively powerful attack to add to a sorely missing combat element of an otherwise fairly bland skill tree.
I think the changes highlighted above would go a long way in making the arcane warrior more in-line with a spellcasting/melee hybrid rather than the lumbering, massively armored, auto attacking tank it is encouraged to be by current game mechanics. The changes I propose strike a balance between boosting and reducing the Arcane Warrior’s current abilities (notably armor), but I think give greater flexibility and style to the class.
Modifié par Lantern, 12 février 2010 - 07:54 .





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