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4 New Speciality Classes for Mages: Tweaked and Rebalanced


SpellAndShield

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I have tweaked and rebalanced them and given thought to gameplay balance. Necromancers for example, really concentrate only on one thing, creating undead servants.

 

New Mage Specialty Classes

 

Magebane

 

A magebane is a mage that learns to focus all his magical power on the neutralisation of magic. This may seem paradoxical but magebanes were born of an experiment undertaken by the Templars of the Chantry. They sought to create a mage who was even more effective in combating magic than they themselves. Some were driven by self-loathing to this path but others have recognised the utility of being able to stop other spellcasters in their tracks and have begun to take up this new craft.

 

Effects: +1 Magic, +1 Willpower, +10% spell resistance

 

Mana Bolt

 

Activated

 

The mage fires a bolt of bluish energy that causes no damage but drains a massive amount of mana from the target. Bane of Mages further enhances this ability.

 

Painful Spellcasting

 

Activated

 

Requires Level 10

 

When this spell is cast on an enemy spellcaster, each time he casts a spell, health is drained in proportion to mana expenditure for the duration of the spell. Bane of Mages further enhances this ability.

 

Absorption Shield

 

Sustained

 

Requires Level 14

 

The magebane is engulfed in an aura of protective energy. When this shield is active a portion of all spell damage is converted to mana.

 

Bane of Mages

 

Passive

 

Requires Level 16

 

Mages run in terror of the magebane as no sane mage would wish to encounter a magebane of this rank.

 

+3 magic, +3 willpower, +20% spell resistance

 

Mana Bolt now paralyses the target in addition to draining it of mana.

 

Painful Spellcasting now has a chance of disrupting enemy spells; in addition to its normal effects, there is a significant chance that the enemy spellcaster’s magic is interrupted as he is wracked by pain.

 

Absorption Shield now increases mana regeneration significantly when active.

 

Warlock

 

There is ancient magic far older than anything the Circle of Magi is aware of and even older than that of the Tevinter mages. This magic is the province of the warlock. Only a select few mages these days stumble upon the means necessary to master this magic, those who do, however, are terrors, inciting paralytic fear in their enemies.

 

+1 Spellpower, +1 Willpower, +10% Mental Resistance

 

Spiritual Corruption

 

To become a warlock, a mage must give in to spiritual forces few are willing to engage.

 

Passive

 

+2 Spellpower, +2 Willpower; +20% Spirit damage; +25% Mental Resistance

 

Mass Nightmare

Activated

 

Requires Level 8

 

The warlock’s mastery of fear inducing magic is far greater than that of an ordinary mage. The warlock casts a massive nightmare spell affecting multiple targets. This can be combined with sleep to produce a mass waking nightmare effect as a spell combination.

 

Entropic Aura

 

Sustained

 

Requires Level 12

 

This aura drains all opponents of mana/stamina and transfers it as health to the necromancer. The amount of mana/stamina drained is proportional to the necromancer’s spellpower.

 

Spiritual Annihilation

 

Passive

 

Requires Level 16

 

The warlock has fully given himself over to the black arts and has gained new abilities as a result in addition to enhancing those he already possesses.

 

+3 Spellpower, +3 Willpower, +30% Spirit Damage, Duration of all spells of the Entropy class is doubled.

 

Entropic Aura is further enhanced; enemies who enter the aura now suffer constant spirit damage in addition to its other effects and enemies who land a successful attack on the warlock must pass a mental resistance check or be paralysed.

 

Pyromancer

 

It is well known that fireball is one of the favourite spells of many mages. Some mages, however, are not content with merely lobbing fireballs at enemies. They study the very nature of fire itself, learning to master this elemental force at a level beyond what any of their peers can achieve or even dream of. Those who obsessively pursue the power of the flame are known as pyromancers.

 

Effects: +2 Spellpower, +10% Fire Resistance

 

One with the Flame

 

The first step towards mastery of fire, One with the Flame enhances the pyromancer’s ability to manipulate destructive fire.

 

+ 3 Spellpower, +20% Fire Damage, +25% Fire Restistance

 

Fireshield

 

Sustained

 

Requires Level 12

 

The pyromancer is surrounded by an aura of flame which enhances his armour rating, defence and inflicts fire damage on any enemy who makes a successful attack on the pyromancer.

 

Eruption

 

Activated

 

Requires Level 14

 

The pyromancer explodes in an eruption of flame. Surrounding enemies take fire damage and are knocked off their feet.

 

Pyromaniac

 

Passive

 

Requires Level 16

 

The pyromancer’s obsession with fire has finally yielded the ultimate benefits. Fire cannot harm him and those who are touched by his flames are incinerated.

 

+5 Spellpower, +30% Fire damage, +50% Fire Resistance

 

Fireshield now has an additional benefit. A portion of all damage done to the enemy by Fireshield is transferred back as health to the pyromancer.

 

Eruption now ignites enemies affected by it, similar to the Inferno spell, in addition to its normal effects.

 

Necromancer

 

Necromancy, the raising of the dead to undeath, is considered by some to be worse than blood magic as it involves the foulest of foul rites in order to be mastered. Few have the temperament and still fewer possess the will to even attempt to master the dark path of necromancy and whereas some speak of blood magic if only to denounce it, necromancy is too unknown and too foul to even cross the tongues of men...save for those who become necromancers.

 

Effects: +2 Spellpower, +2 Magic

 

Unholy Resurrection

 

Sustained

 

The necromancer begins to master his dark craft, calling back a fallen enemy from death to serve him. This ally has full health but only half of the abilities of its previous life.

 

Dark Pact

 

Passive

 

Requires Level 10

 

Unholy Resurrection now raises back an enemy with all the abilities it had in life.

 

Death Pact

 

Passive

 

Requires Level 12

 

Unholy Resurrection can now animate up to 2 fallen enemies.

 

Undead Mastery

 

Passive

 

The necromancer is now a lord of the undead and a true master of unlife. All enemies brought back to life, in addition to all previous benefits, return with double their former health and double their former attributes.

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Wow, very well thought out. If this was a Star Wars game I would definetly say you've fallen to the dark side. :biggrin: Which can actually be quite fun. :whistling:

 

Thank you

 

I have joined a project over at Bioware now as an idea creator/writer so there may be some chance of these actually being created.

 

By the end of tonight there should be 4 warrior specialties and 4 rogue specialties as well...

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Magebane is interesting, but I don't think you deal with magic enough in the game to justify getting this specialization (same reason why people don't make templars if you ask me). Interesting concept, but I'd be in favour of swapping it for Cryomancer (opposite of Pyro, deals with ice xD.. Lich, perhaps?)

 

Warlock's buffs seems a bit OP'ed... +30% spirit damage, +3 spellpower in a single skill is too much, Staff of the Magister Lords (costing you 128 gold) gives you only +10%. Either tune down the additional damage. Personally, when I see Warlock I'd expect the character to be able to do some summoning of spirits/minions (Fade spirits/demons?) There's consideration there, though the minion's skills would be another balancing issue. Take away the Nightmare buff, Waking Nightmare is extremely powerful as it is, there's no need to make it game breaking ( a mage can easily pull a Sleep + Horror + Waking Nightmare Combo and just wreak havoc in seconds )

 

Pyromancer - HELL YES THANK YOU, but... +50% Fire damage is once again (from the two skills) is too much, unless you don't intend to let them stack.. which makes one of them pointless. Fireshield and Eruption are perfect - as a mage I wouldn't want to be in a position where I have to use these skills.. though once again, there should be a damage cap or a prevention of the DOT stacking since this would make Arcane Warriors nearly invincible.

 

Necromancer - you do realize there is already a spell called Animate Dead, right? Your first and second skill should then be tweaked to add to this skill or give buffs to it instead of making an entirely new skill that does the same thing (perhaps combing Walking Bomb and Animate Dead? Possible, but reduced damage to prevent breaking the game)

 

Final Comments: Perhaps change Pyromance to Element Master? So that players who like the other elements (I personally like lightning) can enjoy buffs to their own favourite element as well, like say change the +50% Fire damage total to maybe +15% per Element? This increases the mage's overall damage without making him too powerful since he would need additional time to cast all these spells. Or change 3 of the Fire Spells to spells from another element and make the additional damage to each element the specialization buff. Just a suggestion.

 

These specializations are all extremely overpowered, but if done right they'll provide really fun gameplay options to the game, keep working on them! I really think these specializations will really bring something new into the mage's arsenal, but once again, it shouldn't become game breaking.

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Magebane is interesting, but I don't think you deal with magic enough in the game to justify getting this specialization (same reason why people don't make templars if you ask me). Interesting concept, but I'd be in favour of swapping it for Cryomancer (opposite of Pyro, deals with ice xD.. Lich, perhaps?)

 

Warlock's buffs seems a bit OP'ed... +30% spirit damage, +3 spellpower in a single skill is too much, Staff of the Magister Lords (costing you 128 gold) gives you only +10%. Either tune down the additional damage. Personally, when I see Warlock I'd expect the character to be able to do some summoning of spirits/minions (Fade spirits/demons?) There's consideration there, though the minion's skills would be another balancing issue. Take away the Nightmare buff, Waking Nightmare is extremely powerful as it is, there's no need to make it game breaking ( a mage can easily pull a Sleep + Horror + Waking Nightmare Combo and just wreak havoc in seconds )

 

Pyromancer - HELL YES THANK YOU, but... +50% Fire damage is once again (from the two skills) is too much, unless you don't intend to let them stack.. which makes one of them pointless. Fireshield and Eruption are perfect - as a mage I wouldn't want to be in a position where I have to use these skills.. though once again, there should be a damage cap or a prevention of the DOT stacking since this would make Arcane Warriors nearly invincible.

 

Necromancer - you do realize there is already a spell called Animate Dead, right? Your first and second skill should then be tweaked to add to this skill or give buffs to it instead of making an entirely new skill that does the same thing (perhaps combing Walking Bomb and Animate Dead? Possible, but reduced damage to prevent breaking the game)

 

Final Comments: Perhaps change Pyromance to Element Master? So that players who like the other elements (I personally like lightning) can enjoy buffs to their own favourite element as well, like say change the +50% Fire damage total to maybe +15% per Element? This increases the mage's overall damage without making him too powerful since he would need additional time to cast all these spells. Or change 3 of the Fire Spells to spells from another element and make the additional damage to each element the specialization buff. Just a suggestion.

 

These specializations are all extremely overpowered, but if done right they'll provide really fun gameplay options to the game, keep working on them! I really think these specializations will really bring something new into the mage's arsenal, but once again, it shouldn't become game breaking.

 

Animate Dead is nothing like what I am talking about here. I am talking about a kind of revival spell that works on fallen enemies; true necromancy. So you can enlist that genlock rogue that was trying to kill you just before.

 

Mages in my game are severely underpowered because I play with balance mods; elemental damage has been reduced by 75% and enemies have built in elemental resistance. In light of that, it isn't too overpowered but yes all these things will undergo revision. This is the ultra alpha stage.

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One more mage speciality...

 

Archmage

 

The archmage is a mage who has achieved consummate mastery of magic in general. He is a general specialist, as it were. His understanding of the mysteries of magic is such that he is able to enhance his spellcasting abilities by direct manipulation of Fade energies. Only the very best of mages have the talent and skill necessary to become archmages.

 

Effects: +2 Magic, +2 Spellpower

 

Arcane Comprehension

 

Passive

 

At this initial stage the archmage gains new insight into the workings of magic.

 

+5 Magic, +5 Spellpower, +20% staff damage

 

Mana Manipulation

 

Passive

 

Requires Level 12

 

With his ability to perceive magical energies, the archmage has learnt how to better manipulate mana to fuel his spells.

 

Mana costs for all spells are reduced by 25%

 

Arcane Insight

 

Passive

 

Requires Level 14

 

This ability allows the archmage to extend the effects of his spells.

 

All spell durations are increased by 50%

 

Eldritch Mastery

 

Passive

 

Requires Level 16

 

Now amongst the very elite of all mages the archmage has learnt to cast spells in rapid succession, one after the other.

 

All spell cool down durations are reduced by 50%

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