dekklinofdeath Posted June 1, 2010 Share Posted June 1, 2010 Wow, i read your ideas for the 4 specialties for the other classes too and I, for the most part, like them. I'm sure they would need some balance tweaking, but it doesnt look like it'd need much.I find that the sub-classes already in the game are rather bland. Berzerk always dies after a single fight, champion has maybe 2 useful abilities, with one of them being only useful after taking a passive upgrade, templar was always meh and only situationally useful, and reaver being plain useless. Rogue classes were marginally more useful, particularly Bard, though only 1 song can be sung at a time. Mage classes were actually quite fun and I'm not sure I'd want them replaced (if that is what you are intending). Arcane Warrior is fun to play with, Blood Mage has some decent spells but I never use blood magic for anything other than the paralysis ability that does spirit DoT (blood boil? dont remember). Spirit Healer is a spec I always take for my party members for survivability, and shapeshifter is basically useless. I'm not really sure what your plan is here though. Are you wanting total replacements of the ingame specs? Are you suggesting specs for a possible Fan-Made Expansion? I can see a lot of thought went into this and it's rather impressive. One other thing i have to say about it is, your necromancer. Summons, I find, are never very useful. There's only a couple places in both Awakening and Origins where they could be useful for only one thing, meat shields and those would be boss fights. I have almost no trouble ripping through the game on nightmare and summons would only slow me down/get in the way. Link to comment Share on other sites More sharing options...
ActuallyInked Posted June 1, 2010 Share Posted June 1, 2010 Spike i just hope this isn't going to be another "Massive new adventure" with 60 hours of game time and blah blah (like i have seen on Bioware Forums) that never sees fruition . Regards :) Well, It may be a little while before my "final" piece is done, but my "Alpha 1.0" shouldn't take more that a month. What's planned for the Alpha 1.0 release is as follows: -Classes: Two new classes will be added.. The Monk, and the (Secret!). -Specializations: Two of each of the Warrior, Rogue and the Mage. to make a total of SIX Specializations for each class. That includes our custom Classes! -Area's/Fortresses: Only 3 will be added for the time being. -New Companions: Eleven will be added.. 10 types of custom-made characters and 1 creature (Werewolf) -New Armor/Weapons: This will include at-least one of the two weapons for a Monk.. Fist-Type weapons and Combat Staff's. NOTICEI had stated that they will all have voice overs and will act as normal companions, this is not the whole truth with Alpha 1.0.. Instead they will have full conversations, but they will NOT be voiced until I get opinions and suggestions on Alpha 1.0, after we go through a period I will be working on Alpha 2.0 which will include full voice-overs! If you want more info you'll have to check us out at the social.bioware site! (P.S. I won't stop working on this until everyone just doesn't want it anymore.. And even then I'll try to complete it to at-least Alpha 1.0! Link to comment Share on other sites More sharing options...
SpellAndShield Posted June 1, 2010 Author Share Posted June 1, 2010 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% Link to comment Share on other sites More sharing options...
raistlin167 Posted June 3, 2010 Share Posted June 3, 2010 Cool stuff guys. I am wondering if its possible to make something similar to wild mage...you know how fun it is :) Trying to do some defense spell but it becomes a fireball and you say damn luck :) You can even make a new origin story for it... since its wild mage I dont think it should came out of circle... Just a random idea Link to comment Share on other sites More sharing options...
RetryAgain Posted June 7, 2010 Share Posted June 7, 2010 Star. I envy you. I would really like to be a idealist. I constantly have ideas for abilities and spells. I include mechanics into all of my ideas too. Link to comment Share on other sites More sharing options...
en4cer Posted June 7, 2010 Share Posted June 7, 2010 oh no please dont stop we do want it believe in me when i say that on behalf of all nexus Dragon age freaks :) Link to comment Share on other sites More sharing options...
Recommended Posts