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4 New Speciality Classes for Mages...


SpellAndShield

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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.

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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.

 

NOTICE

I 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!

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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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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
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