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4 new speciality classes for warriors...


SpellAndShield

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New Warrior Speciality Classes

 

Ravager

 

The ravager is a warrior who has devoted himself to the wielding of massive, two-handed weapons, to the exclusion of all else; the great sword, the battle axe, the maul, these are the province of the ravager. Due to the fanatical devotion to his craft he possesses greater skill with these sorts of weapons than any other warrior.

 

Effects: +2 Strength, +1 Armour Penetration

 

Master of Arms

 

Passive

 

The ravager can do things with massive weapons that other warriors can only dream of.

 

+2 Armour Penetration, +5% Melee Critical Chance, +5% Melee Critical damage

 

Thunderstrike

 

Activated

 

Requires Level 12

 

Swinging his weapon downward in a massive arc, the ravager strikes down a target and blasts surrounding enemies off their feet. The target suffers critical damage; all others in range of the blow suffer normal damage; all are knocked off their feet and stunned. Riddle of Steel enhances this power.

 

Steel Ravager

 

Sustained

 

Requires Level 14

 

When this mode is active, the ravager gains larges bonuses to armour penetration as well as attack and damage: weapon speed increases as well. Riddle of Steel enhances this mode.

 

Riddle of Steel

 

Passive

 

Requires Level 16

 

The ravager has answered the Riddle of Steel and has become one with his weapon.

 

+5 Armour Penetration, +10% Melee Critical Chance, +10% Melee Critical Damage

 

Thunderstrike now inflicts additional electrical damage to all hit by it, generated by the tremendous impact and friction of the blow.

 

Steel Ravager now grants even greater bonuses to armour penetration, attack and damage; weapon speed is further increased.

 

Paladin

 

Paladins are righteous warriors serving no other than the Maker himself. They have no affiliation with the Chantry or the Templars and often dislike them for their sense of self-righteousness. The paladin serves the cause of law and good, defends the weak and destroys the villainous. It is said that the Maker himself graces the paladin, granting him his powers.

 

Effects: +2 Strength, +2 Willpower

 

Blessings of the Maker

 

Passive

 

+ 3 Strength, +3 Willpower, +10 damage to darkspawn, undead and demons

 

Holy Touch

 

Activated

 

Requires Level 10

 

The Paladin touches an ally with holy power healing the ally’s health, restoring the ally’s mana and dispelling hostile magical effects. Sainthood enhances this power further.

 

Holy Aura

 

Sustained

 

Requires Level 14

 

The paladin is surrounded by a holy aura that grants bonuses to armour, defence as well as spell resistance of himself and allies.

 

Sainthood

 

Passive

 

Requires Level 16

 

Upon attaining Sainthood the paladin becomes the ultimate vessel of righteousness; he becomes stronger, more determined and his other abilities are enhanced as well.

 

+5 Strength, +5 Willpower

 

Holy Touch now inflicts spirit damage on darkspawn, undead and demons proportionate to its healing effects.

 

Holy Aura now heals allies within it in addition to its other effects.

 

Ogre Warrior

 

Some Grey Wardens have combined the darkspawn taint within themselves with blood magic and the conjoining of ogre blood becoming the mightiest of warriors and perhaps the most savage and bloodthirsty of the Grey Wardens as well; they are the ogre warriors. Volatile and savage, most Grey Wardens avoid contact with ogre warriors as it is said that the ogre taint corrupts them.

 

Effects: +2 Strength, +2 Constitution

 

Savage Blood

 

Passive

 

The first step in their mastery of their ogre nature, taking this grants permanent bonuses to the ogre warrior.

 

+3 Strength, +3 Constitution, +2 Armour Bonus

 

Rage

 

Sustained

 

Requires Level 10

 

When an ogre warrior rages, he gains large bonuses to attack, damage, as well as bonuses to critical damage.

 

+10 Attack, +10 damage bonus, +10% backstab/critical damage

 

Savage Mastery

 

Passive

 

Requires Level 14

 

Nearing the pinnacle of his chosen calling, the ogre warrior becomes even more powerful.

 

+5 Strength, +5 Constitution, +3 armour bonus

 

Ogre Form

 

Activated

 

Requires Level 16

 

Combining his own taint with that of the ogres, as well as dark blood magic, the ogre warrior’s body twists and mutates as he becomes a savage and mighty ogre.

 

+10 Strength, +10 Constitution, +5 armour bonus

 

Additionally the ogre warrior gains all the abilities of an ogre; foot stomp, grab, smash, etc.

 

Death Knight

 

It is well known that the Tevinter Imperium dabbled in the forbidden arts and blood magic but it is less well known that the warriors serving the sinister mages of yore also dabbled in forbidden arts. It is not known how exactly these warriors, then known as death knights came to acquire their dark skills but recently uncovered ancient lore has revealed the process by which a warrior can become a servant of death and destruction.

 

Effects: +1 Constitution, +1 Strength, +10 Health

 

Unholy Might

 

Passive

 

Upon taking this ability, the death knight gains greater understanding of the twilight realm of undeath, and thus grows closer to it. He gains enhancements similar to those of the undead.

 

+3 Constitution, +3 Strength, + 2 Armour bonus, +25% Cold Resistance

 

Soul Reaver

 

Sustained

 

Requires Level 12

 

When this mode is activated, each blow the death knight deals drains the life of the opponent, inflicting spirit damage and healing the death knight.

 

Unholy Aura

 

Sustained

 

Requires Level 14

 

When this mode is activated, the death knight is surrounded by an aura of weakness and cold, slowing opponents, and inflicting penalties to attack and defence to all enemies who enter the field. Servant of Darkness enhances this ability.

 

Servant of Darkness

 

Passive

 

Requires Level 16

 

Having attained mastery of dark forces no mortal was ever meant to; the death knight overcomes the limitations set upon him by his mortality and leaves a part of his humanity behind forever. He is now neither living nor dead, nor undead but something much more.

 

+5 Constitution, +5 Strength, +3 Armour Bonus, +50% Cold Resistance

 

Soul Reaver now drains mana/stamina from the death knight’s enemy in addition to health, replenishing both the health and stamina of the death knight.

 

Unholy Aura now inflicts cold damage to all who enter its field in addition to its other benefits.

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wow i like paladin's that's a great idea dude :rolleyes: finally a real tank i don't know about the extra healing tho isn't it to much to be like a walking aid station XD

 

do you have any idea for rogue/rangers may be more on the offensive side like charge arrow or more trap abilities and concealment skills?

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wow i like paladin's that's a great i dead dude :rolleyes: finally a real tank i don't know about the extra healing tho isn't it to much to be like a walking aid station XD

 

do you have any idea for rogue/rangers may be more on the offensive side like charge arrow or more trap abilities and concealment skills?

 

I am working on the rogues ones as we speak...hopefully in a few hours I will be fnished.

 

I think the healing is cool; warriors lost out a lot, these specialties are meant to make them worth playing.

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they are worth playing but that's what the spirit Healers are for , i guess it's just me it is cool tho i hope some great modder's out there would take the time in making these cool classes it would be a refreshing sight to actually play them instead of the usual boring stuff in-game. this will be interesting............. :smile:
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they are worth playing but that's what the spirit Healers are for , i guess it's just me it is cool tho i hope some great modder's out there would take the time in making these cool classes it would be a refreshing sight to actually play them instead of the usual boring stuff in-game. this will be interesting............. :smile:

 

They will be. This is part of a project at bioware that has just started and I am a writer/creativity guy on the team. These classes will be eventually included as well as new companions and stories.

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Paladins shouldn't have healing abilities. There is a party system for a reason. With the Paladin specialization you can simply use the slot for Spirit Healer to add another damage dealing class into the game, and it may prove game breaking. Perhaps greater regen for a period is justified (though you already have mages for that!) or perhaps a bonus to armor/temporary invincibility for the party. The latter will prove useful for saving your party in tough boss fights and at critical moments, but healing makes it nigh impossible to kill a warrior even when he's not supported by the mage (mutual support being the point of the party system)

 

And I find it hard to justify the Paladins having +10 damage to the darkspawn when in DAO everyone makes a big fuss about Grey Wardens being crucial to ending the Blight. Unless you intend to restrict this to Grey Wardens.

 

Lore wise, Ogre Warrior is kind of hard to justify since there is no established difference between the Ogre's taint and the taint of other darkspawn... I think the "Ogre" part should be metaphorical and not literal, ie, they retain the same ablities and increase in strength, but it comes from a different source (spirits from the Fade perhaps? Blood magic alone seems sufficient to justify the increased strength) Everything else seems okay.

 

A lot of promise in these classes, I hope my feedback doesn't discourage you! There's definitely potential in these specializations if you plan them out a bit more (don't throw lore out for "cool abilities/ideas", new specializations should add to the lore, not destroy/change it)

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Paladins shouldn't have healing abilities. There is a party system for a reason. With the Paladin specialization you can simply use the slot for Spirit Healer to add another damage dealing class into the game, and it may prove game breaking. Perhaps greater regen for a period is justified (though you already have mages for that!) or perhaps a bonus to armor/temporary invincibility for the party. The latter will prove useful for saving your party in tough boss fights and at critical moments, but healing makes it nigh impossible to kill a warrior even when he's not supported by the mage (mutual support being the point of the party system)

 

And I find it hard to justify the Paladins having +10 damage to the darkspawn when in DAO everyone makes a big fuss about Grey Wardens being crucial to ending the Blight. Unless you intend to restrict this to Grey Wardens.

 

Lore wise, Ogre Warrior is kind of hard to justify since there is no established difference between the Ogre's taint and the taint of other darkspawn... I think the "Ogre" part should be metaphorical and not literal, ie, they retain the same ablities and increase in strength, but it comes from a different source (spirits from the Fade perhaps? Blood magic alone seems sufficient to justify the increased strength) Everything else seems okay.

 

A lot of promise in these classes, I hope my feedback doesn't discourage you! There's definitely potential in these specializations if you plan them out a bit more (don't throw lore out for "cool abilities/ideas", new specializations should add to the lore, not destroy/change it)

 

We have very different opinions it seems. Lore should not be seen as a straightjacket and the paladin's bonuses stem from his holiness; they apply to unholy creatures. I don't really see anything that violates the lore and we actually know so little about the lore on Thedas...mostly just myths and what have you...

 

I realise not everyone will like these and that is fine. If they are ever made there will still be people not liking them but what can you do?

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Tactician

 

The tactician is a warrior who has spent a great deal of time learning how to best optimise his weapons and equipment. A tactician can utilise armour and weapons more efficiently than other warriors and thus can often be a more effective combatant on the battlefield.

 

Effects: +2 Cunning, +2 Armour Bonus

 

Tactics

 

Passive

 

The tactician begins to grasp the minute details of combat.

 

+5 Attack, +5 Defence, +5% Melee Critical Chance

 

Armour Optimisation

 

Passive

 

Requires Level 10

 

The tactician can now use armour more effectively, gaining large armour bonuses and reduction to fatigue as well as an ability to dodge attacks.

 

-15% Fatigue for all armour, +3 Armour Bonus, +5% chance to dodge attacks

 

Weapon Optimisation

 

Passive

 

Requires Level 12

 

The weapons of the tactician are now more deadly than ever as he has learnt to implement new techniques in battle.

 

+3 Armour Penetration, +5% melee critical chance, +5% backstab/critical damage

 

Strategist

 

The tactician now knows how to make the best use of his weapons and armour.

 

+10% melee critical chance, +5% backstab/critical damage, +10% chance to dodge attack, +5 armour bonus

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Paladins shouldn't have healing abilities. There is a party system for a reason. With the Paladin specialization you can simply use the slot for Spirit Healer to add another damage dealing class into the game, and it may prove game breaking. Perhaps greater regen for a period is justified (though you already have mages for that!) or perhaps a bonus to armor/temporary invincibility for the party. The latter will prove useful for saving your party in tough boss fights and at critical moments, but healing makes it nigh impossible to kill a warrior even when he's not supported by the mage (mutual support being the point of the party system)

 

And I find it hard to justify the Paladins having +10 damage to the darkspawn when in DAO everyone makes a big fuss about Grey Wardens being crucial to ending the Blight. Unless you intend to restrict this to Grey Wardens.

 

Lore wise, Ogre Warrior is kind of hard to justify since there is no established difference between the Ogre's taint and the taint of other darkspawn... I think the "Ogre" part should be metaphorical and not literal, ie, they retain the same ablities and increase in strength, but it comes from a different source (spirits from the Fade perhaps? Blood magic alone seems sufficient to justify the increased strength) Everything else seems okay.

 

A lot of promise in these classes, I hope my feedback doesn't discourage you! There's definitely potential in these specializations if you plan them out a bit more (don't throw lore out for "cool abilities/ideas", new specializations should add to the lore, not destroy/change it)

 

BTW, in every conceivable fantasy concept paladins have some healing ability. Paladins are graced by the divine and have such abilities.

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