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4 New Rogue Specialty Classes...


SpellAndShield

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Rogue Specialty Classes

 

Death Adder

 

It is well known that most rogues dabble in poison from time to time, some more proficient in its use than others but a select few go beyond the limits of the sane and do more than just use poison. The death adder is a rogue who has consumed poison, whether by drink or food, intentionally and constantly in order to attain mastery of the deadliest of poisons. In the process he becomes something more than just human and his very blood becomes poisonous.

 

Effects: +2 Constitution, +10 Health

 

Venomous

 

Passive

 

+1 Attack, +1 Damage, +3 Constitution, +3 Dexterity, + 25% Nature Resistance

 

Toxic Blade

 

Sustained

 

Requires Level 9

 

As long as this ability is active the death adder’s weapons are surrounded by a nimbus of eerie green death and inflict additional nature damage.

 

Viper Spit

 

Activated

 

Requires Level 11

 

The death adder spits forth a cone of his own poisonous blood; all those caught in the cone suffer nature damage and are paralysed.

 

Toxic Revelation

 

Passive

 

Requires Level 13

 

Now at the pinnacle of his craft, the death adder becomes still more powerful and gains additional benefits when using toxic blade and viper spit.

 

+ 2 Attack, +2 Damage, +5 Constitution, +5 Dexterity; +50% Nature Resistance

 

In addition Toxic Blade now has a chance to both stun and slow opponents who are hit by it.

 

Viper Spit inflicts penalties to attack and defence in addition to paralysing opponents.

 

Marksman

 

Not every rogue kills with poison coated blades and backstabs; some prefer to strike from a distance, far removed from the victim. Enter the marksman. The marksman is a rogue who has dedicated all his attention to additional mastery of the bow. Years of dedicated training have allowed him to become just as deadly as any assassin wielding a poisoned dagger.

 

Effects: +1 Attack, +1 Damage, +2 Dexterity

 

Sniper

 

Passive

 

+3 Dexterity, +5% ranged critical chance, +5% backstab/critical damage

 

Paralysing Arrow

 

Activated

 

Requires Level 8

 

The marksman fires an arrow that paralyses the target for an extended period of time in addition to inflicting normal damage.

Deadly Marksmanship further enhances this ability.

 

Explosive Arrow

 

Activated

 

Requires Level 10

 

The marksman fires an arrow that explodes on impact as if it were a fireball in addition to inflicting normal arrow damage on the target.

 

Deadly Marksmanship

 

Passive

 

Requires Level 12

 

Now amongst the true elite of those who wield the bow, the marksman’s arrows become virtually unerring in their accuracy.

 

+5 Dexterity, +10% ranged critical chance, +10% backstab/critical damage

 

Paralysing Arrow is now an automatic critical hit in addition to its other effects.

 

Explosive Arrow now inflicts penalties to attack and defence and slows all those caught in the blast for a considerable time in addition to its other effects.

 

Spectre

 

Many rogues can blend into the shadows; spectres become virtual shadows themselves. The spectre has devoted his efforts to completely vanishing from sight and becoming a deadly force whilst cloaked in shadow.

 

Effects: +2 Cunning, +2 Dexterity

 

Stealthy Cunning

 

+20% backstab/critical damage when in stealth mode; in addition the spectre can now move at normal speed when in stealth mode.

 

Shadowmeld

 

Passive

 

Requires Level 10

 

When in stealth, the spectre is hasted and gains bonuses to damage based on his cunning score.

 

Shadowshroud

 

Activated

 

Requires Level 12

 

The spectre draws upon the shadows, projecting a cloud of inky darkness.

 

Enemies caught in the cloud receive massive penalties to attack and defence as they are virtually blind. Spellcasting is made impossible.

 

Shadow Mastery

 

Passive

 

Requires Level 14

 

The spectre is a virtual ghost now and gains new benefits.

 

+3 Cunning, +3 Dexterity, +30% backstab/critical damage when in stealth mode

 

The spectre can now enter stealth mode regardless of a creature’s rank, no matter how high it is.

 

There is a 50% chance that any attack dealt by the spectre whilst in stealth mode will not break his stealth, allowing him to remain hidden and attack again or flee.

 

Illusionist

 

Illusionists combine slight of hand with actual magical study. Though they are not mages they study particular theories of magic which allow them to bend light and shadow to their command, manipulating perception and even creating deadly

doppelgangers of themselves or others

 

Effects: +2 Cunning, +2 Magic

 

Blur

 

Passive

 

The illusionists form loses some of its solidity making him more difficult to hit and damage.

 

+5 Armour Bonus, +10 defence, +10% chance to dodge an attack

 

Doppelganger

 

Sustained

 

Requires Level 10

 

The illusionist creates a duplicate of himself that is half his current level and abilities but with all his equipment and weapons.

 

Mimicry

Passive

 

Requires Level 14

 

The illusionist can now create a duplicate of an ally at half the ally’s level but with all the ally’s equipment and weapons.

 

Grand Deception

 

Passive

 

Requires Level 16

 

The illusionist can now create identical duplicates of either himself or an ally. They have the same level as the illusionist or the ally and all the respective equipment.

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I like marksman and especially illusionist , i have a question tho regarding explosive arrow is it an AOE for archer's and the Illusionist how can you create a duplicate if it is a passive skill "mimicry and Grand Deception"? shouldn't it be an activated skill? or is it automatically activated when you use doppel?

 

those are great ideas i can imagine it now ranger/marksman/illusionist i have a summon and at the same time an illusion trailing in my party

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I like marksman and especially illusionist , i have a question tho regarding explosive arrow is it an AOE for archer's and the Illusionist how can you create a duplicate if it is a passive skill "mimicry and Grand Deception"? shouldn't it be an activated skill? or is it automatically activated when you use doppel?

 

those are great ideas i can imagine it now ranger/marksman/illusionist i have a summon and at the same time an illusion trailing in my party

 

Yes, Mimicry and Grand Deception simply give you more options for Doppelganger, which is the primary power of the illusionist. Once you gain the appropriate level you can create a doppelganger of a different sort, i.e. companion. Think of it along the lines of stealth; the more ranks you take, the more effective your stealth ability becomes. The passive skills enhance the main one. The Necromancer also follows this protocol for example. He starts off being able to raise only one enemy, then two and eventually he can raise two double strength enemies from death by merit of the passive skills he acquires.

 

Maybe you want two tanks holding the line, them Mimicry will allow you duplicate Allistair for an extra tank. When you gain Grand Deception you will have an exact duplicate of Alistair so for example two level 16 Alistairs holding the line, or two Zevrans backstabbing the same enemy, etc.

 

Yes, Explosive Arrow is just that; a powerful area of effect ability for archers. The effects will be identical to fireball with a few differences. The arrow hits the main target, inflicting normal damage and then explodes in a fireball with all the attendant effects. One you gain Deadly Marksmanship, it will fireball AND impose attack, defence penalties to enemies AND slow them for a while.

 

I created the Marksman because there really is a demand for it. There is nothing in rogue specialties that really suits an archer. The Marksman is my answer to this problem.

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yes i like the idea :thumbsup:

 

but isn't it too overpowered for an 15 man party ? hehehe i mean what if i use a party line up like 2 leliana/zev assuming Ranger/Illusionist both that would be 2+6=8 a summon plus the 2 illusions , +2 Necromancers say me and Morrigan :kiss: 2+4=6 four summoned creatures assuming of course it has mastery at maxed level that would be 14 already (OMG)plus the extra dog slot hehehe (mabari)or i can just be another ranger/Illusionist as well that would be soooo wicked don't ya think?

 

now more on the illusions i am assuming that when i duplicate say " alister " i can only copy him as a character and not the skills he posses , right? or i copy him along w/ all his skills and everything a full clone per say..........the cleanse aura/templar passives and all that.

 

 

I created the Marksman because there really is a demand for it. There is nothing in rogue specialties that really suits an archer. The Marksman is my answer to this problem.

 

i couldn't agree more

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yes i like the idea :thumbsup:

 

but isn't it too overpowered for an 15 man party ? hehehe i mean what if i use a party line up like 2 leliana/zev assuming Ranger/Illusionist both that would be 2+6=8 a summon plus the 2 illusions , +2 Necromancers say me and Morrigan :kiss: 2+4=6 four summoned creatures assuming of course it has mastery at maxed level that would be 14 already (OMG)plus the extra dog slot hehehe (mabari)or i can just be another ranger/Illusionist as well that would be soooo wicked don't ya think?

 

now more on the illusions i am assuming that when i duplicate say " alister " i can only copy him as a character and not the skills he posses , right? or i copy him along w/ all his skills and everything a full clone per say..........the cleanse aura/templar passives and all that.

 

 

I created the Marksman because there really is a demand for it. There is nothing in rogue specialties that really suits an archer. The Marksman is my answer to this problem.

 

i couldn't agree more

 

Yes. The Illusionist is meant to be powerful, so it should be a full clone.

 

I hadn't thought of the possibilities of abuse. Well, right now we are in the alpha stage and the illusionist isn't there. I will be making a few more in the days to come I hope and others will as well since this is a joint project.

 

Come to think of it, there should be a limit imposed somehow of just one clone. After all having an extra party member with full abilities very powerful. Having 3 or them is just way over the top.

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Death Adder seems more like a mage type character to me though, besides, I can't imagine the Warden's body suppressing the taint AND deadly poisons.

 

At least, not with shortening their lifespan even further. Plus we don't know how the taint is going to react with the poison.

 

Hmm, Marksman is definitely useful. I agree that DA:O is very biased against archers specializations wise. Rangers are pathetic excuses for archers (I summon a pet to have a BM sacrifice to heal someone... Thanks.) Not to mention bows seriously lack the destructive ability of the other classes already (save perhaps for AoS and Scattershot)

 

I'd like to see something along the lines of an "arrow rain" kind of spell. Kind of typical (and overused) I know, but hell, I want to watching arrows fly one by one is darn boring! Someting like a spliniter shot or something like that, where and arrow splits and does damage in a cone (not to overpowered in and of itself, IMO)

 

Illusionists and Spectres are really cool additon to the rogue class, but once again Spectre seems too mage-like (remember that all our other classes don't really utilize "magic" that much, only one or 2 talents that seem like magic) The idea behind is good, I'm just saying it needs to be presented differently, perhaps not that they turn into shadows literally but are able to hide their physical presence (ie, improves Stealth, but doesn't seem like they're mage-rogues.)

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One more rogue speciality...

 

Dirgesinger

 

Bards are well known for their songs of inspiration and courage; they lighten the hearts of those around them and strengthen their companions. The dirgesinger, though a crafter of song, is something else. His music is melancholic, depressive and serves not to bolster allies but to hinder enemies. Enemies caught in the song of the dirgesinger cannot resist his soul crushing music. Like the bard, only one song can be active at a time.

 

Effects: +2 Cunning, +2 Willpower

 

Song of Sorrow

 

Sustained

 

The Song of Sorrow imposes penalties to the enemies ability to regenerate health and mana/stamina.

 

Horrifying Music

 

Activated

 

Requires Level 8

 

When the dirgesinger composes horrifying music, the target must pass a mental resistance check or succumb to the nightmare spell.

 

Song of the Lost

 

Sustained

 

Requires Level 10

 

The Song of the Lost inflicts penalties to the enemies attack, damage and critical chance.

 

Sorrow of the Fallen

 

Passive

 

Requires Level 12

 

Sorrow of the Fallen enhances the dirgesinger’s other songs.

 

Song of Sorrow now affects enemies as if they were under the effects of Curse of Mortality, slowly inflicting spirit damage over time and making healing impossible.

 

Song of the Lost now causes all those affected by it to be slowed and their attack speed is reduced in addition to its other effects.

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Dirgesinger I'm guessing this is a dagger class right(melee)? as the spell radius of his skill only affects the enemies as to opposite the bard this class is supposed to be a scrapper for his abilities to be utilized in the battlefield? this is actually very good it is complementary to other classes.
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Dirgesinger I'm guessing this is a dagger class right(melee)? as the spell radius of his skill only affects the enemies as to opposite the bard this class is supposed to be a scrapper for his abilities to be utilized in the battlefield? this is actually very good it is complementary to other classes.

 

I suppose it would best be used for a DW rogue, it's true. What's more important is that it is the counterpart of the bard....this one will most likely be implemented from the talk we have had so far.

 

4 of my creations will definitely be implemented; death knight, ogre warrior, marksman and the death adder and we need to discuss some others.

 

Most specialties will only be able to be unlocked via a companion; ogre warrior and death knight will have difficult quests with the specialty being a reward for completing them.

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great! marksman and Dirgesinger would be very interesting to play , it would be great if paladin would also be implemented as well. may be it is out of Lore? about this project of yours i didn't quite understand it. will this be a part of a new DLC or in DA2? from bioware as you mentioned earlier in a previous post? :sweat:

 

 

Most specialties will only be able to be unlocked via a companion; ogre warrior and death knight will have difficult quests with the specialty being a reward for completing them.

 

 

what do you mean? will there be new companions? in-game or perhaps a secret hidden quest .

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