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[[Special:Contributions/108.243.86.24|108.243.86.24]] ([[User talk:108.243.86.24|talk]])
 
[[Special:Contributions/108.243.86.24|108.243.86.24]] ([[User talk:108.243.86.24|talk]])
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Warrior: Gladiator- As a champion is to defense, a Gladiator is to offense, The gladiator focuses on drawing aggro, then punishing all who challenge them.
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Mage: Sorcerer- The Sorcerer brings to the the table spells that focus on crippling opponents for the battle through magical debuffs and marks, and when its finished they, they use an AOE spell that acts a double edged sword, it takes away all debuffs on, but does damage for each debuff on the opposition
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Rogue: Trickster- As the name implies, the trickster focuses on less combat oriented skills, and more on ruining, a single persons, day, capable of doing things from simply tripping an opponent to seting grenades on them that activate on the first hit. They also draw aggro from a single target and soon the Tricksters antics (and alchemical concoctions) will turn that target into a raving freanzy, attacking everything with renewed vigor, the enemy now gaining the agro of its allies.
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--[[User:Jcama|Jcama]] ([[User talk:Jcama|talk]]) 17:10, January 26, 2015 (UTC)

Revision as of 17:10, 26 January 2015

Forums: Index > Game DiscussionCreate a Specialization
Note: This topic has been unedited for 3370 days. It is considered archived - the discussion is over. Do not continue it unless it really needs a response.

I'm sure there are people who have different ideas on new specializations, so why don't we share those ideas on here; who knows, BioWare might read this and actually use one of them in a future game. Come up with a specialization for one or all the classes.

Rogue-

Magician: There was once a group of rogues that witnessed the power of mages, and unlike most who fear it, they were in awe of it. Thus came their goal of obtaining their own brand of magic. A style of timing, misdirection, and deceit was born that recreated the effects of some magic styles. Special odorless and colorless powders and gases used to confound an enemy's mind and weaken their bodies and interfere with a real mage's magic, recreating the effects of Entropy and Spirit. Quick and unseen Elemental bombs and traps make others believe the elements are under your control. Quick movements and hidden smoke bombs create the illusion of vanishing and reappearing. Rare herbs and alchemic potions heal and enhance the user and their allies. So realistic are the effects that templars truly believe that magicians are actually mages, only to learn the truth when going to apprehend them, much to their embarrassment. Rumors rise that the magicians goal and desire to obtain magic was so great, that a new kind of magic was actually created from that desire; whether this rumor is true or not is yet to be revealed. (the inspiration for this specialization came to me after watching the movie "Now You See Me")

Mage-

Illusionist: With not but a thought, an illusionist can bring to life whatever they imagine to life, or at least in visual form. Whether within a person's mind or out in the open for all to see, Illusion magic can create images that effects enemies on various levels. Casting an illusion within an enemy's mind can have them see one of their allies take on your appearance and attack them. Spectral images ranging from a pack of wolves to an entire army can have enemies cower in fear and even retreat from battle. At their most powerful, an illusionist can trap a person's mind within a powerful illusion, leaving their physical bodies standing in place, unable to react to reality. The illusionist can make enemies attack allies, send fear into their hearts, kill themselves, or even reveal their deepest secrets. (Inspiration came from the illusion techniques from the anime "Naruto").

So there's my ideas; Couldn't come up with one for the warrior class. Now, come up with your own specializations and see where it goes from there.--173.55.131.241 (talk) 08:54, January 22, 2015 (UTC)

 Warrior: Striker - these warriors have trained their minds to the utmost and are able to enter a state of oneness. Able to think with greater clarity and speed, Strikers have adapted their techniques to make use of this profound skill. Each strike is made with precision and speed, allowing them to accurately target an enemies weaknesses. Legend has it, that the most venerable Striker in history could peel the armour off a foe and sheath his blade before the draw was even seen.

Major Skills: rapid strike, interception (parry all physical ranged blows and all physical melee blows if sufficient strength), Master strike (low % chance to disable a piece of armour)

Rogue: Saboteur - among the most despicable foes one could ever face and among the most reliable allies one could hope for. After careful trial and error the Saboteur has managed to obtain unparalleled sneakiness. Where the assassin might scout the field and then attack; the Saboteur prepares the field, looking for opportunities to exploit. Legend has it, that the most skilled Saboteur in history never needed to fight a single foe - every one of them died before realizing he was there. Major Skills: exploit (various interactions with objects on the field, typically achieving trap like effects), blurred step (stealth in combat jumps around the opponent - this will dodge anything other than an AOE where you land) and pick pocket (will allow you to steal items - even the entire pouch used for the enemies quick slots - allowing you to use twice as many quick slots but limited those slots to what the opponent had in them)

Mage: Tyrant - few can match the Tyrant's dominion over the battlefield; the Tyrant thins the Veil itself and allows the mage to more directly effect those within their dominion. By sapping the strength of their enemies the mage can reinvigorate themselves and their allies. Legend has it, that the most feared Tyrant in history could render a pack of giants as weak as newborns, while her own wounds disappeared without trace. Major skills: Dominion (creates the area of effect), Drain (slowly decreases health, magic and stamina and moderately cuts all replenishment of enemies in the dominion - converts into user's magic), Boost (increases allies strength, magic and stamina replenishment rates)

110.175.225.16 (talk) 10:34, January 22, 2015 (UTC)

  I want the force mage back - force fields, telekinetic throws, pulls and crushes that do massive physical damage. I also had some other ideas but after a review in my head they couldn't compete with the presented ones so I'll just stay with Force mage. ([User:Orhtodox1057])


  I would like to see a fog warrior specialization, most likely for rogue, but perhaps warrior, depending on how they are developed.  All we know of them is what Iron Bull tells us, so there are a lot of possibilities, but they would be masters of stealth and concealment.  Come to think of it, a stealth warrior would be interesting, if for no other reason that it isn't commonly done.  Probably won't see it unless a future game is set in Seheron or perhaps Tevinter. DemonyThings (talk) 13:26, January 22, 2015 (UTC)


   Mage: Enchanter; the enchanter is able to imbue the weapons and armour of allies with the effects of their staffs (weapons gain attack buffs and armour gets resistance) the most powerful enchanters have been known to even strip foes of their resistances and buffs.

Fade Walker; A mage with a spirit of Justice within them. Given to path option they must stick with, Justice (provides Healing: regenerate 5pts health every 1 sec. for 10 sec. and party buffs to health and stamina/mana regen.) Vengeance (provides new AOE spell time dilation: enemies move 80% slower while party moves 20% faster within certain distance and player buff rage: +100% mana and mana regen. Take 1/2 damage from physical attacks with zero health gain possible. Inspired by DA 2 Anders spec.)

Rouge: Fog Warrior; Behaves like a cross between the duelist and shadow class of previous games, can create a field of fog to disrupt enemy concentration while doing a crit. strike every 5 sec. for 20 secs. can use full sized one handed weapons.

Marksmen; an ancint practice honed on and off the field of battle marksmen do more damage to foes both two and four legged. (Gains the barbed arrows passive: does x2 damage to all animals and to enemies, also gains Acher's Stance: Will take a kneeling pose that allows for all abilities to cost 1/2 stamina and faster draw time with bow, cannot move while active.)

Warrior: Spirit Commmander; crosses the line between warrior and abomination, this is a warrior harboring a spirit of Valour within them. Able to summon fade warriors (like how the necromancers can have spirits) to battle for you. Also combines skills from arcane warrior and spirit warrior like fade shield and a AOE that boosts party damage/health regen.

Ash Warrior: An ancient Ferelden tradition that dates back to Lathias Dwarfson, Ash Wariors are formidable foes in battle. (Gains summon wolf/pack ability that lets you summon 1-3 wolves to fight beside you. Kaddas: Will take and deal 1/2 friendly fire damage as well as buff guard and attack speed.)

I see these specs. being added during some Tevinter vs Nevarra or the Qunari expansion with hopefully something about you know who and the Elves as well as something about the Dwarven Kingdoms... 68.118.64.228 (talk) 02:13, January 23, 2015 (UTC)


  Dark Healer (mage) One who has turned blood magic into a semi healing art. Draining the life force of enemies to heal allies, making the allies immune to poisons and sacrificing own health to temporary turn an ally into a juggarnaut.--KCMueller (talk) 02:04, January 23, 2015 (UTC)


  Here's three more

Warrior-

Samurai: Hailing from a land across the northern ocean, a convoy of foreigners land on Thedas, bringing with them two new fighting styles. One is the way of the samurai. Warriors who fight with, for, defend honor with every fiber of their being. The ability to stay calm and focused even in the bloodiest and violent of battles. Drawing, slashing, and sheathing their swords with such speed that enemies appear to be cut out of nowhere, as if their bodies just decided to be cut. Swift and light movements make samurais almost impossible to hit. The ability to focus their entire strength into their blades gives samurai the ability to cut any material, even metals. Master samurai can even fight with two swords at the same time, with rumors saying that there are some that fight with more than two swords. Samurai are with out a doubt the most strongest warriors that have stepped foot on Thedas. (Inspiration comes from most animes with swordsmen)

Rogue-

Shinobi: Hailing from a land across the northern ocean, a convoy of foreigners land on Thedas, bringing with them two new fighting styles. One is the way of the shinobi. Rogues whose whole existence is spent in shadows. With arsenals of long and mid ranged weapons (chain scythes, throwing stars, bo staves, etc) take down enemies before they can even come within ten feet of the shinobi. Special powders and dusts can confuse and impede enemies and hide allies. Fast and silent movement within shadows hides shinobi when they attack, enemies dying seemingly out of nowhere for no reason; enemies have already lost the battle if even a single shadow exists in the battlefield. Use of weapons such as short swords, sais, and nightsticks make shinobi deadly in close combat. A group of highly trained shinobi can infiltrate the most impenetrable of fortresses in the dead of night, avoid detection, eliminate their target, and escape undetected without any guards or others ever aware of their presence, only discovering the dead target very late in the morning. Those who survive an encounter with shinobi will always claim that the shadows suddenly came to life, attacked, and left with out a trace in the blink of an eye. (Inspired by most ninja anime)

Mechanist: There will always be people who will create new inventions that will push forward society and advance Thedas; Mechanists create new weapons that make them dangerous in battles. Having discovered the formula for black powder on their own, Mechanists use the explosives in most of their fights. Black powder bombs rip enemies to pieces in a matter of seconds. Chakrams and Three-sectioned staves are some of the most recent inventions that make a mechanist a threat at long and close range. Light armor made from different combinations of metals that's stronger than even dragonbone plate. Spring loaded, Wrist mounter knife launchers that can take down an opponent before they can react. Inspired by the destructive power of qunari cannons, Mechanists take said weapon idea and take it further with two new handheld black powder weapons; Long Fires (Musket-Revolver) that fire six metal bolts at high speeds that pierce armor and flesh with blades attached at the end for close combat and Thunderers (bazooka-like weapons) that blast cannon balls that destroy an enemy's rank, but can only be used once and preparing it leaves the mechanist vulnerable, making it a weapon that should be used as soon as possible to thin out the enemy. Seeing the destructive power of these new weapons, rumors of different countries wanting these weapons sees these weapons becoming common sight in the near future. These are but a few ideas that rattle around inside a mechanist's head. (specialization created in the thought that Thedas will progress and advance in time)

And there they are; I know that these three will produce skepticism, especially the last one, but I just needed to get it out. I also encourage you to comment and tell your thoughts on the various specializations created here, but I ask people not to criticize or put people down for their ideas, this is just to share our ideas with others. And to Orhtodox1057, I would also like force mage to come back; there is a lot of potential for telekinesis and gravity control.--173.55.131.241 (talk) 03:49, January 23, 2015 (UTC)


 Just updating so others can see this.--173.55.131.241 (talk) 05:21, January 25, 2015 (UTC)
  • Rogue: Lyrium Junkie

The Chantry may have a vice-like grip on the Lyrium trade, but the tighter they clench their fist, the more systems-... I mean bottles of distilled Lyrium will slip through their fingers.

Now in all seriousness, Lyrium Smuggling is a very real aspect of DA, and I've always wondered why we've never seen it used outside of the Templar Order (Excluding Red Lyrium).

The Chantry undoubtedly supplies Lyrium Philters (As well as the knowledge of crafting them) so Templars don't kill themselves or go mad from overconsumption. All the same, a corrupt Templar, brother, sister, or mother could easily make a pretty penny by peddling Lyrium Philters, or schematics to the right underworld contacts.

Furthermore, underworld syndicates (The Carta, The Crows, and Maker knows who else) ought to see Lyrium as a source of profit, as well as an edge in combat. Why can't a rogue take Lyrium?

Naturally this comes with consequences, such as poorly made philters, and a lack of discipline, but for the few able to steadily maintain their Lyrium intake, a deadly warrior is born.

A class like this ought to rely on a heavier regimen of Lyrium consumption in order to set it apart from the warrior templar, and to bolster a rogue in an offensive manner.

It would be cool to explore the more extreme effects of Lyrium consumption as opposed to the more refined, anti-magic talents of a warrior templar. I don't know if it is possible to use standard Lyrium in a more volatile way in order to enhance one's martial prowess, but as an assassin darting in and out of stealth, combined with anti-magic abilities, or something more interesting would be very fun. Darth Schlock (talk) 06:03, January 25, 2015 (UTC)


  Rogue-

Thief: Anyone can steal, but thieves know the proper art of robbery. Off the battlefield thieves are able to silently rob most unsuspecting people and shops of there money and valuables. On the battlefield thieves can disrupt enemies by stealing things such as potions, arrows, and gold to distract and disrupt their foes. They can also reverse-pickpocket harmful items such as poisons and explosives onto their enemies. Some of the greatest thieves have even been able to steal weapons right out of their enemies hands.

Warrior-

Tactician: Tactician's are warriors who chose to learn how to properly command rather than to hit harder and last longer. Tactician's can order certain party members to attack a certain enemy and if they comply, they will do extra damage to them. Tactician's can also bring a squad of grunts to battle. They can order these grunts to either attack enemies with bows or swords, defend positions and allies, or follow the tactician. The size of the squad can be from 2, 4, or 6 grunts based on the tacticians skill.

Mage-

Shaman: Shamans are mages from some of the human tribes such as the Avvar and the Chasind. Shamans can command nature to fight enemies or protect allies. They can order vines, roots, and the creature of the forest to attack enemies. They can bind spirits to trees, turning them into sylvan allies for a time, and can raise natural barriers between allies and enemies.

Not quite sure if the shaman is lore-friendly but I think it's cool. I also would like them to bring back the berserker and spirit warrior classes.--Nuketastic (talk) 08:35, January 25, 2015 (UTC)


Warrior-

Spirit Warrior- Mages aren't the only ones who can manipulate the veil. The Spirit Warrior acts as a beacon, drawing in magical energies and dispersing them as devestaing attacks to their foes. Also able to call upon allied spirits for greater strength and more power.

Savage- Defense is for the weak. This warrior focuses on offense, unleaseing the deadliest of strikes on their enemies, no matter if their large or small. AS the saying goes, the best defense is a damn good offense.

General- A tactician with no equal, makes for piss poor move choices though.

(I'm also down with the samurai option)

Rogue-

Swashbuckler- Piracy has its' perks, this scurvy scoundrel can dish out duel-wielded punishment faster than you can say "walk the plank".

Longbowman- You'll shoot your eye out they said, How bout I shoot your eye out I said, guess who won?

Politician- no time for stealth, better talk them to death. (okay that ones for fun)

Also, please bring ranger back!

Mage-

Soul Mage- A mage is deadly, a mage that can bend the very fabric of your existence? No wonder the chantry forbids some magic.

Physics Mage- This mage can manipulate the energies of anything organic. Just think, turning that iron in your blood into a set of wolverine claws.

Fade Walker- This mage spends much of their time in the fade, and it shows. These few mages can manipulate the raw fade, call spirits, trick demons, and hop in the fade, at least partialy if the fight gets to tough. --184.5.207.130 (talk) 10:06, January 25, 2015 (UTC)


 I would like to have a REAL summoner mage! like, I was expecting something close to that with the necromancer class, but... 

1- Blood mage: You spent years training and learning to be a true blood mage, and now, you are able to summon shades, abominations and some great demonss... (plus the classic abilities ffrom the old games blood magic)

Oh, and they vould remake the necromancer and put REAL necromantic spells, like raising the dead (without those ridiculous bugs in DAI), making flesh golems, soul rain ( kind of a whirl of souls that tear the battlefield apart), etc Archon123 (talk) 23:25, January 25, 2015 (UTC)


 I wish this thread wasn't so cluttered and had some formatting; I can barely tell who is who. But of the specializations I have read, some of them seem very out there. Like tearing apart the Veil? That's a serious issue; we have an entire game, mind you, surrounding the hunt for someone who tore the Veil. That's a bit too far. But specializations of my own, I can't think of anything. Most of the niches are already fulfilled in-game. I don't know.--Dragonzzilla (talk) 01:57, January 26, 2015 (UTC)


 Well, You should probably consider what kind of followers would use the specializations to demonstrate them. With that in mind:
  Warrior: Warden
   Through mastery of the Darkspawn taint, Wardens are able to enhance their abilities as well as cripple their enemies through the poison within their veins.
   Would either go to a "true" Grey Warden or possibly a Disciple that wants to aid the Inquisiton to prevent repeating what caused the Darkspawn to exist in the first place, and utilize the Taint to boost their abilities to the max while dealing status effects to opponents.
  Mage: Arcanist
   Arcanists weave the very Fade into the world around them, creating traps and wards out of pure magic. When an Arcanist appears to be in a normal, open space, it's best to find a way around them.
   Maybe it would go to an older Mage or a former Senior Enchanter within the Mage Rebellion seeking to right the wrongs their war had caused, and use Glyphs and Wards ala Origins. 
  Rogue: Scoundrel
   All rogues are cunning, but only Scoundrels are capable of turning an opponent's strength into weakness. A warrior's plate is suddenly too slow, an archer's bowstring is cut mid-draw, a Mage's magic becomes useless in the heat of battle. In front of a Scoundrel, no one is invincible.
   Probably would go to a Carta rogue that sees and is terrified by the damage the new Red Lyrium they're selling is causing, or possibly an Orlesian noble that "Played the Game," so to speak. An opportortunist that would be unpredictable to fight.

108.243.86.24 (talk)


Warrior: Gladiator- As a champion is to defense, a Gladiator is to offense, The gladiator focuses on drawing aggro, then punishing all who challenge them.

Mage: Sorcerer- The Sorcerer brings to the the table spells that focus on crippling opponents for the battle through magical debuffs and marks, and when its finished they, they use an AOE spell that acts a double edged sword, it takes away all debuffs on, but does damage for each debuff on the opposition

Rogue: Trickster- As the name implies, the trickster focuses on less combat oriented skills, and more on ruining, a single persons, day, capable of doing things from simply tripping an opponent to seting grenades on them that activate on the first hit. They also draw aggro from a single target and soon the Tricksters antics (and alchemical concoctions) will turn that target into a raving freanzy, attacking everything with renewed vigor, the enemy now gaining the agro of its allies.

--Jcama (talk) 17:10, January 26, 2015 (UTC)