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Would you rather choose to have the same specialization choices for everyone in DA3 like in DAO or have the companions specific like in DA2. Personally i like the DA2 ones since it gave more personality to the characters. Mixing talents from other talent trees and giving some unique ones only they could do made them look special and unique. Also it never made sense to me how companions from DAO let the warden (someone who they just met recently) make all decisions from them. Like how can Wynne and Anders be blood mages, or Oghren a templar, or Alistair a reaver, or Sigrun a bard. It just doesn't make sense to me. -- T-Shark (talk) 12:11, December 7, 2011 (UTC)

The DA2 companion-specific trees, I like the flavor they add to the game. However. I want those trees to all be *more* viable than the main character's equivalent. I shouldn't need to install a mod to make Anders as competent a healer as Hawke. And I want more diversity. Having only one true tank and one true healer made me a very sad customer in DA2 (but again, long live mods).

As for companions letting the Warden make decisions for them... yeah, it doesn't make sense. It's one of those things that requires suspension of disbelief for the sake of game mechanics. (talk) 12:47, December 7, 2011 (UTC)

I also like the DA2 companion specializations, makes the game more interesting. However I was disappointed with mage Hawke specializations, sure they are practical, but way too common and doesn't reflect Hawke at all. I still think that by Act 3 we should have had a Champion of Kirkwall spec that would have consisted of protective spells and such.

As for DAO companions, while Wynne being a bloodmage doesn't make sense, I think the other possibilities are still pretty realistic. I mean Alistair can teach Oghren to be a templar and the dwarf with his natural magic resistance would probably make a pretty good one; Alistair is a warden so if you tell him to be a Reaver cos it's necessary, I'm pretty sure he will do it; and who is to say that Sigrun doesn't have good singing voice? But really, lets not forget that the team in DAO was more like a military unit with a capable commander, who is allowed to make decisions about specializations and such, while in DA2 they are just a bunch of friends who live in the same city.--SunyiNyufi (talk) 14:01, December 7, 2011 (UTC)

I even like the concept of companions "having their own preferences for armor". It gives them uniqueness, same with those companion specializations. Though, some of their skills that have similar properties with Hawke's could use a little more boost, like Merrill's Ensnare (Hawke doesn't a copy of this) and Blood of the First, and Anders's Panacea, Aid Allies, and Regroup.

Wikia sig NicKeL BreaD Talk 15:05, December 7, 2011 (UTC)

I haven't played DAII yet, but I prefer the idea of unique spec over the origins system. However, I would prefer some more customasition in it, such as an advanced spec you choose on lv14. For example, for merril you could choose between a dalish healer/supporter, better blood magic dps/control (such as Blood Slave), and a defensive hybrid with blood magic and keeper.--Schrödingercat (talk) 16:38, December 7, 2011 (UTC)

I would say DAII-like specializations but with a few upgrades, namely a way that makes them more flexible as a class, like after you reach a certain level(number wise) the specialization you have picked for said character would evolve and make more upgrades/abilities available. Also something that allows you to be a bit more comfortable in combat so that the DA II-like "Oh sh*t! I don't have a healer!" situations are non-existent without sacrificing challenge during battle.Gaiden96 (talk) 16:49, December 7, 2011 (UTC)

Ideally, I'd like a mixture of the two. A DA:O system where every companion, including the player character, has access to an expanded and universal set of specializations within their class, plus one unique talent tree with abilities/spells that fit their personalities/life-experiences. I also found DA2's restrictions that you have to spend so many points in a tree before gaining access to an ability/spell to be tedious. If you've learned the necessary prerequisite abilities/spells, that's enough in my book. The result is that I heavily modded abilities and spells in DA2 quite early on after getting it to give companions access to some appropriate specializations (e.g. giving Sebastian access to the 'duelist' and 'shadow' trees but not the assassination tree) and removing the 'so many points required' limitation. I've found these modded ability trees to be far more playable and interesting and would never go back to vanilla DA2 in that regard. Qalan (talk) 19:35, December 7, 2011 (UTC)

^This. I overally prefer the companion specs. They are one of the ways, which make your NPC companion a unique personality. Though I wouldn't mind if they had general specs in addition, IF and only IF they accept it morally. I don't imagine Wynne as a blood mage, Morrigan a spirit healer, or Aveline a reaver. Though I perfectly good with Leliana being an assassin, Varric a bard and Isabela a duelist (she IS a duelist). This could create some inbalance, of course, for example Isabela with Twin Fangs, Asassinate, Vendetta and her AoE attack from the companion spec, would turn her in an overpowered death-machine.-Algol- (talk) 19:55, December 7, 2011 (UTC)

Yeah, when I modded companion abilities, I didn't give them all the 'Hawke specializations' but tended to leave out those trees that duplicated/reinforced a companion's existing skill trees and/or those that were incompatible with their character's personality - so Isabela only got 'assassinate' and 'shadow' but not 'duellist' and Aveline got Templar and Archery, but not Reaver or Berserker, Anders got Force Mage but not Blood Mage, and so on. Qalan (talk) 20:11, December 7, 2011 (UTC)
So basically this idea [1]? That's the mod I use. It's genius. I hope they do something similar to it in DA3. Or go the ME2 route and add so many companions you always have at least 3 viable team choices. Kestrella (talk) 22:15, December 7, 2011 (UTC)
Yep, that's pretty close to what I came up with once an early DA2 mod showed me how class abilities could be modded. I'd have abandoned DA2 within a couple of weeks of its release if it wasn't for the modding community either providing mods like this or giving me ideas/knowledge to mod the game myself... Qalan (talk) 22:59, December 7, 2011 (UTC)
Good mod, Kestrella, thanks. Though I have a hard time picturing Bethany as a blood mage, and Isabela has an aversion to bows, the rest is ok. Lol'd at the "Sebastian + Shadow = The guy wears Andrastes face on his crotch... He has nothing to hide" line. Probably going to use the mode in the next playthrough.-Algol- (talk) 23:04, December 7, 2011 (UTC)
You're welcome :) Yeah Bethany-the-blood-mage is kind of weird, but then again Malcolm also used it under duress. It wouldn't be completely out of the question if she becomes a Warden. Isabela+bow is also mildly weird, as I consider dual-wielders and archers to basically be separate classes shoved into one for the sake of game mechanics, so I just don't use it. And yeah, the Sebastian line... sadly I was drinking tea when I read that. It's somewhat less hilarious when you've got hot water shooting out your nose. Enjoy the mod ;) Kestrella (talk) 23:14, December 7, 2011 (UTC)
I was drinking tea too. And now have a pair of jeans to wash:)-Algol- (talk) 23:20, December 7, 2011 (UTC)

I'd vote for the companion specific specializations, it makes them totally more iconic. Tommyspa (talk) 23:24, December 7, 2011 (UTC)

IMHO i still find the mod useless unless you think of cheating and getting more XP than usual. I speak from personal experience when i say that after a full playthrough of DA2 one can go up to lvl 28 without drinking the EoH, and with those talent points one can only fully upgrade 3 trees (and a few more leftovers depending on character). If you start adding more specializations you'll end up with lots of non upgrated abilities. Which brings me to the another topic : character build. Like specializations are unique for each character, i tend to make some trees unique to them too. For instance Aveline is the only warrior who has points in Defender talents. Fenris will have Warmonger while Hawke will have Vanguard talents. Only Varric will have Sabotage talents and only Anders will have Spirit_spells_(Dragon_Age_II) etc. This makes each party build unqiue and gives different game experince with each. To Isabela being an archer i recall listening to a party banter with Sebastian when she states the bows are not for her. The funny thing about Sebastian is that some of his abilities come from the Shadow tree, ah the irony. And to the fact that they need another one at level 14 i simply reply that they already have two. Most of the companion's trees are a mixture of other two trees. It's like having two trees with the most important talents (immagine a Berserker without Adrenaline *_*). That satisfies me for now. As for companions having "lesser" versions of Hawkes spells, i've already mentioned it in the "two trees with the most important talents " bit. Also Hawke has them more powerful because he is the main character. He is the most baddas. Deal with it. To Algol : Varric is already a bard, and Isabela is already a duelist, lol :P -- T-Shark (talk) 00:18, December 8, 2011 (UTC)

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