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Post by phoray on Apr 5, 2018 20:59:43 GMT
or the DA2 mage type (a mage who whacks the shit out of people with their staff when they get close range). the Tempest specialisation from DA:I, as those glass bottles could easily be spells instead. Perhaps they might use a force spell to enhance their swing - Telekinetic Weapons (lifting stuff, like daggers, and flying them through the air to embed themselves in someone)
- Using air/force to fling yourself into the air acrobatically to escape an attack. Or even, rather than using against the ground to push yourself into the air, aim the spell at a person to knock them back
- When someone does get close, hitting them with your staff with the element the staff is special in (like a bit of flames, like you're hitting them with a torch, or electrical sparks.*
- Fond of Fade Stepping. Magical movement is pretty sweet.
- I played Amalur long enough to grow fond of the electrical Chakrams. At least in this case, they'd get a distinct weapon that was still Ranged. (I saw OP question about "Can it be Axes?" and I say, "no, bring on a new weapon type!"
- I can't remember what game I was playing, but I had these Defensive Orbs that spun around my character and I upgraded them to explode if someone came near as a combination of defense/offence.
- I miss cone of cold because it was also a way to handle the baddies that got close.
- Mind blast lost it's pizzazz in DAI
- Silent Sister meets Force Magic, enchanting your own body to give powerful kicks and punches (no weapons, your body is the weapon here. I see someone else mentioned magical ninja with hands that glowed)
Edit ADD: Just thought of this one. Mana/lyrium energized weapons. I'm thinking of MP Isabella's gun here. Anyone can weild the gun, but for a mage to weild it, you have unlimited bullets so long as your mana or lyrium/blood supply can keep it shooting.
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Post by Sifr on Apr 5, 2018 21:27:36 GMT
When I think "melee mage" to me it's kind of combination of hand-to-hand with touch or powerful close-range spells. Like magical ninjas. Or the type of Iron Fist that should have been Danny Rand in the MCU;
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Post by Crom on Apr 5, 2018 21:32:22 GMT
Melee Mage is the traditional Gish, arcane or divine, from D&D.
Someone who fights at melee range, and has magical abilities. They fight using weapons and real armor, not staff, they have usually buff/debuff spells, and spells in general that boost melee capability. They avoid using direct damage spells.
More or less. That's what i mean, when i say melee mage. It is something like a Cleric from d&d, or an Eldritch Knight equivalent.
There is no equivalent for it in DA. The Arcane Warrior came "somewhat" close, and the Knight Enchanter was way off. Unfortunetely in DA most people see Mages as Gandalfs or the robed figure with the stick that blasts with fire. We are in desperate need of a 4th class, the priest, imo.
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Post by Brannegan on Apr 5, 2018 22:29:53 GMT
Some of this is going kinda off-topic so gonna put it into spoilers And considering the environment they live in, you could indeed argue that a giant spider, or a wolf, or a bear are indeed more effective than a sword (whether held in hand of a mage or not is irrelevant in this case). In a city on the other hand where blending in with society is much more important for your survival, knowing at least basics of physical weaponry could be a lifesaver. You are now assuming Flemeth wasn’t prepared to live in cities if needed (silly Flemeth if that is the case). You could argue Morrigan was too arrogant to learn in her 10 years away from dear mom despite living in Val Royeax and who knows where else. I did acctually mention melee auto-attacks which would assume the mage knows the basics. Advanced techniques tho? Sure a bored Tevinter nobleman could learn some for extra flourish. Still wouldn’t say he would be nearly as effective with them as an acctual warrior/rogue, which would mean he’d be silly to use them in real combat against one. However, for the sake of game mechanics we could still have auto-attacks and spell animations using the melee weapon. Why bother with normal warriors (from in-universe perspective)? It could be anything, mages being rare enough that you can't field an army of them would be the biggest one...even if that is arguable after Inquisition I suppose. Just look at, say, Star Wars. You have universe with space wizards whose weapon of choice and fighting style render regular weaponry all but irrelevant yet you still have the whole underworld and even conventional armies using said weaponry, because space wizards are secluded in monastic orders (or Circles as is the case with Dragon Age). Besides, it could be equipment and danger (mages could/would still be restricted to light armor), rarity of melee mages (slinging spells from range -is- safer and mages have enough to worry about without adding physical harm), spellsword's style of fighting could be incredibly difficult to master...just use your imagination, I named the easiest, most boring ways to explain it Hell, it could indeed be less versatile or generally effective than either full mage or warrior, but it would be more intuitive fighting style for someone who already had training with a blade before being moved into a Circle. It’s not about making an army of melee mages.Think of the Chevaliers of Orlais. Now what do you think would happen to that order if suddenly these OP magical Chevaliers were a thing? What would the non-magical Chevaliers become? And from a min-max gamer perspective. What if you prefer playing warriors but the melee mages are just warrior 2.0 and you feel gimped. You’ll either have to play an archetype you don’t like or drop the game. A lot of what I see people say is a melee mage is basically just a warrior with extra FX, weapon enchant and grenades. I feel like Jedi/Sith aren’t really as powerful magicwise as Thedas mages. Depending on depiction they aren’t really mages at all. We also know that Jedi are doomed to fail and we already have our sith empire (Tevinter). The existence of space weaponry also make this comparison hard since the most powerful military (Chiss) doesn’t use Force at all. And the circle is definitely nothing like Jedi Temples as both of them have a compleeetely different purpose. In fact I would go as far as to say mages are the Sith and templars/seekers are the Jedi of Thedas Enh Shaman (especially the pre-Legion version weaving in Fire Novas and Lightning Bolts), all Death Knight specs or even likes of Retribution Paladin (also pre-Legion with Exorcism and Divine Storm being a lot more magicy) and both Demon Hunters fit the bill on what I look for in melee mage at least from gameplay and partially aesthetic perspective. I just find the idea of weaving melee and magic attacks between each other, keeping enemy off balance by flowing between the two attack types very appealing. Plus points for using a single blade while keeping off hand free for casting. Why do you feel like you need the mage label? I’m genuinely curious. Because these classes you mention aren’t even remotely mages. DK is just a Reaver with grenades, Paladin is literally Templar and DHs are basically a mix of warrior and rogue. Why do you want to take these playstyles away from Warriors and Rogues? Or do you just want homogenisation of classes? Is there an acctual mage class in a game that fits your imagined melee mage? I get the aesthetic appeal. We’ve had similar discussion in another thread. I just kind of feel like you want to play a warrior/rogue that is labeled a mage instead of a mage. How would you make the hybrid classes weaker than the pures? Do you enjoy the party based aspect of cRPGs or do you just want to be the one man army? How do you view Templars and Seekers, the two warrior classes that are pretty close to what you're asking without being mages? How about tempests? Would you say Fenris should have been classified as a mage rather than a Warrior?
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Post by Sifr on Apr 5, 2018 23:35:59 GMT
Would you say Fenris should have been classified as a mage rather than a Warrior? Fenris would best be classified as a type of Spirit Warrior. Same with Avvar shamans like Amund (Skywatcher), who's a warrior, despite employing magical abilities.
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Post by MediocreOgre on Apr 6, 2018 4:18:20 GMT
In my internal brain rule book a magic warrior draws power from an enchanted weapon and uses the weapon to cast simple magic (energy waves, aoe, etc). As a downside these types often have long cool downs, limited charges, or are slightly more squishy than pure warriors though tougher than a mage. They also tend to attack slow. Their damage is bursts of high damage followed by lulls. These are essentially warriors with magical flare.
A warrior mage in the other hand uses a 1 handed weapon and casts magic from the off hand. Where as the magic warrior focuses on short range aoe emanating from the warrior or their weapon, the warrior mage can cast a limited repetoire of spells including some range spells from the gambit of spell types. They tend to not have the aoe potential or glass cannon capabilities of a mage but ideally their spells and melee synergize to give them consistent if less impressive damage than a pure mage and they are less fragile. Their damage is sustained at moderate levels. These are true hybrids.
A witch/warlock mage uses a blade or dagger, dots and debuffs dealing very little damage at the beginning of an encounter but wise use of abilities can synergize over the course of a fight to do increasing amounts of mostly short range spell damage but the blade is required to apply debuffs to power spells. They are less squishy than a pure mage but pretty squishy. These are essentially the mage version of a rogue but technically a rogue relies on ambush/opportunity where as the warlock=witch relies on casting a powerful spell through set up of smaller abilities.
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Post by river82 on Apr 6, 2018 4:58:07 GMT
For me creating a character should be somewhat about tactical decisions. Want some tanks, a few long range attackers, a support character etc. Because of this if there was to be a "melee mage" the one thing I would hope was done is limit the abilities of that character in a way that coincides with a general philosophy of play.
People who spend all their time training grappling aren't great strikers, and people who spend all their time training striking don't grapple very well, and when watching 2 such people fight it's always interesting watching them manage the distance between them. Same thing applies with a melee mage. If a mage spends all their time training magic then they would suck at melee, and vice versa. But if they spent some of their energy training spells to enhance their melee, the trade offs won't be that bad.
In short, if a mage was created that owned at close range melee, and also decimated people with long range spells, not only is that dreadfully unrealistic, it's tactically deficient and just boringly overpowered.
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Post by Vall on Apr 6, 2018 5:14:43 GMT
Why do you feel like you need the mage label? I’m genuinely curious. Because these classes you mention aren’t even remotely mages. DK is just a Reaver with grenades, Paladin is literally Templar and DHs are basically a mix of warrior and rogue. Why do you want to take these playstyles away from Warriors and Rogues? Or do you just want homogenisation of classes? Is there an acctual mage class in a game that fits your imagined melee mage? I don't -need- mage label, I would be perfectly fine with it being a specialization or something of warrior or a rogue (preferably rogue, playstyle I'm thinking of would be closer to Rogue), but that doesn't really work in DA universe. So for DA it has to be mage. Or a completely new class I'm not sure I'd call Death Knights "Reaver with grenades", Blood maybe but not Unholy or Frost. Frost with its dynamic between Obliterate and Howling Blast is the closest to what I'm thinking among their specs. Templars and Seekers are somewhat similar to what I'm looking for (especially in DA where they have their own Eldritch detonator), but the attitudes of the class get in the way for me. I can't say I see the warrior in DH, they are rogues with demon granted magic abilities the way I see them. Eye Beam, Fel Barrage, Impale and Immolation Aura got them a mention (nearly warlock abilities, and warlocks are almost mages ) As for an actual examples, I will give you that that when they do appear, they are generally offshoot of warrior/rogue character than a mage. Whether is it because devs find it easier to add magic flavor to melee rather than force a mage into close range or it's something else, I cannot say. I previously mentioned Elsword in this thread (kinda meh game, but it's cute ). Both of its Knight classes have magic based advanced classes (Magic Knight/Run Slayer and Pyro Knight/Blazing Heart) and all of their mage characters have close ranged advanced classes. I'm afraid I don't really have examples from party based RPGs if only because my experience with them is mostly limited to Bioware games where the closest examples I can offer are Vanguard or close range specced Sentinel (or shotty Infiltrator). Other examples that work would be Kassadin, Diana, Leona or Evelyn from League of Legends, Assassin Inquisitor advanced class from SW:ToR or Red Mage from FFXIV (though that one is a bit too classic mage for this when building up to their melee combo, they even turn their sword into a staff while casting ) Pictures! I get the aesthetic appeal. We’ve had similar discussion in another thread. I just kind of feel like you want to play a warrior/rogue that is labeled a mage instead of a mage. How would you make the hybrid classes weaker than the pures? Do you enjoy the party based aspect of cRPGs or do you just want to be the one man army? How do you view Templars and Seekers, the two warrior classes that are pretty close to what you're asking without being mages? How about tempests? Would you say Fenris should have been classified as a mage rather than a Warrior? No, as Sifr said, Fenris is clearly a warrior (a Spirit...well, more like Lyrium...Warrior) because his abilities aren't natural like mage abilities are. I mentioned examples from WoW as fitting because lines of who is and isn't mage are a lot more blurred in Warcraft universe simply because magic is a lot more accessible there (it's something you learn there, not something you're born with) I suppose my ideal way of this class would encroach on Rogue territory (not really warrior, because warriors are durable and they way I envision it would be pretty squishy with little defense...*splat goes a mage on a swing of a two handed mace* ). I don't want (nor need) them to be a one man army, their kit would be almost entirely offensive with their defense being mostly about not being there when attack hits...you could borrow Fade Cloak from KE for that or a similar ability. If we talk their place in the party, they would occupy similar place to offensively built Knight Enchanter in DAI, except they would not be immortal. Rogues would still rogue (single target murder and lockpicking), mages would still be your heavy ranged artillery (AoE and support) and warriors would still tank and be the muscle of the group. Spellsword would be AoE melee damage dealer who dies in the same amount of hits mage would. So I suppose kind of redundant in a party where you could have another mage or rogue If we didn't have Templars, I'd say they could have anti-magic spells as well. Although presence of Templars didn't stop mages from having their own anti-mage spells in DAO... Mage label is necessary in DA because non-mages don't have magic abilities, especially not elemental magic (which is my favorite kind of magic). Otherwise they could be called flame knights, magic knights, magic using rogues or whatever you wish them to be called as long as their abilities and who they are fit the aesthetic. I admit, my concerns are more aesthetic, I was happy enough just giving my Arcane Warrior in DAO couple of melee abilities with console commands, kept them in light armor or robes (when I could find ones not too...robey) and only magic I really used were elemental cones, fireball and mana clash
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Post by Vall on Apr 6, 2018 5:23:45 GMT
A warrior mage in the other hand uses a 1 handed weapon and casts magic from the off hand. Where as the magic warrior focuses on short range aoe emanating from the warrior or their weapon, the warrior mage can cast a limited repetoire of spells including some range spells from the gambit of spell types. They tend to not have the aoe potential or glass cannon capabilities of a mage but ideally their spells and melee synergize to give them consistent if less impressive damage than a pure mage and they are less fragile. Their damage is sustained at moderate levels. These are true hybrids. A witch/warlock mage uses a blade or dagger, dots and debuffs dealing very little damage at the beginning of an encounter but wise use of abilities can synergize over the course of a fight to do increasing amounts of mostly short range spell damage but the blade is required to apply debuffs to power spells. They are less squishy than a pure mage but pretty squishy. These are essentially the mage version of a rogue but technically a rogue relies on ambush/opportunity where as the warlock=witch relies on casting a powerful spell through set up of smaller abilities. Either of these (preferably the first one) are what I look for in a melee mage. Just explained better In short, if a mage was created that owned at close range melee, and also decimated people with long range spells, not only is that dreadfully unrealistic, it's tactically deficient and just boringly overpowered. That is however, not the idea. Their melee abilities and their spells would both be close ranged (maybe with couple of weak quick range blasts for initiation or emergencies), and would have to work in tandem to actually reach what a warrior or rogue could do so individually, their spells would be weaker than those of a mage and their melee would be weaker than that of physical classes. Pure mage would still be heavy artillery of the group, warrior a tank and rogue a single target killer. Spellsword (or melee mage or w/e) would be somewhere in the middle, softening up targets for the rogue or finishing off those weakened by the mage. Edit: Implementation of this, you could have something like say..."Unbalancing Strike" (generic name): You perform a feint and then strike an enemy, setting them off balance. Your next spell on this target is x% more effective. Then you would could have a passive like "Elemental enhancements": You draw ambient magic of your spells into your weapon, making your next melee ability deal extra x% of the spells damage as elemental damage. This is of course completely generic mock-up, but this way, by themselves both your spells and melee abilities by themselves could do little damage and this would necessitate weaving of both to actually be a threat, leading to relatively unique fighting style within Dragon Age. Your array of spells would be various cone abilities, AoEs centered on you and couple of previously mentioned ranged single target blasts (maybe they could have their effects reduced beyond a certain range). Melee abilities would be generally single target, focused on setting enemy off balance for your spells to do their thing. You could possibly have larger finishers for both categories that you need to build up to. Hell, you could give them both mana and stamina, and make you manage both. Just throwing ideas out there.
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Post by DragonKingReborn on Apr 6, 2018 11:13:46 GMT
For me, a melee mage would be some 'point' on the spectrum between a Witcher and a Jedi. But without the OP nature of the jedi.
There are standard ranged and AOE effect spells (damagers, buffs and debuffs), but also spells that specifically augment the sword play of the mage. Something "quen-like" plus mindblast for defence. Something similar to the force power in kotor that enhanced your speed for attack.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: Dukemon11
PSN: dukemon09
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Post by Dukemon on Apr 6, 2018 11:25:03 GMT
This! I want my weapon and shield wilding and heavy plate armor wearing mage dude back with his spell combos (Storm of the century), and seals and self healing/standard heal spell and elemental weapons. I leave it hear, too. I made my mind of a new version of Melee Mage/Arcane Warrior in the sBSN (poorly concept of the skill tree from AW. I had a better one, but was saved in the socialBSN and now it is gone) Arcane Warrior (gives +20 mana and can use armor, weapons and shields) Combat Magic (Buff requires 5 P. Mana Reserve, + 50P Damage / Defense, +5 P. Valor) - Survival (Enhance Combat Magic - +15 P. Life, +10 P. Life Reg.) War Magic (Passive +50 P. Valor / Defense) Consuming Aura (Buff requires 15 P. mana reserve, siphons off life and death to living and living enemies, and each charge costs 5p. Mana [can not be used with elemental chaos]) - Unshakable (Improves Consuming Aura - reduces mana reserve by 5p, the closer the Arcane Warrior is to death, the more damage he inflicts with attacks) Elemental Chaos (Buff requires 15P. Mana Reserve, constantly inflicting Elemental damage to enemies, -5p. Mana per Strike [can not be used with Consuming Aura]) Flash of Light (Depends on the type of damage to the weapon (can be influenced by Weapon Elemental, 5 P. Mana cost, 9s cooldown) - Expert (Improving Flash of Light - Lowering Defense of the Opponent, -5 Reg Time) - Exorcist (Improving Flash of Light - Extra Damage to Undead, Demons, (Red Templars), Templars and Golems)
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Post by vertigomez on Apr 6, 2018 16:20:53 GMT
Would you say Fenris should have been classified as a mage rather than a Warrior? Fenris would best be classified as a type of Spirit Warrior. Same with Avvar shamans like Amund (Skywatcher), who's a warrior, despite employing magical abilities. I loved Fenris's spec because it made sense in-universe. He's a normal warrior who's imbued with lyrium, and his abilities are like a.... templar/berserker hybrid.
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Post by LukeBarrett on Apr 6, 2018 16:27:30 GMT
Hell, you could give them both mana and stamina, and make you manage both. Just throwing ideas out there. Completely useless trivia: In DAI both stamina and mana were the same thing called 'stat_consumable' and the UI just applied a different color depending on your class
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Post by arvaarad on Apr 6, 2018 17:23:27 GMT
I picked hybrid, but that’s mostly out of a selfish desire to have all my mages capable of casting the big AoEs and CCs. Since mages usually dominate mass CC, it’s hard for me to justify kitting them for melee combat. Always feels like I’m wasting their abilities turning them into a “tank” that can’t taunt. They survive a lot of punishment, but the punishment is happening because pure defensiveness — without any aggro-pulling abilities — is deadweight. The party isn’t gaining any benefit from Phyllis’s impenetrable magical defenses if none of the enemies are actually trying to hit her. Not sure what I’d prefer. Giving them melee-specific CC feels like it would suck air out of the warrior’s space of taunts and shield bashes. Making them melee glass cannons who don’t want to draw aggro moves in on rogue or 2H fighter turf. Though personally, I wouldn’t mind rogues being a little subpar in combat in exchange for unique scouting, lying, and lockpicking abilities. The idea being that a rogue’s job is to avoid combat rather than win it. Then there would be a natural space for melee mages with single-target melee burst.
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Post by Vall on Apr 6, 2018 18:42:08 GMT
Hell, you could give them both mana and stamina, and make you manage both. Just throwing ideas out there. Completely useless trivia: In DAI both stamina and mana were the same thing called 'stat_consumable' and the UI just applied a different color depending on your class I had my suspicions about that, considering they work the same depending on weapon type you have equipped
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Post by Sifr on Apr 6, 2018 18:46:23 GMT
Fenris would best be classified as a type of Spirit Warrior. Same with Avvar shamans like Amund (Skywatcher), who's a warrior, despite employing magical abilities. I loved Fenris's spec because it made sense in-universe. He's a normal warrior who's imbued with lyrium, and his abilities are like a.... templar/berserker hybrid. That Fenris' tattoos resemble Vallaslin (which even Merrill points out), it raises the question of whether the Ancient Elves might have branded some individuals with vallaslin imbued with lyrium, which was the ancient treatise that Danarius was trying to recreate? If the Inquisitor drank from the Well of Sorrows, similar glowing tattoos briefly appear on their body afterwards, when Mythal asks them to restrain Morrigan and when they're taming the dragon at Mythal's shrine. Even if their functions are different, both seem far too similar in design not to be linked in some fashion?
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Post by vertigomez on Apr 6, 2018 19:03:12 GMT
I loved Fenris's spec because it made sense in-universe. He's a normal warrior who's imbued with lyrium, and his abilities are like a.... templar/berserker hybrid. That Fenris' tattoos resemble Vallaslin (which even Merrill points out), it raises the question of whether the Ancient Elves might have branded some individuals with vallaslin imbued with lyrium, which was the ancient treatise that Danarius was trying to recreate? If the Inquisitor drank from the Well of Sorrows, similar glowing tattoos briefly appear on their body afterwards, when Mythal asks them to restrain Morrigan and when they're taming the dragon at Mythal's shrine. Even if their functions are different, both seem far too similar in design not to be linked in some fashion? I've always assumed something like that was the case! It sounds like an imperfect process so I'm sure Danarius used some ancient source (either elven or something Tevinter scrounged from the elves long ago) and tried to fill in the gaps with his own magical knowledge.
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Post by Brannegan on Apr 6, 2018 19:15:44 GMT
Why do you feel like you need the mage label? I’m genuinely curious. Because these classes you mention aren’t even remotely mages. DK is just a Reaver with grenades, Paladin is literally Templar and DHs are basically a mix of warrior and rogue. Why do you want to take these playstyles away from Warriors and Rogues? Or do you just want homogenisation of classes? Is there an acctual mage class in a game that fits your imagined melee mage? I don't -need- mage label, I would be perfectly fine with it being a specialization or something of warrior or a rogue (preferably rogue, playstyle I'm thinking of would be closer to Rogue), but that doesn't really work in DA universe. So for DA it has to be mage. Or a completely new class I'm not sure I'd call Death Knights "Reaver with grenades", Blood maybe but not Unholy or Frost. Frost with its dynamic between Obliterate and Howling Blast is the closest to what I'm thinking among their specs. Templars and Seekers are somewhat similar to what I'm looking for (especially in DA where they have their own Eldritch detonator), but the attitudes of the class get in the way for me. I can't say I see the warrior in DH, they are rogues with demon granted magic abilities the way I see them. Eye Beam, Fel Barrage, Impale and Immolation Aura got them a mention (nearly warlock abilities, and warlocks are almost mages ) As for an actual examples, I will give you that that when they do appear, they are generally offshoot of warrior/rogue character than a mage. Whether is it because devs find it easier to add magic flavor to melee rather than force a mage into close range or it's something else, I cannot say. I previously mentioned Elsword in this thread (kinda meh game, but it's cute ). Both of its Knight classes have magic based advanced classes (Magic Knight/Run Slayer and Pyro Knight/Blazing Heart) and all of their mage characters have close ranged advanced classes. I'm afraid I don't really have examples from party based RPGs if only because my experience with them is mostly limited to Bioware games where the closest examples I can offer are Vanguard or close range specced Sentinel (or shotty Infiltrator). Other examples that work would be Kassadin, Diana, Leona or Evelyn from League of Legends, Assassin Inquisitor advanced class from SW:ToR or Red Mage from FFXIV (though that one is a bit too classic mage for this when building up to their melee combo, they even turn their sword into a staff while casting ) Pictures! I get the aesthetic appeal. We’ve had similar discussion in another thread. I just kind of feel like you want to play a warrior/rogue that is labeled a mage instead of a mage. How would you make the hybrid classes weaker than the pures? Do you enjoy the party based aspect of cRPGs or do you just want to be the one man army? How do you view Templars and Seekers, the two warrior classes that are pretty close to what you're asking without being mages? How about tempests? Would you say Fenris should have been classified as a mage rather than a Warrior? No, as Sifr said, Fenris is clearly a warrior (a Spirit...well, more like Lyrium...Warrior) because his abilities aren't natural like mage abilities are. I mentioned examples from WoW as fitting because lines of who is and isn't mage are a lot more blurred in Warcraft universe simply because magic is a lot more accessible there (it's something you learn there, not something you're born with) I suppose my ideal way of this class would encroach on Rogue territory (not really warrior, because warriors are durable and they way I envision it would be pretty squishy with little defense...*splat goes a mage on a swing of a two handed mace* ). I don't want (nor need) them to be a one man army, their kit would be almost entirely offensive with their defense being mostly about not being there when attack hits...you could borrow Fade Cloak from KE for that or a similar ability. If we talk their place in the party, they would occupy similar place to offensively built Knight Enchanter in DAI, except they would not be immortal. Rogues would still rogue (single target murder and lockpicking), mages would still be your heavy ranged artillery (AoE and support) and warriors would still tank and be the muscle of the group. Spellsword would be AoE melee damage dealer who dies in the same amount of hits mage would. So I suppose kind of redundant in a party where you could have another mage or rogue If we didn't have Templars, I'd say they could have anti-magic spells as well. Although presence of Templars didn't stop mages from having their own anti-mage spells in DAO... Mage label is necessary in DA because non-mages don't have magic abilities, especially not elemental magic (which is my favorite kind of magic). Otherwise they could be called flame knights, magic knights, magic using rogues or whatever you wish them to be called as long as their abilities and who they are fit the aesthetic. I admit, my concerns are more aesthetic, I was happy enough just giving my Arcane Warrior in DAO couple of melee abilities with console commands, kept them in light armor or robes (when I could find ones not too...robey) and only magic I really used were elemental cones, fireball and mana clash I hope my barrage of questions didn't scare you too much. I simply wanted to understand your point of view better. I realized after it may have come off as a bit hostile I think I have a better image of what you're after now and I think in a perfect world we'd get two melee mage specializations, a clericy support type as one and the sort of arcane duelist you want as the other (and then ofc tempest for rogues and templar for warriors, both of which also sort of fit the archetype). And on top of those also vastly improved grenades and traps that aren't nearly as limited as the ones in DAI and give everyone "spells". As it happens I too am a massive fan of magical rogues and tend to go for them in the few games I could (Shadowblade in DoS, Mesmer in GW2, Nightblade in ESO). I still wouldn't give mages the acctual weapon trees of rogues, unless they were limited by stats like in Divinity: Original Sin but I wouldn't mind the mage specialization trees having some mage exclusive weapon skills like for example a stab that made the enemy into a living tesla coil, or mages even having their own weapon trees. I think GW2 Weaver might be quite close to your idea of a melee mage but I admit I haven't played the game since before the spec came out
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Post by Vall on Apr 6, 2018 19:29:05 GMT
I picked hybrid, but that’s mostly out of a selfish desire to have all my mages capable of casting the big AoEs and CCs. Since mages usually dominate mass CC, it’s hard for me to justify kitting them for melee combat. Always feels like I’m wasting their abilities turning them into a “tank” that can’t taunt. They survive a lot of punishment, but the punishment is happening because pure defensiveness — without any aggro-pulling abilities — is deadweight. The party isn’t gaining any benefit from Phyllis’s impenetrable magical defenses if none of the enemies are actually trying to hit her. Not sure what I’d prefer. Giving them melee-specific CC feels like it would suck air out of the warrior’s space of taunts and shield bashes. Making them melee glass cannons who don’t want to draw aggro moves in on rogue or 2H fighter turf. Though personally, I wouldn’t mind rogues being a little subpar in combat in exchange for unique scouting, lying, and lockpicking abilities. The idea being that a rogue’s job is to avoid combat rather than win it. Then there would be a natural space for melee mages with single-target melee burst. I'm not a fan of mage tanks personally. If only because if mages are allowed to specialise into personal defense, then so should rogues (rogue evasion tank specialisation?) I do think however that there is a space for close range mage between rogue and two handed warrior. Maybe it's because I played a lot of a game with 12 classes with 3 specialisations each that are pretty distinct, some more, some less. If you really have to, you could shift rogue back into more of a control role (because let's be honest here, DAI rogues had no more CC than warriors did...warriors might have actually had more tools to control enemies), while keeping warrior's wide sweeping attacks. But I do like where rogues are in terms or single target assassination (though that could be assassin spec job I guess), which is why I said the mage could be somewhere in between. Not quite AoE powers of range mage/warrior, but not quite single target of rogue. Plus they should be the squishiest of classes IMO, or rogue level of defenses at most, they would still only wear light armor. And bonus points for giving them passive abilities that make weaving melee/spell attacks a necessity, giving them unique playstyle that makes them their own thing. And I definitely think people underestimate how much of a difference can VFX do for character flavor
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Post by arvaarad on Apr 6, 2018 20:09:47 GMT
I picked hybrid, but that’s mostly out of a selfish desire to have all my mages capable of casting the big AoEs and CCs. Since mages usually dominate mass CC, it’s hard for me to justify kitting them for melee combat. Always feels like I’m wasting their abilities turning them into a “tank” that can’t taunt. They survive a lot of punishment, but the punishment is happening because pure defensiveness — without any aggro-pulling abilities — is deadweight. The party isn’t gaining any benefit from Phyllis’s impenetrable magical defenses if none of the enemies are actually trying to hit her. Not sure what I’d prefer. Giving them melee-specific CC feels like it would suck air out of the warrior’s space of taunts and shield bashes. Making them melee glass cannons who don’t want to draw aggro moves in on rogue or 2H fighter turf. Though personally, I wouldn’t mind rogues being a little subpar in combat in exchange for unique scouting, lying, and lockpicking abilities. The idea being that a rogue’s job is to avoid combat rather than win it. Then there would be a natural space for melee mages with single-target melee burst. I'm not a fan of mage tanks personally. If only because if mages are allowed to specialise into personal defense, then so should rogues (rogue evasion tank specialisation?) I do think however that there is a space for close range mage between rogue and two handed warrior. Maybe it's because I played a lot of a game with 12 classes with 3 specialisations each that are pretty distinct, some more, some less. If you really have to, you could shift rogue back into more of a control role (because let's be honest here, DAI rogues had no more CC than warriors did...warriors might have actually had more tools to control enemies), while keeping warrior's wide sweeping attacks. But I do like where rogues are in terms or single target assassination (though that could be assassin spec job I guess), which is why I said the mage could be somewhere in between. Not quite AoE powers of range mage/warrior, but not quite single target of rogue. Plus they should be the squishiest of classes IMO, or rogue level of defenses at most, they would still only wear light armor. And bonus points for giving them passive abilities that make weaving melee/spell attacks a necessity, giving them unique playstyle that makes them their own thing. And I definitely think people underestimate how much of a difference can VFX do for character flavor Thinking about it more, I think the highest thing on my wishlist was the rogues-as-noncombat-specialists part. I disliked the mage/warrior wallbashing and veilfire lighting stuff, because I’d rather see lockpicking be its own thing, and for rogues to objectively be worse in combat... unless they plan ahead. My ideal would be that mages take up the squishy DPS mantle (with some assists from 2H warriors), while rogues secure a win through stealth, better equipment from locked chests, Origins-style persistent traps, and other trickery. But if they actually get tied up in a fair fight, they’d be strictly inferior to mages and warriors. They’re rogues — fair fights aren’t their specialty. That opens up this whole niche of out-of-combat “combat” for rogues to fill. Sometimes successfully sneaking past a fight is more fun than actually doing it. Or spending the time, money, and advance scouting to craft a huge raft of traps for a dragon to land on. In Inquisition that kind of stuff wasn’t really an option. Sneaking past fights required a lot of unfun soloing. The Origins rubber-band teleporting was a little silly, however it meant I could take full advantage of stealth without running around with a lone rogue and no banter. Plus, in DA:I, traps were a strictly combat skill, with grenades being the main consumable equipment, so there was less ability to plot ambushes. I’d like to see out-of-combat abilities on the exact same tree as combat abilities, so I have to make the tradeoff on whether my character is better at fighting or dancing around the fights. I say all this as someone who quite enjoyed the rogue combat in Inquisition. I’d be completely fine with giving all the glass cannon damage to the mages, in exchange for rogues filling a stronger non-combat role. It allows for a much wider variety of styles, including the ability to authentically roleplay more bookish or pacifist characters.
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Post by Vall on Apr 6, 2018 20:28:26 GMT
I don't -need- mage label, I would be perfectly fine with it being a specialization or something of warrior or a rogue (preferably rogue, playstyle I'm thinking of would be closer to Rogue), but that doesn't really work in DA universe. So for DA it has to be mage. Or a completely new class I'm not sure I'd call Death Knights "Reaver with grenades", Blood maybe but not Unholy or Frost. Frost with its dynamic between Obliterate and Howling Blast is the closest to what I'm thinking among their specs. Templars and Seekers are somewhat similar to what I'm looking for (especially in DA where they have their own Eldritch detonator), but the attitudes of the class get in the way for me. I can't say I see the warrior in DH, they are rogues with demon granted magic abilities the way I see them. Eye Beam, Fel Barrage, Impale and Immolation Aura got them a mention (nearly warlock abilities, and warlocks are almost mages ) As for an actual examples, I will give you that that when they do appear, they are generally offshoot of warrior/rogue character than a mage. Whether is it because devs find it easier to add magic flavor to melee rather than force a mage into close range or it's something else, I cannot say. I previously mentioned Elsword in this thread (kinda meh game, but it's cute ). Both of its Knight classes have magic based advanced classes (Magic Knight/Run Slayer and Pyro Knight/Blazing Heart) and all of their mage characters have close ranged advanced classes. I'm afraid I don't really have examples from party based RPGs if only because my experience with them is mostly limited to Bioware games where the closest examples I can offer are Vanguard or close range specced Sentinel (or shotty Infiltrator). Other examples that work would be Kassadin, Diana, Leona or Evelyn from League of Legends, Assassin Inquisitor advanced class from SW:ToR or Red Mage from FFXIV (though that one is a bit too classic mage for this when building up to their melee combo, they even turn their sword into a staff while casting ) Pictures! No, as Sifr said, Fenris is clearly a warrior (a Spirit...well, more like Lyrium...Warrior) because his abilities aren't natural like mage abilities are. I mentioned examples from WoW as fitting because lines of who is and isn't mage are a lot more blurred in Warcraft universe simply because magic is a lot more accessible there (it's something you learn there, not something you're born with) I suppose my ideal way of this class would encroach on Rogue territory (not really warrior, because warriors are durable and they way I envision it would be pretty squishy with little defense...*splat goes a mage on a swing of a two handed mace* ). I don't want (nor need) them to be a one man army, their kit would be almost entirely offensive with their defense being mostly about not being there when attack hits...you could borrow Fade Cloak from KE for that or a similar ability. If we talk their place in the party, they would occupy similar place to offensively built Knight Enchanter in DAI, except they would not be immortal. Rogues would still rogue (single target murder and lockpicking), mages would still be your heavy ranged artillery (AoE and support) and warriors would still tank and be the muscle of the group. Spellsword would be AoE melee damage dealer who dies in the same amount of hits mage would. So I suppose kind of redundant in a party where you could have another mage or rogue If we didn't have Templars, I'd say they could have anti-magic spells as well. Although presence of Templars didn't stop mages from having their own anti-mage spells in DAO... Mage label is necessary in DA because non-mages don't have magic abilities, especially not elemental magic (which is my favorite kind of magic). Otherwise they could be called flame knights, magic knights, magic using rogues or whatever you wish them to be called as long as their abilities and who they are fit the aesthetic. I admit, my concerns are more aesthetic, I was happy enough just giving my Arcane Warrior in DAO couple of melee abilities with console commands, kept them in light armor or robes (when I could find ones not too...robey) and only magic I really used were elemental cones, fireball and mana clash I hope my barrage of questions didn't scare you too much. I simply wanted to understand your point of view better. I realized after it may have come off as a bit hostile I think I have a better image of what you're after now and I think in a perfect world we'd get two melee mage specializations, a clericy support type as one and the sort of arcane duelist you want as the other (and then ofc tempest for rogues and templar for warriors, both of which also sort of fit the archetype). And on top of those also vastly improved grenades and traps that aren't nearly as limited as the ones in DAI and give everyone "spells". As it happens I too am a massive fan of magical rogues and tend to go for them in the few games I could (Shadowblade in DoS, Mesmer in GW2, Nightblade in ESO). I still wouldn't give mages the acctual weapon trees of rogues, unless they were limited by stats like in Divinity: Original Sin but I wouldn't mind the mage specialization trees having some mage exclusive weapon skills like for example a stab that made the enemy into a living tesla coil, or mages even having their own weapon trees. I think GW2 Weaver might be quite close to your idea of a melee mage but I admit I haven't played the game since before the spec came out Don't worry, you didn't scare me off (though I did not respond to the spoilered part ) Hm, I haven't really though about lack of clerics in DA before, mostly because they generally stem from priests (armored ones) and DA priests are more like our own real world priests than your average healer type fantasy priest. But they could work as mage specialisation if we see return of healing magic. It's not an option I would choose (I am a dedicated DPS player after all ), but it would be a nice option to have. And an Arcane Duelist would not be inaccurate description of what I like to call spellsword If alchemy and potions are improved, wouldn't Tempest specialisation be kind of redundant? Because potions are kind of their shtick...maybe they could base it around improving existing potions with abilities changing based on your current active potion type? Something to think about (edit: wait, you didn't actually mention potions in your post Though I still think they could be improved, I haven't felt the need or desire to use them outside of healing...it would be nice if they worked more like Tempest ones.) I would definitely prefer this type of mage having their own melee weapon tree (single blade with empty off hand being my preference as mentioned before), being allowed to use rogue/warrior weapon trees would be a compromise I wouldn't be a fan of but one I would settle for. I haven't played GW2 since before Heart of Thorns myself, but reading Weaver skill descriptions now, it does seem relatively close...with the caveat of their skills being mostly spells channeled through their weapons while I prefer melee abilities and spells to actually be separate and flow into each other, maybe with the exception of couple of weapon enchantments, but those would still only work to give extra oompf to melee rather than being full blown blade channeled spells.
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Post by Vall on Apr 6, 2018 20:39:08 GMT
I'm not a fan of mage tanks personally. If only because if mages are allowed to specialise into personal defense, then so should rogues (rogue evasion tank specialisation?) I do think however that there is a space for close range mage between rogue and two handed warrior. Maybe it's because I played a lot of a game with 12 classes with 3 specialisations each that are pretty distinct, some more, some less. If you really have to, you could shift rogue back into more of a control role (because let's be honest here, DAI rogues had no more CC than warriors did...warriors might have actually had more tools to control enemies), while keeping warrior's wide sweeping attacks. But I do like where rogues are in terms or single target assassination (though that could be assassin spec job I guess), which is why I said the mage could be somewhere in between. Not quite AoE powers of range mage/warrior, but not quite single target of rogue. Plus they should be the squishiest of classes IMO, or rogue level of defenses at most, they would still only wear light armor. And bonus points for giving them passive abilities that make weaving melee/spell attacks a necessity, giving them unique playstyle that makes them their own thing. And I definitely think people underestimate how much of a difference can VFX do for character flavor Thinking about it more, I think the highest thing on my wishlist was the rogues-as-noncombat-specialists part. I disliked the mage/warrior wallbashing and veilfire lighting stuff, because I’d rather see lockpicking be its own thing, and for rogues to objectively be worse in combat... unless they plan ahead. My ideal would be that mages take up the squishy DPS mantle (with some assists from 2H warriors), while rogues secure a win through stealth, better equipment from locked chests, Origins-style persistent traps, and other trickery. But if they actually get tied up in a fair fight, they’d be strictly inferior to mages and warriors. They’re rogues — fair fights aren’t their specialty. That opens up this whole niche of out-of-combat “combat” for rogues to fill. Sometimes successfully sneaking past a fight is more fun than actually doing it. Or spending the time, money, and advance scouting to craft a huge raft of traps for a dragon to land on. In Inquisition that kind of stuff wasn’t really an option. Sneaking past fights required a lot of unfun soloing. The Origins rubber-band teleporting was a little silly, however it meant I could take full advantage of stealth without running around with a lone rogue and no banter. Plus, in DA:I, traps were a strictly combat skill, with grenades being the main consumable equipment, so there was less ability to plot ambushes. I’d like to see out-of-combat abilities on the exact same tree as combat abilities, so I have to make the tradeoff on whether my character is better at fighting or dancing around the fights. I say all this as someone who quite enjoyed the rogue combat in Inquisition. I’d be completely fine with giving all the glass cannon damage to the mages, in exchange for rogues filling a stronger non-combat role. It allows for a much wider variety of styles, including the ability to authentically roleplay more bookish or pacifist characters. Those are pretty good ideas for rogues overall and it would put nice distinction between them and warriors (whereas there's actually very little difference atm). Concept of winning fight before they even started is something definitely lacking from DA2 onwards. Though one question, do you see this working if we keep moving towards more action than strategic combat? And how do you see it work? If we go forward with this thinking, stealth mechanics would definitely have to be improved from what they were in DAO. I don't think it would work with limited duration stealth on cooldown from DA2/I, but that could be remade into combat restealth akin to Vanish in WoW. This could use more thinking (and probably a new/different thread )
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Post by arvaarad on Apr 6, 2018 22:53:51 GMT
Thinking about it more, I think the highest thing on my wishlist was the rogues-as-noncombat-specialists part. I disliked the mage/warrior wallbashing and veilfire lighting stuff, because I’d rather see lockpicking be its own thing, and for rogues to objectively be worse in combat... unless they plan ahead. My ideal would be that mages take up the squishy DPS mantle (with some assists from 2H warriors), while rogues secure a win through stealth, better equipment from locked chests, Origins-style persistent traps, and other trickery. But if they actually get tied up in a fair fight, they’d be strictly inferior to mages and warriors. They’re rogues — fair fights aren’t their specialty. That opens up this whole niche of out-of-combat “combat” for rogues to fill. Sometimes successfully sneaking past a fight is more fun than actually doing it. Or spending the time, money, and advance scouting to craft a huge raft of traps for a dragon to land on. In Inquisition that kind of stuff wasn’t really an option. Sneaking past fights required a lot of unfun soloing. The Origins rubber-band teleporting was a little silly, however it meant I could take full advantage of stealth without running around with a lone rogue and no banter. Plus, in DA:I, traps were a strictly combat skill, with grenades being the main consumable equipment, so there was less ability to plot ambushes. I’d like to see out-of-combat abilities on the exact same tree as combat abilities, so I have to make the tradeoff on whether my character is better at fighting or dancing around the fights. I say all this as someone who quite enjoyed the rogue combat in Inquisition. I’d be completely fine with giving all the glass cannon damage to the mages, in exchange for rogues filling a stronger non-combat role. It allows for a much wider variety of styles, including the ability to authentically roleplay more bookish or pacifist characters. Those are pretty good ideas for rogues overall and it would put nice distinction between them and warriors (whereas there's actually very little difference atm). Concept of winning fight before they even started is something definitely lacking from DA2 onwards. Though one question, do you see this working if we keep moving towards more action than strategic combat? And how do you see it work? If we go forward with this thinking, stealth mechanics would definitely have to be improved from what they were in DAO. I don't think it would work with limited duration stealth on cooldown from DA2/I, but that could be remade into combat restealth akin to Vanish in WoW. This could use more thinking (and probably a new/different thread ) Inquisition did have permastealth, either through Skirmisher (the upgrade to Flank Attack), or later through the Trespasser upgrade to Leaping Shot, Shot from the Shadows. The main hindrance to stealth was not the duration, it was the fact that rubber-banding made the party walk to the controlled character’s location, rather than teleporting. Due to this behavior, bringing non-rogue party members on a stealth run meant getting involved in fights that I would have preferred to walk past. Therefore my rogue Inquisitors gradually ended up being incredibly antisocial. It made way more sense from a combat perspective to go solo, so my non-rogue party members didn’t blow my cover when I was trying to sneak into high-level areas. I had permastealth, but I couldn’t fully utilize it without soloing. In a game where party interactions are so key, that feels like a dark pattern. Even if it’s less realistic, I’d prefer to have teleport rubber-banding (or for permastealth to apply to the entire party rather than just the rogue — perhaps more rogues = harder-to-perceive stealth?) so I can take full advantage of stealth without leaving my entire party at home.
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Post by MediocreOgre on Apr 6, 2018 23:07:40 GMT
A warrior mage in the other hand uses a 1 handed weapon and casts magic from the off hand. Where as the magic warrior focuses on short range aoe emanating from the warrior or their weapon, the warrior mage can cast a limited repetoire of spells including some range spells from the gambit of spell types. They tend to not have the aoe potential or glass cannon capabilities of a mage but ideally their spells and melee synergize to give them consistent if less impressive damage than a pure mage and they are less fragile. Their damage is sustained at moderate levels. These are true hybrids. A witch/warlock mage uses a blade or dagger, dots and debuffs dealing very little damage at the beginning of an encounter but wise use of abilities can synergize over the course of a fight to do increasing amounts of mostly short range spell damage but the blade is required to apply debuffs to power spells. They are less squishy than a pure mage but pretty squishy. These are essentially the mage version of a rogue but technically a rogue relies on ambush/opportunity where as the warlock=witch relies on casting a powerful spell through set up of smaller abilities. Either of these (preferably the first one) are what I look for in a melee mage. Just explained better ***snip***Yeah I feel like why some people think all mage/blade hybrids would be either OP or boring is because a lot of their implementations in games tend to be mechanically/ideologically muddy. So us melee mage enthusiasts need to remind people creativity and clever mechanics are possible! I like them all I used to like pure mages but then I modded Skyrim to have a better Bloodskal blade similar to the moonlight great sword from Dark Souls and abilities kind of like the Spirit Warrior from DAOA and now I am obsessed with mages who use swords if they are done elegantly. It’s so much more fun than tossing magic globs to be in the thick of things shooting sparkly magic while slicing people up.
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Post by Dabrikishaw on Apr 7, 2018 0:01:20 GMT
I've always seen it as a type of character that mixed in magic spells or magic energy with their melee or weapon combos. Like, every character in the Kingdom Hearts series is what I like to think of for this subject.
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