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Thread: Arcane Warrior (Inspired by Dragon age: Origins)

View Poll Results: Good idea or bad idea?

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  • Good Idea

    37 75.51%
  • Bad Idea

    12 24.49%
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  1. #1

    Arcane Warrior (Inspired by Dragon age: Origins)

    Last edited by docterj208; 03-09-2010 at 11:34 PM.

  2. #2
    Being a big Dragon Age fan, i like this. I really like the passive, gives a meaning for getting int items, although, he could be rather dangerous/imba at some point. But still, thumbs up!
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  3. #3
    I know what you mean, I think HP might be a tad much. Might be better to maybe have some armor instead, but its hard to say.

    His int gain is relatively low for an INT hero so he will need to get +int items for sure.

    I am sure this guy could use some tweaking, but I think he is in a fairly safe place for now. Probably will lower his ultimate damage though or make it do damage only in the selected areas.

  4. #4
    Well, on level 3 the ulti deals 730 magic damage, and then reduce that by magic armor and other effects, i actually think it's okay. It makes sense that when a fire spell is unleashed, it's devastating. It's FIRE.

    Also, Force Field would be an evil spell to use on enemy Devourer in rot.
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  5. #5
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    Though I still have mixed ideas I feel but if this was to go in Force Field is the one skill that is lack luster (minus as a save ability).

    The real ability with force field (imo) was to use it and then use crushing prison to do an AoE stun on many enemies while the hero who was force fielded was free to rain havoc. It kinda loses that awesomeness as it's pretty much a worse version of Succubus's third skill. A rework/change to Force Field would be appreciated.

  6. #6
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    force field gives immunity to all dmg and effects

    this person can never die,
    force field --> homecoming stone

    too imba

  7. #7
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    Quote Originally Posted by L2English View Post
    force field gives immunity to all dmg and effects

    this person can never die,
    force field --> homecoming stone

    too imba
    You can make it so she cant target herself.

    All in all a solid hero, T-up from me.
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  8. #8
    I see a couple of big uses from force field.

    1) it can save a hero who is being focused fired.
    2) it can be used to let the hero cast inferno uninterrupted.
    3) It can be used on ranged allied attackers for devastating effects.

    All in all, it is a very unique spell. Zethos, if you like, I can make it similar to crushing prison if the target is an enemy, however, it is a very long disable. It could be similar to nightmare except can't be interrupted at all. Not sure if I want to go that route as I believe it is very powerful in its current form.

    That said, I am open to suggestions.

    Also, just as a side note. I see a glaring flaw with the current form of force field since it is not the greatest thing to cast on himself since he is a melee attacker. I don't think he should be ranged, but, I could see how it isn't the best situation and that only makes it a problem.
    Last edited by docterj208; 01-03-2010 at 01:43 AM.

  9. #9
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    Quote Originally Posted by docterj208 View Post
    I see a couple of big uses from force field.

    1) it can save a hero who is being focused fired.
    2) it can be used to let the hero cast inferno uninterrupted.
    3) It can be used on ranged allied attackers for devastating effects.

    All in all, it is a very unique spell. Zethos, if you like, I can make it similar to crushing prison if the target is an enemy, however, it is a very long disable. It could be similar to nightmare except can't be interrupted at all. Not sure if I want to go that route as I believe it is very powerful in its current form.

    That said, I am open to suggestions.
    So it isn't like in DA:O where you can't move during it. If you can cast inferno with it on then it is totally different from what I though. It does and doesn't save a hero who is being focus fired. The problem is then you've just established it to be 4 v 5 (as Force Field was meant to not allow any actions which is what I was interpreting it as). so you've made it 4 v 5 which it was anyway when the other hero was being focused (useful to save a carry from chain stun I guess). Not sure on ranged allies (since you've made it 4 v 5) but on a spell caster it could be useful (makes it 4 v 5 in your favor).

    I guess the main mixed feeling is that it wasn't being used to the best effect (which was the combination of Crushing Prison and this) but it's just not as fantastic as the others.

  10. #10
    No, you can't move during it. I meant that a ranged hero being attacked by a melee can still attack while force field and enemy can't move out of range of attack as easily.

    If used on a melee hero, he can't attack as soon as a hero moves away.

    Yes, I definitely see this as being a better save for an INT hero as it will let them do their combo's uninterrupted.


    Just to be clear, if you are the target of force field, two things happen. You are immobilized and you are immune to all damage and effects (can't be stunned or otherwise disabled)

    You can still cast, use items, and attack if your target is in range.

    What I think you are trying to say is that the ability doesn't really synergize with the other abilities. And with that I agree with you except with his ultimate. It is a very hard problem to deal with as it an interesting ability. Mages in DA:O had a lot more spells at their disposal and this guys is more melee oriented in nature.

    Its quite possible I need to change his force field skill completely as you suggest. So far, the glyph spells look the most appealing from DA:0, but I am not a big fan of them either.
    Last edited by docterj208; 01-03-2010 at 12:55 AM.

  11. #11
    Just give him Stonefist so he can shatter frozen enemies!

    I think the third ability would be fine if you define unable to move as unable to move/leap/teleport.

    Mana cost on Inferno needs to be a bit higher, compare it's damage, AoE, stun, and mana cost to Wretched Hag's Bat Blast. Something like 180/280/380 would be more appropriate.

    Cone of cold's disable is too good for an AoE. Drop the duration to 2.25 seconds at level 4 and it would be better.

    Str gives 19 hp per point. 4 hp per point of int isn't significant at all. I would be a free Beastheart around level 20.

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  12. #12
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    Quote Originally Posted by docterj208 View Post
    erwise disabled)

    You can still cast, use items, and attack if your target is in range.
    That clears up alot. The spell in DA:O doesn't allow you to do that, so I was confused on why you would be able to here.

    It's a good spell, but I do agree that stone fist could definitely see some good effects combined with cone of cold or even by itself. It offers another a pseudo stun (knock down) and synergizes with your first skill.

    Inferno by itself is a strong skill, with the cast time it'll just be important to get shrunken head

  13. #13
    If I add Stone fist, I would make it do normal damage and say stun, or do twice damage and nothing if frozen. Might be bad though.

  14. #14
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    Umm, warbest + Arcane Warrior = +80 dam to all allied melee units...dear god, now make a dude with vampiric aura...

  15. #15
    no, its all allied melee units within 600 range

    Warbeast is global and is thus easier to support a team.

  16. #16
    added perplexed to force field to stop homecoming stones.

  17. #17
    Bumping because I would like feedback on this character concept as a whole.

  18. #18
    hmmmm.... what the hell.

    Bumped.

  19. #19
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    Haha I like this hero idea because I'm currently playing an Arcane Warrior as my main char in DA:O. Only problem, not sure if Bioware would be too excited to see their spells in another game

  20. #20
    Awesome ideas bro. Sounds fun to play. Combat weapons and Inferno ultimate might need some balancing but I would love to see this hero in action!

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