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Post by satan on Feb 17, 2015 20:56:03 GMT
Welp since it is just us mice at the moment I figured we could run class ideas by each other here. So shall we begin? Mellow and I were discussing the Priest basic class with the advancement to the three possible advanced classes being Cleric, Templar and Paladin with mastery classes being Bishop, Apostle, and sword saint.
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Post by Richard on Feb 18, 2015 0:29:36 GMT
Since were posting ideas here we got to go with a old fashioned class such ass Assassin; They can start of with bow or daggers (or throwing weapons such as throwing daggers) then the
Expansions; Marksmen; only can use a bow, this not put the at disadvantage in melee due to the possible abilities they might have, and you can hit people with your bow too.
Master Assassin; duel wields daggers, very fast and has good movement speed, attack speed at the cost of damage. Abilities would have to rely on chaining them together to do greats amount of damage.
Shadow Walker; This is a unique class only for the assassin. the user has gained the ability to use shadows not only to cover themselves but as a weapon for killing. Would rely on fists,or fist weapons (like claws) would be very ability reliant have a few ideas for the abilities but need some ideas of how it would work.
Also suggestion make the color for the words white easier on the eyes
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Post by The Creator on Feb 18, 2015 5:22:50 GMT
Cleric ------------------------ The cleric class, in my opinion is going to be playing a more offensive style than mmorpgs often portray. I'd like to give Clerics the option to be a healer as well as use their skills to act as an offtank when necessary; the multiple class extensions furthering my explanation.
EXTENSIONS -> Priest - This is choosing the extremely defensive style. The priest relies solely on heals and smites as well as a few light based magics to get them through a fight. They are mainly used for support in a party and will be rarely seen doing anything outside of that.
-> Templar This is the balanced of the three extensions. When you choose templar, you're choosing to not only work on healing your teammates but also using things such as melee attacks to aid in achieving victory in battle.
Paladin - > The off tank and sole melee-based expansion. Now why is this an expansion? They have a series of heal buffs and other sorts of buffs that alter their stats for the better of the team. If you want to play an off tank that can also buff your party, this is the extension for you.
Shadow Walker --------------------------------- Now I really liked the shadow walker, would you mind going further into debt with that?
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Post by Richard on Feb 18, 2015 21:41:24 GMT
The Shadow Walker
The shadow walker is particular special in lore and in ability wise. There abilities are based on deceit and execution, they do real on using there abilities a lot so instead of giving them mana they use energy. The reason for this is because the shadow walkers deity supply's them with mana but there body's still get tired (aka stamina). When they pick up this class they pledge to the shadow deity which usually take form of women figure and is considered the mother of shadows. Losing a bit of them selves in the processes and in-debting them selves to her in exchange for the shadow power they gain. Being a Shadow Walker does cause you to be targeted by affiliates of the light aka paladins, priests and Templar npc's. Do this reason a shadow walker can never party with a cleric class or enter religious city.
Suggestion Stamina regenerates at by 10 every user post
Now for the abilities of the Shadow walker i am going to name 5 if you want more ill name more.
Class Passive; Shadow Aura; gained from being hidden from in shadow for 10 second and gains 10% attack damage gains double stamina regen goes away after 10 second from being in the open. Is shown by slight darkness fading from their body.
Class Passive; Shunned to light; gained from being in light for 10 for 10 seconds losses 10% attack damage and 10% physical defense. Is shown slight steaming coming off their body
Shadow Fist; One of the few executions, it does initial physical damage and does magic damage on percent health missing on the enemy and it would have a 5 second cast time. The user channels the power of shadow in to their fist and can be held for 5 seconds before it has to be used.
Shadow Clone; The shadow is black looke alike of the user, this being said if the user is wearing white and makes a shadow clone the clone would be black and the user would still be be white its not a perfect clone.
Shadow Bind; The user lashes out with his shadow against the enemy and binds him for 5 seconds since the user is still a student they can not hold them for very long.
Shadow Armor- Defense Buff; The user gains defense stat and the the buff lasts for 20 seconds ticking down ever. If the passive Shunned by the light is active starts to deteriorate by double. (10 second per your post)
Fear of Darkness- CC; When the user activates this move it lasts 10 seconds, when this is active if the user lands 5 attacks on a enemy it is feared, if the user has this active and is attacked the buff is immediately goes away and fears the attacker for 5 seconds.
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Post by The Creator on Feb 19, 2015 15:54:29 GMT
I'm really liking what you're doing so far with the Shadow Walkers. They could prove to be a very interest addition to the classes. What my thought on this is, however, is what do they posses that would be worth a party ridding themselves of a cleric and going with them? Do they have any super buffs that make the party awesome sauce? Maybe some kind of shadow healing of sorts? What do clerics have that they can do better?
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Post by satan on Feb 19, 2015 16:38:32 GMT
So I was thinking that maybe Shadow walker should be the basic class with the two possible expansions to The Penitent Damned. It would be in this expansion where the shadow walker is consumed by the dark and possessed by a demon giving them enhanced strength and stuff more damaged based kill em all type. Or Dark Sovereign where they summon beasts out of the shadows of the abyss to fight for them kinda like a summoner. We could add a third class of Dark Knight as a expension and have that be the continuation of the shadow walker basic path if they want to stick to the more straight forward assas/tank type play.
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Post by Deleted on Feb 19, 2015 20:56:20 GMT
I was thinking of making the Marksman it's own class. Like say, Marksman which divides into Acrobat, and Scout. Acrobat uses a short bow, and is capable of high speed movement and dodging. Where the scout uses a long bow and sticks to the shadows. Is capable of long distance attacks and artillery skills/piercing skills. An expansion could be Duelist which uses a single or dual crossbows. For the dual crossbows each has a small clip which holsters bolts that load back into the crossbow. And they use skills that consist of armor piercing skills or heavy fire.
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Post by Richard on Feb 19, 2015 20:58:02 GMT
I like the idea of having the dark night and the having shadow walker as its own class. Penitnent Damned came to my mind as a Master Shadow Walker(the only reason not grand master shadow walker is because mellow is planning on adding another class extension) same idea;
The difference in this though is that they would gain slight bonus to their attack and their ability would gain some more potency such as being able to switch with their shadow clones or shadow bind turns into shadow chains which would hold enemys longer and do damage on hit, i still want to keep them more like a assassin and relies on deceit and execution more than brutality (would still only be able to use weapons and have cloth armor).
Now for the Dark Night this is where i would like to see the brutality of the shadow walkers be inbodyed. The Dark Knights would be more of a bruiser type class which counters light users (aka clerics) This would counter light users by having one ability lets call it;
Absolute Darkness; this ability would only work on against light magic abilitys, the user absorbs all light attacks gaining health regen and a slight attack and defensive buff PER LIGHT MOVE USED (making that clear so it does not blend in) that means all healing and offensive and defensive light ability.
and help supp their fellow shadow walkers by having a party buff for every shadow walker in the party the party would gain blah blah blah increase. This would encourge shadow walker partys and team play and having a Dark Knight in their party. I would like to see this buff be acquired for the clerics too. (would be able to use great swords and heavy armor)
Now the Dark Sovereign; I like the idea but i would like to keep summoning in the summoners class to keep summoners unique. Also shadow walkers in my head are pretty much walking enhancers (clerics are like walking de-buffers). So how about this idea of a Shadow Devour-er; this extension would replace healing for shadow walkers but its more but entices a more aggressive type of healing. For one of their ability would be called;
Morgans Mark; (Morgan is the name i would like to use for the Deity's name due to Celtic mythological lore) This one ability marks a single target if a shadow walker attacks this target the get 15% of damage is returned to the attacker as health. This being said would want people to target tanks or use it against stronger boss monsters to help the team regain health.
This is a replacement for a healer if one wanted to go this rout and is a supp for Shadow Walkers as a whole i have more ideas for this class and the others. I would like to hear more suggestions they get my mind going and allow me to help balance and buff the class. (leather armor magic based attacks)
The equipment choices are used to to balance/buff the classes as whole.
This also being said the Shadow Walker is limited to certain Races; Humans, Half Elves, Half-lings, and Land Crossers. The reason behind this is because I don't want to see a Shadow walker every from every race, the Shadow Walker lore is dark and almost evil in idea, so only few dare to experiment with the darkness to gain its power. (i would like to see a land crosser shadow tribe)
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Post by Richard on Feb 20, 2015 3:21:34 GMT
Noir had an idea while i was sitting and eating dinner and documentary on poaching in africa, lets take out the scout and replace it with werebeast poacher. This class is unique to marksmen (any race; i say this because its a lucrative way to gain money) This extension will be designed all about hindering and debuffing enemys. He would have nets and traps use a bow and knife he would rely on kiting and out smarting its prey. This idea just hit me so its fresh i would like to see how it sounds to everyone.
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Post by Deleted on Feb 20, 2015 3:24:32 GMT
WE could make that it's own subclass instead of replacing the scout.
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Post by Richard on Feb 20, 2015 8:04:44 GMT
Want to keep each class to 3 subs (except for mages aka elementalists who would have 5 for five elements)
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Post by Richard on Feb 20, 2015 17:16:40 GMT
So while i was eating for breakfest i decided to do a count of howmany classes we currently have in flow
Cleric Shadow Walker Elementalist (mage; the only class that will receive 5 extensions at least this is what i believe) Summoner Shaman Assassin Marksmen Warrior Mechanic
The 6 below (except marksmen) need extension ideas so have free game and let your ideas shatter this forum because we can put it back together :3
The Assassin needs two more extensions due to it losing the marksmen and shadow walker.
Warrior Class extensions we love our tanky brawlers
The idea for this are pretty basic but we need to find a way for this class to stand out and make it self a contender against a templar and darknight.
So this is what i suggest is that we design a item only the extension (Guardian) could use by i mean design i mean a great shield that can only be used by this class and the specified extension this by far would make this class the tankiest class and more desirable for a pick
Another idea for this class is that of the Monster Slayer. This class would be sought for dungeons and pvp events against werebeasts due to a passive given once this extension is obtained
Passive; Top of The Food Chain; When fighting a beast/monster or npc of beast origin gains a 20% attack buff (15% or 10% stil deciding in pvp)
This is just a firs idea for extension and kind of makes it the class unique in a way (this passive migth be applied to the poacher class).
The final extension for this class would be the Gladiator, this would be more for pvp orianted players who want to have a stronger more ad based tank our form of a beserker almost. Ill name a few ability ideas so you all can get a feel for what im shooting for
Passive; Are you not Entertained; Gains attack and defensive buff when fighting in the Grand Arena
Passive; For Glory; gains 10% attack bonus when in pvp outside of the arena
Passive; I don't use tooth picks; Gains the ability to use Great Swords
This extension is another thing to make this warrior class stand out against the the other tanky, bruiser classes.
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Post by The Creator on Feb 20, 2015 22:46:21 GMT
I really like the warrior ideas that you brought up, but here's a class extension I think we could use instead of the Monster Slayer.
Warmonger
The warmonger is your run-of-the-mill sword master class. What this means is, if you choose the Warmonger extension, you'll have the potential to select any sword or melee style you'd like. Swords, Broadswords, Whips, Knuckles, Nunchucks, etc;. The Warmonger would have a very small range of skills, instead, have the ability to switch between multiple weapons located within their arsenal; a small range of skills equipped with each weapon style. I can't entirely flesh out their skills at the moment, but I think you have a good enough gyst.
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Post by Richard on Feb 21, 2015 1:01:35 GMT
Alright time to kindle another class; The Battle Mage
The Battle Mage; Is a Hybrid between physiquel and magic damage (only available to the following races Elves, Avians, and Humans reason behind this is to give Elves and Avians some value.
Alright so the battle mages are a focus more on hybrid combat of being able to enhance them selves to fight in battle better. So here are some ideas for extensions well flesh out the base abilities later.
Well have the Sigil Bearer; This class focuses more on magical physicall attacks. The idea for this class is to be the sort o unique class for the battle mages due to the lore of haveing the base symbol branded on ones skin (this would lead to the second extension later one for the class) The sigil bearer will probably the most op class i make so fare due to the ability to defend and attack and how responsive thier abilities are they however will be balanced with high costs and obvious weaknesses here are some abilities I've in mind.
Sigil Shield; This is obliviously a defense move that creates a circular shield as big as the user in front of the user by placing their fore arm in front of themselves. This ability blocks all incoming physiquel and magical damage IN FRONT of the user (lasts 5 second 30 mana per user)
Sigil Empowerment; The sigil maker calls upon on the lesser magics to empower their physiquel abilities by adding elemental prowess to their attack each element carrying a different effect on the user (constantly drains mana at 10 mana per 5 seconds and does 20% magic damage/elemental damage from BASE physical damage every 3rd hit landed only one can be active at any given time)
Fire; Greatly increases attack damage (the user inflicts self damage eveyr 5 seconds this is active) Wind;Increases movement speed and attack speed Earth; Greatly Increases Defense and Greatly lowers movement speed Lightning; Increased magic percent damage per 3rd hit (goes from 20% to 30%)
Sigil Enhancement; The user channels there mana into their sigil enhancing their attack power by 30%; constantly active (Mana cost 30% of max mana)
I will only state 3 abilities for this class (can only have light armor and use their fists cannot wield a weapon) The closets thing i could compare this to is a elemental monk. (This later on might become a counter for mages and summoners if they become anxious/op)
The second extension will now focus on Protector, these mages have seen their fair share of battle and have become strategic assets to the team by being able to empower their team with several elemental buffs/ Sheilds/ Barriers. This is obvious more of a passive support class which would be further in the back line. I'm still fingering out how to structure their abilities
The third extension would be that of this class would be that Veteran Battle Mage; this would be a balance between the other extensions and should embody both shields and enhancement (cant wear light armor and wield swords or maybe even a bladed staff) this idea is still in beta and could use some ideas of how to craft the class abilities.
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