Forum Settings
       
1 2 Next »
Reply To Thread

New Classes Thread**post your ideas***Follow

#27 Jan 03 2007 at 11:18 AM Rating: Decent
***
2,015 posts
A cross between a druid and a monk...a...Drunk...Automatic +5% to brewing...throwing skill but need to be point blank for a hit. Can brew throwable damage-causing items. AE breath-spells (also point blank). Exact opposite of ranged attack, everything must be point blank. Weak melee, more damage if mounted (in a vehicle). Extra stat boost if intoxicated.


(For the cynically-challenged: No new classes needed. or wanted?)



#28 Jan 03 2007 at 11:59 AM Rating: Good
***
1,625 posts
Would the Drunk's fighting prowess evolve as the day goes on and the hangover wears off?
#29 Jan 03 2007 at 2:23 PM Rating: Decent
why would new classes imbalance the game? as far as i can tell the game is balanced enough all ready as far as pve goes, pvp im not sure of.


The only class that doesnt have a use in a group are rogues, and i think rogues should be made into a solo class, as would make sense given their name.
#30 Jan 03 2007 at 2:36 PM Rating: Default
rogues dont have a use in a grp? have you been playing one of those new "drunk" classes? =p

rogues are among the best DPS classes in game, DPS is very important for a good grp.
#31 Jan 04 2007 at 4:06 AM Rating: Decent
i honestly would take a zerker or a caster class over a rogue, they seem to be higher damage and much better defense. <zerker that is>

also, i dont think i have ever heard someone say "need a rogue for group" . Plus they are least played class on my server only grouped with one once.

I think on pvp server though rogues are bad-asses, from what i hear.
#32 Jan 04 2007 at 5:15 AM Rating: Good
***
1,625 posts
The rogues I grouped with always had an uncanny ability to pickpocket... Fighting the bandits in PC and looting 6 cp off of every corpse got a little annoying after awhile. Or the Ice Giants in Everfrost Peaks, or the Hill Giants in Rathe, etc... Didn't care if they were roleplaying.
#33 Jan 04 2007 at 6:55 AM Rating: Decent
***
2,015 posts
Rogue ettiquette would dictate NOT pickpocketing if the loot to be gained is an issue. In as much as you can pickpocket very little cash (but sometimes a gem) make the rogue the ML if it bothers you that much.

I doubt anyone would pass up a rogue if they needed DPS or needed to get behind locked doors. Rogues are also usefull for scouting and trap removal especially in LDoNs--oh right no one does those anymore Smiley: rolleyes. And rogues can solo so :P.
#34 Jan 04 2007 at 12:21 PM Rating: Default
also, i dont think i have ever heard someone say "need a rogue for group" . Plus they are least played class on my server only grouped with one once.

ive never heard anyone say "need a zerker for group" either, if your looking for dps, you have a whole host of classes to choose from, you take what you can (especially with the lower server numbers nowadays), and just for your info, rogues are among the best DPS classes in the game, just because youve rarely grped with one doesnt change that =p
#35 Jan 07 2007 at 12:43 AM Rating: Good
45 posts
I think it would be fun if they had a copy-cat class. Where they had no basic spell abilities or disc abilities. Start off fairly weak. But as they get going they can copy new abilities.

I ll just warp to a level 75 one and say how id think it could work. They would have 10 spell slots open. They would be able to cast all 10 at anytime. But could only have those ten copied. And there would be -5 cap as to waht spells they could learn. So a 75 copier could only know level 70 or less spells. They would first have to learn the spell or ability. By seeing it done or having it cast on them. And a learning modifier wold be in place. Each time they see it they would increase their ability to use the ability. Getting more familar with it. Say they had conviction cast on them. They now would have a chance to learn conviction rank 1 for them. The ranks for buffs would be a duration %. So viction rank one might only last for 15min. And have 10 ranks. So to fully master the ability you would more than likely need to be in a group or hang out in PoK and watch someone buff for some time. Same thing with a nuke, dot or slow. You could copy it on a success when your group member casts it. But in this case it would only be 10% effective of its total capacity. So you would not be able to just see a Wiz nuke and then be able to nuke just as good. You would again have to see it 10 or so times to be able to fully copy that ability. And with all abilities you would have the modifier. Like evocation, singing or alteration. so even when you totally copied the spell you would still rely on its modifier to see if it worked or not. It would be a little harder with copying passive abilities like most tank abilities. But then maybe you could copy no trade armor off of them. Duel wield and such. Or make a sudo category for mitagation and reflexes to copy. And have a wide range of AAs.

You would learn the abilities by targeting a PC and focusing on what they do. So if you wanted to learn from them you could take no other action.

I know what your think. Everyone would copy Conviction, a necro dot, sham slow, cleric heal, chanter mind buff, wiz nuke, mage pet, warriors HP, a snare and a few other buffs. And be ultimate soloers. But as you no longer see the abilty being used you would then start to loose that ability again. Something like " you use ability X but something does not seem right, you need to polish up on your skills" and so on down the line until it is forgotten again. Make the duration so many game hours played. So if you had to log. Your abiliteis would not reset. That would be a pain having to always re-learn everything.

Why i would like to see this class. It would promote grouping and communication. By asking other PCs to cast specific spells and use certain abilities. If you wanted to make the ultimate copy cat you would need to spend sometime in a group to learn the abilities. And with a limit on how much you could use them until you needed to polish up. It would again force grouping. Plus if you were in a group and one member leaves. It can ruin the whole party. We cannot do this without a cleric or a slower. The copy cat could then fill that void in the group keeping groups going longer. And as toons just starting out you need to spend a lot of time with other classes getting their modifiers up. So right away from level 6 you would be copying other classes level one abilities. Making copy cats a slow but social class.



#36 Jan 08 2007 at 2:37 PM Rating: Decent
No , thats just it when i add a rogue to group they dont add much damage, and i love having zerkers in group esp if you have your bard like me and give them haste, rogues have about the same damage but way less ac, so thats why i dont like them for groups.

Rogues are solo class i think, but probably need good gear for that.


#37 Jan 09 2007 at 11:37 AM Rating: Decent
No , thats just it when i add a rogue to group they dont add much damage, and i love having zerkers in group esp if you have your bard like me and give them haste, rogues have about the same damage but way less ac, so thats why i dont like them for groups.

i think your missing the point im trying to make here, rogues DO add lots of damage to a grp because they ARE a dps class, what AC has to do with it im not entirely sure. if your in a grp, you dont really want a rogue (or a zerker) to be tanking, unless the content your in is trivial.

both classes are dependant on gear (and AAs) to more fill thier dps potential, so a poorly geared rogue will do significantly less damage than a well geared (and AA'd) rogue. the same applies to zerkers also. maybe youve grped with a few well geared zerkers and this is why you think rogues arent very good dps. the fact is rogues and zerkers both do around the same DPS with similar levels of gear and AAs (DPS is of course situational, dependant on the mob/mobs your fighting)

incidently both rogues and zerkers are chain classes and have the same type of armour and defensive AAs available to them, so both have roughly the same defensive abilities should tehy be needed.
#38 Jan 11 2007 at 5:03 AM Rating: Decent
I'm sure everyones had 1,000's of ideas for new races and classes and whatnot, but heres my two cents...


New Race: Aviak (not really new, just playable now, the bird race)

Reason you would pick Aviak vs. other races:

lvl 1: Fly - Increased movement speed (10%+5*first digit in level) so level 30 would be +25% movement speed. Doesn't stack with SoW/Selo's. Does stack with Run Speed 5 (OUTDOOR ONLY)

lvl 26: Peck- Like an innate kick or dragon-punch-style ability. Gets better the higher you level in that sense.


And for the new class...

Class: Dragoon

Races: Human, Barbarian, Half-Elf, Froglok, Iksar, Drakkin, Aviak (my idea from above)

The Dragoons are basically town guards who have lost their town. Not able to cast any spells but, able to wear plate armor, rivals a Warrior in AC/HP. Damage is slower as they specialize in a fairly uncommon weapon skill.... Starts with a 2HPiercing weapon and receives a +10 skill cap end game on 2HPiercing (an excuse for soe to make good 2HPiercing weapons more common). This class would be able to rival a Warrior as the main tank. No dual-wield, gets a variety of warrior discs (but not all of them). To go with the 2HPiercing, they would also use throwing, spears/javelins whatever you want to call them. No bow use.

Class-Specific Skills:

Armor Pierce- Like a front side backstab, lowers AC also (to help keep agro, if the dragoon weren't MT, the lack of mashing taunt would prevent him/her from stealing agro) slower reuse time than backstab. And since their overall attack delay is slower, no worries on out parsing rogue DPS.

Minor Mend- Like a Monk's Mend/Paladin's Lay Hands only less powerful. Max heal would be up to 90% of health not able to be used on anyone else but the Dragoon.

Class-Specific Discs:

1) lvl 51 Group Mend: one-shot at complete healing the whole group, must be within a close distance to the dragoon for it to stick
reuse time: 1hour 45min

2) lvl 59: Guard: (in the style of the weapon shield disc) Shield the group from all incoming damage from the targeted mob (includes AE crap and spells) for 30 seconds
reuse time: 45min

3) lvl 61: Reach: ability to attack the mob from further away, outside of the mobs melee range for 2 minutes. This would force agro on the Dragoon, most useful when the mob is rooted.
reuse time: 1hour 30min

4) lvl 64: Impale: instant kill any even-con or lower (non-raid encounter) mob below 50% health and/or instant kill any grey mob (non-raid encounter) for 1:45 (this would take some strategy to get the full effect, also useful for clearing a path to a certain part of a zone)
reuse time: 1hour 30min

Overall, the Dragoon would be a Warrior with slower DPS, no heal other than the group disc and self-heal. It would have to be balanced more than I have probably thought, but I did try to keep my ideas within reason.
1 2 Next »
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 120 All times are in CST
Anonymous Guests (120)