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Class advancement thread.

Fury

Iron
Joined
Aug 5, 2011
Heya, Now that I'm back to the game at least part time I figure i should make another thread. This time I'm going to focus on tier 3 classes and high level skill suggestions for tier 2 classes. Also, I will still be posting about the changes to current skills and mana cost tweaks.

Tier 3 classes are still far off but I figure there should be some kind of development done on them, even if its just suggestions for them. One of my recent thoughts was that a tier 3 class could branch from more than one class. For example, a cleric and a bard could both promote to a (insert name here) and retain all of there current skills, and gain the same skills as the tier 3 class. This results in in a varying array of skills rather than having the same skills. While this is an interesting idea, it could pose more problems than its worth namely in the skills that are carried over from the tier 2's.

In this example lets say that the class that the cleric and bard can change to is a tier 3 healer role. With low cost bard skills that are long duration buffs and the cleric with strong healing skills and armour, the combination of the cleric and the tier 3 could be much weaker (or just useless) due to mana costs on the tier 3 skills. At the same time, the bard's low cost skills (one of which helps to restore mana) could be a much more powerful due to skills being used in combination (I.E. Root+Blaze) This is, needless to say, broken.

Just to clarify, the differences would be HP and the following, based on path.

Rogue -> Bard -> Tier 3
This carries over assassins blade and sneak and all bard skills

Healer -> Cleric -> Tier 3
Bandage and antidote will be taken all the way to tier 3.

SKILLS
Now to actually suggest some skills.

I really like the idea that everyone has some ability thats really strong, and when used at the right time can turn a fight. Skills that will have a long cooldown, possibly a low mana cost so they can be used without having to not do other things in order to use it. Could easily have an expensive reagent. All of these skills will be level 50. The idea here is that ONE of these skills would be used, not all of them.

Again, ill start with healers. Because its what I flippin' do best.

Cleric
The cleric has strong armour and has powerful healing skills that effect a single target at decent range. So what does this need? I feel that a "super heal" will just break the game. But what exactly does a cleric do when he needs to "throw down" I have a few ideas at least.

Radiance: Causes your attacks to do an extra 3 unpreventable damage. Your skills refund 50% of there mana cost for the duration.

Bathed in the light: Your healing spells splash, healing nearby party members for 50% of the heal amount. Your primary target also reduces damage taken by 2 for 5 seconds. (all sources)

Druid

Regenerate: A short duration heal over time that restores a large amount of hp. (~3 ticks)

Aspect of life: Chance when struck to root the attacker. 50% of damage taken is returned. you gain rejuv for the duration and it's cooldown is removed for the duration of this effect.

Natures wrath: You strike with such force that the ground itself shakes. Your attacks have a chance to disarm or stun your target and those nearby for a duration. If no hostile targets are nearby you deal an additional 7 damage.

Monk

Cobra strike: A strong melee attack that drains mana from the target and slows them for a short duration.

Flash: You teleport to your target and cause them to take an additional 2 damage from every attack.

Shoryu-Cannon: A powerful uppercut that knocks the target into the air.

Notes on bloodmage, I'm suggestion a rebuild on the class all together.

Priest/Priestess
Long story short, its a mix between light magic and archery skill. support/range class.

Skill ideas;

Purge: Next arrow will dispel a magic effect on the target.

Mend: low cost, short cooldown, small heal. ~8 mana,12 hp.

Flame Seal: your next attack calls a wave of holy fire to burn the target the target, dealing damage over time and weakens the target for 5 seconds.

Healer skills carry over of course, probably should get a shield buff or something. sill working on this. possibly chant or chakra.

For lv 50 skills:

Shine storm: Cleanses the area of evil by unleashing a huge wave of holy power. Deals damage around the target location and burns mana of those hit. (~10-15% mana burn?//25 damage?)

Final shot: You overdraw a huge war arrow and enhance it with holy power. This arrow will fly in a straight line and deal a large amount of holy damage to a target and knocks them back. can be used with purge.

==================================

Tier 3 class rough outlines.
This is going to be hard to describe with just text so I made this real quick. Overall, for tier 3 classes you will have 2 choices. One of which is unique to your current class, the other will be accessible by another class and will act as sort of a hybrid. This idea is in the alpha stages at best.

Classgraph.jpg
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
Ok, trying to develop the Tier 3 tree some, I need input:
I figure that all the classes could have hybrid classes stemming from the specializations that most closely resemble other paths. As an example, Bard could be considered closest to Healer among Rogue specs, so it yields a Healer-Rogue hybrid class. There will need to be two hybrid classes between pairs of paths if there is to be a hybrid accessible to every Tier 2 spec.

However, I can't decide what's closest to what (or rather, what would be most suitable to yield dual-path hybrid classes). So:
Bard I consider close to Healer, Beastmaster I consider close to Warrior. Which is closer to Caster, Ranger or Ninja?
Paladin I consider close to Healer, Dreadknight I consider close to Caster. Which is closer to Rogue, Dragoon or Samurai?
Healers... No clue. I have no clue.
Enchanters I consider close to Healer, Geomancers I consider close to Warrior, Necromancer I consider close to Rogue.

And where should the double-bonds be? Warrior-Rogue and Caster-Healer? Warrior-Healer and Rogue-Caster? It's complicated, but if the kinks get worked out it would be consistent and expressible in a nice, 2D diagram.
 

Iarbobray

Legacy Supporter 2
Joined
May 14, 2011
Necromancer->Lich
DreadKnight->Lich

  • Lich gets passive invisibilty to undead (until they attack)
  • Removes Fireball
  • Harmtouch (Only usuable within 2 blocks of foe, not as strong as DreadKnight's)
  • Drainsoul Gets a Major Buff
  • Zombie Pet (No attack, just follows you. costs 5 rotten flesh to summon)
  • Removes Poison, Plague stays
  • Has all other basic class abilities (For Dreadknight and Necro)
I want this, would be like a warrior/caster mix
 

Petator

Glowing Redstone
Joined
Oct 2, 2011
I really like the concept of these shared T3 specs!

As Dazareus said all but one spec in each path leans toward one of the other paths. Maybe T3 could work so there's a spec accessible to every class within each base class, plus every similar to it from the other paths. ie: Support T3 class available to all healer spec classes, plus Bards, Paladins, and Enchanters. Damage-dealing T3 available to all rogues, plus Monks, Samurai, and Necromancers, etc.

That way each T2 would have 2 T3 specs available, except for straight-path classes like Ninja, Wizard, and Dragoon that are a pure version of their base class. I guess these 'true' classes would need some incentives to stay pure rogues or warriors, as they would only have 1 T3 option.

I guess this could also plug-in to the possible dual-class system, so you could sacrifice your T3 combat spec for a crafter spec.

Dazareus: I completely agree with your assessment. In my opinion, Rangers are more caster-y than ninjas, b/c of elemental arrows, Samurai seem rogueish to me due to their armor and weap dmg (and because the wiki says so), and I think healers are as follows-- Cleric: Warior, Bloodmage: Caster, Monk: Rogue.
 

strongholdx

Moderator
Legacy Supporter 6
Joined
Mar 4, 2011
Location
Earth
I like the ideas so far, here are mine. 'or' just means a different name, not a different class :)
One Idea I do have that I think would be cool would be the sacrifice of a third tier to combine tier one classes like a spellsword (Caster/Warrior)

Warrior:
Dreadknight >> Fallen

Paladin >> Holy Crusader

Dragoon >> Highwind or Legionarry

Samurai >> Sensei

Rouge:
Ninja >> Shadow

Bard >> Jester

Ranger >> Deadeye

Beastmaster >> Hunter

Caster:
Geomancer >> Elamentalist

Enchanter >> Spellweaver

Wizard >> Sage

Necromancer >> Lich

Healer:
Cleric >> Bishop

Monk >> Shogun

Druid >> Herbalist

Bloodmage >> Dark Mage (?)

Crafter:
Smith >> Foarger

Alchemist >> Apothecary

Engineer >> Foreman

Mason >> Architect
 

aceshooter11

Portal
Joined
Jan 26, 2011
Location
Amherst, Nova Scotia
or bring Class together and make super class
Ex.
Crafter

Smith + Alchemist = Forger

Mason + Engineer = Architect

Forger + Architect = Super Crafter


And you could drop the Exp gain each spec
and would make becoming said class Very hard

And dont know the other classes to much so feeel free to add the other ones
 

nmtonj

Soulsand
Joined
Aug 24, 2011
or bring Class together and make super class
Ex.
Crafter

Smith + Alchemist = Forger

Mason + Engineer = Architect

Forger + Architect = Super Crafter

And you could drop the Exp gain each spec
and would make becoming said class Very hard

And dont know the other classes to much so feeel free to add the other ones

How would dropping the amount of exp gained make a class hard? It just makes it extremely tedious and dull since when leveling up, the only viable option for experience is mining.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
You can easily level off monsters.

This is true. Ever since they fixed the auto-save caused lag (returning mobs to the occupied world) I have gone form 15-23 in level by fighting mobs. I'm half way to mastery and didn't mine for it!

EDIT: To avoid double post:

I think a new class solution would be cool. Alot of people have wayy to many masteries as it is, what is there for them to do? What if their first mastered class is their only personal goal within Heroes? Sure that's their problem but people are still getting masteries really fast, and make it take longer isn't the right choice.

1+ to class advancement
 

Fury

Iron
Joined
Aug 5, 2011
Sure, i leave the thread unwatched for a while and everyone post's.

I'm just not sure what the game is going to turn into. Its hard to think of things without making it into "My game" rather than herocraft. Meh, ill look into things more in a bit. Need to think of more "unique" names, rather than rip off other games.
 
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