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.
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.