itemten
Stone
- Joined
- Jan 31, 2013
EDIT: Yeah so i just read the guide to suggestions thread and i'm going to trim a few of these down.
It seems that with all the Final Fantasy style classes we have in HC we're missing a staple of the series: the blue mage. For those unfamiliar with the class it learns monster abilities and has some melee potential. Therefore, all the abilities are themed after the mobs found in MC.
In FF the class learns abilities by having a monster attack them with that ability. Seeing as that would take quite a bit of time to incorporate we should probably just stick with the usual gain so-and-so ability per level scheme.
Role: melee/caster
Weapons: Sword
Armor: leather / chainmail /gold
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Possible skills
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I'm not saying that we use all (or even most) of these abilites as i'm just providing examples of what sounds usable/cool and sticks with the theme. Where multiple abilities are included for different species those abilities can be considered as alternates. I'm leaving "X" for duration and damage values as that would obviously have to be balanced out.
Cactus Armor - Equivalent to thorns enchant for x seconds.
Float (chicken) - slows descent for X seconds (just like chickens..except for duration). not the same as feather fall as it's not about damage reduction but rather velocity reduction.
Jitters (sheep) - causes the target to jump in random directions for X seconds.
Gills (squid) - underwater breathing for X seconds.
Spider Climb - allows the ability to climb up walls for X seconds. Around five seconds sounds reasonable. Possible reagent: spider silk.
Darkvision (spider) - see in the dark for x seconds. Reagent: Spider eye. could give glow-in-the-dark red spider eyes as an effect. Possible reagent: spider eye.
Cavern Fang (cave spider) - similar to envenom/toxicblade.
Blind Eye (skeleton) - all mobs are peaceful to you for x seconds unless they are already hostile to you. Reagent: bone meal.
Skelerang (skeleton) - tosses a skeleton bone forward for X spaces that then returns to the player dealing Y damage. Reagent: bone. Not really a skeleton ability but it does incorporate skeleton drops with a ranged attacks. Alternatively it could just be a one-shot toss like a spear/javelin to make coding quite a bit easier.
Saddle Up! (skeleton rider) - summons a friendly spider mount for x seconds. Not really a mode of transportation as you can't lead it but using one in a melee would be nice. AOE's and direct attacks would anger it and thus allow you to pursue opponents.
Zombify - slows and disarms the target for x seconds.
Explode (creeper) - sacrifice HP to deal damage to surrounding players. creeper damage radius but not creeper-level damage. Reagent: Gunpowder.
Enderwalk - no longer harmed by using enderpearls to teleport.
Phase Shift - Teleport like an enderman x blocks away. Use Enderman effect (purple dust).
Blaze Cloak - Aura-like ability where nearby targets are set on fire (or take fire damage) for x seconds.
Fireball (Blaze) - tosses a ball of fire at a single enemy for X damage. Enemy takes DOT fire damage.
Nether Hide (pigzombie) - Fire and lava resist for X seconds. Would be akin to runeblade's fire resist ability.
Golden Rule (pigzombie) - summons a random golden sword (enchanted/unenchanted) for X seconds. Sword is removed from inventory at the end of the spell's duration. Enchant would be random and based on level as per regular MC rules.
Ghast Cannon - shoots ghast fireballs for x damage.
Healing Brew (Witch) - heals self for X points.
Wither Bolt - Possible final ability. Would shoot wither skulls for x damage. Cause a minor form of wither status.
It seems that with all the Final Fantasy style classes we have in HC we're missing a staple of the series: the blue mage. For those unfamiliar with the class it learns monster abilities and has some melee potential. Therefore, all the abilities are themed after the mobs found in MC.
In FF the class learns abilities by having a monster attack them with that ability. Seeing as that would take quite a bit of time to incorporate we should probably just stick with the usual gain so-and-so ability per level scheme.
Role: melee/caster
Weapons: Sword
Armor: leather / chainmail /gold
=========
Possible skills
=========
I'm not saying that we use all (or even most) of these abilites as i'm just providing examples of what sounds usable/cool and sticks with the theme. Where multiple abilities are included for different species those abilities can be considered as alternates. I'm leaving "X" for duration and damage values as that would obviously have to be balanced out.
Cactus Armor - Equivalent to thorns enchant for x seconds.
Jitters (sheep) - causes the target to jump in random directions for X seconds.
Gills (squid) - underwater breathing for X seconds.
Darkvision (spider) - see in the dark for x seconds. Reagent: Spider eye. could give glow-in-the-dark red spider eyes as an effect. Possible reagent: spider eye.
Cavern Fang (cave spider) - similar to envenom/toxicblade.
Blind Eye (skeleton) - all mobs are peaceful to you for x seconds unless they are already hostile to you. Reagent: bone meal.
Saddle Up! (skeleton rider) - summons a friendly spider mount for x seconds. Not really a mode of transportation as you can't lead it but using one in a melee would be nice. AOE's and direct attacks would anger it and thus allow you to pursue opponents.
Zombify - slows and disarms the target for x seconds.
Explode (creeper) - sacrifice HP to deal damage to surrounding players. creeper damage radius but not creeper-level damage. Reagent: Gunpowder.
Enderwalk - no longer harmed by using enderpearls to teleport.
Phase Shift - Teleport like an enderman x blocks away. Use Enderman effect (purple dust).
Blaze Cloak - Aura-like ability where nearby targets are set on fire (or take fire damage) for x seconds.
Fireball (Blaze) - tosses a ball of fire at a single enemy for X damage. Enemy takes DOT fire damage.
Nether Hide (pigzombie) - Fire and lava resist for X seconds. Would be akin to runeblade's fire resist ability.
Golden Rule (pigzombie) - summons a random golden sword (enchanted/unenchanted) for X seconds. Sword is removed from inventory at the end of the spell's duration. Enchant would be random and based on level as per regular MC rules.
Ghast Cannon - shoots ghast fireballs for x damage.
Healing Brew (Witch) - heals self for X points.
Wither Bolt - Possible final ability. Would shoot wither skulls for x damage. Cause a minor form of wither status.