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Suggestion [Classes] 2 New Class Suggestions + Alternatives

Which Idea Would You Like To See Mostly Worked On?


  • Total voters
    10

Eneokun

Max Legacy Supporter
Joined
Jul 8, 2014
Hello everyone!

After asking @Kainzo about further class additions in game, I'd like to suggest to you 2 additional classes (first suggestions + alternatives), of the healer & the rogue path, which could be added to the game.

Below the basic schematics, only to give you an imagination of course, no fixed values, names or skills.
For the beginning I did not add skill costs, warm up times, etc. on all skills, but on some where it was easier to decide.
Note that signature moves are skills, which are supposed to suit their class in it's theme. They are not supposed to be the primary skill build.
Please do read the full thread, since useful information will be given to various things at some point!

I hope you like it and can use it in some way.

Have Fun!

__________________________________________________________________________________________________​

. : : Rogue Path : : .


First Suggestion: The Harlequin

: Description :

A Twisted Murderer, Driven By Insanity
Among the many thieves and assassins of the world, not all are professional killers with a sane mind. The most of the twisted and corrupted souls turn the killing profession into a dark sport. For them, killing is only a matter of joy not survival. The streets their stage, the pedestrians their audience... and victims. Dirty tricks and any way to eliminate a target are all that counts for this atrocious assassin. Feared in the darkness of the night, the Harlequin's mad laughter is the message of their victims soon death.

: Class Type :

- mixtype between Beguiler and Ninja
- fast in close combat, average - weak in defense
- uses magical abilities to deceive, confuse and weaken enemies in close combat
- low cooldown on most skills, skills with special requirements
- damage dealer, survivalist
Personal Difficulty Rating: Hard

: Class Attributes :

Health Base: 520 (+3 per level)
Mana Base: 650 (+2 per level)
Stamina Base: 1000
Strength: 4
Constitution: -1
Endurance: 0
Agility: 5
Intellect: 2
Wisdom: 5
Charisma: -5

: Class Weapon Choice :

Primary: Sword
Primary Alternative: Shears
Secondary: None


: Class Signature Moves :

(lvl 5) KillersEye - Once you see a victim, your mind turns off to kill any target with no remorse. You deal additional 30% weapon damage with each attack. You are also able to see better in darkness. Toggle skill.

(lvl 25) Veil - You vanish in the shadows and remain undetected until you receive any damage or act. Lasts for 12 seconds. Can also be used during combat. Can only be used in areas with a light level of 10 or below or during night time.

(lvl 30) SinisterBlow - With your hidden blade you deliver a quick and powerful attack to your target, dealing 80 (+0.189 per Agility point) dark damage. Deals additional 20 damage to a poisoned or bleeding target. If you attack from the rear or while Veil is in effect, you deal additional 80% weapon damage.

(lvl 45) Miasma - You throw a cruel grenade, which is filled with poisonous shards and toxic dust in front of you. The mist causes silence and blind to all targets and reverses their movements, for 4 seconds. Additionally poisoning the targets with 12 (+0.248 per Wisdom point) damage every 2 Seconds for 10 seconds (+0.119 per Charisma point). Requires 2 Flints and 2 Bones to use.

(lvl 60) Masquerade - You put on your terrifying mask of murder. Causing everyone in a range of 2 blocks to flee away from you and negates the armor values of all targets, for 2 seconds (+0.139 per Charisma point). Only works when out of combat or after using Veil skill.

(lvl 65) Shadowstep - You instantly teleport behind your target, increasing the damage of your next attack skill by 35% and eliminating it's warm up time. Requires 2 Redstones.

: Basic Idea Behind The Schematic :

The "Harlequin" was the first thing that came to my mind when I thought about a new rogue class. It's supposed to be a dark assassin, but unlike the Ninja, this one should be more of a magic & stealth mixtype. Buffs to boost certain stats, but some require him to be in the darkness. It's not a 100% Ninja copy. The Harlequin should be very hard and difficult to play, requiring the player to understand the game's physics. It's also supposed to be a less "rush in and kill", but more of a "stay, wait and ambush" class. I think the idea of an assassin cross beguiler class is nice, but the skills are really hard to find for that one, and as you can see, I did not really add many magic skills to the signature moves. Even though it was my first idea, it doesn't mean that it's the most important one, not even to me, but do check out the alternatives and tell me what you think.

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Alternative Suggestion 1: The Bandit
Other possible names: Thief, Raider, Barbarian

: Description :

Surviving, Through Aggression
Not many thieves tend to steal cautiously or professionally, some prefer using brute force to get what they want. Bandits are notorious warriors, known for their mercilessness when raiding towns and villages. The most bandits leave no survivors and take no prisoners. They prefer burning down the homes and places of their robbed victims, to remain a feared scar in the minds of the citizens. On the battlefield they prefer using various tools to harm and trick their foes.

: Class Type :

- mixtype between Berserker and Ninja
- mighty close combat attacks, average defense
- is able to gain additional loot from killing enemies and destroying blocks
- average cooldown on most skills, works with toggle abilities
- damage dealer, farm class
Personal Difficulty Rating: Easy

: Class Attributes :

Health Base: 560 (+2 per level)
Mana Base: 250 (+0 per level)
Stamina Base: 1000
Strength: 5
Constitution: 3
Endurance: 2
Agility: 2
Intellect: -5
Wisdom: 2
Charisma: -2

: Class Weapon Choice :

Primary: Sword
Primary Alternative: Axe
Secondary: None


: Class Signature Moves :

(lvl 5) RaidRush - For 5 seconds you have a 2% chance to loot an additional item when killing a Monster and a 10% chance to get an additional item when farming crops, cutting wood and mining stone.

(lvl 15) MercilessStrike - You mindlessly attack the target with no mercy, dealing 98 (+0.179 per Strength point) damage, ignoring it's defense, but you receive 2% additional damage from all sources for 1.5 seconds.

(lvl 20) Arson - You throw 3 torches to set up a fire in 3 random spots, 8 blocks in front of you, setting the spots on fire and dealing 20 (+0.259 per Intellect point) fire damage to targets hit by a torch. Requires 3 torches.

(lvl 25) EscapeRope - You quickly use a rope to escape to any spot 6 blocks above you. If you fall during the escape, falling damage will be reduced by 80%. Requires 2 Strings to use. (Similar to GrapplingHook)

(lvl 40) ViolentImpact - You throw your blade at your enemy, dealing 30 (+0.149 per Strength point) damage and charge at your target, executing a quick 3-strike-combo, each hit dealing 15 (+0.189 per Strength point) + 60% weapon damage.

(lvl 60) RaidStorm - When activated, you have a chance of 20% to get 1-4 Souls each time you kill any enemy. Also you have a 1% chance to ignore the target's defense with each hit. Toggle skill.

: Basic Idea Behind The Schematic :

I know that there once was a thief class, and I know why it got removed. This time it should be different, no pocket stealing, basically skills boosting drop & soul rates or allowing additional items to drop when killing monsters, etc.. A simple idea. But it would most likely turn out to be a farm class everyone will use, and I think that skills, which boost drop rates, exp, and what not, are an overkill. But I wanted to add this thief-like schematic to the list, in case you wanted to bring back the Thief class, and were looking for an alternative. The "Bandit", or which name you ever want to choose, is supposed to be a mixtype between a rough Berserker and a fast and stealthy Ninja. I was not sure how the stealthy part should look like, maybe it shouldn't be stealthy at all? After all that's up to you guys.

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Alternative Suggestion 2: The Trickster

: Description :

A Canny All-Rounder
Agile, smart but also sly and cautious. Tricksters are one of a kind rogues, notorious for their sword art and capability with many tools. They tend to trick their enemies in combat with quick and astute maneuvers but also with tools and magic. Tricksters prefer to start the battle from afar using a bow and let the enemies approach first, before assaulting with lethal blade attacks.

: Class Type :

- mixtype between Ninja, Ranger and Beguiler
- fast and acrobatic attacks, ranged and melee skills, average defense
- abilities to interrupt and deceive enemies
- low cooldown on most skills, many instant abilities
- burst damage dealer, survivalist
Personal Difficulty Rating: Easy

: Class Attributes :

Health Base: 500 (+2 per level)
Mana Base: 495 (+1 per level)
Stamina Base: 1000
Strength: 4
Constitution: -2
Endurance: -1
Agility: 8
Intellect: -2
Wisdom: 2
Charisma: 0

: Class Weapon Choice :

Primary: Sword
Primary Alternative: None
Secondary: Bow


: Class Signature Moves :

(lvl 5) PainfulSting - You fire a painful arrow, which was soaked into poison, to a target within 10 blocks of you, slowing your target by 30% and dealing 5 (+0.289 per Wisdom point) damage every 2 seconds for 12 seconds. A bow must be equipped to use this skill.

(lvl 20) Bluff - You blind all targets in a 2 blocks range of you with a powerful light, stunning them for 3 seconds (+0.126 per Charisma point).

(lvl 30) TrickSlash - You quickly slash the enemy from the front, dealing 20 (+0.149 per Agility point) damage and teleport behind the target, delivering another strike that deals 100 (+0.169 per Agility point) damage to the target's back. You additionally kick the target away from you after succeeding the combo, interrupting spell casting.

(lvl 35) DirectVolley - After preparing 5 arrows on your bow, you quickly jump 3 blocks back and fire them away in an angle of 6 blocks and a range of 8 blocks. Any target hit will receive 68 (+0.139 per Agility point) damage and will be knocked back. Targets within a range of 1 block hit by the volley, receive additional 20 damage.
Consumes 5 Arrows in use. A bow must be equipped to use this skill.

(lvl 50) EdgeScud - 2 seconds after using DirectVolley, you leap at your target with high speed, executing a 2-strike combo, each hit dealing 40 (+0.169 per Agility point) damage. If the target is poisioned or bleeding, you will deal additional 100% weapon damage and interrupt the target's spell casting. Can only be used 2 seconds after using DirectVolley.

(lvl 65) Deception - Together with 2 mirror images of yours, you charge at your target to deliver a violent combo, which deals 140 (+0.139 per Agility point) damage. Additionally the attack causes the target to bleed heavily, dealing 15 (+0.129 per Wisdom point) damage every 3 seconds for 9 seconds (+0.106 per Charisma point).
After the combo you will land behind the target's back.

: Basic Idea Behind The Schematic :

The "Trickster" is supposed to be a class that is capable of using both, ranged and close combat weapons efficiently with abilities, which require mentioned weapons to be used. A new mixtype class that should offer a new and different combat style with possibilities for great combos. Especially good for those that can't decide between a Ninja or a Ranger, this one will be your choice. Additionally this class offers direct and fast crowd control/status abilities, to allow longer survival in battle. The intention is not to focus too much on one skill type. It's supposed to be a balanced mixtype, that offers various abilities for ranged damage, close combat damage and status ailments. The idea was to implement 2-3 status skills max., else it would be too much of a Beguiler copy, or similar.

_________________________________________________________________________________________________

. : : Healer Path : : .


First Suggestion: The Spiritmaster

: Description :

The Bond Between Light And Darkness
The most adepts of the schools of healing and regeneration, are used to heal wounds of their combatants in battle. The masters of this art are even able to bring the fallen back to life. The Spiritmaster, however, concentrates on a long forgotten and different art of magic. Channelling magic with their inner soul, Spiritmasters are able to evoke the hidden powers of themselves and their allies and extend their powers to a new level. In battle Spiritmasters are feared magicians, being able to abuse the weaknesses of their enemies souls and wield the powers of both, light and dark magic.

: Class Type :

- mixtype between Cleric, Bloodmage and Beguiler
- powerful buffs, protection & regeneration effects, but weak defense & no full-heals
- magic power and effects depend on the mana values of the Spiritmaster and the target
- low-average cooldown on most skills, only a few instant skills
- caster support, mana support, damage assistance
Personal Difficulty Rating: Average


: Class Attributes :

Health Base: 600 (+2 per level)
Mana Base: 890 (+5.5 per level)
Stamina Base: 1000
Strength: -8
Constitution: 2
Endurance: -2
Agility: -1
Intellect: 5
Wisdom: 10
Charisma: 8

: Class Weapon Choice :

Primary: Hoe
Primary Alternative: None
Secondary: None


: Class Signature Moves :

(lvl 5) SoulSlash - You use the pressure of your soul to slash a foe in a 6 blocks range (+0.1 per Wisdom point) with sheer force, dealing 75 (+0.139 per Intellect point) arcane damage. If you have 50% mana or below, you deal additional 10 (+0.119 per Intellect point) arcane damage and the costs of the skill will be reduced by 75%.

(lvl 10) SoulSiphon - You connect yourself with the target's soul, dealing 25 (+0.139 per Intellect point) arcane damage. Additionally leeches mana equal to 90% of the damage dealt. If your mana is on 10% or below, you will leech mana equal to 100% of the damage dealt and the skill will be for free. (Damage ticks, range and effects similar to BloodSiphon)

(lvl 20) Stream - You create a flow of soul energy. Emitting from you, it increases the duration of all buffs by 15%, the mana regeneration by 8% and heals you and all party members within 12 blocks of you by 2% of their maximum health for every 2 seconds. Lasts for 20 seconds (+0.119 per Charisma point).

(lvl 25) Awakening - You evoke the hidden powers of you or your target's soul, increasing damage by 10%, magic resist by 15% and movement speed by 25%, for 15 seconds (+0.149 per Charisma point). If Awakening is used in a party, while the Stream skill is in effect, all party members in a 12 blocks range of you will receive the buff's effects, regardless of the player targeted. Cannot be dispelled. Costs 5 Gold Ingots to cast.

(lvl 40) DarkNebula - You evoke the gloomy force of your soul, spreading a dark cloud onto all targets within a 5 blocks range of you. For each target affected, there is a 25% chance for a random effect:
- A 25% chance to put a target into sleep for 4 seconds (+0.089 per Charisma point).
- A 25% chance to poison the target, dealing 15 (+0.129 per Intellect point) damage every 2 seconds for 16 seconds (+0.089 per Charisma point).
- A 25% chance to slow the target by 80% for 5 seconds (+0.119 per Charisma point).
- A 25% chance to reduce the maximum HP by 20% for 10 seconds (+0.159 per Charisma Point).
Requires 3 LapisLazuli to cast.

(lvl 60) SoulBreak - You summon a massive spear of light and darkness, which deals 95 (+1.479 per Intellect point) light damage and 95 (+1.479 per Intellect point) dark damage on impact. If the target has 30% mana or below, the target's soul will be broken. Suffering from this condition, damage from all sources dealt to the target will be increased by 5%, ignoring the target's armor value, for 5 seconds (+0.109 per Charisma point).

: Basic Idea Behind The Schematic :

The "Spiritmaster" is supposed to be a support class of the regenerative kind, mixed with Bloodmage and Beguiler skills to boost survivability and damage. Compared to the cleric, having no full-heal abilities, but only regenerative skills, most of them to support the mana stock. A tricky class, which strength increases the lower the Spiritmaster's or the enemy's mana is. The Spiritmaster has various possibilities in weakening and boosting a target. This is supposed to be a special support class, which especially aids casters in combat. The damage skills are not supposed to be tremendously powerful, but at least better when compared to the Beguiler.

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Alternative Suggestion 1: The Bladesinger
Other possible names: Swordsinger, Soulblade, Spiritfencer, Soulfencer

: Description :

Spiritual Swordsmanship
Combining supportive magic and the art of the sword, Bladesingers are tough musicians, empowering and protecting their party in battle. Sworn to the blade they offer close combat abilities for self defense while aiding others in battle. For their guarding and assisting abilities, Bladesingers are especially favored for greater battlefields and wars.

: Class Type :

- mixtype between Bard and Paladin
- powerful defense and protection abilities
- offers only few attack abilities and works with auras instead of direct buffs
- low cooldowns on skills, mostly toggle skills only
- buff support, high defense tank
Personal Difficulty Rating: Easy - Average

: Class Attributes :

Health Base: 820 (+4.5 per level)
Mana Base: 400 (+2.5 per level)
Stamina Base: 1000
Strength: 0
Constitution: 4
Endurance: 8
Agility: -7
Intellect: -5
Wisdom: 5
Charisma: 2

: Class Weapon Choice :

Primary: Swords
Primary Alternative: None
Secondary: None


: Class Signature Moves :

(lvl 10) Devotion - Increases your armor value by 50% and your weapon damage by 30% for 8 seconds (+0.169 per Charisma point).

(lvl 15) HolyBlade - You charge at the target and slash your foe with a holy sword, dealing 70 (+0.159 per Strength point) damage and additional 30 (+0.159 per Strength point) light damage to undead targets. The skill will be free of any costs, if Devotion skill is in effect.

(lvl 25) RageMelody - Your voice creates an aura of wrath. This aura increases the movement speed by 15%, the maximum HP by 5% and the weapon damage by 50%, for you and all party members in a range of 6 blocks. Toggle skill.

(lvl 40) SunriseSonata - Your voice creates an aura of wellbeing, refreshing the powers of you and party members in a range of 8 blocks of you. Resets the duration of all active buffs to the maximum and removing all movement impairing effects. Additionally grants resistance against any movement impairing effect and boosts the mana regeneration by 5%. Toggle skill.

(lvl 45) GuardianAngel - The sacred oath protects the choosen targets from any damage, but you take 100% of all damaged absorbed instead. You become immune to any movement impairing effect while this skill is in effect and boost the duration and power of all healing effects casted on you by 20%. This effect does not stack, however. Transfered damage is decreased if the Bladesinger is wearing a Shield. Lasts for 10 seconds (+0.109 per Charisma point) on each target. Possible to cast at multiple targets in a row.

(lvl 60) VictoryChant - Your holy voice creates a powerful aura of light, increasing the damage by 15%, magic resist by 25%, maximum HP and MP by 20% and movement speed by 25%, for you and all party members in a 6 blocks range. Additionally grants 30 bonus damage on undead targets. Toggle skill.


: Basic Idea Behind The Schematic :

Unlike the Paladin, who is more of a combat tank with healing abilities, the "Bladesinger" is supposed to be a way more supportive and more tanky. To do this the Bladesinger uses a various amount of auras and self-buffs, to boost the own and the party members defense values. The auras can also increase the attack power of party members in range, boost movement speed, grant additional magic resistence or compelte immunity against certain status effects. It's not supposed to be a too strong support class, but a class that offers a great party support experience, while playing a close combat class which offers an unmatched defense capability. A truly supportive tank, just how tanks are supposed to be. Therefore this class should adapt the shield ability of the Paladin as well.


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Alternative Suggestion 2: The Spelldancer


: Description :

Supportive Acrobat Of Blade And Force
Many talented artists tend to inspire their audience in combat with spells of tales and songs of honor, but only a few have the self-esteem to do all that by just dancing. It is known that talented dancers can attract and turn the minds of many people, but the combination of this type of sport with magic is proven to guarantee that. Spelldancers are more than just acrobats, they are captivating artists using their movements to impress and control, their magic to aid or if not, even to kill.


: Class Type :

- mixtype between Bard, Beguiler and Dragoon
- weak attack and defense power
- offers powerful dances that boost their party with buffs and regenerative effects
- low-average cooldown, mostly instant skills
- buff support, instant close combat support and assistance
Personal Difficulty Rating: Hard


: Class Attributes :

Health Base: 480 (+4 per level)
Mana Base: 800 (+2.5 per level)
Stamina Base: 1000
Strength: -1
Constitution: 0
Endurance: -6
Agility: 5
Intellect: 0
Wisdom: 4
Charisma: 8


: Class Weapon Choice :

Primary: Disc
Primary Alternative: None
Secondary: None


: Class Signature Moves :

(lvl 15) BraveTurn - In the midst of the battle, your dance increases the movement speed by 15%, weapon damage by 15%, the MP regeneration by 10% and the Stamina regeneration by 20%, for you and your party members in a 8 blocks range. Lasts for 15 seconds (+0.119 per Charisma point). Can only be used during combat.

(lvl 25) Pirouette - You instantly twist in a wide arc, knocking back all enemies in a 2 blocks range of you and dealing 50 (+0.149 per Agility point) light damage + 200% weapon damage. Afterwards you jump 4 (+0.1 per Wisdom point) blocks forward, additionally increasing your movement speed by 30% and allowing twice as fast Stamina regeneration for 2 seconds. Deals 15 additional damage to undead targets.

(lvl 30) MirageTwist - You teleport to 2 random spots in a 3 blocks range of your target, firing then teleport to your target's back and strike it 6 blocks into the air in a splendid twist, dealing 60 (+0.149 per Agility point) damage. Requires 2 Redstone to use.

(lvl 35) LastDance - In the midst of the battle, you dance to summon a bond between you and your party members. For 5 seconds (+0.1 per Charisma point) your party will heal their HP, MP and Stamina by 15% of any damage that you take, if you fall during the dance, the damage and magic resistance of all party members in a 10 blocks range will increase by 30% for 10 seconds (+0.149 per Charisma point). Can only be used if on 30% HP or below. Can only be used during combat.

(lvl 50) SilentSilhouette - You dance with smooth movements, captivating all enemies in a 6 blocks range of you, making them unable to act for 3 seconds (+0.1 per Charisma point) and increases their damage taken from all sources by 10%.

(lvl 65) PassionateStorm - You dance with wild and passionate movements, encouraging yourself and all party members in a range of 8 blocks of you into battle. Increases the damage by 10%, weapon damage by 20%, MP regeneration by 10% and movement speed by 20%. Additionally healing you and your party members by 5% of the maximum HP, every 2 seconds. All enemies in a 5 blocks range of you will be weakened by your dance, increasing their damage taken from all sources by 10%. Lasts for 10 seconds (+0.149 per Charisma point)


: Basic Idea Behind The Schematic :

This dancer class combines rare support abilities with fast and acrobatic moves and basically survives by avoiding the enemy's attacks and attacking with counterattacks. A fast support class, which does offer regenerative healing spells, but no full-heals. The "Spelldancer" is supposed to be one of a kind support class, which can quickly jump into the battlefield and instantly aid and assist the party in combat, without any warm up/casting times on support abilities. If in danger, the Spelldancer can quickly jump and escape out of combat. In a fight, the Spelldancer delivers various status ailments to weaken the targets or waits for a mistake to counter an enemy's attack.



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_________________________________________________________________________________________________
I hope you can use these ideas in some way.
[USERGROUP=38]@Balance Team[/USERGROUP] , @Kainzo add your personal additions, thoughts and changes below if you like.
Feel free to discuss, but please, hating is pointless since this is nothing but a scheme to assist your creative minds. Also I'm not a staff member, so I have no idea how you guys actually handle all that balanced balance stuff, I'll therefore better leave the math to you.

Balancing the existing classes and the implementation of the Samurai are currently the first priority, therefore put this to your notes for later work with the hero class system.

Additional thoughts for classes in general, which I'd like to point out here:
- Buffs which can boost attributes
- Debuffs that negate healing or buffs completely
- "Time Magic"
- "Nuke Spells"
- Special condition attack skills: "usable if on 20% HP or below" , "can only be used during night time" ...
- More weapon damage buffs/skills/boosts


If you are interested in a certain class listed here, you may vote it up above.
 
Last edited:

JupiterRome

Legacy Supporter 5
Joined
Mar 24, 2013
Location
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I honestly think the rogues are pretty cool but feel that the spirit master may be to well rounded the dancer I fear would just be not fun fighting (it would be like fighting bards/goons/ some clerics where it's just boring and you end up walking away because they keep running) I feel like you shouldn't have (in theory) a tanker bard because that's buffs that are harder to focus and it looks like it can achieve a pretty high amount of left click damage which I don't think it should get, again on spirit master, I feel like it would have the same problems as Druid before nefs, I feel the berserker ninja hybrid (I think you said this also) would just be used to gain souls and I don't think a combat class should be used like this, I am against trickster due to the fact it's heavy sword heavy bow and people would want absurd bow damage or it just wouldn't be worth it due to rangers melee and bow I think harlequin would be pretty cool but may have to high damage left click because pair that with a Druid/Bard and it will litterly hit harder then a truck
 

Eneokun

Max Legacy Supporter
Joined
Jul 8, 2014
I appreciate your opinions guys. Don't forget that these are just schematics to offer some ideas, because I'm sure that new classes for those paths are eventually being developed anyway.

Yes, some skills are indeed an overkill, but I didn't intend to make them too strong, I just don't have the experience to tell which skills are too weak or too strong in certain situations. Also please note that skills listed are only signature moves, aka, skills which suit their class theme.

- Maybe you guys can use these schematics to create a cross-breed class between some of those listed here?
 
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Eneokun

Max Legacy Supporter
Joined
Jul 8, 2014
If requested I'll go and add more skills or a complete skill list to a certain class. But since it would take very long to do it for each class and I currently don't have the time for this, please request it for one class below.
 
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