Class Name: Devout (Means one devoted to religion. I.E Pyron,Riva ect. Most abilities are based off their faith and only through that particular div)
Near Top Geared, Base AC 55'ish with a weapon based power of 23.5 (Based on Regular Decked Flameing Hakama/Cowl/Divine Deflector/Ruby Axe)
Light Armor
Light Helm
Shield
1hand Sword--Dagger
Auras --- (Aura--Only 1 aura actived at a time in a party non stackable, slow mana drain)
Aura's would only work on party members with the SAME div as Devout. Any member not the same div would not recieve any benefit from the aura.
-Blade Enhancement increased dmg to the div the Devout is over I.E Pyron>Nox = (Wep power x 2) x INT div by 100. (party aura) I.E Wep power 20 x 2 = 40 x 18int = 720. 720/100 = 7.2% increase div bonus dmg.
-Armor Enhancement decreased div dmg from SAME div as the Devout = INT x AC Divided by 125 (party aura) I.E 55ac x 18int = 990. 990/124 = 7.9% deacreased dmg from same div type.
Spells
- Shell
- Weapon Enchant (Self target only ,Div Based and 1 active at a time and cannot cast another til the 1st has worn off.)
Nox -- NightBlind> to inflict blind on hit (no agil loss, just blind) Int/1.5 vs Wis for effect application
Nox --TerraBane> NightChance to critical vs Terra
Terra --EarthRender> Terra to reduce target AC by 25% on hit. Int/1.5 vs Wis for effect application
Terra -- VoltusBane> Chance to critical vs Voltus
Voltus -- Static> to decrease stam recovery time of target upon hit. Int/1.5 vs Wis for effect application
Voltus -- RivaBane> Chance to critical vs Riva
Water -- Dampen> to decrease targets wis by 10% on hit. Int/1.5 vs Wis for effect application
Water -- PyronBane> Chance to critical vs Pyron
Pyron -- Ignite>to inflict burn on hit. Int/2 vs Wis for effect application
Pyron -- NoxBane> Chance to critical vs Nox
- Armor Enchant (Self target only and Div Based)
Nox -- StealthShade> 10% upon being hit to increase agil/str by 10%
Terra -- BoulderBuff> 10% upon being hit to increase your total AC by 30%.
Voltus -- SelfStatic> 10% upon being hit to increase stam recovery time of self.
Riva -- Reflection> 10% to reflect 1/4 dmg recieved back at attacker/caster
Pyraon --SelfIgnite> 10% to inflict burn on attacker when hit.
Looks like alot but it really isnt. A devout wouldnt have all the spells/enchants listed and each spell set is limited to 1 at a time 1aura enhance/1wep chant/1 armor chant,
just what there div will allow. Also the auras have limitations to just Devouts div. (Diversity among a single class)
Example Build
Race Human
Div Nox
Stats Hp xx ----- Mp xx
Str 20
Dex 21
End 20
Int 20
Wis 14
Chr 10
-Weapon Enchants (1 cast valid, the other cannot be self cast til the 1st has worn off. Self cast only, duration time of around haste?)
Night Blind
Terra Bane
-Armor Enchants (duration time of around haste?)
Stealth Shade
-Enhancement Aura (1 activated at a time in or outside a party)
Blade Enhancement
Armor Enhancement
-Spell
Shell
The idea of this build is to make you invest in both int and str to spread your stat points. Str will determine your dmg dealt by weapon while int will slightly effect
your aura and have a direct effect on your weapon enchant application to target. Int/1.5 v Wis in this case to inflict blind upon a succesful hit.
I.E here 20/1.5 = 13.3int (want the application to be low, not sure how it would translate and would be adjusted) This would also give
the 'balanced races' an optional class to pick.
Bored, brainstorming and this is just a rough draft I threw together off the top of my head. Obviously no formulas are set, just there for
base examples. Twink/Remove/Add spells/enchants. Nothing permanent, just throwing a visualization of the class out there.
-Z-
P.S Didn't proof read, over look the laziness.
New Class Idea - Devout-
Re: New Class Idea - Devout-
This has potential
. Those figures are a bit much for some things but obviously that's all up to be balanced.

<Silhouette>
Re: New Class Idea - Devout-
Love it, but ahead of your time atm cause of racial changes atm
I'd proposed the Warlock class long ago but alas we are back to finalizing this stuff
Warlock, dark magic hex class. Magic class
It would be hex foe, no dammage
When removing hex opponent takes huge magic dammage similar to assy dammage, but not that high,
Hex apply and remove hex spells, and remove such things as enchants
Imagine the potential , a magic class slayer would have for impact
But, we are yet prepared for new classes
Ps posting this so a faerie race could be initiated into the game for the 22 int gap
I'd proposed the Warlock class long ago but alas we are back to finalizing this stuff
Warlock, dark magic hex class. Magic class
It would be hex foe, no dammage
When removing hex opponent takes huge magic dammage similar to assy dammage, but not that high,
Hex apply and remove hex spells, and remove such things as enchants
Imagine the potential , a magic class slayer would have for impact
But, we are yet prepared for new classes
Ps posting this so a faerie race could be initiated into the game for the 22 int gap
Re: New Class Idea - Devout-
looks good.
i might suggest shell be changed to aegis to keep the divine theme alongside other religious types. aswell as cure and ray for their humble beginnings. to go along with the theme maybe have a class bonus that their cure is buffed 20% on their chosen divinity. allowing backup heals in emergency.
only drawback i see is it may be a tad OP to some oads if youre stacking div alongside a "div master". however, you can technically do that anyway, and it adds a pk aspect that i actually like the perspective of. your water team gets raped by an underhanded lightning team etc.
overall i think this one is a great fit.
to styx: i like the warlock idea aswell the hex instead of hide and a super slam from magic would be a nice counter to current slayer builds.
the only thing i caution about classes with that capability is that with the current dodge system for agility is skewed for slayers as is. what i mean by this is a slayer attacks once with a seeming 40% hit rate but when successful they hit with 2 stam metaphorically, i understand a miss is 2 wasted stam but thats the tradeoff huge hits.
magic isnt even as balanced as agility because noone is forced to run 10-13 agility to use a certain race, so it isnt even a factor. magic spreads from realistically 25-75% hit rate. in that itself u see a gnome has like a 45% chance to slug 2 huge magic hits in 1 round on a lizard. it would end up being full circle just the opposite way.
i might suggest shell be changed to aegis to keep the divine theme alongside other religious types. aswell as cure and ray for their humble beginnings. to go along with the theme maybe have a class bonus that their cure is buffed 20% on their chosen divinity. allowing backup heals in emergency.
only drawback i see is it may be a tad OP to some oads if youre stacking div alongside a "div master". however, you can technically do that anyway, and it adds a pk aspect that i actually like the perspective of. your water team gets raped by an underhanded lightning team etc.
overall i think this one is a great fit.
to styx: i like the warlock idea aswell the hex instead of hide and a super slam from magic would be a nice counter to current slayer builds.
the only thing i caution about classes with that capability is that with the current dodge system for agility is skewed for slayers as is. what i mean by this is a slayer attacks once with a seeming 40% hit rate but when successful they hit with 2 stam metaphorically, i understand a miss is 2 wasted stam but thats the tradeoff huge hits.
magic isnt even as balanced as agility because noone is forced to run 10-13 agility to use a certain race, so it isnt even a factor. magic spreads from realistically 25-75% hit rate. in that itself u see a gnome has like a 45% chance to slug 2 huge magic hits in 1 round on a lizard. it would end up being full circle just the opposite way.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
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