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few new class ideas

Posted: Tue Sep 05, 2017 5:51 am
by Terron
this is a wall, but didnt want to make several threads and clutter forum for other posters ideas. sorry if it annoys you.

heres some new class ideas, some fit better than others but overall i hope you enjoy. hard to pick a favorite.

Arcane archer - a wizard that focuses his magic into his bow. crafting his spells into arrows themselves.

mage archer type
int based spell casting(not every skill is magic)
+5% MR
-10% Mana

armor type - medium/light helms
weapons - bow/staff
mage skills - beam and stoneskin
stamina progression same as chanter

Craft arrows - level 8 - 25 mana - all stam - crafts a pack of arrows (25 outside combat/10 during combat. effectiveness increases at 16 24 25 so it does 100 arrows at level 25)

Enchant arrow - level 15 - 25 mana - all stam - enchants a pack of arrows to a better quality(same as above except takes existing arrows and makes them better)

Magic Missle - 5 mana per arrow - 1 stam - summons a pack of up to 5 magical arrows that dissipate when hit by an opponent or hitting a target. these arrows do 75% damage and target MR not agility
(arrows have 1 HP or 1 attack and dissipate after)(level 8 is 2 arrows, level 16 is 3, 24 is 4, and 25 is 5)

Acid Arrow - level 18 - 10 mana - 2 stam - DoT arrow that packs a punch (1.5x damage with a decent DoT)

Conjured Arrow - arrow is fired but uses enemies MR to defense instead of agility

Strafe - level 22 - 10 mana - all stam - fires a half damage shot at every monster on square

Rapid Fire - level 20 - 15 mana - 2 stam - fires 3 low damage shots at a single target( -40% damage)

Meteor Strike - level 25 - 30 mana - 4 stam - fires 5 arrows into the air that rain down as magical meteors challenging targets MR.

overview - a diverse class with the option of being customized towards magic or non magical races or a combination prize. can create, upgrade ammunition aswell as sling some minor mage spells.

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Xen archer - a divine monk that uses his superb wisdom and focus to aim true laying his opponents to waste.

healer monk archer
wisdom based skills
5% MR
-50% mana
+7.5% dodge and armor bonus as monk

armor type - light / light helm
weapon type - bow/sling/staff
healer spells - ray and cure
stamina progression as ranger

Craft arrows - level 8 - 25 mana - all stam - crafts a pack of arrows (25 outside combat/10 during combat. effectiveness increases at 16 24 25 so it does 100 arrows at level 25)
Meditate - same as monk
True Strike - level 15 - 5 mana - 2 stamina - adds half of wisdom score to agility for this attacks attack roll, 80% damage.
Blessed arrow - level 18 - 7 mana - attack does 1.5x damage to undead and 1.25 to evil
Quick Draw Reflexes - skill - one quarter of wisdom percent chance to return fire at an opponent who strikes you (50% damage)
Scribe Bless
Guided Arrow - level 25 - 15 mana - all stam - a focused arrow that does 125-150% damage and cant miss.

overview - a monk class from a healing background that focused training range opposed to staff skills. can create ammo, heal slightly, meditate and has a few tricks to ensure a hit. and shows a slight distaste for undead types.

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Warmage - a mage that focuses his power into devestating melee buff spells and harmful debuffs where he finishes off his foe with his enchanted battleaxe.

melee mage
INT based spells
5% MR
+10% mana
armor type Heavy / light helm/ NO shields
weapon type - 2 handed swords/axes/hammers(or just battleaxes)
mage spells - beam and stoneskin
stamina progression as sorc

Power-as sorc
Hold - level 15 - 20 mana - an invisible barrier that grasps target lowering their agility by 2 for duration
Sap - as sorc
scribe enchantment - as sorc
Gauntlet - level 20 - 12 mana - a powerful hit that tests targets MR (110% damage)
Spellwall - level 12 - 10 mana - grants bonus MR for duration
Drain - level 22 - mana 60 - drains up to 150 mana from target.( the effect is lowered by percentage based on how low an enemies mana bar is. to a 0% effectiveness cap at 10% of opponents bar)
Mana shield - level 25 - 100 mana - Damage recieved removes mana instead of life at a ratio of 8:1(8 mana lost instead of 1 hp) spell dissipates after 2 minutes or when 0 mana is reached.

overview - a wizard with melee prowess able to destroy his enemies with well placed spells or a battleaxe to the face. a good mixture of defense and offense with no shield and a mixture of buff and debuffs great build diversity as all aspects of this character cannot be maxed out in stats.

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Alchemist - a potionmaker that dabbles in the finer arts of chemistry. while only having the basic mastery of magic he is equipped with explosive potions and a quick quaff proving to be a formiddable opponent for someone unaware. His clay golem does the rest.

mage
INT based spellcasting
5% MR
10% reduced time for potions/food
armor type light / light helm/ shields
weapon type - daggers/vials (uses vials as ammunition)
mage spells - beam and stoneskin
stamina progression as sorc

Brew Potion - level 8 - all stamina - quantity and quality based on level (2 at level 8 , 3 at 16 , 4 at 24 and 5 at 25)(c brew potion 1 does HP potions, c brew potion 2 does MP potions)
Clay Golem - level 10 - 50 mana - a lower damage form of the common sorceror's golem, with heavy absorption of physical damage -25% damage, +25% physical absorption
Craft Vials - level 8 - 25 mana - all stam - crafts a stak of vials (10 outside combat,/5 during combat. effectiveness increases at 16 24 25 so it does 50 vials at level 25)
Alchemists Fire - level 16 - throws an explosive vial at target (target uses agility to defense) 10% bonus damage to night div monsters
Acid Flask - level 20 - a corrosive liquid that burns the target and applies a medium DOT effect(target uses agility to defense)
Nightshade - level 25 - a highly potent poison thrown at target instilling a massive DoT effect(target uses agility to defense)
Holy water - level 18 - throws a vial of water to damage undead at 150% and evil at 125%. (can be thrown at players to wash off their face paint. 0% to other targets)(target uses agility to defense)
Toxicity - level 22 - 25 mana - bestows bonus poison damage to weapon attacks for duration.(also applies a mini DoT effect just enough to nullify the average tick)

overview - a unique mage variant with minimal casting ability. Creates their own ammo, and extra potions for the desperate or planned. Tosses various mixtures from afar or finishes with poisoned blade all while standing beside their own golem tank.

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-Illusionist- a magician that dazzles the mind and bends reality with trick and spell. he finishes opponents with versatile martial skills or slinging vorpal shades.

melee mage type.
Intelligence based spellcasting
+10% MR
+25% mana

armor type - cloth/light helm/small shields
weapon types - dagger/claws/wands
mage skills - Beam/stoneskin
stamina progression same as monk.(dual claws/daggers gets 5 stamina, wand or weapon with a shield would be 4 stamina)

Prestidigitation - level 10 - 5 mana per target - cast on food/ water items or mana/health potion items.

instantly converts food items to water or health potions to mana or vice versa. rarity scale of new item will not exceed the original item.

Color Spray - 25 mana - level 24

PVP - renders player names the same color as background for a "cant make out who is who" effect and eliminates noattack party for the duration

PVE - level based percentage to disrupt a monsters attack with confusion. (1% per level to a max of 25%, adjusted to 12% for orange monsters, 5% for red monsters and 0% for purple monsters)

Force Bubble - level 15 - 10 mana - conjures a magical shield around any player absorbing 1 hit , however the next hit they take, the damage is subtracted from your mana pool.(mana pools do go negative, use with caution)

Clone - level 18 -10 mana - conjures a 1 hp clone that attacks for 1's with taunt level 2 (clones appear green to everyone and will not be considered party members. if not on same square as casting illusionist they dissipate)

Replicate - level 16 - 25 mana - creates an illusionary item on the floor with a 1 second per level lifespan. (items levels created cannot exceed character levels. i.e. /Replicate item Dreadfang)

Coin Trick - level 12 - 15 mana - attempts to steal gold from target

Scare - level 14 - 20 mana - PVE target monster flees 1 square in a random direction.(fully affects common monsters and orange monsters that are normally dragable at 33%)

Phantasm - level 22 - 25 mana - with a wand equipped an illusionist is able to conjure a vorpal shade to inflict damage to an enemy. (10% less damage than blast)

overview - a master of the mind with lots of facinating skills that need to be used quickly/sparringly or situationaly. can be a complete boon for oads with many support options or even a steady help to clerics with force bubble.

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Blood Mage - a mage that uses his very life essence to bend his spells while his blood golem leeches his vitals back for him.

mage
Int and End based spellcasting ( INT +END / 2)
5% MR
-25% mana bar
armor type light / heavy helm/ shields
weapon type - daggers
mage spells - beam and stoneskin
stamina progression as sorc

Blood Beam - level 8 - 2 life - same as beam but blood magic
Blood Golem - level 10 - 25 mana, 25 life - a fast attacking golem with lower damage that steals life for his master when he hits (possibly 25 hps gained each hit)
Blood Ties - level 18 - 25 life - a spell that bonds you to another friendly target. each target recieves half of the other targets damage. use on friend or golem (spell lasts 2 minutes or until link is broken(different squares)
Blood Star - level 16 - 10 life -conjures magical energy toward your opponent. next tier damage spell
Blood Rite - level 12 - 25 life - heals target for 100+your int score + their end stat( this spell is 66% effective when cast on yourself)
Thorns - level 22 - 50 life - curses target so when they deal damage, they recieve 50% of that damage back. (effect reduced to 25% on players) (i.e. monster hits you for 50 damage and takes 25)
Drain Essence - level 20 - cost 0 - drains the rest of your mana into your life.
Blood Debt - level 25 - 75 life - for 2 minutes grants the ability to shrug off magic at will. all spells deal 0% damage to you, however your magic resistance is lowered to 0 and every spell that bounces off you subtracts 100+ caster level from your life. may be recast to expel. (when active this would include buffs, including your own stoneskin or drain essence and cleric Heals. would work well with blood ties and not so well with thorns)

overview - a master of blood magic and supplementing mana with life. a good caster option for any race with a good pet and unique support skills and few last ditch effort type skills to accent the classes high HP races.

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Elementalist - a master of elements that bends storm stone water and fire to his very will.

mage
Int based spellcasting
5% MR
+10% mana
Cannot choose Night Div.
your divinity changes your damage spells 100% efficiency with chosen div, 90% on the rest
armor type medium / heavy helm/ shields
weapon type - Blunts
mage spells - beam and stoneskin
stamina progression as sorc

Graniteform - an improved version of stoneskin thats selfcast only and grants bonus blunt damage(brings damage to 80% of cavalier damage)
Landslide - higher tier earth damage spell
Flashfire -increase your stamina recovery bar for 1 minute
Inferno - higher tier fire spell
Drench - slow your opponents stamina recovery bar for duration
Tsunami - higher tier water spell
Electromagnetic - instantly teleports you to your set temple ( only works on unoccupied squares)
Ionstorm - higher tier lightning spell

overview - a mage with a bit of everything. can melee if needed, alongside haste and slow spells. the elemental prowess allows them to overcome some advasaries even against div. great character for some tricky ember work.

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Re: few new class ideas

Posted: Tue Sep 05, 2017 9:44 pm
by anthriel
Nice ideas.... So many new spells/skills that I don't even have the brain space to consider how each of them would affect game balance.

But I was thinking about what you said about increasing magical threat in game (in the race stats changes thread) and I think perhaps only a single spell is needed to do it: ie effectively a form of 'magical back stab'

Unlike the physical back stab which happens immediately and slayers can do 2 per round, for the Mages 'magical back stab' the Mage actually need to sacrifice a round first (ie casting it needs full stamina and puts them straight into exh while it 'charges up') but then their next attack on the following round they do X times their normal damage. This would probably put the desired fear into low MR races in 1v1 or 6v6, hence giving the balance races more of a real role rather than everyone preferring the melee extremes.

Re: few new class ideas

Posted: Tue Sep 05, 2017 11:01 pm
by Terron
most of the spells i used are renamed spells that are ingame
(i.e "higher tier damage spell" essentialy equal to blast but slightly less output due to the fact sorc should remain highest damage)

some may prove tricky, but overall i think most are doable
(except maybe magic missle on arcane archer im unsure if nitehawk wants 5 pet builds even if they disperse rapidly ("server bog"), albeit why i didnt post the summoner class i built based off the diablo 2 druid (spirit , vine , with a choice of 3 small pets/2 medium/1 beasty))

some of the classes can be bent to the character like arcane archer or elementalist by offering mixture of spells and skills that would favor str or int if you choose

others like warmage and blood mage offer magic to any race because they change the "mana" meta. warmage is mostly melee while bloodmage uses HPs to cast spells.

i did want to make a claw based class that delivered magical backstabs but when i thought about it theres a few problems with a magical backstab theory although i like the ring to it.

1) if its set up similar to slayers as in "waste 1 stam use 1 stam" it couldnt be used against lizard MR in the current system. (example a gnome mage would have 45% to slam both huge hits vs lowest MR whereas a half orc has about 9% to land double backstabs)

2) i thought of a variant like you where you had to wait a round also. however thats basically 8 stam worth of waiting, so in the case of a lizard flat MR you could have hit 6 out of 8 blasts anyway for 1000+. this would make the spell have to 1 shot anyone to be warranted

3) i thought of lowering the multiplier for magic backstab. that makes it not like backstab at all

so for the moment i scrapped the thought

Re: few new class ideas

Posted: Wed Sep 06, 2017 12:12 am
by anthriel
Terron wrote:most of the spells i used are renamed spells that are ingame
(i.e "higher tier damage spell" essentialy equal to blast but slightly less output due to the fact sorc should remain highest damage)

some may prove tricky, but overall i think most are doable
(except maybe magic missle on arcane archer im unsure if nitehawk wants 5 pet builds even if they disperse rapidly ("server bog"), albeit why i didnt post the summoner class i built based off the diablo 2 druid (spirit , vine , with a choice of 3 small pets/2 medium/1 beasty))

some of the classes can be bent to the character like arcane archer or elementalist by offering mixture of spells and skills that would favor str or int if you choose

others like warmage and blood mage offer magic to any race because they change the "mana" meta. warmage is mostly melee while bloodmage uses HPs to cast spells.

i did want to make a claw based class that delivered magical backstabs but when i thought about it theres a few problems with a magical backstab theory although i like the ring to it.

1) if its set up similar to slayers as in "waste 1 stam use 1 stam" it couldnt be used against lizard MR in the current system. (example a gnome mage would have 45% to slam both huge hits vs lowest MR whereas a half orc has about 9% to land double backstabs)

2) i thought of a variant like you where you had to wait a round also. however thats basically 8 stam worth of waiting, so in the case of a lizard flat MR you could have hit 6 out of 8 blasts anyway for 1000+. this would make the spell have to 1 shot anyone to be warranted

3) i thought of lowering the multiplier for magic backstab. that makes it not like backstab at all

so for the moment i scrapped the thought


I envisioned it only wasting 4 stam on an enchanter.... He casts and goes exh (4stam gone)... 8 sec later he deals say 3.5x damage on 1st attack + can still shoot 3 normal blast attacks after (max say 6.5x 170damage in that second round)... Something like that (tho numbers may need adjusting).... Would allow for ways a Mage could round a Horc b4 healer can heal or ways in which a high wis char is actually useful (eg if you unaffect the 3.5x magical back stab attack it's a big advantage to u or your party)

Re: few new class ideas

Posted: Wed Sep 06, 2017 1:00 am
by Terron
i would imagine in that sense the mage would shoot 8 blasts at a horc instead. the odds are 6/8 will hit vs 5.5 in that theory.

the whammo effect would fit better against d/e human etc.

what if we changed the idea slightly. say a magical rune or trap that could be placed on a square with a 3 minute duration or so.
as in /set trap target. obviously the trap limit would be 1 and 1 per square so multiple "trappers" cant exploit.

trap damage could be a set amount like 20* INT

i can come up with something cool i think.

Re: few new class ideas

Posted: Wed Sep 06, 2017 1:41 am
by anthriel
Terron wrote:i would imagine in that sense the mage would shoot 8 blasts at a horc instead. the odds are 6/8 will hit vs 5.5 in that theory.

the whammo effect would fit better against d/e human etc.

what if we changed the idea slightly. say a magical rune or trap that could be placed on a square with a 3 minute duration or so.
as in /set trap target. obviously the trap limit would be 1 and 1 per square so multiple "trappers" cant exploit.

trap damage could be a set amount like 20* INT

i can come up with something cool i think.


I guess the aim of the "magical back stab" concept is to increase the overall damage potential in a single round. Shooting 8 blasts over 2 rounds is less effective in killing someone cos healer will likely heal the Horc in between the 2 rounds and you will never kill it (ie it's why ppl in choosing races for melee say "screw MR, I just need high enough HP and a priest in the party to be effective") ...Whereas if a mage is able to sacrifice first round, somehow survive that and then deal almost 2x damage entirely in second round, it works out better for killing the low MR opponents and hence inspires fear of magic users. It also gives a better reason for guardians to actually bother /protecting the mages while they are charging the magical backstab etc

I'm not necessarily opposed to magical trap idea but it does seem less versatile and more complex than purely being able to damage ppl via a charged up magical backstab spell.

Re: few new class ideas

Posted: Wed Sep 06, 2017 2:09 am
by Terron
the Trapper - a formidable martial artist with arcane ties. Uses tracking and tactical maneuvers to catch the unaware before closing in with devastating claw attacks.

mage monk
Int based spellcasting
5% dodge
-25% mana
armor type cloth / light helm/ shields(yes or no)
weapon type - Claws
overall melee output - on the lower side of medium
dual claws grants extra stamina
mage spells - beam and stoneskin
stamina progression as Monk

meditate-

Track-

Trackless step - prevents the trapper from being tracked

Sentinel - level 16 - 10 mana -
places a sentinel trap on square with a duration of 5 minutes. Sentinel trap observes and sends a warning message to the trapper. [Name] has went [direction].

Blind- as necromancer

Reclaim - reclaims traps

Haste - as druid

Proximity - level 25 - mana 100 - sets a devestating magical trap to catch the unaware. damage is equal to 20* the casters INT score. use c proximity name to set the trap.(spelling must be correct) trap lasts for 3 minutes.


-"traps" info -

may be searched out by players and disarmed by either thief? or attacking the trap.traps have 1 HP

traps difficulty to search is equal to the casters INT -10 (a 22 int gnome sets a trap with an effective 12 int score)

traps damage would be affected by negation and mitigation.

Traps have a limit of 1 on a square.(the trapper also has a limit of 1 of each trap)

other trap alerts include BZZT! when spell times out and MAYDAY! if its smashed to bits. and likewise BA-BOOM! when it is set off. sentinel trap would use the same alerts although in lowercase letters (bzzt! and mayday!)


overview - an opportunist by trade the trapper can deal a devestating first round and has a couple buffs to help with melee combat. can blind to prevent escape or use it to flee when overwhelmed. can be a great spy and offers a decent PK element.
the class favors intelligence and excels with high agility, but strength also lends a decent hand so the class isnt a total loss for most nonmagical races.

Re: few new class ideas

Posted: Wed Sep 06, 2017 3:36 am
by NiteHawk
Magical backstab was kinda of something I was thinking about but decided against it right now until we can sort out things. I was thinking something similar like magic missile that uses up all stam but the issue is obviously balance. In most cases magical damage always goes through but I guess it could instead just be 4 'quick' attacks, as a magic missile would do. Thus reducing the time while attacking rather then really giving a bonus damage. When you look at current damage blast is already about the same as a high level backstab from an ORC if you hit all 4. Some finesse would have to be involved if it was to be ever introduced as I do agree for the most case that the top magic users should be sorcs.

Arcane or Elemental Archer was something I was thinking about though as one of the classes. Same with Alchemist. They are both interesting dynamics anyways. I could see the archer embusing a divinity on an arrow allowing that arrow to be converted into spell damage (lower damage as you said by a little.) rather then physical but it obviously needs to be balanced. Not sure about creating arrows though.

The only problem with the Alchemist is how it works overall. Create potions before hand and then use them in combat or it's simply a spell or command that you use. There's a note of hassle vs fun vs grinding and if you had to constantly make different ammos it would be a problem. Rangers had something similar in the past for pets but people hated how complex it was, food, water, a revive item. It was all meshed into one item and then we removed the item completely which actually worked out pretty good. If this 'was' a case, it would have to be something of a basic ammo that is used for all the spells, and maybe you can create a vast amount of them. You know like 'Ready'd potion' and when you used Acid Flask as a command you'd probably take a ready'd potion, throw something small in it, and toss it in that one action. So kind of like mixing on the fly to make it sort of make sense while keeping the ammo need low. Regardless if anything that should boost, kinda like arrows do to bows, so you don't leave someone with their pants down.

Blood Sorcs if they ever were introduced would prob take the highest damage though vs sorc. Mainly because you are literally killing yourself while casting. It is an interesting theory but it probably won't be high on the list.

Illusionist could be an interesting one too but there are some limitations to the scripting system though you can generally do a good load of stuff with it.

Re: few new class ideas

Posted: Wed Sep 06, 2017 8:46 am
by Terron
NiteHawk wrote:Magical backstab was kinda of something I was thinking about but decided against it right now until we can sort out things. I was thinking something similar like magic missile that uses up all stam but the issue is obviously balance. In most cases magical damage always goes through but I guess it could instead just be 4 'quick' attacks, as a magic missile would do. Thus reducing the time while attacking rather then really giving a bonus damage. When you look at current damage blast is already about the same as a high level backstab from an ORC if you hit all 4. Some finesse would have to be involved if it was to be ever introduced as I do agree for the most case that the top magic users should be sorcs.

Arcane or Elemental Archer was something I was thinking about though as one of the classes. Same with Alchemist. They are both interesting dynamics anyways. I could see the archer embusing a divinity on an arrow allowing that arrow to be converted into spell damage (lower damage as you said by a little.) rather then physical but it obviously needs to be balanced. Not sure about creating arrows though.

The only problem with the Alchemist is how it works overall. Create potions before hand and then use them in combat or it's simply a spell or command that you use. There's a note of hassle vs fun vs grinding and if you had to constantly make different ammos it would be a problem. Rangers had something similar in the past for pets but people hated how complex it was, food, water, a revive item. It was all meshed into one item and then we removed the item completely which actually worked out pretty good. If this 'was' a case, it would have to be something of a basic ammo that is used for all the spells, and maybe you can create a vast amount of them. You know like 'Ready'd potion' and when you used Acid Flask as a command you'd probably take a ready'd potion, throw something small in it, and toss it in that one action. So kind of like mixing on the fly to make it sort of make sense while keeping the ammo need low. Regardless if anything that should boost, kinda like arrows do to bows, so you don't leave someone with their pants down.

Blood Sorcs if they ever were introduced would prob take the highest damage though vs sorc. Mainly because you are literally killing yourself while casting. It is an interesting theory but it probably won't be high on the list.

Illusionist could be an interesting one too but there are some limitations to the scripting system though you can generally do a good load of stuff with it.


yeah the creating ammo was supposed to be simple. wasn't an intention to have it read like you had to create multiple types of ammo especially in vials. in truth i envisioned vials being an all around ammo for the alchemist class with vial stacks capping at around 100.

i figured an archer would atleast dabble in fletchary lol, the idea was to be able to build up some ammo when you are semi afk and what not.

the good thing tho i put 10 abilities on every design and most current characters dont have 10 so it leaves room to adjust whichever way.

the main idea for me was introducing magic that lizards could use as every race has shamans or medicine men and what not.
aswell as classes that could be bent to fit melee or caster prowess or a nice combination of both. promoting diversity opposed to cookie cutters.

i like the trapper idea, but in reality nothing compares to slayer. i see the trapper as more avg damage and a chance at a much more devastating first round. a successful planned attack would prove lethal if done right or lucky. trapper offers some funner features that could be fun. (i.e laying a sentinel near the entrance for name info and setting a trap on your parties boss square hoping to hit a nasty boom against opponents cleric or lead pker as they jump you.) interesting none the less.

the problem with slayer is u essentially pay 1 stamina so your next stamina can procure 4 hits with 1 attack roll. even on rok ive always felt it should have been a 1 click all stam attack with a lower multiplier to compensate.(meaning you hide and hit with 3 stam every round, or you attack 3x hide and smash a 4stam hit on the next round. this would bring higher int into play heavily)