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-   -   Hypothetical new class. (/forums/showthread.php?t=11950)

Shaun421 07-14-2010 03:00 PM

Well like I mentioned, it would essentially be a ranger as far as armor and weapon selection, and it would essentially fill the same role. Paladins are plate wearing tanks that heal. Shadow Knights are plate wearing tanks that un-heal. Rangers are chain wearing dps that have naturey spells, so the Battle Mage would be chain wearing dps that have arcane spells.

I would imagine it would have a direct damage line of spells from the wizard class, just a couple few spell levels behind. It would have a fire damage shield to match the rangers thorny shield. Have the shield line of spells that an arcane caster gets to balance the skin line of spells that rangers get. Maybe instead of having the utility buffs that a ranger borrows from the druid, it could have something that is unique to wizards, like maybe self gates or something.

guineapig 07-14-2010 03:03 PM

The more i think about it, the more difficult it is for me to come up with a melee class that doesn't either fill the role of DPS or tanking. When it comes to straight DPS you already have the utility range covered with rogues and monks being the lowest utility to rangers being the highest utility (not including bards in the DPS category).

The tough part comes with how much utility do you give to a melee DPS class? The more you give them the more DPS you have to take away.

Then you have tanks. The better they can tank, the less abilities they can have.

Hmm, all of a sudden I'm thinking of the Final Fantasy Tactics series for idea. That series had some interesting class setups. Wondering what would translate well to EQ without already being covered.

frefaln 07-14-2010 03:04 PM

Are we truly just brainstorming/thinking out loud or do I have to list something that would appear in one of the D & D Monster Manuals? :)

If the former, I think it would've been cool to have a playable race (and accompanying class) that was purely aquatic. Think of a race that naturally breathes underwater with no assistance, starts in an underwater zone (or at the very least, Veksar), moves at the same speed underwater as other races do on land, and can survive on land for prolonged periods but must re-submerge periodically to replenish stamina, mana, or whatever.

As for the class aspects I haven't really thought it through. The obvious perk would be an awful lot of water-manipulation powers.

The downside to this is that it'd likely be a 1:1 class-race combination.

guineapig 07-14-2010 03:06 PM

Quote:

Originally Posted by Shaun421 (Post 96669)
Well like I mentioned, it would essentially be a ranger as far as armor and weapon selection, and it would essentially fill the same role. Paladins are plate wearing tanks that heal. Shadow Knights are plate wearing tanks that un-heal. Rangers are chain wearing dps that have naturey spells, so the Battle Mage would be chain wearing dps that have arcane spells.

I would imagine it would have a direct damage line of spells from the wizard class, just a couple few spell levels behind. It would have a fire damage shield to match the rangers thorny shield. Have the shield line of spells that an arcane caster gets to balance the skin line of spells that rangers get. Maybe instead of having the utility buffs that a ranger borrows from the druid, it could have something that is unique to wizards, like maybe self gates or something.

Now I feel ya. That would be interesting to have a melee class with some form of fast travel, even if it's only self ports. Actually, I really like that idea... It's quite balanced. Also it doesn't over represent ports in the game.

Also, there currently is no melee class in the game with decent nukes (unless you include high level pally nukes versus undead).

guineapig 07-14-2010 03:16 PM

Quote:

Originally Posted by frefaln (Post 96672)
Are we truly just brainstorming/thinking out loud or do I have to list something that would appear in one of the D & D Monster Manuals? :)

It's all just for fun man! :)

Sounds like you are describing the long lost race of the Kedge.

It's a cool idea except that there are so many zones that have no water at all. It would be hellish in Classic - Velious zones for such a race and limiting a class to the zones of a new expansion would be extremely unbalanced. I don't think that idea would see the light of day in an EQ universe. (Not that I don't like it as a fantasy realm idea in general. ;) )

azeth 07-14-2010 03:16 PM

Quote:

Originally Posted by azeth (Post 96656)
Class: Pilgrim
Races: Human, Half Elf, Halfling, Gnome
Deities: All non evil
Armor: Leather/Chain (ranger type gear)
Weapons: 2h piercing, 2hb, Piercing, 1hb
Mana or Stamina: Both
Stat Focus: Int and Sta
Staple Abilities:
- Feign Death (spell)
- Dual Wield
- Double Attack
- Skull Crack line (costs mana) – Frontal “backstab” type ability, meaning immense damage useable a few times during a fight.
() Uses mana to infuse weapon with: Hardening (physical damage) or Power (direct magic damage check), doing damage (of course factoring mob stat checks) comparable to similarly leveled Rogue’s backstab.
- Short duration group buffs, similar to bard songs/yaulp (uses Stamina)
() Speed
() Ac
() Resists

- Direct mana/health replenishment ability (uses Pilgrim’s Health). Pilgrim will drain 99% of their health and automatically Feign Death (losing all agro) and infuses the Pilgrim with a Divine Aura type spell. Other group members are responsible for healing the Pilgrim.
() +health to all group members (direct numbers, possibly a split % of the pilgrims total health multipled by X to make it a viable #)
() +mana to all group members (direct numbers, possibly a split % of the pilgrims total health multipled by X to make it a viable #)

- Cover line (uses Mana). The Pilgrim has the ability to split (to all group members) damage inflicted on the MOB's Target without any agro change.

not to steal the Swordmaster's thunder, but I completely forgot I had brainstormed the Pilgrim would have Self Ports (herego the name Pilgrim) and also extremely fast run speed buffs (self only)

frefaln 07-14-2010 03:20 PM

Quote:

Originally Posted by guineapig (Post 96677)
It's all just for fun man! :)

Sounds like you are describing the long lost race of the Kedge.

It's a cool idea except that there are so many zones that have no water at all. It would be hellish in Classic - Velious zones for such a race and limiting a class to the zones of a new expansion would be extremely unbalanced. I don't think that idea would see the light of day in an EQ universe. (Not that I don't like it as a fantasy realm idea in general. ;) )

Nah, like I said the race would be fine for prolonged periods on land. But there'd need to be some kind of incentive to re-submerge to replenish... something. I dunno, maybe I didn't flesh it out enough.

guineapig 07-14-2010 03:36 PM

Quote:

Originally Posted by frefaln (Post 96682)
Nah, like I said the race would be fine for prolonged periods on land. But there'd need to be some kind of incentive to re-submerge to replenish... something. I dunno, maybe I didn't flesh it out enough.

That's cool. Tell us more!
Come up with some water spell abilities!
Healing and cures come to mind. I can also envision some form of snare. A suffocation type dot maybe with a melee debuf?

Hmm, sounds like I'm coming up with a cleric/enchanter hybrid.

azeth 07-14-2010 03:37 PM

Why wasn't there some badass underwater city, seriously. As in a normal Freeport type town, not a dungeon.

jyaku 07-14-2010 04:44 PM

i think that underwater city thing was a myth


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