This thread was already started by Guinea..
http://www.project1999.org/forums/sh...ad.php?t=11950
My ideas on that thread:
Class: Sorcerer
Races: Human, Erudite, High Elf, Dark Elf, Gnome
Armor: Cloth chest only, some plate pieces for other-than-chest slots like SSB, etc, no suits like FS, but rather individual pieces (no chain or leather). Planes cloth suit, with high int stats relative to other classes, as a tradeoff for not using the plate armors available to them.
Weapons: 1hs
Mana or Stamina: Both
Stat Focus: Int and Sta
Staple Abilities:
Wizard Spell Lines - less powerful variations of many popular wizard spells. Roots, dd nukes, AE nukes, teleport self (not group teleports), MAYBE an evac (chance to fail) at level 49, invis.
Mage Spell Lines - less powerful variations of many popular mage spells. Pets (not elementals, more like summoned creatures, no wielding, but at higher levels powerful natural attacks), summoned utility items, self/pet-DS.
Enchanter Spell Lines - less powerful variations of many popular enchanter spells. Self-augmentation, AE mes (but not single target), AE stun, self-crack at 49. No illusions!
Dual Wield, Double Attack, Riposte, Dodge, Parry.
The Sorcerer is limited to using a small selection of 1hs weapons, all of which are "long swords" as opposed to axe or scimitar type 1hs weapons. Short Sword of the Ykesha for instance, would not be available to the Sorcerer.
This class gives up a hybrid special ability (track, lay on hands, harm touch) in order to be more useful as a melee class while having a wide variety of spells at it's disposal. That being said, the Sorcerer's mana pool is extremely limited, and this class is far from an effective buffing class.
This class can be thought of as a medium/high melee/pet DPS class with the ability to back out of combat to nuke when the hps run low. The Sorcerer has moderate ability to solo by carefully using a variety of spells, it's pet, and the judicious use of melee combat.
While never able to truly tank, pet-tank, or nuke with the big boys, this jack of many trades can certainly produce results in a raid situation by using many of his or her abilities in a consistent manner. The Sorcerer in high int-gear is able to out-dps paladins, sk's, and rangers, but unable to tank like sk's and paladins, even in partial plate armor. That being said, solo, a Sorcerer in partial plate armor may in fact be tough enough to partially tank a mob or two when his pet gets low on life and he is out of mana.. ..likewise in a group situation with the proper buffs, a Sorcerer may indeed prove a viable tank, with the ability to keep aggro fairly well with low-mana high aggro spells like ae stun, but would not be able to concurrently produce the DPS available to the high int Sorcerer with more mana to cast more nukes.
Also, the Sorcerer dual-wields swords with a robe on. So fuck you.
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Class: Trickster
Races: Human, Gnome, Dark Elf
Armor: Cloth, Leather
Weapons: Piercing, 1hs, 1hb
Mana or Stamina: Both
Stat Focus: Str, Int, Sta
Staple Abilities:
Enchanter Spell Lines - less powerful variations of many popular enchanter spells, with a few notable exceptions (i.e., the Trickster is not able to cast clarity or any of the non-melee stat-buff enchanter spells [brilliance, insight, adorning grace]). The trickster focuses on mes, haste, stuns, faction spells, illusions, and mem-blurs.
Dual-wield, double attack, riposte, parry, dodge.
Sneak is often used in conjunction with invisibility with the trickster, who is unable to hide like a rogue. This mimics the hide/sneak ability of the rogue, but has the annoying side effect of breaking at random times, making the combination far more useful than invisibility alone (sneaking behind see-invis mobs), but not as useful as hide/sneak. However, due to the Trickster's ability to stun, mes, and memblur, if careful, he is often able to compensate for the tendancy of invis to break.
Kick - as per warriors, this skill has proven invaluable to the Trickster who likes to stay alive when battling casters.
Pick Locks is another skill from the Trickster's rogue heritage which he puts to good use.
From studying the rogue's mastery with piercing weapons, Tricksters have learned that
Critical Strikes with piercing weapons, while behind a mob, help compensate for their lack of a backstab skill. This would not equal the damage output of the rogue by any means, but does add a bit of melee viability to this hybrid class.
Basically a rogue/enchanter hybrid, this class is a medium melee dps class (ranger deeps + crits every once in a while), that can use a myriad of mostly evasive enchanter spells to help himself and his party stay alive and do more damage. Unable to utilize chain or the rogue evade ability, the Trickster MUST rely on these spells in order to evade damage more often, as the critical hits do tend to build up quite a bit of aggro (although not as much as backstabbing).
Also, Tricksters may often be found dual-wielding with a robe on. So fuck you.