Project 1999

Go Back   Project 1999 > General Community > Off Topic

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 08-18-2010, 10:29 PM
azeth azeth is offline
Planar Protector

azeth's Avatar

Join Date: Jun 2010
Posts: 3,037
Default

Quote:
Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
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.
__________________
Quote:
Originally Posted by Endonde View Post
Yea well you know, 6 years of Velious everything has been killed, only thing left to do is speedrun killing Detoxx guilds.
  #2  
Old 07-14-2010, 02:49 PM
Lucrio40 Lucrio40 is offline
Aviak


Join Date: Jun 2010
Posts: 79
Default

Swordmaster
Similar in idea to what Fury Warriors from WoW are like, but since this is November 2000 no one knows what a fury warrior is.

Races: Any warrior race except gnome and halfling.
Deities: Race specific or Veeshan. No forced diety.
Armor: Up to chain. I figure its important for any melee class to wear at least chain unless they have massive avoidance or other bonuses like monks.
Weapons: 1hand swords only. Restrictions added similar to druids only being able to use scimitars in 1hand slashing.
Resource pool: Stamina
Class Staples: Dual Wield at level 1, Flurry at level 10, Can strike critical blows like a warrior but no crippling. I forget when rogues got duelist and such, but if it was Luclin (i.e. the expansion this is for) then add normal melee disciplines (fearless, resistance, ect.) and level 60 discipline Blood Frenzy, reduce the cooldown of flurry to 2 seconds for however long duelist last.
  #3  
Old 07-14-2010, 02:57 PM
guineapig guineapig is offline
Planar Protector

guineapig's Avatar

Join Date: Oct 2009
Posts: 4,028
Default

Quote:
Originally Posted by Lucrio40 [You must be logged in to view images. Log in or Register.]
Swordmaster
Similar in idea to what Fury Warriors from WoW are like, but since this is November 2000 no one knows what a fury warrior is.
I'm guessing this is like a straight up DPS warrior build with low tanking ability?
__________________
Quote:
Originally Posted by nilbog View Post
Server chat is for civil conversation. Personal attacks/generally being confrontational will not be tolerated.
  #4  
Old 07-14-2010, 07:07 PM
Ethanblack Ethanblack is offline
Orc


Join Date: May 2010
Posts: 30
Default

Class: Zealot
Races: Human, Erudite, High-Elf, Half Elf, Iksar, Barbarian, Dark Elf
Deities: All, No Agnostic
Armor: Cloth
Weapons: 2HP, 2HS, 2HB
Mana or Stamina: Both
Stat Focus: WIS and STR
Details:

The zealot would be a fast-moving, heavy hitting damage dealer, who's skills are designed to invoke godly power into prowering their weapon swings.

The zealot would mostly be focused around procedural effects and spells that boost the attack rate and add various other interesting abilities.

Their defenses are rather weak (Very low AC) though they gain Dodge and parry, and their spells allow them access to a line of costly but powerful and fast-casting ward spells, to absorb damage.

They also feature the kick ability, 'Empowered Strike' which does weapon base damage with a guaranteed chance of the weapon firing any procs associated with it, and a non-mana related snare ability.

Other spells they have include lifetap-like divine healing abilities (though weaker than that of a necromancer), Divine caster themed DoT effects, and melee related self buffs.

The Zealot would be the final word in Glass-Cannon Melee Hybrids.
  #5  
Old 07-14-2010, 03:03 PM
guineapig guineapig is offline
Planar Protector

guineapig's Avatar

Join Date: Oct 2009
Posts: 4,028
Default

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.
__________________
Quote:
Originally Posted by nilbog View Post
Server chat is for civil conversation. Personal attacks/generally being confrontational will not be tolerated.
  #6  
Old 07-14-2010, 03:04 PM
frefaln frefaln is offline
Kobold


Join Date: May 2010
Posts: 182
Default

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? [You must be logged in to view images. Log in or Register.]

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.
__________________
Kebbon Corpsewagon
Dwarf Rogue, corpse-dragging specialist and dungeon crawler extraordinaire
  #7  
Old 07-14-2010, 03:16 PM
guineapig guineapig is offline
Planar Protector

guineapig's Avatar

Join Date: Oct 2009
Posts: 4,028
Default

Quote:
Originally Posted by frefaln [You must be logged in to view images. Log in or Register.]
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? [You must be logged in to view images. Log in or Register.]
It's all just for fun man! [You must be logged in to view images. Log in or Register.]

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. [You must be logged in to view images. Log in or Register.] )
__________________
Quote:
Originally Posted by nilbog View Post
Server chat is for civil conversation. Personal attacks/generally being confrontational will not be tolerated.
  #8  
Old 07-14-2010, 03:20 PM
frefaln frefaln is offline
Kobold


Join Date: May 2010
Posts: 182
Default

Quote:
Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
It's all just for fun man! [You must be logged in to view images. Log in or Register.]

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. [You must be logged in to view images. Log in or Register.] )
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.
__________________
Kebbon Corpsewagon
Dwarf Rogue, corpse-dragging specialist and dungeon crawler extraordinaire
  #9  
Old 07-14-2010, 03:36 PM
guineapig guineapig is offline
Planar Protector

guineapig's Avatar

Join Date: Oct 2009
Posts: 4,028
Default

Quote:
Originally Posted by frefaln [You must be logged in to view images. Log in or Register.]
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.
__________________
Quote:
Originally Posted by nilbog View Post
Server chat is for civil conversation. Personal attacks/generally being confrontational will not be tolerated.
  #10  
Old 07-14-2010, 03:37 PM
azeth azeth is offline
Planar Protector

azeth's Avatar

Join Date: Jun 2010
Posts: 3,037
Default

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


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:58 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.