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#1
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#2
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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. | ||
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#3
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#4
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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. | ||
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#5
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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. | ||
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#6
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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 | ||
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#7
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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.] ) | |||
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#8
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__________________
Kebbon Corpsewagon
Dwarf Rogue, corpse-dragging specialist and dungeon crawler extraordinaire | |||
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#9
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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. | |||
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#10
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Why wasn't there some badass underwater city, seriously. As in a normal Freeport type town, not a dungeon.
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