dread
Soldier of Peace
Posts: 67
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Post by dread on Apr 16, 2008 14:34:09 GMT -6
Scourge categories Remorse - boosted by repentent actions by scourge (fighting evil mobs, using rescue) 25% access to hide and sneak as assassin 50% hollow (multi-hit ward 3 hits...stacks with ward) 75% Withdrawn (charsma/2 % chance to auto-dodge) 100% essencedrain (large energy drain based on target's remaining mana, drains normal amount of edrain hp AND adds extra based on mana from target and converts both to HP for scourge) - drain 200hp and 400 mana - heal 600 for scourge.
Wickedness - boosted by extreme evil deeds (pking players, killing very very good mobs 750+ align) 25% scrap (adds extra "dirty" attacks to melee similar to wemic claws) 50% followup (successful physical skills (kick bash or racial physicals) add a melee swing if successful 75% stealsense debuff that individually attempts to blind, perversion, silence, bind, poison and sleep. unlike many of the individual skills, this WOULD initiate combat (unless sleep succeeds) also success would grant a small% chance of giving truesight buff to scourge 100% systemshock (soul shock w/ 2 round delay and improved knockdown chance, successful knockdowns add harm-damage(as if harm was cast on them in addition to soulshock) to victims)
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dread
Soldier of Peace
Posts: 67
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Post by dread on Apr 16, 2008 15:00:04 GMT -6
Bard Pantomime 25% - careful observation (studying target to mimic movement gives bard much increased hit-chance) 50% - improvise (bards are used to being taken by surprise and get a bonus to avoidance and an extra chance to avoid damage from sneak attacks and skills from mobs (bash kick bstab etc)) 75% - mimic (bard has a chance to mirror any special attack executed by other group members automatically at 75% effectiveness) 100% - impersonate (bard has a good chance (30-50%?) to copy any spell with a verbal component cast by a group member or a mob during combat and direct the spell at their target, this would cost the bard mana as if he cast the spell.
puppetmaster 25% - marionette (sirencall has a better success chance based on dexterity in addition to charisma) 50% - director (when grouped, bard and group members receive passive 30 haste, stacks with all) 75% - shadowpuppets (castable debuff that makes mob swings occasionally target shadows and miss their target) 100% - puppeteer (short duration buff (5 ticks) if bard is killed while buff is active AND is grouped, bard has 50% chance to live, they return completely stripped of all buffs and debuffs but at 100% hp and mana, no death sickness)
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Post by One on Apr 16, 2008 19:24:27 GMT -6
Very nice.
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Post by judo on Apr 30, 2008 5:59:53 GMT -6
is it just me or does it seem like giving judos the ability to wield weapons and do their moves way too good? and totally defeating the purpose of making a judo
please axe that ideal
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Post by One on Apr 30, 2008 18:46:19 GMT -6
I disagree. Many of the classes get prof abilities that bend their traditional rules, that's what the break option is for. If you have better ideas, bring em forward.
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dread
Soldier of Peace
Posts: 67
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Post by dread on May 1, 2008 14:12:35 GMT -6
Mystic centralist 25% - pulse self buff that doubles number of attacks for 1 round every 5 rounds of combat 50% - breathing control - allows mystic to set his hp regen from 1-105% of his maximum for 10 ticks 75% - hothead - vengance damage is positively impacted by being more agitated 100% - self centered - allows mystic to give +2max to any stat for 10 ticks
empathic 25% - servitude mend like buff that takes hp from the mystic and heals the others in his group randomly for the duration 50% - overexertion - drains 100% of mystic movement and stuns mystic for 2 rounds to boost party's haste by 200 for 3 ticks. only usable in combat and within 10% of full movement. 75% - tutor - empties all mana from mystic and sets rest of party to full mana (up to mystic's maximum...if you only have 1000 mana, you can only give 1000 mana to each person) 100% - Spiritwall - cannot use if truespirit is active. activates truespirit on another player using mystic's mana reserve.
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dread
Soldier of Peace
Posts: 67
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Post by dread on May 2, 2008 14:04:52 GMT -6
Warrior categories Commander - 25% - strategy - doubles benefits of groups foreground or background selection 50% - tactics - doubles the offensive bonus of other group members' stance choices 75% - challenge - self buff - 10 ticks - warrior automatically attempts a "taunt" every round while this buff is active...taunt doesn't cause delay 100% - Orders - can use on 1 other target to grant them +20% damage out -20% damage taken for 10 ticks.
Coldheart - 25% - Swat - a skill that swings the shield at an opponent, doing damage based on armor rating of shield and granting a side-effect based on size spirit - damage only small - damage plus chance for -20 haste (on opponent) for 1 tick medium - damage plus chance to knockdown opponent Large - damage plus chance to stun opponent each larger shield has chance to inflict anything from any smaller shield as well. (e.g. large could inflict all 3) 50% - Cool headed - Allows warrior to keep his avoidance bonus while agitated 75% - double riposte - on a successful ripost, has a chance to swing 1 more time 100% - Meaty - everytime bace activates for warrior they counterattack like a riposte
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Post by hikaru on May 3, 2008 15:23:31 GMT -6
barbarian class pairs
Survivalist (increased when fighting with very low hp)
25%cling to life - 2x con% chance to fall into coma instead of death. Must wait for coma to fade before waking up 1-2 tick(or healed by spell) 50% second wind recover 3/4 max health for 2/3 max mana, lowers agitation to calm, 1-2 tick recharge, decent chance to remove rage delay (33%?)) 75% brace ( chance for 50% damage, highest chance brace available > (33% warrior)) 100% close quarters ( dex % chance to riposte while forward/offense stance*, uses barehand damage, attacks from kicks, elbows, headbuts etc, very low damage < 100)
close quarters is dex % which seems high but barbs have no other damage avoid abilities like doge/parry, also works same while berserked
Exterminator (increase chance when attack misses)
25% sure footed - remove fall chance on skills, resist knockdown 50% greater rage - increased bonuses from rage 75% angered strikes - 10% chance to ignore avoidance skills, each successive missed attack increases next attack damage by 25%, and decreases miss chance by 15% (refer to table below) 100% armor ignore - 1/2 dex% chance to ignore targets armor
chance to miss/per swing || damage bonus || chance for consecutive misses 90 0 90 75 25 67.5 60 50 40.5 45 75 18 30 100 5.5 15 125 .8 0 150 0
after 6 misses in a row gauranteed hit for +150% damage, but usually kicks in after 2-3 misses for +50% - +75% damage on 4th swing
* also any forward/offensive derived stances count ie wild, advance, wargod etc
Going 50/50 produces a barb that can rage better and more often. Also makes for better skill usage like bash and destroy and tendancy to not die.
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dread
Soldier of Peace
Posts: 67
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Post by dread on May 6, 2008 9:15:39 GMT -6
Samurai Ronin - 25% - maintain - samurai's items take reduced damage, parry doesn't damage weapon 50% - recluse - Bonuses from non-detection are doubled (ac bonus from invis, damage bonuses from hide) 75% - preparedness - doubles the damage of any skill used to open combat (stacks with aim and empower-like effects) 100% - weathered - Samurai gains massive resistances (50%) to the major nature-elemental attacks (water fire earth lightning and wind) that stacks with any equipment and spell related resistances
Fealty 25% - material - samurai gets damage bonus that scales up based on amount of gold carried (max of 15% increase at 5million gold ON CHARACTER, not bank...that's +1% per 333,333 gold) 50% - Fiefdom - samurai is used to defending large plot of land and gets double damage to any ranged attack used when not in combat (thrown, bow, crowssbow, stacks with any aim type abilities) 75% - Wartide - Samurai feels the flow of battle, gaining 10 haste for every 2 group members (up to 50 haste, yes samurai + 1 other = 2 group members = 10 haste) 100% - frontilnes - 1/day 10 tick buff that allows samurai to keep an enemies attention, including taking ripostes and preventing switches for group members.
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dread
Soldier of Peace
Posts: 67
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Post by dread on May 6, 2008 14:07:04 GMT -6
Ranger - Earthbound 25% - drought - Adds prof/10% chance to proc sandblast on any melee attack, passive, always on. 50% - muck - an upgraded entangle that has a set duration of 3 rounds, and randomly causes targets to fall in combat. AE, aggressive. 75% - Aftershock - a master-spell class earthquake style attack that splits cost between movement and mana, outdoors this hits flying creatures with debris for 2/3 damage, but they are given a chance to dodge as if it were a normal melee attack, ONLY for flying and outdoors. Indoors, hits all. 100% - Crystalize - permanent 10% reduction in incoming damage, stacks with all, also have a permanent "medium shield," even when using a buckler or spirit class shield.
Vaporous 25% - dervish - when assisting, the ranger is allowed to free his limbs of their solidity and throws additional punches and kicks in combat (punches can trigger hand-slot spells, if equipment has any assigned) This should be slightly less frequent than bard extra attacks 50% - favorable wind - random arrows fired by ranger will get boosted by tailwind, adding 1-100% damage. 75% - fluid - Ranger will randomly act as a fluid and attacks are ignored. His form will also splash when this happens, and issue a water-based retaliation. (think a 1-shot torrent, damage wise) 100% - freeform - 1/day self buff, lasts 10 ticks. physical damage out, -15%(yes minus), physical damage in -15%, +250 haste, stacks with all, also additional 250 avoid.
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dread
Soldier of Peace
Posts: 67
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Post by dread on May 7, 2008 14:09:28 GMT -6
Necromancer Craniophile - this proficiency class requires that the necromancer use severed heads harvested from corpses to access the abilities. More details will come with each ability. 25% - lipstitch - allows necromancer to change a severed head into a 1-use totem (from inventory) that casts an AE silence. Success of Silence landing is based on level of head. 50% - skullcharm - creates a norent nodrop item that stays in necromancer inventory, has 5 slots. can attach severed head to it to gain +1 magroll. When necro gets hit for 10% or more (of max hp) in a single blow, a head will absorb the damage and be removed from the chain 75% - Windows - removes the eyes of a head to animate the head into a floating weapon. It acts like magic sword, but does a holy-based attack each round, firing spirit energy from the eye sockets. This would be a 1-4 hit ray-spell(based on level of head)...floating head lives for variable duration based on level. 100% - load - fills the head with explosive materials and magic to create a 1-use idol to do an AE attack that is fire and spirit based damage. Can also attach to charm belt and the AE will occur when the charm absorbs a hit.
Ok that one was convoluted and whacky...so is THIS ONE!
Surgeon - these require remains of fallen foes. 25% - transplant - can consume remains in inventory to recover hp/mana based on quality of remains (similar to tailoring) 50% - Acroanimate - consumes remains which animates the hands of the remains. effect is a self-only buff that lasts 10 ticks, hands do barehand melee attacks each round. damage and swing speed are based on remains used. 75% - Skinsuit - consumes remains to give an inertial barrier effect with durability based on quality of corpse (ac hp level con) 100% - tracksoul - locates traces of the soul's essence in the remains and pulls the necromancer to a living incarnation of the target remains. (could be deadly!!!!) not restricted by noportal areas...but only brings necromancer, not whole party.
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dread
Soldier of Peace
Posts: 67
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Post by dread on May 12, 2008 14:32:10 GMT -6
druid Feral - brings out the animalist in the druid 25% - Hunterspride - when active, will automatically pursue and engage a fleeing enemy, fight will re-open with a pounce attack that can knockdown enemy, but not druid. 50% - territorial - marks the room, making mobs in the room noaggro (does not work on sentinel mobs) 75% - alphadog - bad justin timberlake movie. improves forms by adding 50 haste when transformed 100% - wildmind - allows spellcasting when transformed
Gaiamancy - tunes druid further to the world and increases his affinity for nature 25% - worldly - in any natural environment, (indoor or out) the environment will randomly block attacks aimed for druid. based on proficiency 50% - forestavenger - like forest defender but does much more damage and has decreased longevity by comparison 75% - healingflood - masterspell version of healingrain 100% - stormeye - druid is always calm. when heirophant is active, druid spells will not fail from armor, and druid will not lose concentration
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Post by One on May 13, 2008 23:12:39 GMT -6
the name mercenary is already taken for prof groups. ranger #1. perhaps coldheart?
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Post by One on May 13, 2008 23:17:40 GMT -6
Awesome ideas all around though.
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Post by One on May 13, 2008 23:53:21 GMT -6
Hrm... templarblade. Which spells will it proc? Leaning toward status.
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Post by One on May 13, 2008 23:57:16 GMT -6
Steal sense seems a bit overly good. I like the concept though. Perversion, bind and poison don't really go along with the whole sense-specific thing.
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dread
Soldier of Peace
Posts: 67
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Post by dread on May 14, 2008 11:25:09 GMT -6
Idea behind bind was the "feel" sense, but sleep is arguable there, and bind might be a bit overpowering. perversion and poison were included because they were debuffs. I think though, maybe making it blind, silence, and sleep with a decent chance (maybe 20%?) to grant truesight status would be pretty awesome still.
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Post by One on May 14, 2008 18:31:13 GMT -6
Not sure I understand exactly what mystic centralist ability 'pulse' is all about.
I don't know about you, but I would have a hard time not picking exterminator for barb. Perhaps we could switch one of the survival abilities with an exterminator one? I dunno. Perhaps the others hold more sway than I'm thinking... Any thoughts? Grand crit is the main part that I'm leaning toward being a bit overly good.
On a related note, the druid prof that grants a master spell would probably be replaced by something else... perhaps something that is somewhat similar, like a group mend, etc.
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Post by hikaru on May 14, 2008 19:24:16 GMT -6
changed a couple things for barb, makes interesting option to go 50/50 split and attempt to make a raging machine.
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dread
Soldier of Peace
Posts: 67
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Post by dread on May 15, 2008 12:00:51 GMT -6
Pulse SHOULD read that it doubles number of attacks for 1 round every 5 rounds...idea is that centralist mystics are in tune with their body rhythm, which allows them to take advantage of their energy surges. I am editing to make the effect more clear in the post, but here's the explanation.
also bearing in mind that the numbers I pick are certainly starting spots, but balances need to be set...maybe it's every 10 rounds, or maybe it only doubles primary hand or maybe it's +50% or something
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Post by One on May 15, 2008 21:33:58 GMT -6
Ahh, that sounds cool.
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Post by One on May 15, 2008 23:37:02 GMT -6
mage:
specialist -- can only use one skill at a time. ____________________________________________________ positive(doubles duration and halves cost of all buffs for 24 game hours) negative(half mana cost and greatly reduced resist chances on mage's debuffs for 24 game hours) gathering(reduces recasting delays by 75% on skills such as form element, and reduces cast time on some spells for 24 game hours), specialist(half cost for specified element and double damage for it for 24 game hours)
battlemage -- ____________________________________________________ defiance(slam ground and send magical shockwave at target, has chance to knockback/stun) magearmor(half chance to cancel spellcasting from armor) latent(mage procs master spells at full strength) battlemage(further reduces chance to fail casting while wearing armor, and increases number of attack chances for mage)
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Post by One on May 16, 2008 0:32:08 GMT -6
judoka
not entirely sure that these are different enough from each other and previous ideas... but here they are!
enlightenment ____________________________________________________ 25 chifount(increased regeneration rates to hp, mana, and mv) 50 spiritflow(all judoka skills will cause additional damage based on % of movement remaining) 75 soulfist(magroll and int will now count toward barehand damage -- similar to the degree that damroll and dex normally do) 100 archon(immunity to all standard debuffs, always able to strike undead/magical etc, some resistance to non-magical strikes)
discipline ____________________________________________________ 25 reflexmastery(increased chance to dodge) 50 focusmastery(all judoka focus buffs (such as honedsense) become permanent once cast, until killed) 75 strikemastery(increased base damage with barehand) 100 painmastery(resist all damage to some degree)
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Post by un4givn on May 20, 2008 2:47:32 GMT -6
much better soulfist is hawt focusmastery doesn't seem like a 100% abil, it's nice but doesn't seem like a good 100% one how about focusmastery reflexmastery strikemastery painmastery
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Post by One on May 21, 2008 20:21:28 GMT -6
Altered the order a bit. I still think that focusmastery is one of the more desirable abilities in discipline. Perhaps not the most likely to get someone to pick discipline, however.
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Post by hikaru on May 26, 2008 21:32:39 GMT -6
was thinking for barb loner... call it domesticated
comfort heals/regen/(bard songs) work to full effect convenience letting them use scrolls make it so that the barb has a 33% chance of a beneficial spell sticking (haste, aid, etc)
I don't really see much point in going with loner over warlord
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Post by One on May 28, 2008 17:49:50 GMT -6
Tweaked loner order a bit.
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dread
Soldier of Peace
Posts: 67
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Post by dread on Jun 6, 2008 14:39:49 GMT -6
Assassin:
Hitman - the seedier side of assassin life, less up-front assault, more focus on the undetected kill
25% - parting gift - when assassin flees from a mob and mob tracks him the mob will be hit by an explosion trap that the assassin leaves, causing good fire damage. ONLY works on tracking mobs 50% - poisontaste - assassins can drink venoms used to poison their weapons. granting them a temporary "bane" status that would be granted with envenom. Only 1 status may be used at any time 75% - lure - Allows a stealthed assassin to pick a direction...he will move that direction and target mob will follow him(if successful). when mob arrives assassin will open with a backstab with a 20% damage bonus for the surprise. 100% - Shadowstab - successful backstab yields a chance that the mob will not attack the assassin. This is based both on mob's ability to detect the assassin, and the assassin's dexterity, because they need to get back out of sight!
Psionicist - focuses on latent Mental-magic skills posessed by assassins 25% - Menace - debuff When fighting one on one Assassin can impose his presence and frighten his enemy, causes enemy to lose attacks in successful rounds(like bard jig) against the assassin when fighting 1 vs 1 only! 50% - Psishield - makes assassin immune to mind-altering attacks (including psiblade backfires and fear and charm) 75% - Mindwhip - can use on mobs under psiblade effect. Rends the opponents mind causing -5int for 2 ticks and does moderate damage 100% - Psilance - improved psiblade doing MUCH better damage (assassin level - assassin levelx8) for 3x mana of psiblade. Also, psi effect duration gets +1 round
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Post by guest on Jun 9, 2008 11:34:47 GMT -6
Sounds pretty cool. Doesn't really add any up-front damage but adds a lot to the class.
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dread
Soldier of Peace
Posts: 67
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Post by dread on Jun 19, 2008 14:26:39 GMT -6
Shifter
Internal - involves shifting the abilities of the body to improve performance...only 1 active at a given time, but permanent until changed. 25% - Density - Increases AC rating by level of shifter 50% - Intensity - increases focus on action...giving +(level/2) hitroll to shifter and adding (level/50) % (4% at 200) chance to critical hit 75% - Neurogasm - increases magical damage by shifter (level/10)% and provides (level/10)% bonus to any magical buff effects (additional AC from stoneskin etc) 100% - Metabolize - Increase haste by shifter level
External - Shifter is able to focus his ability to alter himself to make changes to his environment, allies, or his enemies... 25% - Elevation - Raises ground beneath shifter, granting higher likelihood to hit head and throat of target, and reducing/removing likelihood of getting hit in head or throat 50% - Realign - debuff that causes the enemy's armor to realign it's structure, granting a weakness to one attack type of shifter choice. (blunt, slash, pierce, etc) 75% - inversion - debuff/buff can be used on friend or foe. reverses hitroll and damroll of target for 10 ticks. 100% - Pressurize - increases the air pressure to the benefit of the shifter...occasionally causing a (1, level/5) % damage reduction on incoming attacks (this is basically a brace with up to 40% reduction, not sure how frequent...would need balancing!)
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