06-07-2015, 06:49 PM
Do we -NEED- more classes? No. Would it be FUN? Would it diversify battles, allowing more unique RP, and add new options to character builds you just couldn't quite manage before? Many much yes.
Here's a few rough ideas for new and exciting classes.
Base Class: Tracker (Axes, Bows, Guns)
Promoted Classes: Sniper, Geomancer
Gimmick: Mucking with terrain, creating healing glyphs/ mana crystals, placing pitfall traps, creating impassable terrain, etc. Snipers would be a long-range, low-move specialist ranged class, the polar opposite to the magic gunner, using terrain to slow foes and boost hit. Geomancers would deal magic damage based on the terrain they've placed.
Base Class: Tamer (Spears)
Promoted Classes: Beastmaster, Morpher
Gimmick: Capturing and taming monsters. A beastmaster would bring out the best of it's beasts via supportive buffs and the like, while a morpher would transform into them to grant full control to the player. Monsters would need to be trained like youkai. Different races could also have different affinities for different beasts, allowing cross-skill morph use (Example: Leporidae morph into vorpal rabbit can use Rabbit Leap)
Base Class: Alchemist (No innate weapon)
Promoted classes: Spitfire, Herbalist
Gimmick: Using a mechanic similar to Essence/Ki/Magic Bullets/Void Energy, they would gather materials on the battlefield and brew concoctions for fun and profit. Every turn they'd salvage a few items nearby, and could use M to look for more iitems if need be. These crafting materials would be exclusive to their skills. One promotion would specialize in offense (Buffs, Bombs) while the other would be more supportive (Debilitations, Recovery.)
Here's a few rough ideas for new and exciting classes.
Base Class: Tracker (Axes, Bows, Guns)
Promoted Classes: Sniper, Geomancer
Gimmick: Mucking with terrain, creating healing glyphs/ mana crystals, placing pitfall traps, creating impassable terrain, etc. Snipers would be a long-range, low-move specialist ranged class, the polar opposite to the magic gunner, using terrain to slow foes and boost hit. Geomancers would deal magic damage based on the terrain they've placed.
Base Class: Tamer (Spears)
Promoted Classes: Beastmaster, Morpher
Gimmick: Capturing and taming monsters. A beastmaster would bring out the best of it's beasts via supportive buffs and the like, while a morpher would transform into them to grant full control to the player. Monsters would need to be trained like youkai. Different races could also have different affinities for different beasts, allowing cross-skill morph use (Example: Leporidae morph into vorpal rabbit can use Rabbit Leap)
Base Class: Alchemist (No innate weapon)
Promoted classes: Spitfire, Herbalist
Gimmick: Using a mechanic similar to Essence/Ki/Magic Bullets/Void Energy, they would gather materials on the battlefield and brew concoctions for fun and profit. Every turn they'd salvage a few items nearby, and could use M to look for more iitems if need be. These crafting materials would be exclusive to their skills. One promotion would specialize in offense (Buffs, Bombs) while the other would be more supportive (Debilitations, Recovery.)
*loud burp*