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New Class Ideas (Rough)
#4
"[url=http://www.neus-projects.net/viewtopic.php?p=7662#p7662 Wrote:RoboCat » Mon Jun 08, 2015 3:45 pm[/url]"]I really like these ideas. But what stats do you think the classes would be based on? I was planning to just suggest some for them, but I'm more curious about how you envision them.

I'm more interested in throwing ideas for Dev to draw from out there, and letting Dev do Dev's thing from there, myself. While it would be nice to see our "ideal" growths, I'm sure Dev has his own opinion on it, and any ideas we submit are subject to change, so... *shrug*


Here's another one I forgot to list

Base Class: Enchanter
Promoted Classes: Warlord, Sentinel

Gimmick: A rounded jack-of-all-trades who merges all their skills into a single cohesive moveset, using magic to enchant their equipment rather than enchanting people like many other classes, and then pushing their combat skills to the limit. The base class would get weak spells to convert a portion of their normal attack damage into an element (Think the Dragon Swords, but only a partial effect, and changeable mid battle) and weak spells to grant their armor various gimmicks such as auto-recovering 10% of the damage recieved. The Warlord promotion would be the Melee Equivalent of the Evoker in terms of raw damage output compared to other melee classes (Such as passives to increase weapon power when the off-hand slot is empty to represent two-handing, skills to boost the multipiers of elemental weaknesses you hit, and devastating Melee skills, while the Sentinel would focus on both defensive buffs and enchanting the weapon with ailments instead of elements, losing a portion of your damage for causing ailments. (Example: 80 damage = 60 damage + Level 20 Burn, instead)
*loud burp*
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