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(Discussion) What would be a more ideal buff for Monoclassing?
#1
Throw wide the gates, my fellows.

Idk what going Class/Class could reward better that makes it more worth than mixing a pair of classes, since only some combinations are sort of self-sufficient, like Boxer/Boxer. Making it 'deal more damage and take less damage' is simple and effective, but boring, so...

What are your ideas for Monoclassing buffs?
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#2
More skills for every class. Monoclassing gives 70 SP so it’s like you have two classes in one class.
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#3
Certain class features getting enhanced in their application/gimmick scaling.

Monk higher ki cap, more gen, ect. Fire bird increased ignite power range,
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#4
Pretty much the most fun approach to this would be to take the class fantasy and amp it up, worry about balance later after testing.
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#5
I think Aquamancer is a good benchmark for this, given it's already got some decent class-based bonuses for monoclassing it.
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#6
Monoclassed Aquamancer exemplifies a good example as it enables the class to provide it's class fantasy even more effectively, by starting off with 6 crests it gets rain up in a momentum efficiency manner, thus allowing it's support to snowball fast.

Other classes should look to replicate this, as I stated in my previous post, amplifying it's class fantasy is very good.
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#7
An interesting solution would be that EVERY (non-base) class has a skill that can ONLY be used while monoclassing that plays into that class's gimmick.

Let firebird feathers resonate 3x.
Let kensai skills activate as though they were comboed 50% of the time.
Reduce Ki usage by 25%, without decreasing the power. (So even Kahouda leaves behind 25% ki for example)
Evokers... Hmm... Let them start the fight with an invocation half finished.

I'm sure we can think of more.
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#8
Well, might as well pitch in some ideas in the style of the above post.


Black Knight
-The effective range of all skills that utilize black wind is increased by 1
-Indomitable's bonus DR is increased by 50% (15-30% as apposed to 10-20%)
-The CD of all BK skills are reduced by 1

Tactician
-Orders have a flat +15lvs added to their normal amount
-Formations passively count as having a person inside at all times (meaning you only need two people inside for the rank increase/max effect)
-Ally deaths only decrease rank by 2 instead of a reset to D

Demon Hunter
-The stat passive associated with each stance is doubled (+10 instead of +5)
-The damage decrease of Combination Fighter stacks is halved.
-Winged Serpent has -1m cost passively
-You retain the passive effects of each stance you used until your next turn (So going matador -> reaver then ending turn allows you to use Know No Pain until your next turn)


Aquamancer (These effects already exist, but I want to show these for the sake of power benchmarking what Monos could have.)
-Crest Break's ele res reduction doubled
-Aquae mastery starts the fight with 6 crests instead of 3

Priest
-The CD of malmelo is reduced by 2 turns.
-Devocation causes Dark Water to only decrease FAI by 50% instead of 100% (Similar to holy soles, which it stacks with.)

Lantern Bearer
-The momentum cost of lantern spells when gentle embers is toggled on is reduced by 1m
-Lanturn spells no longer have damage/inflict falloff, instead dealing its max potency to all targets hit.


Monk
-Doubles passive Ki gain from Spirituality (Already exists in the game)
-The max Ki amount from Spirituality is increased to 40
-Golden Glow continues to trigger at 30 ki, but if Power Up raises Ki to 40, it instead grants "Azure Glow" which is functionally similar to golden, but has double the DR%
-Ki Awoken's HP cost per round is halved
-Power Up refunds 3m after use (This means a 7m PU gives you the Ki it normally does, but doesn't end turn. It could also be used as a tech option at 1/2 momentum to set yourself to 3m for a proper action at the cost of PU going on its normal CD)

Boxer
-Martial Artist skills can be utilized without reducing Sturm level
-All geist dashes change to be 1-X range instead of 3-X

Verglas
-Winter's Bite CD removed, and range increased by 2
-When you have Ice Point equiped, you start battle with a 1 range diamond of ice sheets around yourself.


Spellthief
-Stolen Spell CD reduced by 1
-Blue steal gains (Trickery: Use the Steal skill on the target.)
-All daggers become valid casting tools for Stolen spells

Void Assassin
-Double Radiation's passive void energy generation to 6
-All void spells become dagger castable
-Voidveil grants 50% elemental res to null damage (effectively halving self damage from VA skills/effects)

Engineer
-Summoned Bots passively have Calibrate active.
-Turret Bot is auto-summoned without cost at beginning of battle if Deploy: Turret is equiped.
-Technological Marvel increases damage from explosives by a further 2 per unused skill slot you have.


Evoker
-Tattoo Refresh has a halved CD
-HSDW is automatically used at the beginning of battle if it is equiped
-Charge Mind refunds 3m if it's already in effect (meaning Ephemeral Insight becomes slightly more usable)
-Elemental Overtime causes each unique spell domain cast in a turn to increase spell power by 15 until your next turn.

Hexer
-Using a curse skill will give you another curse that you have equiped at random
-Evil Force's damage bonus applies to spells as well
-Payback's status resist reduction is doubled

Rune Magician
-Rune HP from Sturdy Rune is doubled (Already exists)
-Swift Rune Crafting halves the cost of runes while it's active


Ghost
-All skills with a HP cost have that cost halved
-Base Claret Call application per instance is increased by 2
-Rebound steals 2% of the Ghost's max HP as additional HP steal from each target affected.
-Rising Game gains a level per 7% missing HP instead of 10%

Firebird
-Feathers can resonate a third time
-Riser has its momentum cost reduced by 1m
-Light Fall while active also grants the effects of Stay Afloat (While toggled on, all skills used are treated as airborne compatable, meaning they won't end your airborne status)

Kensei
-The duration of all the Absolute skill effects are increased by 1 turn.
-Katana Master grants double the power/mark levels (+10 instead of +5 power/LV)
-Sheath Sword will trigger the counter on the tiles to the side of you, in addition to the front. It will also always grant Sacred Art the following turn, regardless if it triggered or not. 


Bonder
-Spiritual Bond has the max bonds allowed doubled to 6.
(Fight as One only requires at least 3 summoned to take effect)
-Contract Tres's limit is doubled to six.
-Healing Discharge can be used by any weapon

Grand Summoner
-New Heights cuts Youkai maintenance cost to 1/4 instead of 1/2.
-Auto Summon summons your first two youkai instead of one.
-Encourage applies to all youkai within its range, and gives them +25 hit for the duration.
-Reihou also heals Youkai summoned on the field.

Shapeshifter
-Preservation Instinct negates HP costs to SS skills/effects (Already in the game)
-Self Destructive Shifting doubles HP costs, but reduces CDs by 2 (Already in the game)
-Chaotic Form allows you to have a second install active at the same time as another. You maintain the stats of the newest install, but you benefit from the passives and racial types of both. Split Forming when you have a dual install active causes the newest Youkai to be summoned, and automatically Chimera installed with the older one.


Magic Gunner
-You can utilize two magic shells at once, with the last two used shell skills being the ones active. Charge Shot and Overcharge gain the effects of both shell effects simultaneously.


(These two classes could probably use reworking before getting mono effects, but I'll pitch ideas to be comprehensive anyway)
Arbalest
-Has two cannon charges instead of one. Reload accel only recovers one of these charges.
-Special Armament recovers a cannon charge every 3 turns instead of 4
-Deadly Aim also casts Mighty Wall, and vice versa if the other is equiped.

Ranger
-Annorum gets passively applied to a spell once every three turns. This is a separate CD to the skill itself, so Annorum can still be manually used as normal to gain the effects.
-Nest of Nests also decreases the momentum cost of Nest by 1m
-Forest Walk gains (Trickery: Lay the first trap in your skill list in your original location)
-Longdraw from Expert's Aim no longer disappears after movement.
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#9
Give mono aquamancer the ability to ignore absorb and immunity for using aquamancer spells on max aqua crest. Its painful being shut down by anyone installing sazae-oni as a mono aquamancer. . .
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#10
Don't give any advantage

Just put a cosmetic title
"I play monoclass"

Do it the nintendo way.
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