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Posted

So there would need to be a way to earn it, so maybe you should think a way how that would work?

I must study the other 30+ Classes. Is there a list of them somewhere? I've tried "Rules & Discussion", "Library", and here: nothing.

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Posted

I must study the other 30+ Classes. Is there a list of them somewhere? I've tried "Rules & Discussion", "Library", and here: nothing.

There's a list of my expert classes somewhere (most likely R&D), but only their names (which are Minstrel, Dragoon, Necromancer, Cannoneer, Alchemist, Chi Monk and Beast Warrior). I will publish the full details of each class soon.

So far there's only one expert class made by someone else that I have officially approved, and that's Scuba's Infiltrator-class.

Posted

Alrighty - I'd like suggestions. I do wish to make a Wren-Hunter class, but I'm not sure what they'd be. The recurring "Wren Hunters" are Felton, Hans, Poletad, and Phil... and spoiler, McColt will also make a reappearance at a point in the quests. My issue is this - they don't really have any concrete skills as a group. Felton, Phil and Hans are all sort of pessimistic? I don't know... that's really all I've got, and in contrast, Poletad is incredibly optimistic. They don't tend towards order OR chaos, they're kind of a mix between those two. So... what should I do? Just suggestions, if I do make a class, it will be of my design. But general ideas?

Posted

Alrighty - I'd like suggestions. I do wish to make a Wren-Hunter class, but I'm not sure what they'd be. The recurring "Wren Hunters" are Felton, Hans, Poletad, and Phil... and spoiler, McColt will also make a reappearance at a point in the quests. My issue is this - they don't really have any concrete skills as a group. Felton, Phil and Hans are all sort of pessimistic? I don't know... that's really all I've got, and in contrast, Poletad is incredibly optimistic. They don't tend towards order OR chaos, they're kind of a mix between those two. So... what should I do? Just suggestions, if I do make a class, it will be of my design. But general ideas?

Hmm, perhaps you should not call it Wren Hunter, but Chaos Fighter, or something along those lines: Someone that has developed unique skills in the fight against Wren and her Chaos/Evilness.

As for mechanics, I can imagine they use melee weapons, possibly shields?(?). As for Job traits: something that gives a damage bonus against demons, or all forces of darkness, something along those lines. Plus maybe two others already in use?

As for Rolls, I can imagine a shield that is basically the opposite of the Black Knight's special?

Hope these suggestions help.

Posted

HeroicaClass-Skirmisher.jpg

I think the idea of having a class that defends and buffs other players fits well as an expert class, but your class has some problems that might make it an undesirable choice for players. Here's some pointers:

- I'd like to repeat that an expert class does not have to be acquired by getting a great reputation among a faction. It can also be given as a reward from a quest, as a gift to an accomplished player or something else like that.

- Weapons: In order to avoid confusion, you should stick to the official weapon types listed in the rules, or make up a new weapon type that can only be used by that class. Coincidentally, my Dragoon-class can also equip only polearms and shields.

- Job Traits: Like I said earlier, expert classes can (and should) have three job traits. "Subordinate" is a very unappealing trait, although I understand it from a roleplaying perspective. It should at least be countered with two powerful traits.

- Battle Style: As I said, the encouraging effect of the class should be a job trait. But why isn't the Skirmisher affected by it? That's another unattractive thing about the class.

- Shield (Phalanx): Even a Level 1 knight can protect the entire party from all damage with Sentinel, and this is only half as good as that. Shield-skills should be something coveted, that the players will wait for to happen in a battle.

- Defend: I actually like this skill, but it's basically just a weaker version of the Shield skill (making the Shield-skill look even less special).

So in my opinion your class needs a lot more "oomph" to it to make it appealing to players and a worthy choice for a Level 30 player. In this form it's so underwhelming that I cannot approve it into the game, I'm sorry to say.

Engineer

Additional Health:
No health

Additional Ether:
+X

Weapons:
Engineers use specialized tools for the task, like wrenches, hammers, and gears.

Job Trait:
Mechanical Expertise - Allows the Engineer to repair or alter various machinery encountered.

Battle Style:
Construction - Engineers build Constructs to aid their party, and cannot attack physically. However, they cannot be damaged by enemies.

1. SHIELD: Eureka! – The Engineer is inspired by an idea, granting a random positive effect to their Construct the lasts until the Engineer rolls another SHIELD.

2. MAJOR REPAIRS: The Engineer can spend 1 Ether to repair his or her Construct with strength equal to two times their weapon power added to their level (e.g., WP: 4 x 2 + Lvl 5 = 13 Health restored to Construct).

3. MODERATE REPAIRS: The Engineer can spend 1 Ether to heal his or her Construct with strength equal to their weapon power added to their level (e.g., WP: 4 + Lvl 5 = 9 Health restored to Construct).

4. CONTEMPLATE: The Engineer concentrates to regain 1 Ether.

5. ERROR: The Engineer's attempt at repair fails. No effect.

6. MALFUNCTION: The Engineer's attempt at repair fails catastrophically; the Construct takes damage equal to its weapon power added to its level and is Stunned (e.g., Construct's WP: 4 + Lvl 5 = 9 Damage and Stunned effect to Construct). The Engineer is also Stunned.

QM Note:
If the Construct is the last standing party member and is defeated, the Engineer is considered to be defeated as well.

CONSTRUCT

Base Health:
Creator's original health + X per Level.

Base Ether:
none

Weapons:
The Construct may be fitted at a blacksmith with any weapon the Engineer could use before they became an Engineer. Adding or removing a weapon from a Construct costs 25 Gold, plus 5 Gold for each additional weapon carried. Shields may be fitted (if the Engineer could previously use a shield), but Artifacts may not.
Switching between weapons requires one turn
.

Job Trait(s):
Automated - The Construct retain's one Job Trait from its creator's previous Base or Advanced class. The choice should be listed in the character’s stats and may only be changed in the Heroica Hall Training Room.

1. SHIELD: Memory Bank - The Construct uses the Shield effect for its user’s previous Base or Advanced class. The choice should be listed in the character’s stats and may only be changed in the Heroica Hall Training Room.

2. CRITICAL HIT: The Construct attacks the target with strength equal to two times their weapon power added to the Engineer’s level (e.g., WP:6 x 2 + Lvl 5 = 17 Damage).

3. HIT: The Construct attacks the target with strength equal to its weapon power added to the Engineer’s level (e.g., WP:6 + Lvl 5 = 11 Damage).

4. MISS - The Construct misses its target.

5. DAMAGE: The Construct is struck by its opponent.

6. SPECIAL DAMAGE: The Construct is struck by the opponent’s special skill.

QM Note:
The Construct is Mechanical type, and follows corresponding elemental strengths and weaknesses (takes double damage from Lightning-elemental attacks, takes no damage from Wind-elemental attacks). The Construct is unaffected by healing, consumables, or Phoenix Essences. If disabled (Knocked Out), the Engineer may expend 10 Ether to repair it; this follows all other rules for revival (as if with a Phoenix Essence).

While I'd want to see an Engineer-class in the game, there's some distinct problems with this version:

Firstly, the class has no special powers. When you think about it, the construct only has the very basic battle skills (save for the Shield-skill that carries over), none of which are even a nod to its mechanical nature. It has a personal healer who is also a great liability by being able to damage the construct (remember that clerics and other healers cannot damage the person they try to heal). The class is further debilitated with the construct's elemental properties and immunity to items. There's simply no way for the class to do anything special in a battle.

Secondly, the Engineer's lack of health poses a serious problem when it comes to game mechanics. The QMs would constantly have to consider how to take this class into consideration in different situations. None of the other players can even help the engineer in a battle (since items, effects and healing would't work), so the player would be on their own even in a party. Even the engineer's job trait is something that will be dependent on the QMs if it will ever be useful in a quest.

There's just too many issues - the lack of power and the problems with the health being the main ones - for me to approve this class yet, either. Sorry!

Posted

Alrighty - I'd like suggestions. I do wish to make a Wren-Hunter class, but I'm not sure what they'd be. The recurring "Wren Hunters" are Felton, Hans, Poletad, and Phil... and spoiler, McColt will also make a reappearance at a point in the quests. My issue is this - they don't really have any concrete skills as a group. Felton, Phil and Hans are all sort of pessimistic? I don't know... that's really all I've got, and in contrast, Poletad is incredibly optimistic. They don't tend towards order OR chaos, they're kind of a mix between those two. So... what should I do? Just suggestions, if I do make a class, it will be of my design. But general ideas?

Maybe the class could involve chance and balance? As you said they are a mix between order and chaos, so perhaps that could be reflected in giving them two sets of abilities? So that in battle a die would be rolled before each round, to determine what set of abilities to use. So if it was an even number they would use Ordered themed Misses, Hits, Critical Hits, and so on, but if it was odd then the attacks would be chaotic themed. Maybe the order set of attacks would involve defensive and team buffing abilities, while chaotic would relate to offense and parasitic attacks? Basically it would be like Two-Face, a flip of a coin (or in this case a roll of a die) would decide what they do. Does this make sense, or am I just babbling here?

Posted

Alrighty - I'd like suggestions. I do wish to make a Wren-Hunter class, but I'm not sure what they'd be. The recurring "Wren Hunters" are Felton, Hans, Poletad, and Phil... and spoiler, McColt will also make a reappearance at a point in the quests. My issue is this - they don't really have any concrete skills as a group. Felton, Phil and Hans are all sort of pessimistic? I don't know... that's really all I've got, and in contrast, Poletad is incredibly optimistic. They don't tend towards order OR chaos, they're kind of a mix between those two. So... what should I do? Just suggestions, if I do make a class, it will be of my design. But general ideas?

My suggestion would be to first make an internal "Wren's Favored" class (one that, presumably, would never be used or released to anyone except in extraordinary circumstances), and then create the Wren Fighter class as a deliberate counter-class. As an added bonus, the "Wren's Favored" class would simultaneously create a balanced, scaling Chaos User stat setup for making enemies for future Wren Quests. :wink:

My other suggestion: make Miss into "Rest" to automatically heal a small amount of health--like Felton did in Quest 19. :wink:

Posted

Harlot

*
Additional Health:
+X

*
Job Trait(s):
Promiscuous
- Harlots have their own form of Diplomacy.
Flee
(See Rogue)

*
Battle Style
: Seduction - Harlots prefer to play mind games with their opponents. Partial to whips & chains (Thothwick/Dyric
:innocent:
)

1. SHIELD:
Pleasure House
- The Harlot works her magic. All enemies receive a random negative effect from the list below.

2. KISS AND MAKE UP: The Harlot attacks the target with strength equal to two times her weapon power added to her level. Additionally, target is
enamored
with her for the next round.

3. HIT: The Harlot attacks the target with strength equal to her weapon power added to her level.

4. IT FEELS SO GOOD: The Harlot does her job so well the target’s mind goes numb. Enemy’s level is lowered by WP/2 rounded down.

5. MASOCHISM: The Harlot is struck by her opponent’s damage but revels in the pain so is
encouraged
for the next round.

6. SPECIAL DAMAGE: The Harlot is struck by its opponent’s special skill.

QM Note: Pleasure House Negative effects:

*
Poisoned
-
Don’t worry, it’ll clear up soon
.

*
Badly Poisoned
-
Better have a cleric look at that.

*
Hexed
-
I’ll do whatever you say.

*
Sealed
-
Shh, I won't tell your wife.

*
Fast Asleep
-
Another satisfied customer.

*
Weakened
-
I’m exhausted.

Wow... This class is simple, powerful and fun - exactly what it should be. Just add one more job trait and a list of usable equipment, and I have no qualms in approving it. :thumbup:

Now you just have to think of a faction who would give out this class. :wink:

Posted

My suggestion would be to first make an internal "Wren's Favored" class (one that, presumably, would never be used or released to anyone except in extraordinary circumstances), and then create the Wren Fighter class as a deliberate counter-class. As an added bonus, the "Wren's Favored" class would simultaneously create a balanced, scaling Chaos User stat setup for making enemies for future Wren Quests. :wink:

Now this is an idea that is good. Zepher, use it! :sing:

Posted

Beast Rider (permanently hastened):1. Tramples Target: target receives damage and is afflicted with either the stunned effect or cannot do damage for the next three turns.

2. Rear Up: beast rises up and kicks opponent, WP + (Level x2)

3. Beast Special: beast uses his special ability. Depends on the beast bought.

4. Hit: opponent is struck with normal damage e.g.: WP + Level

5. Damage: receives damage equal to the enemy’s level. There is a half chance of hitting the beast. if the beast is hit twice in a battle, it is KO’ed and the rider loses half his health.

6. Special Damage: receives enemy’s special damage. Has half chance of hitting the beast.

Unit can wield: spear, sword, shield, etc.

Beast armour can be purchased at the marketplace or won on quests (increases number of hits needed to fell beast)

Arcani:

1. Demonic Scream: Causes target to flee battle. Encourages allies (?)

2. Double Hit: Strikes target with two weapons from his inventory.

3. Hit

4. Counter Strike: leaps back, dodging opponents blow enabling him to leap forward next turn. Is very lucky next turn (or cannot take damage)

5. Damage: 1/3 chance of receiving full damage, 1/3 chance of receiving half damage, and 1/3 chance of receiving no damage.

6. Special Damage: 1/3 chance of receiving full damage, 1/3 chance of receiving half damage, and 1/3 chance of receiving no damage from enemy’s special

Unit can wield: dagger, spear, helmet, breastplate, etc

And now for my personal favourite:

Pretzelian Monk (Only available for those whose original name was “Monk Pretzel”.

1. Convert: gives target confused effect until targeted. Will pay his tithe=level in gold to you every turn.

If targeting undead - Redemption: undead is redeemed and leaves his “undead body” (dies). Pays tribute of level x 5 to pay his way there.

2. Gives Speech: puts all enemies to sleep until targeted and encourages allies.

3. Heal all: heals all allies to full health and ether.

4. Tools from Cart Special: repairs each ally’s weapon not in use adding WP1 to each of them.

5. Holy War: is struck, but next turn causes everyone, both allies and enemies, to target his attacker.

6. Holy Indignation: drives fear into the hearts of each opponent. Uses each one’s power against each one respectively.

Umm... no. Just no. The Beast Rider has potential, but the descriptions are lackluster and leave too much for interpretation. The Arcani shows that you still lack the required knowledge about the game mechanics, and the third one must be just a joke.

Posted

That's funny, you posted this just as I was fixing a lot of the things you mentioned. :laugh:

HeroicaClass-Skirmisher2-1.jpg

Changes:

  • The class is no longer specified to require a great reputation.
  • Skirmishers may use swords. (and when I say "halberds, glaives, and pikes", I'm giving examples of appropriate weapons, not listing weapon types)
  • The Cooperative Battle Style is now the Assistance Job Trait. (Assistance doesn't allow the Skirmisher to buff itself to make the class less like Infiltrator)
  • A third Job Trait, Ranged, allows Skirmishers to use their pole-arms as throwing weapons.
  • Phalanx now lasts for three Rounds.

Posted

So are lvl 30 classes open to anyone to create now?

Well, not really. Only QMs can give expert job classes to other players, and only if I've approved the job class.

I just felt I needed to comment on Flipz's and palathadric's creations too, out of fairness. I'm not stopping anyone from throwing ideas in the air, as long as nobody overdoes it.

Posted

Something I've been wondering: Sandy has talked about Master Classes at level 50. Will they work on an expert Class basis, being able to recieve one as a reward for winning a quest, or work like the original 6 classes where you just have to choose 1?

We won't have to worry about it for a while though: you need to win a whopping 150 battles to even be able to use one!

Posted (edited)

Scholar

Great rep with Academy of Enlightenment

*
Additional Health:
+X

*
Additional Ether:
+X

*
Job Trait(s):
Diplomacy
(See Knight),
Flee
(See Rogue),
Knowledgeable
- Can read and speak any language and translate or decipher codes and symbols.

*
Weapons:
Scholars wield wands and staves, and can use Scrolls.

*
Battle Style
- Calculating: Scholars use their knowledge to help allies and hinder foes rather than attacking physically.

1. SHIELD:
Exponential Damage
- The Scholar uses his knowledge of the foe to deliver a decisive blow that does damage equal to WP^2

2. ELIGHTEN/INSPIRE: The Scholar teaches the foe a life changing fact,
Hexing
the foe for three rounds. Optionally, the Scholar makes his ally
Lucky
by giving them a rare and interesting piece of trivia.

3. LECTURE/ENCOURAGE: The Scholar lectures the foe on something boring, i.e. history, putting them to
Sleep
. Optionally, he inspires an ally with an interesting lecture about, i.e., science, Encouraging him.

4. BABBLE: The Scholar spews random nonsense, Confusing all members of the battle including himself.

5. DAMAGE: The Scholar is damaged by the foe. Optionally, any inspiration fails.

6. SPECIAL DAMAGE: The Scholar is struck by its opponent’s special skill. Optionally, any inspiration fails.

The Scholar is a status effect version of the Cleric and can buff allies or annoy foes, and his Shoeld offers massive damage potential to make up for the lack of attacks and to encourage Scholars to not abandon their weaponry.

EDIT: Fix'd

Edited by Kadabra
Posted

That's funny, you posted this just as I was fixing a lot of the things you mentioned. :laugh:

Changes:

  • The class is no longer specified to require a great reputation.
  • Skirmishers may use swords. (and when I say "halberds, glaives, and pikes", I'm giving examples of appropriate weapons, not listing weapon types)
  • The Cooperative Battle Style is now the Assistance Job Trait. (Assistance doesn't allow the Skirmisher to buff itself to make the class less like Infiltrator)
  • A third Job Trait, Ranged, allows Skirmishers to use their pole-arms as throwing weapons.
  • Phalanx now lasts for three Rounds.

Looks better now, especially with the addition of making their polearms throwable, but still somewhat underwhelming. I think the Shield-skill bothers me most, now. What if the Skirmisher rolls a Shield while the Phalanx is still in effect? Will it be wasted, or will the effect's duration be extended?

Also, could their dependence on being a part of a larger force be emphasized? What if they would get extra attack power equal to the size of their party? So the damage they cause would be WP + Level + party size.

Posted

Well, not really. Only QMs can give expert job classes to other players, and only if I've approved the job class.

I just felt I needed to comment on Flipz's and palathadric's creations too, out of fairness. I'm not stopping anyone from throwing ideas in the air, as long as nobody overdoes it.

Hmm..mk. Maybe the Miners' Guild will send over a representative soon. :classic:

Posted

Something I've been wondering: Sandy has talked about Master Classes at level 50. Will they work on an expert Class basis, being able to recieve one as a reward for winning a quest, or work like the original 6 classes where you just have to choose 1?

We won't have to worry about it for a while though: you need to win a whopping 150 battles to even be able to use one!

I already explained the Master classes in the R&D-topic.

There's three of them:

Mimes combine the powers of all six basic classes, without adding anything new to them. Anyone can choose to be one after reaching Level 50.

Paragons are hybrids of knights, barbarians and rogues, with some unique job traits and bad-megablocks battle skills. The class is only open to original knights, barbarians and rogues after Level 50.

Prophets are likewise hybrids of mages, clerics and rangers, with some original flair in them. And likewise, this class is only open to original mages, clerics and rangers after Level 50.

The expert classes are totally unique, and none of their special skills or traits carry over to the master classes. Nobody will force you to choose any of these three classes, though, you can always stick with any class that suits you the best.

Posted (edited)

Well, I don't think that shod factor into the class at all, really. I mean, it's an aspect of roleplaying. Look at your own character - Boomingham is everything a Paladin shouldn't be, so alignment isn't much a variable for classes, and even if it is, it's not set in stone.

As for the class's basis, maybe it's like a semi-opposite of Black Knight; for example, have its skills based around killing Demonic enemies. In addition, most of the Hunters strike me as roguish, and their Shields in combat seem to revolve around getting gold, so maybe it's somewhat roguish. Something like a mixture of Black Knight and Raider, perhaps.

Felton, Phil, and McColt (as well as Poletad, to some degree) all also seem to favor talking things out, so perhaps it's a somewhat diplomatic class?

If you really need a straightforward suggestion/something to base the class off of,

Wren Hunter

Additional Health: +X

Additional Ether: No ether

Weapons: Wren Hunters use a range of weapons, including daggers, longswords, greatswords, axes, and hammers.

Job Trait: Intimidation - Wren Hunters have an unusual affinity to scaring the hell out of people with tales of demons and their deaths to get information. Natural Respite - Wren Hunters don't have time to snuggle up in a bedroll.

Battle Style: Cleansing(?) - Wren Hunters aren't righteous bringers of light, but they're deadset on ridding the world of demonic forces nonetheless.

1. SHIELD: Smite Evil Demon's Bane – The Wren Hunter becomes a true demon slayer, dealing a single strike of light elemental damage to their enemy equal to five times their weapon power added to their level. (e.g., WP: 8 x 5 + level 30 = 70 light elemental damage)

2. EXTRA CRITICAL HIT: The Wren Hunter attacks their enemy with strength equal to three times their weapon power added to their level. (e.g., WP: 5 x 3 + Lvl 30 = 45 damage)

3. HIT: The Wren Hunter attacks their enemy with strength equal to their weapon power added to their level (e.g., WP: 5 + Lvl 30 = 35 damage).

4. COUNTERTHIEF: The Wren Hunter is hit with the enemy's attack, but then steals gold equal to the enemy's level times two. (e.g., level 10 enemy = damage to the hero but 20 gold stolen from enemy)

5. DAMAGE: The Wren Hunter takes damage from one random enemy equal to the enemy's level.

6. SPECIAL DEFLECT: The Wren Hunter has a 50/50 chance to get hit with the enemy's special skill. If the special skill fails, to Wren Hunter steals gold equal to the enemy's level times two. (e.g., level 10 enemy = 20 gold stolen)

As a start.

Edited by CallMePie
Posted

Also, could their dependence on being a part of a larger force be emphasized? What if they would get extra attack power equal to the size of their party? So the damage they cause would be WP + Level + party size.

That would make it remarkably similair to the Infiltrator.

Posted (edited)

Chaos Defenders

* Additional Health: +6

* Job Trait(s): Diplomacy – Chaos Defenders are used to working with others, Track Down – Chaos Defenders can track down any opponent, Order/Chaos – See Below

* Battle Style: Chaos Defenders are deeply troubled by the force they are sworn to fight, and so switch between Chaos and Order.

ORDERED: Job Trait – Order: Deals Light Elemental Damage.

1.
SHIELD
: Internal Conflict – The Chaos Defender goes through inner conflict, changing their battle style. They become Chaotic. While making the change, the Chaos Defender halves their opponent’s current health.

2.
RALLY
: The Chaos Defender attacks with strength equal to (WPx2+Lvl). The Chaos Defender rallies his allies after the attack, giving those above and below them in the battle order the Lucky and Encouraged Effect for the following round.

3.
HIT
: The Chaos Defender attacks the target with strength equal to their weapon power added to their level.

4.
REST
: The Chaos Defender restores health to themselves equal to their level.

5.
OPTIMISM
: The Chaos Defender is struck by the opponent’s attack. The Chaos Defender, however, thinks positively, and restores health to the entire party equal to ¼ the damage taken.

6.
SPECIAL DAMAGE
: The Chaos Defender is struck by its opponent’s special skill.

CHAOTIC: Job Trait – Chaos: Deals Darkness Elemental Damage.

1.
SHIELD
: Internal Conflict – The Chaos Defender goes through inner conflict, changing their battle style. They become Ordered. While making the change, the Chaos Defender brings the opponent to half of their current health.

2.
CHAOTIC STRIKE
: The Chaos Defender attacks a random opponent with strength equal to (WPx3+Level). The targeted opponent remains targeted.

3.
HIT
: The Chaos Defender attacks the target with strength equal to their weapon power added to their level.

4.
COUNTER-STRIKE
: The Chaos Defender is struck by the opponent’s attack, but strikes back with the strength of their WP only.

5.
DAMAGE
: The Chaos Defender is struck by the opponent’s attack.

6.
ZOOT’S BLESSING
: The Chaos Defender is struck by its opponent’s special skill. However, Zoot gives the opponent thee Fragile Effect.

NOTES: Thought it would be cool half support class, half heavy hitter. Don't know what weapons could be used yet. Like the Hunter's marking the Favored, the Order/Chaos fighting style carries over between battles. Only another shield roll could change it. This is a blessing and a curse. I thought that was a nice way to balance this potentially powerful class. Let me know what you think! It's only a rough draft. The Chaos Defender would start every Quest as "Ordered".

Oh, I apologize, I seem to have been working at the same time as you CMP. I'll see if people want to see any of that rolled into the class I created, thank you for the work! :thumbup: People, please comment on his work as well, I want to know if he's thought of something more fitting than I have.

Edited by Zepher
Posted (edited)

Sorry, I noticed how starving I was halfway through the post and didn't even check the thread before I posted when I got back. :blush: I really like the whole switching skills idea, it makes it really unique. :sweet:

Rally and Optimism are kind of confusing, but I love the ideas behind them.

Edited by CallMePie
Posted

That looks awesome, Zepher! Only problem I can find is that it becomes inconvenient to roll a shield when an enemy is weak, especially if you'd do more damage with a normal hit or a Rally/Choatic Strike.

Posted

Looks better now, especially with the addition of making their polearms throwable, but still somewhat underwhelming. I think the Shield-skill bothers me most, now. What if the Skirmisher rolls a Shield while the Phalanx is still in effect? Will it be wasted, or will the effect's duration be extended?

The duration will be extended. I'll specify that.

Also, could their dependence on being a part of a larger force be emphasized? What if they would get extra attack power equal to the size of their party? So the damage they cause would be WP + Level + party size.

That's just like Scuba's Infiltrator, though.
Posted

Chaos Defenders

* Additional Health: +6

* Job Trait(s): Diplomacy – Chaos Defenders are used to working with others, Track Down – Chaos Defenders can track down any opponent, Order/Chaos – See Below

* Battle Style: Chaos Defenders are deeply troubled by the force they are sworn to fight, and so switch between Chaos and Order.

ORDERED: Job Trait – Order: Deals Light Elemental Damage.

1.
SHIELD
: Internal Conflict – The Chaos Defender goes through inner conflict, changing their battle style. They become Chaotic. While making the change, the Chaos Defender halves their opponent’s current health.

2.
RALLY
: The Chaos Defender attacks with strength equal to (WPx2+Lvl). The Chaos Defender rallies his allies after the attack, giving those above and below them in the battle order the Lucky and Encouraged Effect for the following round.

3.
HIT
: The Chaos Defender attacks the target with strength equal to their weapon power added to their level.

4.
REST
: The Chaos Defender restores health to themselves equal to their level.

5.
OPTIMISM
: The Chaos Defender is struck by the opponent’s attack. The Chaos Defender, however, thinks positively, and restores health to the entire party equal to ¼ the damage taken.

6.
SPECIAL DAMAGE
: The Chaos Defender is struck by its opponent’s special skill.

CHAOTIC: Job Trait – Chaos: Deals Darkness Elemental Damage.

1.
SHIELD
: Internal Conflict – The Chaos Defender goes through inner conflict, changing their battle style. They become Ordered. While making the change, the Chaos Defender brings the opponent to half of their current health.

2.
CHAOTIC STRIKE
: The Chaos Defender attacks a random opponent with strength equal to (WPx3+Level). The targeted opponent remains targeted.

3.
HIT
: The Chaos Defender attacks the target with strength equal to their weapon power added to their level.

4.
COUNTER-STRIKE
: The Chaos Defender is struck by the opponent’s attack, but strikes back with the strength of their WP only.

5.
DAMAGE
: The Chaos Defender is struck by the opponent’s attack.

6.
ZOOT’S BLESSING
: The Chaos Defender is struck by its opponent’s special skill. However, Zoot gives the opponent thee Fragile Effect.

NOTES: Thought it would be cool half support class, half heavy hitter. Don't know what weapons could be used yet. Like the Hunter's marking the Favored, the Order/Chaos fighting style carries over between battles. Only another shield roll could change it. This is a blessing and a curse. I thought that was a nice way to balance this potentially powerful class. Let me know what you think! It's only a rough draft. The Chaos Defender would start every Quest as "Ordered".

Oh, I apologize, I seem to have been working at the same time as you CMP. I'll see if people want to see any of that rolled into the class I created, thank you for the work! :thumbup: People, please comment on his work as well, I want to know if he's thought of something more fitting than I have.

I really like this, though I also REALLY like CallMePie's Counterthief; I think that should be swapped in for the Counter-Strike in the Chaotic style, it really does fit flavor-wise. I also think Chaotic Strike could use some re-wording, give me a minute and I'll try to come up with something. :wink: As for Rally, I think just adding in the colored text for Encouraged and Lucky will help that one be a bit clearer. :wink:

2. CHAOTIC STRIKE: The Chaos Defender attacks a random opponent with strength equal to (WPx3+Level). The targeted opponent remains targeted.

2. CHAOTIC STRIKE: The Chaos Defender feints and slips past the target to hit a random enemy with strength equal to (WPx3+Level). The originally targeted opponent is distracted by the diversion and does not gain a Free Hit.

Re-worded slightly, is that somewhat better?

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