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Posted

Combining a few ideas, what if there were several ways of gaining these "Expert Basic Job Classes" at Level 30: one would be to successfully complete 10 quests (Unlimited Quest not included), the other would be to buy the class from the Fields of Glory for 30 GP. That way it would be open to both players on quests and those who like spending time at the Fields.

I'm still open for the idea that these classes would be open to all without any further requirements than reaching Level 30 and having the respective basic class, too.

Posted (edited)

Combining a few ideas, what if there were several ways of gaining these "Expert Basic Job Classes" at Level 30: one would be to successfully complete 10 quests (Unlimited Quest not included), the other would be to buy the class from the Fields of Glory for 30 GP. That way it would be open to both players on quests and those who like spending time at the Fields.

So by this reasoning the Lvl 2 Basic classes should be better than an expert class?

Nvm, misread. Sorry.

Edited by UsernameMDM
Posted

Combining a few ideas, what if there were several ways of gaining these "Expert Basic Job Classes" at Level 30: one would be to successfully complete 10 quests (Unlimited Quest not included), the other would be to buy the class from the Fields of Glory for 30 GP. That way it would be open to both players on quests and those who like spending time at the Fields.

I like this idea. If you want to get these classes, you have to be pretty dedicated to the game to get them. :thumbup:

Posted

But if you have to be level 30, which usually takes about a year and a half based on the amount we've played so far, that person would have close to 10 quests under their belt already. :tongue:

Posted

Well, you'll be level 30, so I think that already shows a fair bit of dedication. :grin:

Level 30 = 60 Battles / 10 Quests = 6 Battles per quest, which sounds decent enough.

Posted

the other would be to buy the class from the Fields of Glory for 30 GP

The opportunities for going on the Fields quest are not that common, though. I appreciate this option is given in addition to the 10 quests idea, but I just thought I'd raise a concern.

Posted

The opportunities for going on the Fields quest are not that common, though. I appreciate this option is given in addition to the 10 quests idea, but I just thought I'd raise a concern.

Quests offering reputation or access to another EC aren't too common either, though, so it's not far off from the norm.

  • 1 month later...
Posted

Ivy’s Juggernaut
- With these brawlers, every strike is a haymaker.

(Requires a minimum of SP: 30)

* Additional Health:
+20

* Weapons:
Axes, Clubs, Greatswords, Halberds, Hammers, Longswords, Maces, Spears and Shields.

* Job Trait(s):
Armor Rending
- Successful strikes remove one point of SP from target.

Encumbered
- The armor’s heavy weight causes the permanently slowed effect.

Intimidation:
(See Berserker).

* Battle Style:
Armored -
Juggernauts use their armor to hurt instead of to protect.

1. SHIELD:
Unstoppable Force
- The juggernaut strikes all enemies with strength equal to weapon power added to level then multiplied by shield power and divided by two. (e.g. (WP 15 + Level 30) x SP 30 / 2 = 675 damage). Additionally the juggernaut is hit by the next damage or special damage a teammate rolls for the rest of the round.

2. CRITICAL ARMORED STRIKE: The juggernaut deals damage in an amount equal to his weapon power multiplied by shield power then divided by two and added to level, rounded up. (e.g. WP 15 x SP 30/2 + Level 30 = 255 damage)

3. ARMORED STRIKE: The juggernaut attacks his opponent dealing damage in an amount equal to weapon power added to level and shield power. (e.g. WP 15 + level 30 + SP 30 = 75 damage).

4. CRUSHING BLOW: The juggernaut strikes his opponent with the crushing weight of his armor for damage equal to shield power only. The strike instills the fragile effect on the opponent.

5. DEFENDED DAMAGE: The juggernaut is struck by the opponent’s attack. The power of the juggernaut’s shield decreases the effect of the attack equal to its power. (e.g. 40 damage - SP 30 = 10 damage)

6. SPECIAL DAMAGE: The juggernaut is struck by his opponent’s special skill.
  • 3 weeks later...
Posted (edited)

Spirit Medium

Those beings walk the thin line between life and death.

Additional Health: +13

Additional Ether: +6 (+1 per each level up.)

Weapons: Staves, Maces, Clubs, Broomsticks, Wands, and Scythes.

Job Traits: Audience with the Dead: Spirit Mediums can contact the spirits of a dead individual, as long as the body is present.

All The Same: Spirit Mediums can convert 1 ether to 2 HP (and vice-versa) before each attack.

Spellcasting: See Mage.

Battle Style: Haunting: The Spirit Medium uses the souls of the dead to fight their opponents.

6. Shield: They Wish To Be Heard: The Spirit Medium haunts the enemy party with those who have died on the battlefield. The entire enemy party takes damage equal to Level + (WP x 1). Every enemy killed by the entire party raises the weapon multiplier by 1. The targeted enemy becomes Fragile and Weak next round, as well.

5. Ghostly Strike: Damages the enemy equal to Level + (WP x 2). Every enemy killed be the entire party. raises the weap

4. Hit: Damages the enemy equal to WP + Level.

3. Haunt: The Spirit Medium misses, but causes their target to hear the voices of those they have slain. The targetted enemy is Fragile next round.

2. Damage: The Spirit Medium is struck by the opponent's attack.

1. Special Mirror: See Witch.

Any thoughts on this one? :sweet: It is relatively simple, but gets more and more powerful as the fight goes on.

Edited by Endgame
Posted

I agree that it's interesting, and a good class for Witches to advance to if they want to keep a similar strategy. A few things to consider, though:

- What if no enemies have been defeated? It makes some of the skills of the class a bit useless, since they would be doing damage x0.

- Will KO'd heroes count towards that total?

- What happens if a Necromancer in the party raises the dead enemies?

Posted

- What if no enemies have been defeated? It makes some of the skills of the class a bit useless, since they would be doing damage x0.

- Will KO'd heroes count towards that total?

- What happens if a Necromancer in the party raises the dead enemies?

- it starts at x1

- I think he specifically said KO'd enemies.

- So? They're still dead :tongue:

Posted (edited)

Flare pretty much answered all of your questions, JimB. Here is version 2.Oh: Made them a bit squishier, gave them some hefty ether costs on shields and crits, but also boosted their ether.

Spirit Medium

Those beings walk the thin line between life and death.

Additional Health: +6

Additional Ether: +7 (+1 per each level up.)

Weapons: Staves, Maces, Clubs, Broomsticks, Wands, and Scythes.

Job Traits: Audience with the Dead: Spirit Mediums can contact the spirits of a dead individual, as long as the body is present.

All The Same: Spirit Mediums can convert 1 ether to 2 HP (and vice-versa) before each attack.

Spellcasting: See Mage.

Battle Style: Haunting: The Spirit Medium uses the souls of the dead to fight their opponents.

6. Shield: They Wish To Be Heard: The Spirit Medium haunts the enemy party with those who have died on the battlefield. The entire enemy party takes damage equal to Level + (WP x 1). Every enemy killed by the entire party raises the weapon multiplier by 1. The targeted enemy becomes Fragile and Weak next round, as well. The Spirit medium must pay ether equal to the weapon multiplier - if there is not enough ether left, it defaults to a normal hit. Ether cost and multiplier cap at 11.

5. Ghostly Strike: Damages the enemy equal to Level + (WP x 2). Every enemy killed be the entire party raises the weapon multiplier by 1. The Spirit Medium must pay ether equal to the weapon multiplier - if there is not enough ether left, it defaults to a normal hit. Ether cost and multiplier cap at 11.

4. Hit: Damages the enemy equal to WP + Level.

3. Haunt: The Spirit Medium misses, but causes their target to hear the voices of those they have slain. The targetted enemy is Fragile next round.

2. Damage: The Spirit Medium is struck by the opponent's attack.

1. Special Mirror: See Witch.

Edited by Endgame
Posted

I think it's a bit too much like Necromancer, and the additional health and ether is insane. Necromancer only gets 5 of each itself. :look: The actual rolls are pretty cool, though, as well as All the Same.

Posted

There, I made it squishy to +6 HP. :sweet: I'd still like to keep +7/8 ether, though, because it really is an ether intensive class.

How is it similar to Necromancer? I agree Spirit Medium/Necromancer are conceptually close, but the rolls themselves are completely different. :look:

Posted

The rolls are unique, yes, and that's what I like about the class. The only suggestion I could make is to change the flavor. Like, maybe instead of spirits, they use blood magic. You'd have to edit the wording and maybe Audience with the Dead, but you'd be keeping the same rolls and it'd be differentiated more from Necromancer, giving it its own feel.

Also, if they can use gems, scrolls, and spells, you should probably list those too. I think you should leave Ghostly Strike for physical attacks only, the damage would be absolutely insane if you had those multipliers on something that already has elemental multipliers. :tongue:

Also, all the bits about 'enemies slain', that's strictly the amount of enemies killed in a single battle, right?

Posted

Endgame, I love the concept, but can Audience with the Dead please be tweaked slightly to "as long as the Spirit Medium has seen and remembers the individual (or their body)"? Plot reasons for an NPC. :sweet:

Ideas for rules of spirit channeling here. :grin:

Posted (edited)

The rolls are unique, yes, and that's what I like about the class. The only suggestion I could make is to change the flavor. Like, maybe instead of spirits, they use blood magic. You'd have to edit the wording and maybe Audience with the Dead, but you'd be keeping the same rolls and it'd be differentiated more from Necromancer, giving it its own feel.

Also, if they can use gems, scrolls, and spells, you should probably list those too. I think you should leave Ghostly Strike for physical attacks only, the damage would be absolutely insane if you had those multipliers on something that already has elemental multipliers. :tongue:

Also, all the bits about 'enemies slain', that's strictly the amount of enemies killed in a single battle, right?

Only issue with changing the flavor is who actually is the one who gives it - and I'm sure we can all guess who. :blush: I'll fix the issues with the class's mechanics as you have pointed out, and take a little time to see if I can change the flavor a bit. :sweet:

Yes, in that single battle. It caps out at a x11 multiplier.

Spirit Medium

Those beings walk the thin line between life and death.

Additional Health: +6

Additional Ether: +7 (+1 per each level up.)

Weapons: Staves, Maces, Clubs, Broomsticks, Wands, Gems, Scrolls, Spells and Scythes.

Job Traits: Spiritism: See Necromancer.

All The Same: Spirit Mediums can convert 1 ether to 2 HP (and vice-versa) before each attack.

Spellcasting: See Mage.

Battle Style: Haunting: The Spirit Medium uses the souls of the dead to fight their opponents.

6. Shield: They Wish To Be Heard: The Spirit Medium haunts the enemy party with those who have died on the battlefield. The entire enemy party takes damage equal to Level + (WP x 1). Every enemy killed by the entire party raises the weapon multiplier by 1. The targeted enemy becomes Fragile and Weak next round, as well. The Spirit medium must pay ether equal to the weapon multiplier - if there is not enough ether left, it defaults to a normal hit. Ether cost and multiplier cap at 11.

5. Ghostly Strike: For physical attacks, The Spirit Medium damages the enemy equal to Level + (WP x 2). Every enemy killed be the entire party raises the weapon multiplier by 1. The Spirit Medium must pay ether equal to the weapon multiplier - if there is not enough ether left, it defaults to a normal hit. Ether cost and multiplier cap at 11. For spell-based attacks, the Spirit Medium does damage equal WP x 2 + Level + (Enemies slain x 4.)

4. Hit: Damages the enemy equal to WP + Level.

3. Haunt: The Spirit Medium misses, but causes their target to hear the voices of those they have slain. The targetted enemy is Fragile next round.

2. Damage: The Spirit Medium is struck by the opponent's attack.

1. Special Mirror: See Witch.

Endgame, I love the concept, but can Audience with the Dead please be tweaked slightly to "as long as the Spirit Medium has seen and remembers the individual (or their body)"? Plot reasons for an NPC. :sweet:

Audience With The Dead is already going to make QMs want to shoot me in the head, so... :grin: Arthur has connections with the Spirit pools anyway, combine that with Medium powers and I'm sure you could convincingly retcon that clause (for RP!) occasionally. :tongue:

Edited by Endgame
Posted

Audience With The Dead is already going to make QMs want to shoot me in the head, so... :grin:

Necromancer already has an identical trait called Spiritism.

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