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Posted

Those all sound really good. :thumbup: Here are some ideas to add to yours:

Guardian Knight (in the essence of being a support class, I gave the option to Block for an ally instead of attacking for themselves)

Shield: ???

Critical Hit/Effective Block: Deals damage equal to 2x WP + Level. Optionally, can Block for an ally, reducing their damage taken for a round by 1/2.

Hit/Block: Deals damage equal to WP+level. Optionally, can Blcok for an ally, reducing their damage taken for a round by 1/4.

Tank: Reduces all damage to self to 0 for the current round.

Advanced Deflect: Takes damage equal to enemy's level -SP. Has a 1/3 chance to deflect the attack completely.

Special Damage: normal

High Cleric:

Shield: ???

Critical Hit/Great Arc Heal/Complete Revive: Critical Hit/Arc Heal to all allies 2xWP +lvl (costs ether=allies healed)/Revives targeted ally with full health (3 ether)

Hit/Arc Heal/Strong Revive: Hit/Arc Heal all allies WP+lvl/Revives ally with half health. (2 ether)

Meditate/Weak Arc Heal/Revive: Meditate/Arc Heal all allies equal to lvl/revive ally with one health (1 ether)

Damage

Special Dodge

Archmage:

Shield: ???

Critical Hit/Great Arc Spell/Great Drain: Critical Hit/Arc Spell=2xWP+lvl (ether=# of enemies)/Drains ether=enemy level x2

Hit/Arc Spell/Drain: Hit/Arc Spell/Drains ether=enemy level

Spell/Drain: Spell/Drains 1 ether

Damage

Special Damage

For the Sylvan Ranger, I would like to see Waterbrick Down's idea of a "far back" row put into use, where the Ranger would take 1/4th damage and deal full from two rows back.

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Posted (edited)

Not up Karie's alley, for once she hits Minstrel I'm trying to get her to go support, but they look good so far! :thumbup:

Edited by Kintobor
Posted

Very cool! The Rogue, as always, seems to be the most powerful of the batch. Sometimes I feel like I just picked the wrong base class though. :laugh: Perhaps it would be better to say that the Knight seems a little under powered, but then I may be biased. Anyway, they look great and I'll be happy to see them!

Posted

I would like to see the knight get some sort of retributive/defensive strike.

Something like a....counterstrike, so to speak. :tongue:

It sounds like Guardian Knights will have a much greater capacity for defense. I'll wait to see before calling anything under/overpowered.

Posted (edited)

Sandy, an Artisan's Shield makes use of the items available from Gnomeo's shed. I have the Magnificent Microscope, which is a combination of the Magnifying Glass and the Telescope, would I be able to use the "Shield" ability of both those tools with that single tool, or will I need to buy ones from Gnomeo's shed? Also, does my Magic Shovel count as a real Shovel?

These classes look set to be awesome! :grin:

Edited by Palathadric
Posted

Something like a....counterstrike, so to speak. :tongue:

It sounds like Guardian Knights will have a much greater capacity for defense. I'll wait to see before calling anything under/overpowered.

Well a strike when Damage or Special Damage is rolled and not on a Free Hit.

Posted

Well a strike when Damage or Special Damage is rolled and not on a Free Hit.

So, like my Zap-Tap badge? I like it. :thumbup:

Posted

Sandy, an Artisan's Shield makes use of the items available from Gnomeo's shed. I have the Magnificent Microscope, which is a combination of the Magnifying Glass and the Telescope, would I be able to use the "Shield" ability of both those tools with that single tool, or will I need to buy ones from Gnomeo's shed? Also, does my Magic Shovel count as a real Shovel?

The Artisan's skills are only tied to the tools given by Gnomeo. Tools created by other QMs in quests do not count.

Posted (edited)

Pretty sure everyone knows how I am with making up more classes at this point. :tongue: Here's one of my ideas for the Veteran Classes. As a whole new level of class rather than just more Expert Classes, I'm assuming additional health is a little bit higher than them. It's not all that different from brigand. Warlord's obviously a rip-off of Assistance.

BARBARIAN CHIEFTAIN

These eminent warriors lead their comrades like a unified tribe, just as the Walking Mountain did in his days.

· Additional Health: +10

· Additional Power: +10

· Weapons: Barbarian Chieftains use everything barbarians can.

· Job Traits: Restoration (See Paragon), Warlord - When three or more heroes act from the same row as the barbarian chieftain, those other heroes receive the Inspired-effect. Barbarian chieftains cannot inspire themselves, but can inspire and be inspired by other barbarian chieftains. Ferocity - Barbarian chieftains have a 1/6 chance of being automatically Encouraged at the start of every battle.

· Battle Style: Unifying: Barbarian chieftains lead their fellows from the forefront of battle.

1. SHIELD:
Mountain of Pain
- The
barbarian chieftain
leads their party into an all-out assault on the enemy, dealing damage equal to five times their weapon power added to the level of each party member, including their own.

2. EXTRA CRITICAL HIT: The
barbarian chieftain
deals damage to the opponent equal to three times their weapon power added to their level.

3. CRITICAL HIT: The
barbarian chieftain
deals damage to the opponent equal to twice their weapon power added to their level.

4. BRIEF RESPITE: The barbarian chieftain takes a moment to rest and recover health equal to a fifth of their maximum health, rounded down.

5.
COUNTER: The
barbarian chieftain
is struck by the opponent’s attack, but attacks right back with power equal to their weapon power added to their level.

6. SPECIAL DAMAGE: The barbarian chieftain is struck by the opponent's special skill.
Edited by CallMePie
Posted

The Artisan's skills are only tied to the tools given by Gnomeo. Tools created by other QMs in quests do not count.

Hmm...I should have thought of that before selling those tools to Docken.

Thanks for letting me know, Sandy. :classic:

Posted

Pretty sure everyone knows how I am with making up more classes at this point. :tongue: Here's one of my ideas for the Veteran Classes. As a whole new level of class rather than just more Expert Classes, I'm assuming additional health is a little bit higher than them. It's not all that different from brigand. Warlord's obviously a rip-off of Assistance.

Thanks for the ideas, here's my final take on the Barbarian Chieftain:

Barbarian Chieftain – These eminent warriors lead their comrades like a unified tribe, just as the Walking Mountain did in his days.

· Additional Health: +18

· Additional Power: +2

· Weapons: Barbarian chieftains use the same equipment as barbarians.

· Job Traits: Natural Respite – Barbarian chieftains can rest even in harsh conditions, so they automatically recover health equal to their level after each battle. They don’t need bedrolls to rest, either; Command – The barbarian chieftain can order allied or neutral individuals to do their bidding; Big Chief – If there are other original barbarians in the party, the barbarian chieftain is encouraged while the other original barbarians are inspired.

· Battle Style: Relentless – Barbarian chieftains hold nothing back, but attack with all their strength.

1. SHIELD:
Onslaught
– The barbarian chieftain fearlessly attacks all enemies with strength equal to three times their weapon power added to their level.

2. EXTRA CRITICAL HIT: The barbarian chieftain attacks the target with strength equal to three times their weapon power added to their level.

3. CRITICAL HIT: The barbarian chieftain attacks the target with strength equal to two times their weapon power added to their level.

4. COUNTER: The barbarian chieftain is struck by the opponent’s attack, but attacks back at the target with strength equal to their weapon power added to their level.

5. DAMAGE: The barbarian chieftain is struck by the opponent’s attack.

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

Any feedback is much appreciated, of course!

Posted

Big Chief is a really good idea, but Onslaught seems kind of off. The idea's cool and fitting for the class, but it's almost surely not going to be as damaging as, say a regular Barbarian's Frenzy would at this level, since while Barbarians are built for damage, not everyone in the party is. If it was going to be kept AoE, I'd suggest adding each party member's level to the Chieftain's power and he attacks each enemy.

Or maybe something like 'each party member unleashes their inner barbarian, dealing damage equal to three times their weapon power added to their level to their target', using Extra Critical Hits instead of regular ones.

And personally I think there should be less additional health and more additional power. They maybe taking the role of leader, but barbarians are still the damage-dealers. :thumbup:

Posted

Big Chief is a really good idea, but Onslaught seems kind of off. The idea's cool and fitting for the class, but it's almost surely not going to be as damaging as, say a regular Barbarian's Frenzy would at this level, since while Barbarians are built for damage, not everyone in the party is. If it was going to be kept AoE, I'd suggest adding each party member's level to the Chieftain's power and he attacks each enemy.

Or maybe something like 'each party member unleashes their inner barbarian, dealing damage equal to three times their weapon power added to their level to their target', using Extra Critical Hits instead of regular ones.

And personally I think there should be less additional health and more additional power. They maybe taking the role of leader, but barbarians are still the damage-dealers. :thumbup:

Maybe I'll make Onslaught deal critical hits instead, but I think it's more useful than Frenzy in general, since it gives all party members an extra hit on their intended target. The B.C. himself might not be suited to attack all enemies, for example because of ill-suited elements in his weapon.

I'll make his health +15 and power +5. He shouldn't be more powerful than the Paragon, after all.

I liked the idea of Big Chief so much that I've decided to give all Veteran Classes a similar trait. Here's the next one:

High Cleric – These marvellous healers defy even death itself, like the Miracleworker used to do.

· Additional Health: +15

· Additional Ether: +5

· Weapons: High clerics use the same equipment as clerics.

· Job Traits: Healing – High clerics can restore full health to anyone outside of battle, at the cost of 1 ether per person; Convert – The high cleric can turn any allied or neutral individual to their faith, gaining their respect; Your Holiness – If there are other original clerics in the party, the high cleric is transcended while the other original clerics are blessed.

· Battle Style: Hallowed – High clerics keep the entire party hale and healthy thanks to their unwavering faith.

1. SHIELD:
Hallowed Ascension
– The high cleric connects with their deity, reviving all fallen allies and restoring everyone in the party to full health at the cost of 1 ether. If all ether is depleted, nothing happens.

2. CRITICAL HIT/ARCH HEAL MORE: The high cleric attacks the target with strength equal to two times their weapon power added to their level. Instead of attacking, the high cleric can restore health to all party members equal to the power of their critical hit, at an ether cost equal to the amount of party members.

3. HIT/ARC HEAL: The high cleric attacks the target with strength equal to their weapon power added to their level. Instead of attacking, the high cleric can restore health to all party members equal to the power of their hit, at an ether cost equal to the amount of party members.

4. MEDITATE/ARC HEAL LESS: The high cleric meditates to regain 1 ether. Instead of meditating, the high cleric can restore health to all party members equal to their level, at an ether cost equal to the amount of party members.

5. DAMAGE/NO HEALING: The high cleric is struck by the opponent’s attack. Optionally, attempt to heal fails.

6. SPECIAL GUARD/NO HEALING: The high cleric is struck by the opponent’s special skill, but has a 1/2 chance to be protected from any negative effects caused by it. Optionally, attempt to heal fails.
Posted

I'm not entirely sure about the description of Convert, but I think it would have a lot of scope for roleplay.

Of course it would work only on NPCs. Do I need to make that clearer? :tongue:

Posted

I don't quite understand the meaning of convert, but the ability is definitely made for Pretzel. :laugh:

So, in all baseness, High Cleric is Pretzel's ultimate class. :laugh:

"Dreyrugr, have you heard the word of Ennoc?" :grin:

I can remember Pretzel arguing with Leo about God and even fought him in the arena because Leo was a follower of Ennoc. :tongue:

Posted

Of course it would work only on NPCs. Do I need to make that clearer? :tongue:

It says 'any allied or neutral individual', so yes, it does have to be made clearer.
Posted (edited)

Maybe I'll make Onslaught deal critical hits instead, but I think it's more useful than Frenzy in general, since it gives all party members an extra hit on their intended target. The B.C. himself might not be suited to attack all enemies, for example because of ill-suited elements in his weapon.

What of Raider, though? Raiders deal critical hits to all enemies, which I think is vastly more useful than giving each single party member a single hit. There's a very good chance the enemies outnumber the heroes anyway, and given many classes aren't built to deal raw damage - and even then, maybe they do so by casting spells instead - I still think Onslaught is underpowered.

The same goes for Hallowed Ascension, which I see as a downgraded Roots of Life. Most healers restore allies to full health anyway. It should at least give them the Blessed-effect too.

Edited by CallMePie
Posted

I don't quite understand the meaning of convert, but the ability is definitely made for Pretzel. :laugh:

Like Diplomacy and Intimidation, it's a roleplaying trait. Followers of the same faith are more likely to find a common ground on other matters as well, right? :wink:

Here's one more:

Guardian Knight – These stalwart sentinels will not let anything pass them, in the name of the Golden Dragon.

· Additional Health: +18

· Additional Defense: +2

· Weapons: Guardian knights use the same equipment as knights.

· Job Traits: Diplomacy – Guardian knights invoke trust in others, so they can talk their way out of dire situations; Aura of Honour - If all other party members have less than half of their health left, the guardian knight is bestowed with an aura that doubles their own health and draws in all attacks; Master of the Order – If there are other original knights in the party, the guardian knight is reinforced while the other original knights get +2 additional defense.

· Battle Style: Indomitable – The guardian knight does all they can to keep their allies from harm’s way.

1. SHIELD:
Invictus
– The guardian knight takes a stance that protects the whole party from all attacks and negative effects coming their way for the remainder of the current round and the entire duration of the next round.

2. CRITICAL HIT: The guardian knight attacks the target with strength equal to two times their weapon power added to their level.

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

4. SHIELD BASH: The guardian knight fails to attack the target with their weapon, but instead bashes their shield at the enemy, causing damage equal to the power of their shield and stunning the enemy.

5. WELL DEFLECTED DAMAGE: The guardian knight is struck by the opponent’s attack. The power of the guardian knight’s shield decreases the effect of the attack and has a 1/3 chance of blocking the attack completely.

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

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