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Posted

That makes it a lot more complicated... When I start getting afraid of something getting complicated, it means something. :tongue:

But it's really not! If you roll a Shield, stuff happens. Simple as that. :tongue:

Posted

Why do we need more expert classes, exactly? I agree with Zepher's sentiment in the FAQ, we have so many Expert classes as is, why do we need more? We have fifteen expert classes, some of which haven't even been offered yet. How exactly does one get access to Weather Mage?

I'd rather see more expert classes being offered and used before we start adding more to the game, personally. :shrug_confused:

That being said, the standalone weather effects are cool, and I might wind up using a few in some upcoming quests! :sweet::thumbup:

Posted

Why do we need more expert classes, exactly? I agree with Zepher's sentiment in the FAQ, we have so many Expert classes as is, why do we need more? We have fifteen expert classes, some of which haven't even been offered yet. How exactly does one get access to Weather Mage?

I'd rather see more expert classes being offered and used before we start adding more to the game, personally. :shrug_confused:

Why not add more variation to the gameplay? There's a distinct lack of both mages and rangers in the expert classes, and this would answer to them both. :wink: It would be included in the game in the unforeseeable future, anyway, like the Scholar.

I do agree that we need to give people more access to the existing classes.

Posted (edited)

Why more classes? Because some of us think that a Ninja-assassin is different from an assassin. :tongue:

Also everyone wants to be a Dragoon because:

A. Here be dragons

B. The only class uing a shield currently possibly on offer that can be earnt.

Edited by Pyrovisionary
Posted

Why more classes? Because some of us think that a Ninja-assassin is different from an assassin. :tongue:

Duh, of course it is! Ninja Assassins wear black, where as normal assassins wear mainly red and blue. :tongue:

Posted

The expert classes do loads of cool new things but differ greatly from Ye olde Rogue-Ranger-Mage-Knight-Cleric-Barbarian and everyone has thus far had to use a Rogue-Ranger-Mage-Knight-Cleric-Barbarian build so we try and find rep for the class that is most like our current one but with the added benefits of health etc.

Posted

But it's really not! If you roll a Shield, stuff happens. Simple as that. :tongue:

Nine different shields is a lot, though - coupled to 9 different weather affects that are each are divided into two parts, tied to nine different gems , tied to the roll of the dice, tied to a certain number of rounds each number lasts, tied to ether. It's a lot to have to memorize in one expert class.

Posted
It's a lot to have to memorize in one expert class.

People memorize all of the classes? I figured you would just have a page open to the training room or wiki for reference, especially with classes like artisan or alchemist.

It does add 9 weather effects (1 for each gem so it's pretty easy to remember them), and a shield ability with 9 variations (compared to artisan's 6 or the alchemists 21). It doesn't seem too complicated to me, though I love logic and math so I'm probably not the best evaluater for what is or is not too complicated :grin:.

Posted

Sorry for not getting all the jargon in but I think they should all be AoE.

Positive for Party-

Kudzu (during a Lush weather): Reinforced

Sunflare (during a Bright weather): Blessed

Thunderstorm (during an Electrified weather): Lucky

Tornado (during a Breezy weather): Haste

Negative (on enemies):

Abyss (during a Dim weather): Jinxed

Inferno (during a Hot weather): Burned

Avalanche (during a Cold weather): Slowed

Earthquake (during a Dry weather): Petrified

Flood (during a Humid weather): Sealed

Something like that, or where opposites have opposite affects (jinxed/lucky, slowed/haste, etc)

Posted

At the very least, we need this because there's only one Expert Class that casts spells, and that's not enough variety. :wink:

Why not add more variation to the gameplay? There's a distinct lack of both mages and rangers in the expert classes, and this would answer to them both. :wink: It would be included in the game in the unforeseeable future, anyway, like the Scholar.

I do agree that we need to give people more access to the existing classes.

Yes! Especially to the latter. I get that Infiltrator and Regulator were built as Very Special Rewards for certain Very Special Quests. But a lot of the others (Skirmisher, Winged Warrior, Artisan, Marauder, Scholar) seem like classes that could stand to be offered more often. :sweet:

Posted (edited)

It'd be nice to have more access to Marauder, because I think it's a super interesting (and awesome) class, and were I to go with a more offensive class instead of a defensive one, it would be that one. I might try to spec for it eventually, but that'd be hard work with little gold and mostly tanky items on my hands. :grin:

I also think weather mage looks really cool! The "buildup" with the Shield is a really cool mechanic. I like it. :thumbup:

Edited by Emjajoas
Posted

I like Weather Mage. It doesn't seem that complex to me: in addition to being a regular mage, they can also change the weather condition to suit their purposes and make their spells (and elemental weapon attacks) more powerful. Then their shield depends on what the weather is like. I also suggest changing Kudzu to Sinkhole, since it's more of an actual disaster.

I like the line of MDM's thinking, but some of those effects are just outright more powerful than others. Also, they should all be (roughly) the same otherwise.

The Weather Mage deals damage equal to their weapon power added to their level, the element depending on the current weather type to all enemies. In addition, each enemy has a 1/2 chance of being dealt the given negative effect.

Sinkhole (during a Lush weather): Wood, Jinxed

Sunflare (during a Bright weather): Light, Blinded

Thunderstorm (during an Electrified weather): Lightning, Stunned

Tornado (during a Breezy weather): Wind, Bleeding

Abyss (during a Dim weather): Darkness, Cursed

Inferno (during a Hot weather): Fire, Burned

Avalanche (during a Cold weather): Ice, Slowed

Earthquake (during a Dry weather): Earth, Weakened

Flood (during a Humid weather): Water, Confused

  • 4 weeks later...
Posted

While there are still 3-5 quests before I can become an expert, I have a question: can I change classes? Say I become a Sage, don't like it, and want to change. Am I allowed?

Yes. The only class you cannot change is the one you started out as.

Posted

Does that allow for one you might not have had access to at first? For example

Cleric(original class)--level to---> Paladin (Cleric+Knight) then change to Mystic Knight later? (Knight+Mage)

Posted

Does that allow for one you might not have had access to at first? For example

Cleric(original class)--level to---> Paladin (Cleric+Knight) then change to Mystic Knight later? (Knight+Mage)

No, you always revert to your base class.

Posted

Does that allow for one you might not have had access to at first? For example

Cleric(original class)--level to---> Paladin (Cleric+Knight) then change to Mystic Knight later? (Knight+Mage)

No, your base class always remains the same. Since you started as a Cleric, you cannot change to Knight, Ranger, etc, and your advanced classes must be based on your base class (in this case Cleric)

Posted

Does that allow for one you might not have had access to at first? For example

Cleric(original class)--level to---> Paladin (Cleric+Knight) then change to Mystic Knight later? (Knight+Mage)

As others said, it doesn't work like that. And the same goes to the health/ether/power bonuses you get from the job classes - the bonuses don't carry over when you switch classes, but each class has their own bonus.

  • 2 weeks later...
Posted (edited)

With all the past talk about Decamon and the new Fields of Glory drop I thought I'd set this here. The expert class is a summoner in the vein of Necromancer, Evoker, and Sylvian Ranger, but can keep multiple summons going and has a few more tactical choices.

15159961949_a2e682d3b9_z.jpg

(Great Reputation with the City of Vega)

These mystical card sharks take the game to a whole new level.

·
Additional Health:
+4

·
Additional Ether
: +6 (+1 per level for classes without base ether)

·
Weapons:
Drafters wield unassuming weapons like daggers, throwing weapons, whips, and clubs. They can utilize scrolls.

·
Job trait:
Decamon Sacrifice:
The Decamon Drafter can spend a turn to destroy one of their summoned allies in battle to restore health to themselves or one of their party members equal to the summon's level;
Decamon Gamble:
Each time the Decamon Drafter does damage, they can take a single gamble of double or nothing.
Summon:
Decamon Drafters can summon monsters from their deck outside of battle to perform menial tasks. All summons return to the Drafter's deck before the beginning of a battle and at the end of a battle.

·
Battle style:
Strategic
– Drafters are often deep in thought even in the middle of combat, their minds are their most valuable resource and every decision they make has the potential to shift the entire course of a battle.

1. SHIELD:
All In
– The Drafter summons the remainder of their entire deck with monsters of Level equal to three times the card's strength for zero Ether. At the end of the next round, all the Drafter's summons are returned to their deck.

2. GREATER WAGERED HIT/GREATER SUMMON: The Drafter attacks the target with strength equal to their weapon power times two, added to the number of unsummoned Decamon cards in their deck, added to their level. (e.g. WP 15 x 2 + 10 Unsummoned Decamon Cards + Level 30 = 70 damage). Alternatively the Drafter may use one of their Decamon Cards to summon a corresponding elemental monster of Level equal to five times the card's strength at the cost of the card's Level in Ether.

3. WAGERED HIT/SUMMON: The Drafter attacks the target with strength equal to their weapon power, added to the number of unsummoned Decamon Cards in their deck, added to their level. (e.g. WP 15 + 10 Unsummoned Decamon Cards + Level 30 = 55 damage). Alternatively the Drafter may use one of their Decamcon Cards to summon a corresponding elemental monster of Level equal to three times the card's strength at the cost of the card's Level in Ether.

4. MEDITATE/LESSER SUMMON: The Drafter meditates to regain 1 ether. Alternatively the Drafter may use one of their Decamcon Cards to summon a corresponding elemental monster of Level equal to the card's strength at the cost of the card's Level in Ether.

5. DAMAGE: The Drafter is struck by the opponent's attack.

6. SPECIAL DODGE: The Drafter has a 50/50 chance to dodge the opponent's special skill so that it hits the next ally in turn instead, unless the skill hits everybody.
Edited by Waterbrick Down
Posted

Ooh, how interesting! :grin:

So, would the summons be returned to cards after each battle, or carried onto next battle until the Drafter rolled a Shield?

This job class would be a perfect main prize for the Decamon Tournament event I was planning to host in the future. :wink:

Posted

That class is really awesome. :sweet:

What would Ethereal cards show up as?

I'd say non-elemental summons, unless WBD has a better idea.

One of the latter two job traits could be replaced with this:

Decamodifying Expert - The Decamon Drafter can use a Decamodifier to turn enemies with half (instead of a quarter) health into cards, if applicable.

Posted

Suggestion: the summoned creatures can take a number of hits equal to the card's level (a la the vines in 93 and the horses in Baltarok); that way, they can prevent Free Hits and don't have to cost Ether to make attack, but they also then don't require a lot of extra work to figure out in terms of setting HP. :wink:

Speaking of which, the "absorbs a number of hits" idea would be an ideal rework for the Skeleton Decoy to make it more relevant in the constantly scaling environment of the game. :wink:

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