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LEGOman273

Heroica RPG - Expert Job Class Discussion

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On a second note, if you have time, would you mind giving any thoughts on the Artificer class a few pages earlier at some point.

Without going into details, I think it's too complex to use and not powerful enough in battle in comparison to other expert classes. I get the idea of enhancing weapons and artefacts and such, but I think it's best that we leave that to Anwyl Smokebeard. :wink:

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Another idea:

I present to you: The Sniper (picture coming soon)

Sniper - These skilled individuals defeat their targets with ultimate precision, often only requiring a single shot.

  • Additional Health: + 7
  • Weapons: Snipers utilize only crossbows and handcannons. (Sidenote: maybe Bows? Haven't decided, what do you think?)
  • Job Traits: Improbable Sight - A sniper does not need a Telescope to see far. Hardware conditioning - All work done to a Sniper's Crossbows and handcannons cost 50% less. Marks - For every 5 enemies the Sniper finishes off with a weapon, +1 WP is added to that weapon, also the Sniper's weapon has a name. Cover Specialist - In any place where it's plausible to get in cover, the Sniper takes half less damage (stacks with back row, think of: Forests, Caves, Furnished rooms, QM's discretion)
  • Battle Style: Steady and deadly - After a slow start, the Sniper is able to unload a deadly barrage of pinpoint-accurate shots on his or her enemies. (In the first round of every battle, the Sniper is unable to act.)

1: SHIELD: Boom, Headshot! - The Sniper unleashes an extremely powerful and accurate shot at his/her opponent's head or other weak spot, causing damage equal to three times their weapon damage added to their level, (e.g. WP 15 x 3 + level 30 = 75 damage) AND a 1 in 6 chance to kill the enemy instantly (unless the enemy is immune to instant-kills). If the enemy is taken out by this attack, the Sniper quickly unleashes the same attack on the enemy with the lowest hitpoints. (This can cause a chain of deaths if the Sniper is lucky enough.

2: VITAL SHOT - The Sniper unleashes a cruel shot that is able to leave the enemy in poor condition, as well as dealing damage. The damage dealt is two times the Sniper's weapon damage added to their level (e.g. WP 15 x 2 + Level 30 = 60 damage) and the effect is one of the following: 1. Stunned 2. Blinded 3. Fragile 4. Slowed 5. Confused 6. Nothing. All effects last 2 rounds, and is decided by a dice roll.

3: HIT - The Sniper deals damage equal to their weapon power added to their level (e.g. WP 15 + Level 30 = 45 damage)

4: LINED-UP SHOT - The Sniper takes one turn to line his or her weapon up perfectly, and then unleashes a shot that deals damage equal to two times their weapon damage added to their level (e.g. WP 15 x 2 + level 30 = 60 damage) AND a 2 in 6 chance to kill the enemy instantly (unless the enemy is immune to instant-kills). The Sniper can't change their action after beginning to line up their shot.

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

6: SPECIAL DAMAGE - The Sniper is struck by the opponent's special attack.

This is a very rough first draft, everything is subject to change. Feedback is greatly appreciated!

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It's a very interesting idea, but it currently seems quite complicated in some respects.

I would maybe drop either Hardware Conditioning or Marks. I would also reword Cover Specialist to something like If there is a plausible cover nearby, the Sniper may choose to take that spot in place of a row, receiving only 1/3 damage. To balance it, however, I think you should reduce the Additional Health to maybe +5, it's a big change.

Steady and Deadly I think you should remove. I think you should allow bows.

As far as rolls go,

Boom, Headshot I like, but maybe change the end effect to the next enemy down, since it'd be too easy for a chain of kills if it's for the lowest hitpoints.

Vital Shot sounds cool.

Lined-Up Shot is confusing and rather overpowered. I don't understand the last bit. Maybe change it to something like Target - the Sniper takes a moment to hone in on their opponent. The Sniper can not target any more opponents until the currently Targeted enemy is dead, but they deal double damage against it.

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It's a very interesting idea, but it currently seems quite complicated in some respects.

I would maybe drop either Hardware Conditioning or Marks. I would also reword Cover Specialist to something like If there is a plausible cover nearby, the Sniper may choose to take that spot in place of a row, receiving only 1/3 damage. To balance it, however, I think you should reduce the Additional Health to maybe +5, it's a big change.

Steady and Deadly I think you should remove. I think you should allow bows.

As far as rolls go,

Boom, Headshot I like, but maybe change the end effect to the next enemy down, since it'd be too easy for a chain of kills if it's for the lowest hitpoints.

Vital Shot sounds cool.

Lined-Up Shot is confusing and rather overpowered. I don't understand the last bit. Maybe change it to something like Target - the Sniper takes a moment to hone in on their opponent. The Sniper can not target any more opponents until the currently Targeted enemy is dead, but they deal double damage against it.

I'm tired, so if I miss anything, point it out and I'll respond in the morning :laugh:.

I like what you thought up for Cover Specialist :thumbup:. The additional Health is something I haven't paid a lot of attention to, I'll compare and roll some dice if this gets any further, to see what's best.

I disagree with removing the first round of every battle the Sniper is unable to act (I think that's what you mean, right?) It's one of the major drawbacks for the class, and removing it would make the class perhaps a bit overpowered. Also, it fits the class as a Sniper would have to set-up and stuff. I don't want to make this a flexible class, and this adds to it, as well as making it a balancing thing. I think it should stay.

I haven't decided about using bows, from a pure game mechanics/gameplay perspective, perhaps it would be better, but I don't know.

What is confusing about Lined-up Shot? Think of it like this: You roll a 4, this turn you do nothing, next round you unleash this attack. The last bit simply means that if you roll it, you can't do something else the round the attack is going to be unleashed, you unleash the attack, no matter what. How is it overpowered? It's arguably more powerful than roll 3, but add in the fact that you are not able to do ANYTHING for a round and that you are not able to heal or do something else when you might want to, I think it's OK.

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Maybe you merge the idea of Steady and Deadly with Cover Specialist? The Sniper takes a turn to look for a better vantage point, potentially reducing damage taken to 1/3 of its normal strength? I see what you mean with having to take a turn to set up and stuff, and I suppose it does go with the class, but I still think something should be done with it. Plus, the Sniper would only have to do this once per battle anyway, if they wanted to. Basically, it'd be optional, but still very helpful in later rounds.

Okay, Lined-Up Shot makes more sense, I suppose. And I guess losing a turn wouldn't be so bad if your next roll is basically a confirmed Critical Hit. Might need rewording, though. The Sniper lines up an accurate shot on their target. The Sniper may not act next round. Instead, they unleash a strike that does etc. etc. damage and effect.

Also, you didn't address my suggestion about removing either Hardware Conditioning or Marks. I think you can only have up to 3 job traits anyway.

Edited by CallMePie

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I agree with pretty much everything CMP has said. I think his solution of combining Steady and Deadly with Cover Specialist is good. I like how the Shield roll is different from the Assassin's. I think that the Vital Hit is too complicated, though. Perhaps change it to 2x WP + Level, and a Fragile effect for one round. For two rounds, I think it's OP because all other classes' effects last for a single round.

EDIT: And I think Marks should be dropped. It's too complicated for a QM or player to keep track of, IMO, and I don't understand what you mean by "the weapon has a name".

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Maybe you merge the idea of Steady and Deadly with Cover Specialist? The Sniper takes a turn to look for a better vantage point, potentially reducing damage taken to 1/3 of its normal strength? I see what you mean with having to take a turn to set up and stuff, and I suppose it does go with the class, but I still think something should be done with it. Plus, the Sniper would only have to do this once per battle anyway, if they wanted to. Basically, it'd be optional, but still very helpful in later rounds.

Okay, Lined-Up Shot makes more sense, I suppose. And I guess losing a turn wouldn't be so bad if your next roll is basically a confirmed Critical Hit. Might need rewording, though. The Sniper lines up an accurate shot on their target. The Sniper may not act next round. Instead, they unleash a strike that does etc. etc. damage and effect.

Also, you didn't address my suggestion about removing either Hardware Conditioning or Marks. I think you can only have up to 3 job traits anyway.

That would work, I think, but it would be automatically done, I think, with feedback from the QM if cover or a vantage point was found. Thanks also for the excellent way of putting it! English is not my first language, so sometimes sentences I say could be constructed in a weird way. As I said, I think it could be mandatory, but maybe optional is better. I'll think about it.

Thanks again for the rewording :thumbup:

I don't know, I think both fit and are sufficiently cool, and Improbable Sight is probably not going to be very useful, as Telescopes are not really used much. So if one needs to be removed, it's going to be that one. Alternatively Marks is going to be removed.

I agree with pretty much everything CMP has said. I think his solution of combining Steady and Deadly with Cover Specialist is good. I like how the Shield roll is different from the Assassin's. I think that the Vital Hit is too complicated, though. Perhaps change it to 2x WP + Level, and a Fragile effect for one round. For two rounds, I think it's OP because all other classes' effects last for a single round.

EDIT: And I think Marks should be dropped. It's too complicated for a QM or player to keep track of, IMO, and I don't understand what you mean by "the weapon has a name".

Hmm, I don't think Vital Shot is too complicated, it looks pretty straightforward to me. You will need the sheet in front of you when rolling dice, but you need that anyway. BUT, your way is better. I think it's a very good suggestion, and will change it to that.

Hmmm. Alright, Marks is probably the one that should be removed, It's me that thinks it's cool, but in practical uses it's maybe not great.

Thanks much for the feedback guys, really appreciate it! :thumbup:

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Archivist (reference)

  • Additional Health: -10
  • Additional Ether: +15
  • Weapons: Wands, Staves, Tomes, Scrolls
  • Job Trait(s): Translation - Through intense study, the Archivist is able to translate any written language. Decipher - Slightly better at decoding scrolls. All 50/50 chance scrolls have 2/3 chance to hit. Magic Resistance - The Archivist receives 50% less damage from magic based spells and attacks.
  • Battle Style: Studious - These scholars prefer to read from scrolls rather than rely on natural ability.

1. SHIELD:
Enlightened Assault
- The scroll used has a 100% chance of success and hits all enemies. In addition, the Archivist hits all enemies with a non-elemental spell for damage in an amount equal to his or her weapon power. The Archivist may choose to sacrifice ether to add to the damage. Elemental bonuses of the spell are determined by the gems imbued in the weapon used at the time of the attack. Does not deplete ether.

2. RECORDED SPECIAL HIT - The Archivist will use one of the specials recorded in his or her Master Spell Book. If no specials have been recorded then the Archivist will read their scroll and have its effects applied to the target and the target listed after it in the enemy order of actions. Scroll effects do not stack. Ether depleted and chance of success is dependent upon scroll used.

3. ENLIGHTENED HIT: The scroll effect hits the selected enemy. In addition, the Archivist hits the target with a non-elemental spell for damage in an amount equal to his or her weapon power. The Archivist may choose to sacrifice ether to add to the damage. Elemental bonuses of the spell are determined by the gems imbued in the weapon used at the time of the attack. Ether depleted and chance of success is dependent upon scroll used.

4. SCRIBE SCROLL - The Archivist may choose to record the targeted enemy’s special in his or her Master Spell Book and may also choose to erase a recorded special. In addition, the Archivist regenerates 5 ether.

5. DAMAGE: The scholar is struck by his or her opponent’s damage.

6. SPECIAL DAMAGE: The scholar is struck by his or her opponent’s special skill.

Master Spell book

  • The Archivist must carry a Master Spell Book in his or her inventory.
  • The Master Spell Book can hold up to six recorded enemy npc specials.
  • Enemy specials recorded expire at the end of each quest.
  • The Archivist must state the special to be used in the event of a /roll 2 or simply list the special name (preferably with a link to the post acquired from) first in the player’s inventory (i.e. Master Spell Book: Laughing Gas, Multi Shot, Effective Thievery, etc.)

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That looks complicated as hell, but interesting. The idea behind it is very original. I think you should change it a bit to make a bit more straightforward, though. For example, the non-elemental spell thing is a bit odd, my suggestion is that you should either drop it or make gems usable like any other Mage class. If you do allow the class to use gems, I think you should write in the battle style description that the Archivist is unable to use physical attacks, ala the Sage.

The Master Spellbook thing is seriously creative. :thumbup: :thumbup: As for the rolls, though, they seem a bit confusing or hard to apply to battles for QMs. My main suggestion is to split them up depending on what action the Archivist uses.

For example-

3. ENLIGHTENED HIT/DECIPHER - The Archivist hits the opponent with an elemental attack equal to their weapon power added to their level. They may choose to sacrifice ether to add damage to the attack. If the Archivist chose to read a scroll, the effect has a 2/3 chance of being dealt to the opponent. (Level 30 + WP 15 + 5 ether sacrificed = 50 elemental damage)

4. RECORDED ENLIGHTENED HIT/GREATER DECIPHER - The Archivist reads one of their recorded specials from their Master Spellbook at the cost of 5 ether and deals it to the target. If no specials have been recorded, the Archivist instead records the targeted enemy's special. If the Archivist chose to read a scroll, the effect has a 2/3 chance of being dealt to both the opponent and the following one listed in the enemy battle order.

5. SHIELD - Enlightened Assault - The Archivist applies a scroll effect to all enemies and deals elemental damage equal to weapon power. If the Archivist chose a scroll, that effect is used, and the element is chosen randomly. If the Archivist chose a gem, that element is used, and the scroll effect is chosen randomly. Does not deplete ether.

And even then, it's a lot to keep track of. I think you might want to switch out Translation and the Enlightened Assault (sort of). Like, replace the Translation with a normal Great Spell, and replace Enlightened Assault with dealing a recorded enemy special.

The Job Traits are all useful, but magic resistance is just a bit overpowered or open to interpretation. If you take my suggestion for using gems, perhaps you should consider changing it to Spellcasting.

Just my thoughts. :classic:

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I agree, the Archivist is creative, but needlessly complicated IMO. Specifically, adding ether to cause damage only on some rolls is confusing, and there's no need to say that they "cast an nonelemental spell, with elemental advantages due to imbued elements". It would basically be the same as any other attack, so why make it more complicated?

Here's a class I worked on with Scubacarrot. It's a work in progress, so any feedback would be appreciated.

Winged Warrior

Additional Health: +9

Weapons: Winged Warriors generally used ranged weapons such as bows, crossbows, handcannons and throwing weapons, but can also use daggers and shields.

Job Traits: Keen Eye: Allows the Winged Warrior to see far without a telescope. Natural Respite: see Barbarian. Flying - Winged Warrior can flap their wings to get to higher point, fly over obstacles, etc.

Battle Style: Aerial - Winged Warriors fight while in flight, and prefer swift, aerial assaults behind the protection of their shields.

1. SHIELD: Take to the Skies - The Winged Warrior flaps its mighty wings, causing gusts of wind that stun all enemies for the current round, while making themselves invulnerable for the next round. In addition, wind-elemental damage equal to the Winged Warrior's level is dealt to all enemies.

2. CRITICAL HIT - Deals damage equal to 2x WP added to level.

3. HIT - Deals damage equal to WP added to level.

4. LINED-UP SHOT/CAREFUL AIM: The Winged Warrior takes a turn to line up an accurate shot on their opponent. The following turn they will deal 2x WP + Level, plus inflict the Fragile effect on the opponent. If their target is defeated before then, they will instead fire on the next available enemy.

5. DEFENDED DAMAGE - Receives damage equal to the level of the enemy minus their SP.

6. SPECIAL DODGE - Has a 50/50 chance of dodging the enemy's special so that it hits the next ally in the battle order, unless the special affects everyone.

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I think it looks pretty good JimB, the Shield is definitely inventive. :thumbup: I would think about playing that class.

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Curse you, I was all set to have De'kra be a Chi Monk, and now I am conflicted.

Have you decided how they get the wings?

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I agree, the Archivist is creative, but needlessly complicated IMO. Specifically, adding ether to cause damage only on some rolls is confusing, and there's no need to say that they "cast an nonelemental spell, with elemental advantages due to imbued elements". It would basically be the same as any other attack, so why make it more complicated?

Here's a class I worked on with Scubacarrot. It's a work in progress, so any feedback would be appreciated.

Winged Warrior

Additional Health: +9

Weapons: Winged Warriors generally used ranged weapons such as bows, crossbows, handcannons and throwing weapons, but can also use daggers and shields.

Job Traits: Keen Eye: Allows the Winged Warrior to see far without a telescope. Natural Respite: see Barbarian. Flying - Winged Warrior can flap their wings to get to higher point, fly over obstacles, etc.

Battle Style: Aerial - Winged Warriors fight while in flight, and prefer swift, aerial assaults behind the protection of their shields.

1. SHIELD: Take to the Skies - The Winged Warrior flaps its mighty wings, causing gusts of wind that stun all enemies for the current round, while making themselves invulnerable for the next round. In addition, wind-elemental damage equal to the Winged Warrior's level is dealt to all enemies.

2. CRITICAL HIT - Deals damage equal to 2x WP added to level.

3. HIT - Deals damage equal to WP added to level.

4. LINED-UP SHOT/CAREFUL AIM: The Winged Warrior takes a turn to line up an accurate shot on their opponent. The following turn they will deal 2x WP + Level, plus inflict the Fragile effect on the opponent. If their target is defeated before then, they will instead fire on the next available enemy.

5. DEFENDED DAMAGE - Receives damage equal to the level of the enemy minus their SP.

6. SPECIAL DODGE - Has a 50/50 chance of dodging the enemy's special so that it hits the next ally in the battle order, unless the special affects everyone.

I like the idea, but think you need to go for something unique about the class in battle. Right now it feels like a hybrid of warden and sorcerer. I guess I should be asking what is the strength of the class and what is its weakness? What role do you foresee the class playing in combat? Since they wield bows and shields they serve pretty much the same purpose as Wardens except they have the chance of stunning all the enemies in the same round which means they'll almost always be put first in the battle order. The role-playing aspect is awesome but mechanically what purpose does a Winged Warrior serve in a Party. I'm not saying you haven't answered the question, I think it just needs a little more definition. Random question now, does the Warrior get to make a Lined-up Shot in addition to his normal attack on his next turn or his next turn automatically considered a Careful Aim?

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I like the idea, but think you need to go for something unique about the class in battle. Right now it feels like a hybrid of warden and sorcerer. I guess I should be asking what is the strength of the class and what is its weakness? What role do you foresee the class playing in combat?

That's the main issue I see too. It's interesting, but not really unique enough. Since they seem to be a heavily marksman based sort of class, maybe their attacks ignore SP? It's becoming increasingly common, and has the potential to be really useful in the future. Call them 'Marked Hits' or something similar?

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Thank you for the feedback, it is highly valued. :sweet:

Have you decided how they get the wings?

Not yet, but I think a lot of it will be dependent on what the player chooses to do.

Now that you mention it, it is a bit plain. I've been thinking for a solution, something unique and something allows the player more options. What I was thinking was that instead of attacking, a Winged Warrior could choose to "fly". Flying would increase the strength of the next hit. A "Hit" roll for flying would be "Fly", which multiplies the next attack's strength by 2. A "Critical Hit" roll would be "Fly Higher" which multiplies the next attack's strength by 3. Take to the Skies would remain the same, and maybe the "Miss" roll could do something, too.

EDIT: And to answer your question, WBD< yes the next turn is taken by Lined-Up Shot. I think I meant to call it one or the other and didn't remove the other name.

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Being a Warden myself, I'm probably a bit biased towards wanting to keep my own class more unique when I say this, but if you want to distance this class from Warden, I suggest getting rid of the ability to use a shield. The Invulnerability and Stunning for the remainder of the Round and the other bonuses provided by Take to the Skies could be expanded for the other rolls to make this more of an offensive support class that's still more than powerful enough to be at the top of the Order of Actions. Logically, it's kind of hard to fly around and fight effectively if you're lugging a shield around with you.

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That actually sounds really cool. :thumbup: It would conflict with Lined-Up Shot a bit, though. Maybe the normal roll just deals damage normally equal to WP along with the Fragile effect, while rolling it while attempting to fly makes the next attack deal the Weakened effect in addition to the roll itself?

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Being a Warden myself, I'm probably a bit biased towards wanting to keep my own class more unique when I say this, but if you want to distance this class from Warden, I suggest getting rid of the ability to use a shield. The Invulnerability and Stunning for the remainder of the Round and the other bonuses provided by Take to the Skies could be expanded for the other rolls to make this more of an offensive support class that's still more than powerful enough to be at the top of the Order of Actions. Logically, it's kind of hard to fly around and fight effectively if you're lugging a shield around with you.

Scuba and I discussed this as well, and we figured the same thing. I just don't want to make the class just a beefed-up ranger, either, though.

How would everyone feel about the class if the ability to use shields was taken away? Obviously, less attractive, but for the sake of balance...

That actually sounds really cool. :thumbup: It would conflict with Lined-Up Shot a bit, though. Maybe the normal roll just deals damage normally equal to WP along with the Fragile effect, while rolling it while attempting to fly makes the next attack deal the Weakened effect in addition to the roll itself?

Thanks, I'm glad you liked it. I think your suggestion is a little OP/nonsensical, though. Flying would not require that they target an enemy, while Lined-Up Shot would have require it. Flying and LUS would have to be differentiated, or else the QM would have to guess at which enemy they target.

A solution could be that I up the multipliers, so that a Miss roll while flying would give 2x to the next attack, Hit would give 3x, and Critical Hit would give 4x. Before someone says it's overpowered, consider the fact that the Winged Warrior takes a turn to do this (although it might still be OP, we'll see). Thoughts?

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I agree that it probably is not a good idea for them to have the ability to use shields. However, I do kind of like the idea of having their attacks ignore SP. Perhaps they could be permanently hastened. :look:

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Scuba and I discussed this as well, and we figured the same thing. I just don't want to make the class just a beefed-up ranger, either, though.

I think that's something missing among the Expert and Advanced classes, actually. There are a lot of classes that add some special ability or combine the abilities of multiple classes, but there aren't any classes that are plain and simple upgrades of the Basic classes, for the players that don't want any of the other abilities and just want to be even more powerful at what they already do.

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I think that's something missing among the Expert and Advanced classes, actually. There are a lot of classes that add some special ability or combine the abilities of multiple classes, but there aren't any classes that are plain and simple upgrades of the Basic classes, for the players that don't want any of the other abilities and just want to be even more powerful at what they already do.

That's what the Master classes are for, aren't they? The Expert classes, I think, are designed to be stand-alone unique classes, where the Advanced and Master ones are for classes more like the basic ones. It's why I half suspect I'm not going to choose a Master class even when it opens up - the Expert classes are just too much more interesting to me.

Besides, Canoneer's basically a Ranger upgrade with a more defined skillset.

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I agree with you, JimB, about not choosing a Master class. Neither Prophet nor Mine appeal to me. Mime is just a fusion of all classes, which is fine until Haldor picks out the Ranger or Mage sets, then he is useless.

I'm not keen on Prophet either, as Haldor would have to sacrifice his harder hitting and high health to use spells and ranged combat that I wouldn't like anyway. I guess my playstyle is pretty weird for a cleric anyway, which is why I don't fit in with any of the choices. I'm not overly keen on any of the Expert classes, as the only options for my style is either give up healing to become stronger, or give up additional power to become a real healer. :sceptic:

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I agree with you, JimB, about not choosing a Master class. Neither Prophet nor Mine appeal to me. Mime is just a fusion of all classes, which is fine until Haldor picks out the Ranger or Mage sets, then he is useless.

I'm not keen on Prophet either, as Haldor would have to sacrifice his harder hitting and high health to use spells and ranged combat that I wouldn't like anyway. I guess my playstyle is pretty weird for a cleric anyway, which is why I don't fit in with any of the choices. I'm not overly keen on any of the Expert classes, as the only options for my style is either give up healing to become stronger, or give up additional power to become a real healer. :sceptic:

Don't forget about expert classes provided by QM's. On another note, I don't think the base classes should be obsolete even at the higher levels. Sure you lose a health bonus, but what Berserker doesn't wish they could go back to their Battle Fury, or Hunters their Triple Arrow, or Mystic Knight their Sentinel? Do we really need beefier versions of the base classes, just putting the thought out there. :def_shrug:

On another note JimB, if you could incorporate the flying aspect into the winged warrior's battle style that would be awesome. :wub_drool:

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I agree with you, JimB, about not choosing a Master class. Neither Prophet nor Mine appeal to me. Mime is just a fusion of all classes, which is fine until Haldor picks out the Ranger or Mage sets, then he is useless.

I'm not keen on Prophet either, as Haldor would have to sacrifice his harder hitting and high health to use spells and ranged combat that I wouldn't like anyway. I guess my playstyle is pretty weird for a cleric anyway, which is why I don't fit in with any of the choices. I'm not overly keen on any of the Expert classes, as the only options for my style is either give up healing to become stronger, or give up additional power to become a real healer. :sceptic:

I'm probably one of the few people here who's actually lookin forward to playing as a Prophet then. :tongue: I've got Arthur's path through several more classes planned out now, and Prophet will be EPIC.

To explain, Arthur's early development has gone through a series of events related to "plot twist one"; his two Advanced Class choices represent/will represent his development in that sub-plot. His Expert Class development, on the other hand, will start to tie in a new plotline, involving certain things that HAVE been introduced, but haven't been developed much as of yet. Arthur's final switch to Prophet will be the culmination of both plotlines, while simultaneously subverting the hell out of what a Prophet is supposed to be. :devil_laugh:

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Don't forget about expert classes provided by QM's. On another note, I don't think the base classes should be obsolete even at the higher levels. Sure you lose a health bonus, but what Berserker doesn't wish they could go back to their Battle Fury, or Hunters their Triple Arrow, or Mystic Knight their Sentinel? Do we really need beefier versions of the base classes, just putting the thought out there. :def_shrug:

Well, if you want to go back to basic classes, that's what the Mime is for.

But, yes, from Levels 15-49, it's not a bad idea to stick with the basic class.

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