The Elementals [New Race Idea]
Kindral - Harshlands
Posts: 21 Arc User
I am Kindral from the Harshland server, and I wanted to share a few ideas for some new classes. Ive been playing for two years and I really like PWIs style. Hope you like them and I hope that maybe some of these things are implemented into the game.
P.S. I know that a lot of the skills are AoE (and ton of effects), but being a wizard does that do you. x_x (but huuma shuriken should be a AoE weapon path in my opinion). And again these are just ideas. Enjoy the drawings. ^_^
Introducing,
Elementals
My idea for the Elementals in the storyline is that the spirits from the land itself, are planning on helping the other races through, what would be known as, the end of their world, or maybe after the prophecy happens, the elementals would come help rebuild their world. The Elementals body would look as though it was made of fire, water, earth, wood, or metal but contain their true form until they can control their power, in order not to be a danger to others. The two classes for the Elementals are: Shinobi and Alchemist.
So far as stat points, I think Hp should increase your hp pool and hp regenaration. Strength should increase physical attack and def. Magic should increase your mp pool, magic defense, more than a wizard, mp regenaration, and increase your hp pool by a small amount, maybe like 5 hp because they are elemental beings filled with magic, so they should feed off magic. For example, if I had 200 hp total and I put 3 stat points in Magic, it will raise my my total hp by 15, so then I would have 215 hp total. Dex would raise hit chance, evasion, and crit. Youll see why in a second.
My idea for Shinobi was for them to use magic attacks as well as physical attacks. Their channeling and casting of their skills should be fast, but the more advanced the skill, the longer the cooldown should be. Magic attacks may be based on weapon dmg and base magic dmg. Shinobi may also use weapons such as swords, daggers, fists, bows, and huuma shurikens. You may think, Hmmm, if theyre going to put stats in strength and dex to use weapons, their magic attack wont be strong enough to even use. This may be so, that is why I suggest using mainly weapon dmg and their base magic damage to amplify their magic skills.
For the Alchemists, they can use magical cannons or magic swords. The cannons will have the longest range in the game due to the force of the cannons. Cannons shoot mana as a basic attack, so the carrier will lose a certain amount of mp each shot. Unlike bows, or the like, cannons power grow as the target comes closer, and weaker if the target is too far. The magic sword path will give alchemists a more tactical approach to fighting due to their low hp. This path will focus on reducing the opponents physical and magical def. Alchemists also have party buffs that include raising defenses and regenerating hp.
There will be several magic skills both the classes can use, such as,
Fire Path: Fireball - range damaging skill
Fire Punch - chance of stun and pushback
Fire Vortex - ranged target AoE and DoT
Fire Blast - frontal AoE
Meteor - ranged target Aoe, chance of stun and DoT
Increase Fire Control - increase power of fire attacks. Level of this depends on what fire skills you can learn, (ex. you need lvl 5 of this skill to learn Fire Vortex)
True Form: Fire - Any and all fire attacks are increased by 50%, if you are hit with a fire attk it will heal you instead, water attks do 1.5% more damage to you, metal attks do 50% less damage to you
Water Path: Torpedo - ranged damaging skill
Ice Prison - ranged, freeze a target and prevent them from attacking or casting
Frozen Spear - ranged, may cause target to bleed
Tsunami - small frontal AoE, pushback, and slow
Blizzard - ranged target AoE, may cause slow, freeze, or slow attack spd
Increase Water Control - increase power of water attacks. Level of this depends on what water skills you can learn
True Form: Water - Any and all water attks are increased by 50%, if you are hit with a water attk it will heal you instead, earth attks do 1.5% more damage to you, fire attacks do 50% less damage to you
Earth Path: Earth Spike - ranged damaging skill
Dirt Smack - take your hand full of dirt & smack your target in the face, causes blind
Crevice - smack the ground to cause earth to fly in a straight line, frontal AoE, decrease phy def
Mudslide - ranged small target AoE, cause slow
Earthquake - self AoE, may cause stupefy or slow
Increase Earth Control - increase power of earth attacks. Level of this depends on what earth skills you can learn
True Form: Earth - Any and all earth attacks are increased by 50%, if you are hit with a earth attk it will heal you instead, wood attks do 1.5% more damage to you, water attacks do 50% less damage to you
Wood Path: Wooden Shard - ranged damaging skill
Weedy Snare - ranged, causes slow or freeze
Wooden Hammer - small self AoE, may cause stun
Ingrain - steal hp from target over time and gives hp to you, if target leaves range effect will end
Falling Elderwood - pull a tree from the ground and throw it in front of you, frontal AoE, may cause bleed and decrease targets defense
Increase Wood Control - increase power of wood attacks. Level of this depends on what wood skills you can learn
True Form: Wood - Any and all wood attacks are increased by 50%, if you are hit with a wood attk it will heal you instead, metal attks do 1.5% more damage to you, earth attacks do 50% less damage to you
Metal Path: Lightning Bolt - ranged attack
Lightning Whip - ranged, chance of paralysis
Sound Wave - self AoE, pushback
Lightning Beam - frontal AoE, chance of paralysis
Raydens Wrath - lightning rains on the land in a single column, huge self AoE, may cause paralysis and decrease targets mag def
Increase Metal Control - increase power of metal attacks. Level of this depends on what metal skills you can learn
True Form: Metal - Any and all metal attacks are increased by 50%, if you are hit with a metal attk it will heal you instead, fire attks do 1.5% more damage to you, wood attacks do 50% less damage to you
A single character may choose ONE of these paths. A path may be chosen by deciding what element body the character will have when it first enters the game.
Shinobi Only Skills:
Mar: damaging skill
Impair: weaken oppenents phy attack
Light Speed: run to a target at light speed and deal a fast, hard hitting attack, may cause freeze, only for sword, dagger, and fist
Pinpoint Attack: may cause decrease in def, only for dagger, fist, and bow
Death Star: hard hitting self AoE ,for sword and dagger only
Sword Extension: cause bleed to enemies in a line, sword exclusive skill
Keen Eye: Unmissable, sword, dagger, and bow only
Red Mist: small self AoE, may cause bleed to all targets hit,dagger exclusive skill
Sonic Blow: ranged attack that can stop channeling, looks like farrens and wyverns AoE attack, sword exclusive skill
Tigers Fury: ranged attk, may stun, fist exclusive
Overextersion: people only use 30 percent of their muscle power, with this skill you can tap into your muscles full power to unleash a furious attack, doing so you lose a certain amount of hp and your attack power decreases for a certain amount of time. The target may experience bleeding, decrease phy attk and def, stun, and stupefy, fist only skill
Sonic Barrage: continuous frontal AoE, chance of freeze every second (for fist and bow only)
Elemental Shot: phy and mag attk (bow only)
Light Arrow: frontal AoE, causes target(s) defense to decrease (bow only)
Throw Shuriken: range attk (huuma shuriken exclusive skill)(fast cast, channel, and cooldown)
Blazing Sun: frontal AoE (huuma shuriken exclusive skill)
Morning Star: target AoE (huuma shuriken exclusive skill)
Moons Surf: self AoE (huuma shuriken exclusive skill)
Shadow Shuriken: chance of bleed and freeze, ranged attk, can be used to lure (huuma shuriken exclusive skill)
Non-Attacking Skills
Doppleganger - make a clone that has the same attacks as you, you cant control the clone, it will attack any mob or person that attacks you or you attack them
Copy Cat - copy the next skill a target makes (target doesnt have to be focused on you)
Substitute Bomb - teleport back a bit a leave a bomb in your place, bomb is the shape of you, explodes after 3 sec
Hide- blend into your surroundings, while hiding you cant move, use skills, or be targeted by skills
Shift - teleport to any spot you desire (within skill range) while hiding (doing so removes hiding)
Haze Slash - teleport to target and attack, must be in hiding (doing so removes hiding)
First Aid: consume 1 of your mp to recover 2 of the targets hp, can be used on yourself and others (continuous heal, use esc to stop the skill)
Breathe of Battle: increase party evasion and raises phy and mag attack
Hallucination Walk: spd increases greatly, unable to be targeted
Alchemist only skills:
Magic Cannon Only Skills:
Magical Disturbance - may cause distract, muddle, stupefy
Magic Seeker - ranged, damaging skill
Full Blast - powerful attack that pushes you away from the target
Arcane Beam - frontal AoE, muddle
Long Shot - target AoE, longest range attack ever, may cause stun
Heavens Light - jump up and shoot at the ground, self AoE
Crater - aim at the ground in front of you, a mix of earth and magic hit the targets in front of you, small frontal 100 degree attack, cause blind
Magic Sword Only Skills:
Spirit Divide - attks targets mp pool and decrease mag def
Elemental Blow - ranged attk, phy and mag damage
Spirit Bind - powerful attk that seals the target and target loses chi
Elemental Wave - frontal AoE, phy and mag damage
Heated Blade - decrease phy def
Mothers Cry of Protection - send your sword ringing through the ground to cause spots of light to appear through the ground and damage oppenents, cause blind, slow, and stupefy, self AoE
Spirit Steal - the damage you cause to a targets mp, you gain twice as much in hp; half the damage you do to a targets hp, becomes mp
Other Skills:
Make Batch: practice apothecary without having to go to the apothecary npc, requires an apothecary set, they can learn different remedies also not just what the apothecary offers, chance of getting acid potion
Throw Acid Potion - may break armor and a DoT, requires acid potion
Arcane Plate - uses a lot of mp to increases one targets mag def by a large amount and phy def by a small amount, protects against all negative status except for silence or sleep, lasts 5 min
Elemental Shield - make all party members resistant to all attacks for several seconds, 2 sparks
Fountain of Life - increase party hp/mp regen by 50 per sec, for 10 min, requires one life powder
Breathe of Life - heals a target and clears any negative status
Flies:
Elemental flies could be for example, if you chose an earth path, it would be a sheet of rock, that it looks like you can control, while you stand on top of it.
http://img402.imageshack.us/img402/6783/earthfly.jpg
http://img7.imageshack.us/img7/1637/waterfly.jpg
http://img14.imageshack.us/img14/2/fireflybn.jpg
http://img546.imageshack.us/img546/6922/metalfly.jpg
http://img15.imageshack.us/img15/9196/woodfly.jpg
Fire - color of the hair or body could be green, blue, white, yellow, orange, or red. Hairstyles could be fiery and intense.
Water - hairstyles could be flowing and graceful water
Earth - hair could be of earth or grass
Wood - hair could be wood, leaves, or vines
Metal - hair could be metal, hairstyle could be like heavy metal rock band style
And here are some other drawings:
http://img16.imageshack.us/img16/326...entalists2.png
This was my first drawing of them, I first thought shinobis could use poles but decided against it.
I also was thinking or doing movesets based on the size and shape of an alchemists cannon; the smaller one you see on his left hand would be the fast attack speed and damage dealing path. The longer cannon you see below would be the stronger, close range, damage dealing path but with a bit slower attack speed. The bigger cannon you see on his right hand would be the semi-damage dealing, tank path. But also decided against that.
http://img194.imageshack.us/img194/6024/eleshialc.jpg
http://img94.imageshack.us/img94/203...ueformcopy.jpg
http://img14.imageshack.us/img14/3481/eletrueform.jpg
These are the Elementals True Form. Need level 10 Increase fire/water/earth/wood/metal control to obtain True Form. True Form should be a toggle skill, such as barbarians turning into tigers. Maybe it should cost 2 sparks? Who knows, anyway, I hoped you liked the suggestions, reply and vote on the poll. ^.^
P.S. I know that a lot of the skills are AoE (and ton of effects), but being a wizard does that do you. x_x (but huuma shuriken should be a AoE weapon path in my opinion). And again these are just ideas. Enjoy the drawings. ^_^
Introducing,
Elementals
My idea for the Elementals in the storyline is that the spirits from the land itself, are planning on helping the other races through, what would be known as, the end of their world, or maybe after the prophecy happens, the elementals would come help rebuild their world. The Elementals body would look as though it was made of fire, water, earth, wood, or metal but contain their true form until they can control their power, in order not to be a danger to others. The two classes for the Elementals are: Shinobi and Alchemist.
So far as stat points, I think Hp should increase your hp pool and hp regenaration. Strength should increase physical attack and def. Magic should increase your mp pool, magic defense, more than a wizard, mp regenaration, and increase your hp pool by a small amount, maybe like 5 hp because they are elemental beings filled with magic, so they should feed off magic. For example, if I had 200 hp total and I put 3 stat points in Magic, it will raise my my total hp by 15, so then I would have 215 hp total. Dex would raise hit chance, evasion, and crit. Youll see why in a second.
My idea for Shinobi was for them to use magic attacks as well as physical attacks. Their channeling and casting of their skills should be fast, but the more advanced the skill, the longer the cooldown should be. Magic attacks may be based on weapon dmg and base magic dmg. Shinobi may also use weapons such as swords, daggers, fists, bows, and huuma shurikens. You may think, Hmmm, if theyre going to put stats in strength and dex to use weapons, their magic attack wont be strong enough to even use. This may be so, that is why I suggest using mainly weapon dmg and their base magic damage to amplify their magic skills.
For the Alchemists, they can use magical cannons or magic swords. The cannons will have the longest range in the game due to the force of the cannons. Cannons shoot mana as a basic attack, so the carrier will lose a certain amount of mp each shot. Unlike bows, or the like, cannons power grow as the target comes closer, and weaker if the target is too far. The magic sword path will give alchemists a more tactical approach to fighting due to their low hp. This path will focus on reducing the opponents physical and magical def. Alchemists also have party buffs that include raising defenses and regenerating hp.
There will be several magic skills both the classes can use, such as,
Fire Path: Fireball - range damaging skill
Fire Punch - chance of stun and pushback
Fire Vortex - ranged target AoE and DoT
Fire Blast - frontal AoE
Meteor - ranged target Aoe, chance of stun and DoT
Increase Fire Control - increase power of fire attacks. Level of this depends on what fire skills you can learn, (ex. you need lvl 5 of this skill to learn Fire Vortex)
True Form: Fire - Any and all fire attacks are increased by 50%, if you are hit with a fire attk it will heal you instead, water attks do 1.5% more damage to you, metal attks do 50% less damage to you
Water Path: Torpedo - ranged damaging skill
Ice Prison - ranged, freeze a target and prevent them from attacking or casting
Frozen Spear - ranged, may cause target to bleed
Tsunami - small frontal AoE, pushback, and slow
Blizzard - ranged target AoE, may cause slow, freeze, or slow attack spd
Increase Water Control - increase power of water attacks. Level of this depends on what water skills you can learn
True Form: Water - Any and all water attks are increased by 50%, if you are hit with a water attk it will heal you instead, earth attks do 1.5% more damage to you, fire attacks do 50% less damage to you
Earth Path: Earth Spike - ranged damaging skill
Dirt Smack - take your hand full of dirt & smack your target in the face, causes blind
Crevice - smack the ground to cause earth to fly in a straight line, frontal AoE, decrease phy def
Mudslide - ranged small target AoE, cause slow
Earthquake - self AoE, may cause stupefy or slow
Increase Earth Control - increase power of earth attacks. Level of this depends on what earth skills you can learn
True Form: Earth - Any and all earth attacks are increased by 50%, if you are hit with a earth attk it will heal you instead, wood attks do 1.5% more damage to you, water attacks do 50% less damage to you
Wood Path: Wooden Shard - ranged damaging skill
Weedy Snare - ranged, causes slow or freeze
Wooden Hammer - small self AoE, may cause stun
Ingrain - steal hp from target over time and gives hp to you, if target leaves range effect will end
Falling Elderwood - pull a tree from the ground and throw it in front of you, frontal AoE, may cause bleed and decrease targets defense
Increase Wood Control - increase power of wood attacks. Level of this depends on what wood skills you can learn
True Form: Wood - Any and all wood attacks are increased by 50%, if you are hit with a wood attk it will heal you instead, metal attks do 1.5% more damage to you, earth attacks do 50% less damage to you
Metal Path: Lightning Bolt - ranged attack
Lightning Whip - ranged, chance of paralysis
Sound Wave - self AoE, pushback
Lightning Beam - frontal AoE, chance of paralysis
Raydens Wrath - lightning rains on the land in a single column, huge self AoE, may cause paralysis and decrease targets mag def
Increase Metal Control - increase power of metal attacks. Level of this depends on what metal skills you can learn
True Form: Metal - Any and all metal attacks are increased by 50%, if you are hit with a metal attk it will heal you instead, fire attks do 1.5% more damage to you, wood attacks do 50% less damage to you
A single character may choose ONE of these paths. A path may be chosen by deciding what element body the character will have when it first enters the game.
Shinobi Only Skills:
Mar: damaging skill
Impair: weaken oppenents phy attack
Light Speed: run to a target at light speed and deal a fast, hard hitting attack, may cause freeze, only for sword, dagger, and fist
Pinpoint Attack: may cause decrease in def, only for dagger, fist, and bow
Death Star: hard hitting self AoE ,for sword and dagger only
Sword Extension: cause bleed to enemies in a line, sword exclusive skill
Keen Eye: Unmissable, sword, dagger, and bow only
Red Mist: small self AoE, may cause bleed to all targets hit,dagger exclusive skill
Sonic Blow: ranged attack that can stop channeling, looks like farrens and wyverns AoE attack, sword exclusive skill
Tigers Fury: ranged attk, may stun, fist exclusive
Overextersion: people only use 30 percent of their muscle power, with this skill you can tap into your muscles full power to unleash a furious attack, doing so you lose a certain amount of hp and your attack power decreases for a certain amount of time. The target may experience bleeding, decrease phy attk and def, stun, and stupefy, fist only skill
Sonic Barrage: continuous frontal AoE, chance of freeze every second (for fist and bow only)
Elemental Shot: phy and mag attk (bow only)
Light Arrow: frontal AoE, causes target(s) defense to decrease (bow only)
Throw Shuriken: range attk (huuma shuriken exclusive skill)(fast cast, channel, and cooldown)
Blazing Sun: frontal AoE (huuma shuriken exclusive skill)
Morning Star: target AoE (huuma shuriken exclusive skill)
Moons Surf: self AoE (huuma shuriken exclusive skill)
Shadow Shuriken: chance of bleed and freeze, ranged attk, can be used to lure (huuma shuriken exclusive skill)
Non-Attacking Skills
Doppleganger - make a clone that has the same attacks as you, you cant control the clone, it will attack any mob or person that attacks you or you attack them
Copy Cat - copy the next skill a target makes (target doesnt have to be focused on you)
Substitute Bomb - teleport back a bit a leave a bomb in your place, bomb is the shape of you, explodes after 3 sec
Hide- blend into your surroundings, while hiding you cant move, use skills, or be targeted by skills
Shift - teleport to any spot you desire (within skill range) while hiding (doing so removes hiding)
Haze Slash - teleport to target and attack, must be in hiding (doing so removes hiding)
First Aid: consume 1 of your mp to recover 2 of the targets hp, can be used on yourself and others (continuous heal, use esc to stop the skill)
Breathe of Battle: increase party evasion and raises phy and mag attack
Hallucination Walk: spd increases greatly, unable to be targeted
Alchemist only skills:
Magic Cannon Only Skills:
Magical Disturbance - may cause distract, muddle, stupefy
Magic Seeker - ranged, damaging skill
Full Blast - powerful attack that pushes you away from the target
Arcane Beam - frontal AoE, muddle
Long Shot - target AoE, longest range attack ever, may cause stun
Heavens Light - jump up and shoot at the ground, self AoE
Crater - aim at the ground in front of you, a mix of earth and magic hit the targets in front of you, small frontal 100 degree attack, cause blind
Magic Sword Only Skills:
Spirit Divide - attks targets mp pool and decrease mag def
Elemental Blow - ranged attk, phy and mag damage
Spirit Bind - powerful attk that seals the target and target loses chi
Elemental Wave - frontal AoE, phy and mag damage
Heated Blade - decrease phy def
Mothers Cry of Protection - send your sword ringing through the ground to cause spots of light to appear through the ground and damage oppenents, cause blind, slow, and stupefy, self AoE
Spirit Steal - the damage you cause to a targets mp, you gain twice as much in hp; half the damage you do to a targets hp, becomes mp
Other Skills:
Make Batch: practice apothecary without having to go to the apothecary npc, requires an apothecary set, they can learn different remedies also not just what the apothecary offers, chance of getting acid potion
Throw Acid Potion - may break armor and a DoT, requires acid potion
Arcane Plate - uses a lot of mp to increases one targets mag def by a large amount and phy def by a small amount, protects against all negative status except for silence or sleep, lasts 5 min
Elemental Shield - make all party members resistant to all attacks for several seconds, 2 sparks
Fountain of Life - increase party hp/mp regen by 50 per sec, for 10 min, requires one life powder
Breathe of Life - heals a target and clears any negative status
Flies:
Elemental flies could be for example, if you chose an earth path, it would be a sheet of rock, that it looks like you can control, while you stand on top of it.
http://img402.imageshack.us/img402/6783/earthfly.jpg
http://img7.imageshack.us/img7/1637/waterfly.jpg
http://img14.imageshack.us/img14/2/fireflybn.jpg
http://img546.imageshack.us/img546/6922/metalfly.jpg
http://img15.imageshack.us/img15/9196/woodfly.jpg
Fire - color of the hair or body could be green, blue, white, yellow, orange, or red. Hairstyles could be fiery and intense.
Water - hairstyles could be flowing and graceful water
Earth - hair could be of earth or grass
Wood - hair could be wood, leaves, or vines
Metal - hair could be metal, hairstyle could be like heavy metal rock band style
And here are some other drawings:
http://img16.imageshack.us/img16/326...entalists2.png
This was my first drawing of them, I first thought shinobis could use poles but decided against it.
I also was thinking or doing movesets based on the size and shape of an alchemists cannon; the smaller one you see on his left hand would be the fast attack speed and damage dealing path. The longer cannon you see below would be the stronger, close range, damage dealing path but with a bit slower attack speed. The bigger cannon you see on his right hand would be the semi-damage dealing, tank path. But also decided against that.
http://img194.imageshack.us/img194/6024/eleshialc.jpg
http://img94.imageshack.us/img94/203...ueformcopy.jpg
http://img14.imageshack.us/img14/3481/eletrueform.jpg
These are the Elementals True Form. Need level 10 Increase fire/water/earth/wood/metal control to obtain True Form. True Form should be a toggle skill, such as barbarians turning into tigers. Maybe it should cost 2 sparks? Who knows, anyway, I hoped you liked the suggestions, reply and vote on the poll. ^.^
0
Comments
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Isn't this already in Suggestion Bo....
Oh, nevermind. It being there would explain why you'd need to post it here. We all know the stuff down there just withers and dies. ~_~0 -
Isn't this already in Suggestion Bo....
Oh, nevermind. It being there would explain why you'd need to post it here. We all know the stuff down there just withers and dies. ~_~
... I think this is like the third time I'm seeing this topic.I am Olba. Not Ol, not Baze nor Blaze. And even less would I go by Olblaze. Please, take a second to read a person's username.
If you see b:cute be sure to take a second, calm look at anything I said.0 -
-
Please don't make copies of currently open threads, especially where they shouldn't be. This belongs in the Suggestion Box, and since there's already an open thread on this down there...
Closed.0
This discussion has been closed.
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