Three (4) new classes
plane
Posts: 12 Arc User
I realise this wasn't the intention of the new skills suggestion thread, but that thread got me thinking, and me thinking is a dangerous thing. I propose (should the Developers ever feel up to adding three whole new classes) a new class for each race. I've designed these classes to both bring a little more balance to the races, and to add to a percieved theme behind each race.
Human: Mage Knight/Battle Mage
This is more a knight than a mage, but really a fusion between the two. The idea is a tank-type character that uses elemental magic to augment his abilities. The class's skills would primarily focus on magical melee attacks that combine the physical attack power of the weapon (physical damage) with an elemental augmentation. Think a flame slash type skill. There would be one for each element, with possible AoE developments later on (still physical and one element). The class would also get a few cleric-type spells (self-buffs and maybe a self-heal/regen spell/skill). The idea is to combine the arcane nature of the wizard with the melee nature of the blademaster, while also adding what I percieve to be a much missed tank-build for the humans. The special abilities would most/all cost MP, and the attack ones would be designed more to allow a Mage Knight to be effective solo and keep aggro than to make it competative in damage with the blademasters.
Winged Elves: Striker/Assassin/Ninja
The idea here is also something of a tanker class for the elves, but this time the primary focus of the class will be a combination of melee-induced status effects and an insanely high evasion. I'm thinking the starting skill would be one that increases the striker's evasion by X% for Y seconds/minutes (would last a while), with both X and Y increasing with increasing levels. The second skill would improve their attack speed similarly (not damage, just speed, maybe accuracy). The third would be a melee attack that has a % chance to induce stun for a few seconds (intended to last a noticable period of time for combat) as well as doing normal damage. That would progess to more skills that slow, poison, reduce defense, etc., all melee. The class could possibly even get an invisibility spell/skill and a sneak-attack skill. The idea here is to add a melee class that could tank for the other two, while still focusing on the speed/agility theme.
Untamed: Shapeshifter/Beastmaster
The Untamed get a bit more severe of a makeover, as I feel they're a bit half-worked as it is. A number of good ideas went into them, but they all got a little mushed together. My basic premise is to split the Venomancer class into two classes. The Venomancer, as it is, isn't really competative on it's own, only being brought to the front thanks to the pets, and the pets can completely unbalance the class (phoenix). Also, it seems like every Venomancer past level 17 has a Magmite, with maybe something else to tank mage-type mobs, and maybe an airborn pet here and there. That's about 3-5 monsters being used for probably at least 80% of venomancers. To fix this, I propose to take all that were-fox brance out, and probably even the battle pets (don't worry, we'll be putting something else in their place), and make them a class of their own. This class would primarily have 2-3 skill trees. One would be entirely dedicated to the pets. Heal Pet, Revive Pet, and Tame would become part of a skill tree that then added various pet buffs, maybe even the ability to summon multiple pets at once. All would be usable in any form. The next tree would be the Monster Mimicry tree, a mostly passive tree that centers around the first skill, an active one, that lets the Shapeshifter change form into that of a pet, taking on some of the abilities (flight for flying pets, and monster skills) and appearance. The passive skills would then allow the shapeshifter to add a percentage of the various stats of the creature (HP, Ph. Def., etc.), with the percentage increasing with the level of the skill (one skill for each stat). Alternatively, the Monster Mimicry skill could do all of that at once (minus the monster skills), with later skills giving the shapeshifter access to individual monster skills whether the mimiced pet has them or not. Or something like that, there are about a dozen ways to work that. The third tree (which may be meshed into the second if this is too much for one class) would explore the existing fox/tiger form skill trees (meshed together, as this would probably be a cross-gender class). The idea here is to give the pet tamer/beast master archetype a class of it's own.
Untamed: Venomancer v.2
Since we've taken out half the venomancer's skills (and possibly it's pets), it only makes sense to add something back in. It also makes sense that this new class should more fit it's name. Venomancer (for us english speakers at least, don't know what the Japanese title means) means a magician of venom, a student of venom magic. That is woefully absent from the current venomancer's repertoire. I'm thinking a skill tree of magic spells that starts with a ranged poison ability (wood damage), progesses to slow&damage, stun&damage, and maybe even a status effect on the target that inflicts damage every time it does damage (thinking pain-inducing venoms here, where any act deals crippling damage). All in all, this tree would be less focused on doing damage than the existing skill tree, and more focused on status effects. There may even be an AoE spell that causes vines to grow out of the ground and stop all opponents within range (hold them in place, but not stun them), dealing some damage over time.
Additionally, if the Veno's and Barb's morph abilities are excised from those classes, the Barbarians need some abilities to make up for their loss. I'm sure something appropriately barbaric can be come up with.
Anyway, this is something I thought would significantly improve the variability of PWI and smooth some things out.
Human: Mage Knight/Battle Mage
This is more a knight than a mage, but really a fusion between the two. The idea is a tank-type character that uses elemental magic to augment his abilities. The class's skills would primarily focus on magical melee attacks that combine the physical attack power of the weapon (physical damage) with an elemental augmentation. Think a flame slash type skill. There would be one for each element, with possible AoE developments later on (still physical and one element). The class would also get a few cleric-type spells (self-buffs and maybe a self-heal/regen spell/skill). The idea is to combine the arcane nature of the wizard with the melee nature of the blademaster, while also adding what I percieve to be a much missed tank-build for the humans. The special abilities would most/all cost MP, and the attack ones would be designed more to allow a Mage Knight to be effective solo and keep aggro than to make it competative in damage with the blademasters.
Winged Elves: Striker/Assassin/Ninja
The idea here is also something of a tanker class for the elves, but this time the primary focus of the class will be a combination of melee-induced status effects and an insanely high evasion. I'm thinking the starting skill would be one that increases the striker's evasion by X% for Y seconds/minutes (would last a while), with both X and Y increasing with increasing levels. The second skill would improve their attack speed similarly (not damage, just speed, maybe accuracy). The third would be a melee attack that has a % chance to induce stun for a few seconds (intended to last a noticable period of time for combat) as well as doing normal damage. That would progess to more skills that slow, poison, reduce defense, etc., all melee. The class could possibly even get an invisibility spell/skill and a sneak-attack skill. The idea here is to add a melee class that could tank for the other two, while still focusing on the speed/agility theme.
Untamed: Shapeshifter/Beastmaster
The Untamed get a bit more severe of a makeover, as I feel they're a bit half-worked as it is. A number of good ideas went into them, but they all got a little mushed together. My basic premise is to split the Venomancer class into two classes. The Venomancer, as it is, isn't really competative on it's own, only being brought to the front thanks to the pets, and the pets can completely unbalance the class (phoenix). Also, it seems like every Venomancer past level 17 has a Magmite, with maybe something else to tank mage-type mobs, and maybe an airborn pet here and there. That's about 3-5 monsters being used for probably at least 80% of venomancers. To fix this, I propose to take all that were-fox brance out, and probably even the battle pets (don't worry, we'll be putting something else in their place), and make them a class of their own. This class would primarily have 2-3 skill trees. One would be entirely dedicated to the pets. Heal Pet, Revive Pet, and Tame would become part of a skill tree that then added various pet buffs, maybe even the ability to summon multiple pets at once. All would be usable in any form. The next tree would be the Monster Mimicry tree, a mostly passive tree that centers around the first skill, an active one, that lets the Shapeshifter change form into that of a pet, taking on some of the abilities (flight for flying pets, and monster skills) and appearance. The passive skills would then allow the shapeshifter to add a percentage of the various stats of the creature (HP, Ph. Def., etc.), with the percentage increasing with the level of the skill (one skill for each stat). Alternatively, the Monster Mimicry skill could do all of that at once (minus the monster skills), with later skills giving the shapeshifter access to individual monster skills whether the mimiced pet has them or not. Or something like that, there are about a dozen ways to work that. The third tree (which may be meshed into the second if this is too much for one class) would explore the existing fox/tiger form skill trees (meshed together, as this would probably be a cross-gender class). The idea here is to give the pet tamer/beast master archetype a class of it's own.
Untamed: Venomancer v.2
Since we've taken out half the venomancer's skills (and possibly it's pets), it only makes sense to add something back in. It also makes sense that this new class should more fit it's name. Venomancer (for us english speakers at least, don't know what the Japanese title means) means a magician of venom, a student of venom magic. That is woefully absent from the current venomancer's repertoire. I'm thinking a skill tree of magic spells that starts with a ranged poison ability (wood damage), progesses to slow&damage, stun&damage, and maybe even a status effect on the target that inflicts damage every time it does damage (thinking pain-inducing venoms here, where any act deals crippling damage). All in all, this tree would be less focused on doing damage than the existing skill tree, and more focused on status effects. There may even be an AoE spell that causes vines to grow out of the ground and stop all opponents within range (hold them in place, but not stun them), dealing some damage over time.
Additionally, if the Veno's and Barb's morph abilities are excised from those classes, the Barbarians need some abilities to make up for their loss. I'm sure something appropriately barbaric can be come up with.
Anyway, this is something I thought would significantly improve the variability of PWI and smooth some things out.
Post edited by plane on
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Comments
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You do realize how long it would take to implement new classes? Thought it's still not a bad idea.I figured I should do something with my sig, so I made this for fun. My very first (poorly made) animation. b:victory
[SIGPIC][/SIGPIC]
As for why Luffy is murdering Naruto, I have no idea either, but it looks cool.b:laugh0 -
Yeah, I more wanted to get the idea out there than actually expect to see it done any time soon. Like I said at the beginning of the post, this isn't what was intended with the New Skills thread, but that made me think, and me thinking is dangerous.0
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you have interesting ideas i like that mage thing. i used to those thanks to cabal[SIGPIC][/SIGPIC]0
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I really like the Magic-using tank idea. I've always preferred magic classes over melee classes in every game. But a drawback I've come across quite often was that I die fairly easily. This Battle Mage idea definitely has my support. :PShana / 7x Robe Wizard / ReturneR Marshal
... And damn proud of it.0 -
Why not let the BladeMaster have a magic def skill like the golden bell(phy def) and add some range and aoe skill for all BladeMaster wep skill?????0
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Just to be clear, my intention with the Mage Knight was not to create a mage that can tank, yet still be casting standard mage spells, but rather closer to a tank that can use elemental magic in his melee attacks and probably defense.
I envision the Blademaster as more of a striker class than a tank class, with the intention to deal heavy damage fast, but not take too much in the process. That may just be my impression. As to why not turning the BM into this, well, the BM is built as more of a combat psionist than a mage at the moment, and I see no reason to change that.0 -
What I think is that every class should have male and female. Every class should also have tank, damage doers, healers, magician and pet players.
At the same time certain rules should remain. The best tank build should come from just one race, the barbs. Similar rules for other races.0 -
The problem with having a 'best' tank is that it makes other classes obsolete. I don't think what I've suggested would do that (I hope). The Mage Knight doesn't really compete too much with the Barbarian because, while they both take damage and deal damage, the Mage Knight does mostly elemental damage, so is good against elementally alligned mobs, while the Barbarian does mostly physical damage, so works best against mage mobs. The Striker class for the elves doesn't so much take damage as avoid damage and waste enemy hits. At the same time, it more disables than does massive damage.
Likewise I don't think the new Venomancer interferes with the Wizard any, because the themes and effects are still quite different. The Shapeshifter is kind of it's own thing, and would probably end up being the favored solo class like the Veno is now, but with more of a melee feel than a mage one.0 -
I think its a great idea. The only think PW is missing is a wider selection of classes to play around w/... I saw a post jus a few minutes ago that would solve the only female veno problem tho. As most people kno the myth behind what the veno is based off of makes it not a good idea so make a male veno so this poster (I don't remember your name... I'm sry) came up w/ the idea for a necromancer. I think its a wonderful idea. He could summon dead minions (some of his skills could be to learn to summon new minions) and stuff to his aid like a veno has pets. The Humans could have the new Blademaster/mage cross that you talked about and the new class for the elves sounds great too. I think those and a necromancer for the Untamed would be a wonderful rounding to all the classes. I think its a wonderful idea. Great ideas... b:victory0
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I would like to See a Dwarf Class in The next Expansion, Wether it be a Class option for humans or a Race All together.
I can only Dream about a Shield Dwarf or a Dwarven Defender, Heck even a Dwarven Alchemist or Dwarven Gunsmith. And the Necromancer class is a wonderfull idea same with the Battlemage. Isnt that what Expansions are meant for anyway??to Expand on new class's or even race's!
(sorry i'm a D&D geek so no dwarf class frightens me)0 -
Or possibly a Druid Class for Untamed, Focus on Metal and Earth damage some buffs and a bear form possibly??0
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If those new classes would really come then all the other 6 classes will be out the window mage knight is another word for shaman and we all know how those are but yeah am all for new things here..Is Back once more.
sorry med school needs some time.0 -
Mosabi - Heavens Tear wrote: »If those new classes would really come then all the other 6 classes will be out the window mage knight is another word for shaman and we all know how those are but yeah am all for new things here..0
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I'd like a "nemesis cleric class". I have not figured the name yet (Dark Clerics?) but this class actually restores MP rather than HP. Since, it is a dark class that likes death and war rather than life and pease.
This class could also take oponents HP and convert it into MP for himself and allies by doing this he also loses some HP.0 -
You're idea for a battlemage isn't bad at all. Actually that's a good idea, but a Battle/War mage, if you've ever played The Elder Scrolls Morrowind, or read a few books from the Dragonlance series. That type of mage, is meant to learn how to use a variety of armor, and weapons to make them deadlier when bieng forced into melee combat if their life depends on it. I dont remember what game it was, but the weapons themselves had special effects similar to your elemental melee attacks and would activate every time they connected with the enemy. Honestly, I think they should make a ton of new classes, and alot of the ones you listed, they might keep in consideration for a new expansion pack, you never know.
I like dmg-casters myself and they are hard to play with. In Baldurs Gate, if you dont have at least 2 warriors in your party to protect your casters, all the casters die like crazy cuz they have bad weapon proficencies. yeah though, it'd be very interesting to see your Wizard class on here gain a few powerful melee attacks to help them stay alive longer against melee NPC's and other players. I really liked your idea.0 -
Granrey - Sanctuary wrote: »I'd like a "nemesis cleric class". I have not figured the name yet (Dark Clerics?) but this class actually restores MP rather than HP. Since, it is a dark class that likes death and war rather than life and pease.
This class could also take oponents HP and convert it into MP for himself and allies by doing this he also loses some HP.
That'd be similar to the Dark Knight class in FF-x2 lol. Shadow Cleric would be a good name . They could sacrifice some of their health to replenish their mana in emergency situations and have a vampirism type of spell to drain the health from enemies to heal themselves.0 -
JohnRedman - Heavens Tear wrote: »Or possibly a Druid Class for Untamed, Focus on Metal and Earth damage some buffs and a bear form possibly??
heh a druid,hunter and shaman class for them like in the taurens get in WoW lol.0 -
Mosabi - Heavens Tear wrote: »If those new classes would really come then all the other 6 classes will be out the window mage knight is another word for shaman and we all know how those are but yeah am all for new things here..
Shamans are nothing more than spirtual warriors. In WoW they are pathetically overpowered and shouldnt be allowed to do as much as they do. However a shaman class in PWI, wouldn't be bad idea to go with Plane's Untamed idea. After all they are Animal/Humaniods right ? wouldn't it make sense for them to have a druid and shaman class ? the Winged Elves, or Avariel are they are commonely known as should receive some kind of another spellslinging class and at least a single tanking class. After all the Humans and the Untamed both have a tanking class, but the elves are left out. That really sucks in my opinion lol. Poor elves all goonna die now lol.0 -
A mage-knight type of class is available to play in Zhu Xian.yay0
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While you're at it, an enchanter class would be great as well!0
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what myth behind the veno?0
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Great idea, mage-knights b:cute
Never going to happen tho.[SIGPIC][/SIGPIC]
^^ Made by Saitada ^^
Dieho: I win 15 on 1, I roll all of your guild to sz all by myself !
Lessie: Proof?
Dieho: I dont have any, but my word is more than enough.
Lessie: Well I won 33 on 1 the other day
b:cute0 -
I love the idea about having these new classes b:pleased
They are all very good ideas and i think u r rite with the fact that they dont clash.0
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