Can Elementals be a new race?
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. I had some drawings too but they didnt show up when i copied them over.
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 (or pushback instead?)
Fire Vortex - ranged self AoE and pushback
Fire Blast - frontal AoE (and DoT maybe?)
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 (for 10 sec or until they are hit?)
Frozen Spear - ranged, may cause target to bleed
Tsunami - small frontal AoE, pushback
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 paralysis
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
Vine Lasso - pull a target closer, does minor damage
Ingrain - steal hp from target over time and gives hp to you, if target leaves range effect will end
Elderwood - make a huge tree stump out of your arm and slam it on the ground, self 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 Edge - cause stupefy and slow attk spd
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)
White Flash: fly 10-15 meters and 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: hits targets in a line, 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 (maybe it can act as a pet?)
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 5 of the targets hp, can be used on yourself and others (continuous heal, use esc to stop the skill)
Dawn of Battle: increase party evasion, speed, and raises phy and mag attack
Hallucination Walk: spd increases greatly, unable to be targeted unless you stop running
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, making items requires less materials and make double the items than at apothecary, 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.
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:
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.
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 and reply.
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. I had some drawings too but they didnt show up when i copied them over.
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 (or pushback instead?)
Fire Vortex - ranged self AoE and pushback
Fire Blast - frontal AoE (and DoT maybe?)
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 (for 10 sec or until they are hit?)
Frozen Spear - ranged, may cause target to bleed
Tsunami - small frontal AoE, pushback
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 paralysis
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
Vine Lasso - pull a target closer, does minor damage
Ingrain - steal hp from target over time and gives hp to you, if target leaves range effect will end
Elderwood - make a huge tree stump out of your arm and slam it on the ground, self 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 Edge - cause stupefy and slow attk spd
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)
White Flash: fly 10-15 meters and 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: hits targets in a line, 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 (maybe it can act as a pet?)
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 5 of the targets hp, can be used on yourself and others (continuous heal, use esc to stop the skill)
Dawn of Battle: increase party evasion, speed, and raises phy and mag attack
Hallucination Walk: spd increases greatly, unable to be targeted unless you stop running
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, making items requires less materials and make double the items than at apothecary, 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.
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:
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.
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 and reply.
Post edited by Kindral - Harshlands on
0
Comments
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May they can use poles, and wield them like Kilik from Soul Calibur ^^0
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You cant mention other games in pwi forums x.x0
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What are your ideas readers?
Plz comment
\/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/b:infuriated0 -
I heard that you can upload images to a site, then link the site here. Where do I go to do that?b:puzzledb:surprised0
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imageshack.us
photobucket.com
tinypic.com[SIGPIC][/SIGPIC]
vixter (101 Heavy Veno) ~ TT farmer
Peachie (102 Mystic) ~ Main character0 -
Kindral - Harshlands wrote: »You cant mention other games in pwi forums x.x
lol you can't mention other MMO's on the forums, but console games should be fine. <.<
On the wall of text, I'm pretty sure that something like "elementals" has been mentioned before, although not as in depth as this. <.<
I do like the fact that depending on what the elemental's appearance is, is what their element path will be.
I do love the idea that in their true elemental forms, any attack that hits them with that element will HEAL them. That would cause skill using people or elemental sharding meleers to really pay attention to what they're hitting instead of just Tab>Dead.
Also, cannons doing less damage for far targets and more closer sounds like an interesting idea! Except pvpwise...what happens when they get stunlocked by a sin/bm and punched to death, and can't use their cannon? Or an archer stands at max range and just snipes your character to death because the cannon just tickles him and his charm/pots. Upping the power of cannons would make them too OP...
And "Make Batch" for alchemists...would they be able to make the exact same pots as other classes with apothecary? If so, then that is a big NO. It would ruin the market on apoth and herbs, and is just all around wrong. Being able to bypass the crafting skills because of your class is just a big no.
Another alchemist skill, Full Blast...XD What if you accidently push yourself into a group of hostile mobs, or a boss? This is why most knockbacks knock the target back, not the user.
One last thing...DON'T GIVE THEM A LURE SKILL. PLEASE. b:cry Leave one of veno's best abilities alone.[SIGPIC][/SIGPIC]
~Demon as of 5/6/12 - On the night where the moon is closer to the earth and brighter than any other night in the past 18 years.~
Slow and steady stays alive~ I'm in no rush, I'm enjoying the journey to end game just as it was ment to be. b:victory
"You sir, are why I love clerics " < Liba - Heaven's Tear
b:thanks Well thank you Liba<30 -
http://img194.imageshack.us/img194/6024/eleshialc.jpg
My first drwaing: http://img16.imageshack.us/img16/3263/elementalists2.png
Earth Fly: http://img402.imageshack.us/img402/6783/earthfly.jpg
Water Fly: http://img7.imageshack.us/img7/1637/waterfly.jpg
Fire Fly: http://img14.imageshack.us/img14/2/fireflybn.jpg
Metal Fly: http://img546.imageshack.us/img546/6922/metalfly.jpg
Wood Fly: http://img15.imageshack.us/img15/9196/woodfly.jpg
Fire/Earth/Wood True Forms: http://img94.imageshack.us/img94/2033/eletrueformcopy.jpg
Metal/Water True Forms: http://img14.imageshack.us/img14/3481/eletrueform.jpg
I spent a lot on time on these pictures, please enjoy! ^_^
@Jeremeid they can use arcane plate to add phy def, and its only after maybe 25 meters that a shot might get weaker, and arcane plate protects against negative statuses such as stun and if they wanted to move away from an enemy they have Full Blast. And dont forget an elemental doesnt only have class skill, they they their chosen element path too too, so they can incorporate their elemental magic skills in with their class skills.
And why not have a lure? Mystics stole that glory away from them too >.>
But I do agree with you on the 'Make Batch', idk I just wanted to give them the ability to make remedies and such because thats what alchemy is, but i guess achemists could make differnet pots than at the apothecary. It was just a thought.
Come on ppl! Tell meh what you think, and don't forgot to vote on the poll!0 -
imo, a MMO is better with more classes/races. so i like the idea (ofc its they arent too strong compared to others). i dont really agree with all skills.
anyway, and sadly, PWE does not develop PWI, if im right, its PWCN. and they might have something in mind for next winter/spring already
gj for ur work tho0 -
Sleepy atm, so I won't respond to everything again...but...
Pictures! Pictures always make a concept seem more solid! If I had the time and the patience, I could probably whip up some 3D meshes of these guys now that you have pictures. <_< I won't guarantee anything, though.
So far, your concept is very solid and the fact that you've gone so far as to come up with individual skills for each class is just awesome "Make Batch" seems way better for making non-apoth items, and it makes that acid attack a little more realistic. Perhaps they'd need special drops to use Make Batch?
Also, I didn't notice Arcane Plate at first. That sounds like it would be AMAZING for tanking elemental bosses. But my point was that in pvp, most people wait for the perfect opportunity to attack. Just a few seconds laps between rebuffing AP and you could be dead. But then that's the risk with pvp. =P Still, I would certainly give Alchemists a try if they were real.Kindral - Harshlands wrote: »And why not have a lure? Mystics stole that glory away from them too >.>
<_< Mystics cannot lure as efficiently as a veno, due to Summons taking mp to resummon every time, and always returning with only 50% health and no mana. That in of itself is a rather large mana drain if used more than twice in a row. It will cost pots/time spent meditating/charm ticks eventually. Venos can pull infinitely so long as they don't do something stupid, and die as a result XD
Genies can't either, due to the fact that Earthflame's range is so short you're likely to aggro things just by being too close, and stamina is limited and considered an expense to obtain, either by buying gear to decomp or spending mats and decomping gear you make. Also undesirable things like this can happen with genie lure b:chuckle[SIGPIC][/SIGPIC]
~Demon as of 5/6/12 - On the night where the moon is closer to the earth and brighter than any other night in the past 18 years.~
Slow and steady stays alive~ I'm in no rush, I'm enjoying the journey to end game just as it was ment to be. b:victory
"You sir, are why I love clerics " < Liba - Heaven's Tear
b:thanks Well thank you Liba<30 -
@Jeremeid ooooo 3d meshies
Ty for the compliments, ^^. Aww the image I had in mind for Shadow Shuriken was cool >.> maybe it could have drawbacks? and rofl did you heal a mob?0 -
Pole Skills ^.^
Head Rock
powerful attk that can cause trauma
Low Sweep
a sweep powerful enough to be ranged, causes slow
Lions Stand
continous self AoE, just spin your staff continously between your palms
Dragons Windmill
spinning your pole you uppercut the target, causing stun and decrease in phy def
Sonic Barrage
(same skill from Kindral's list) do super fast pinpoint attks with your staff, continous frontal AoE that can cause freeze every sec0 -
there really isn't a need for more races, however, looking back, i DO recall seeing whips in pwdatabase. if i'm not mistaken, daggers were there long before the fishies came out to play as well>_> this might mean pwe plans on bringing out at least one more face:(0
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I really like these classes because it seems like it gives you a lot of freedom in creating your character, so far as what skills you could choose. I would be a shinobi, go down the metal path and use the shurikens. b:laughb:pleasedb:thanks0
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Lady_buffer - Heavens Tear wrote: »there really isn't a need for more races, however, looking back, i DO recall seeing whips in pwdatabase. if i'm not mistaken, daggers were there long before the fishies came out to play as well>_> this might mean pwe plans on bringing out at least one more face:(
whats with all the QQ about how we dont need more classes, pwi gonna do whatever they need to, to make money, so if it means adding classes then thats what they'll do, so get over it. Personally i think this idea is good all around and pwi should actually consider it even if they make changes. I would love to be a water path shinobi and use a bow :O b:laugh0 -
@Paliquilo yea they do offer a lot of freedom for your character. I liked how with a BM you could pick a main weapon path that was confortable for you, so this race kind of reflects that (i like freedom ^^). It also might also give you a small edge in pvp, seeing that no one would never know what they were really up against until you fought them, unlike if u see a barb or a sin in which you would be able to predict what they were capable of.
@Jaenen cool pole skills0 -
this idea is too cool to let die0
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Under the "no" option,Im shure you meant races,not classes.They are two entirly different concepts.[SIGPIC][/SIGPIC]
Serving all but trusting no one but myself,Blueturtle.0 -
i think it would be bteer to hold off the races until 2012 comes.i mean..there are many people suggesting new races.Plus if the make new races to soon, they will run out of ideas for even more new races,so they would go out of business.They probrably have alot of new races already,they are just saving them.****0
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actually a new race should be a good idea, new instances tho.
after lv 100 you had nothing to do and the game turns boring... b:shutup0
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