Yet another new race/class idea
Lairian - Sanctuary
Posts: 8,209 Arc User
With all these going around, I thought I'd try my hand at a new race/class, just for fun (so, be honest, who's sick of these threads, and who loves 'em?).
Elementals:
A cousin to the genies, they also reside in the elemental plain. When the aid of the genies for the mortal races didn't help to stem the tide of the wraith armies, the Elementals decided to lend their aid as well.
They look kind of like humans, but are a bit shorter, and have various traits associated with a certain element. For example, a metal based Elemental would have metalic skin, while a wood Elemental would be green and have leafy hair. They type of Elemental the character is is chosen like how a barb or veno chooses what species to be.
Classes:
Summoner: The magic class of the Elementals, they specialize in calling forth powerful element spirits to aid them. Each spirit acts like a veno's pet while active, but only last for a limited time, and doesn't have any skills that are used automatically. Instead, the summoner has a set of skills associated with each type of spirit summoned, and uses them like normal skills. Spirits also deal m.dmg of the element that they belong to. While a summoner can fight without spirits, having spells that don't need them, they are not very powerful, and have no AoE's that can be used without the aid of a spirit.
They uses standard caster gear: Arcane armor and magic weapons. The main stat they use would be magic, since that is what is needed for most of their skills. Leveling normal skills takes a standard rate of spirit and money, but leveling the spirit summoning skills (just the spirits themselves, not the skills that require one) take an above average amount of money and spirit.
Spellsword: The weapon users of this race, they still posses magical abilities that they are able to channel through their swords. They specialize in enchanting their weapons with elemental properties, as well as using them to produce magical effects. While these spell effects are not as powerful as a pure caster, when combined with their skills with all manner of swords, they are still quite formidable. Because of this ability, they also are able to fight at mid range more efficiently than other weapon using classes. Even without magic, they have numerous sword skills that help them fight at a close range. However, because they learn both sword and magic, each of these two parts of what they use are comparatively weaker than a specialist (weaker magic than a caster, and weaker melee ability than a pure weapon user). The strength of this class comes form the combination of the two.
They wear light armor. Since they need both magic and strength to function, they lack the physical power needed for heavy armor, and the magical ability for arcane. Also, they do tend to have lower HP than other melee weapon users because of this same reason. Only able to use swords as weapons, they are unable to use most of their abilities without one.
I'm not sure where the starting area should be. They can either start in the elemental plain and use magic to come to the mortal world at 20, or have a new area set up, sort of like a colony or settlement that they use for a home base while not in the elemental plain.
So, that's what I've got for this one so far. Comments, ideas (and complaints) are always welcome.
Elementals:
A cousin to the genies, they also reside in the elemental plain. When the aid of the genies for the mortal races didn't help to stem the tide of the wraith armies, the Elementals decided to lend their aid as well.
They look kind of like humans, but are a bit shorter, and have various traits associated with a certain element. For example, a metal based Elemental would have metalic skin, while a wood Elemental would be green and have leafy hair. They type of Elemental the character is is chosen like how a barb or veno chooses what species to be.
Classes:
Summoner: The magic class of the Elementals, they specialize in calling forth powerful element spirits to aid them. Each spirit acts like a veno's pet while active, but only last for a limited time, and doesn't have any skills that are used automatically. Instead, the summoner has a set of skills associated with each type of spirit summoned, and uses them like normal skills. Spirits also deal m.dmg of the element that they belong to. While a summoner can fight without spirits, having spells that don't need them, they are not very powerful, and have no AoE's that can be used without the aid of a spirit.
They uses standard caster gear: Arcane armor and magic weapons. The main stat they use would be magic, since that is what is needed for most of their skills. Leveling normal skills takes a standard rate of spirit and money, but leveling the spirit summoning skills (just the spirits themselves, not the skills that require one) take an above average amount of money and spirit.
Spellsword: The weapon users of this race, they still posses magical abilities that they are able to channel through their swords. They specialize in enchanting their weapons with elemental properties, as well as using them to produce magical effects. While these spell effects are not as powerful as a pure caster, when combined with their skills with all manner of swords, they are still quite formidable. Because of this ability, they also are able to fight at mid range more efficiently than other weapon using classes. Even without magic, they have numerous sword skills that help them fight at a close range. However, because they learn both sword and magic, each of these two parts of what they use are comparatively weaker than a specialist (weaker magic than a caster, and weaker melee ability than a pure weapon user). The strength of this class comes form the combination of the two.
They wear light armor. Since they need both magic and strength to function, they lack the physical power needed for heavy armor, and the magical ability for arcane. Also, they do tend to have lower HP than other melee weapon users because of this same reason. Only able to use swords as weapons, they are unable to use most of their abilities without one.
I'm not sure where the starting area should be. They can either start in the elemental plain and use magic to come to the mortal world at 20, or have a new area set up, sort of like a colony or settlement that they use for a home base while not in the elemental plain.
So, that's what I've got for this one so far. Comments, ideas (and complaints) are always welcome.
[SIGPIC][/SIGPIC]
Be nice to people
Be nice to people
Post edited by Lairian - Sanctuary on
0
Comments
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that seems like a cool ideab:pleased0
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advanced searched it but it seems like i did have the same ideas as you. too bad one tried keeping the thread alive but,...
Anyway, the magic sword alchemist seems preety similar to yourspellsword, being able to do mag and phy attks.
Summoner...idk. Genies are like spirits right? just that they granted wishes. With Elementals so closly connected to genies itll be wierd if they can call on something with the same type of magic ability as themselves. Idk if that made since or not.0 -
To Lairian:
I'd prefer new classes, not new races.Youre just like my sister when she was playing...never quite understanding what needs to be done and what is a reasonable goal.There are five races,but there are only two classes in each one.Try getting five classes in each race before trying to push for a new race.[SIGPIC][/SIGPIC]
Serving all but trusting no one but myself,Blueturtle.0
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