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cerberusd edited this page Jul 24, 2014 · 27 revisions

Specialization should be 1 -> 3 -> 2?


Cool Ideas for Class Names:

http://wyrmrestaccord.org/forums/roleplaying-corner/rp-workshop/rp-character-class-ideas


Random Class Possibilities


  • Druid
  • Warlock
  • Priest
  • Scholar
  • Hunter
  • Bounty Hunter
  • Pirate

Item progression will effect skills how?

Spec Examples) (Note: should keep in mind too much overlap between subspecs)


Basic Classes

Warrior

STR: 10 | VIT: 10 | DEX: 5 | CHA: 5 | INT: 5 | WIS: 5

Templar

STR: 8 | VIT: 8 | DEX: 4 | CHA: 4 | INT: 8 | WIS: 8

Mage

STR: 5 | VIT: 5 | DEX: 5 | CHA: 5 | INT: 10 | WIS: 10

Mystic

STR: 4 | VIT: 4 | DEX: 8 | CHA: 8 | INT: 8 | WIS: 8

Rogue

STR: 5 | VIT: 5 | DEX: 10 | CHA: 10 | INT: 5 | WIS: 5

Drifter

STR: 8 | VIT: 8 | DEX: 8 | CHA: 8 | INT: 4 | WIS: 4


Secondary Classes

Warrior Only

Knight

Weapon+shield (Concept: Roman legionary)

Has good offense and good defense but really shines when part of a group) Unit count interaction with allies/enemies?

barrier: gains siege defender until all barriers are broken. each barrier blocks x damage and grants fatigue regeneration to units protected by barrier

siege defender: for every ally on the field, gain attack and defense.

blueblood: passive resistance against magic, bonus to group attack

allegiance: allows targeted ally to funnel their attack power. stackable but cannot be casted on the same target twice. lasts 3 turns.

conscription: summon 2 tank pawns whose strength is based on current confidence.

    usage: summoned pawns count as allies in interaction with other skills

legion commander: rally all allies to attack the enemy. each unit executes a normal attack on a random enemy unit. (the enemy will do a counterstrike normal attack)

    usage: use when outnumbering enemy

captain of the guard :passive. if an ally misses (if ally gets hit?), gain a chance to attack the target instead of ally.

    usage: could apply to self for usage with point attack

point attack: higher chance to miss but will leave the target bleeding for a few turns

challenge: in a single turn, trade three blows with target. consumes all fatigue. outcome will effect confidence.

Colossus

Weapon+shield (Concept: Super tank, heavy armor, big shield) Gains bonuses from shields that are unique to this spec. Maybe gains abilities from shields. limitation: high weapon damage should not make him too strong

this guy can block. this will be significant because noone else can block, but need to differentiate from parry

autoblock: drains fatigue per turn, very high block chance. each block decreases enemy morale and increases chance to miss.

    usage: turn autoblock on, block a few turns then go for an attack. 

crush: crush with whole body. armor value into damage

close in: amplify damage on self and enemy by x%

readied blade: attack before the enemy does, dealing small damage but reducing incoming damage if it connects.

phalanx(shieldpoke): attack with combined dmg depending on both weapon and shield. (due to the scaling, should be the preferred attack for people with good shield + good weapon)

taunt: lower all defenses (cannot block), counterattack (chance to crit)

display of strength: increase block value for 3 turns, based on weapon damage

heavy cavalry: passive. gains a chance on every offensive action to knock down enemy. Knockdown is not a stun but a debuff on damage taken, and has a large effect on confidence on light armored targets, less of an effect on more heavily armored targets.

steel plating: passive. gains scaling boost to confidence and fatigue based on armor.

lance charge: attack whose success rate is based on (my confidence- target’s confidence). Each successful lance charge will permanently reduce the damage done by the target to the colossus up to a certain maximum.

shield wall: choose one of three passives.

1. deflection: gain the ability to deflect attacks and spells when block is successful.

2. impending doom: over the course of the battle, continuously gain armor.

3. pike square: improves phalanx to have a proc similar to heavy cavalry. when the two passives proc together, the target will be stunned the next turn, along with the other debuff effects. 

Warrior or Templar

Inquisitor

Elemental/Paladin (Concept: Enhancement shaman kind of)

Two-handed. Weapon deals elemental damage. Similar to twohanded tier 2-1, but more damage with the same gear for less defenses.

Basic Elemental Strike - Cost X fury and Y+Z% mana: Deals physical damage based on fury, and elemental damage based on mana. Advanced Elemental Strike - Cost A fury and B+C% mana: Deals physical damage based on fury, and elemental damage based on mana. where A, B, C are larger than X, Y, Z B+C% means it costs B flat and C% of however much mana you have left

Templar Only

Paladin

Elemental/Paladin (Concept: Paladin)

weapon+shield. DPS/heal. Damage dealt heals maybe.

Zealot

Templar or Mage

Cleric

Mage Only

Warlock

Arcanist

Mage or Mystic

Elementalist

Mystic Only

Shaman

Druid

Mystic or Rogue

Hunter

Rogue Only

Assassin

Ranger

Rogue or Drifter

Pirate

Drifter Only

Swordsman

Twohanded (Concept: Knight)

medium armor, smaller weapons wielded two handed. Lower damage but can dodge and counter attack. Defenses get boost from weapon, so better weapon -> better defenses.

Explorer

Drifter or Warrior

Berserker

Twohanded (Concept: Arms warrior)

heavy armor, heavy dps, big two handed weapons, most gear dependent.

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