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Classes
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)
STR: 10 | VIT: 10 | DEX: 5 | CHA: 5 | INT: 5 | WIS: 5
STR: 8 | VIT: 8 | DEX: 4 | CHA: 4 | INT: 8 | WIS: 8
STR: 5 | VIT: 5 | DEX: 5 | CHA: 5 | INT: 10 | WIS: 10
STR: 4 | VIT: 4 | DEX: 8 | CHA: 8 | INT: 8 | WIS: 8
STR: 5 | VIT: 5 | DEX: 10 | CHA: 10 | INT: 5 | WIS: 5
STR: 8 | VIT: 8 | DEX: 8 | CHA: 8 | INT: 4 | WIS: 4
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.
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.
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
Elemental/Paladin (Concept: Paladin)
weapon+shield. DPS/heal. Damage dealt heals maybe.
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.
Twohanded (Concept: Arms warrior)
heavy armor, heavy dps, big two handed weapons, most gear dependent.