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discomethod edited this page Jun 4, 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

Item progression will effect skills how?

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


Idea 1: Dividing by equipment usage

Strength Classes

Strength prototype -> X Y Z -> X1 X2 Y1 Y2 Z1 Z2

Tier 1: Warrior

Twohanded, weapon+shield, elemental/paladin

Tier 2-1-a: Berserker

Twohanded (Concept: Arms warrior)

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

Tier 2-1-b: Knight

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.

Tier 2-2-a: Lionheart

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?

Tier 2-2-b: 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.

Tier 2-3-a: Paragon

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.

Tier 2-3-b: Paladin

Elemental/Paladin (Concept: Paladin)

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

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