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Old Jun 08, 2005, 06:27 PM // 18:27   #1
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Default Class Advancement Suggestion

Now i'm not sure if this has been thought of before so please let me know if it has.

Okay I see alot of threads with new class introductions but how about a feature that lets you advance your current class to a more an advanced class (like after ascension). What I mean is for example, a warrior can diverge and advance to say 3 upper classes, a Knight, Gladiator and Paladin. Each having their advantages such as a Knight = more defensive, Gladiator = more offensive, Paladin = protector of allies and slight mix of the other to.

A ranger could advance to say a Beastmaster, Hunter and Rouge. Beastmaster being very efficient with pets, Hunter being a more offensive and with bows and spealicist in traps and weaking the enemy. Rouge being a stealth class relying on backstabbing and hexing and concealing itself from enemies and agile (a bow could be replaced with daggers or both can be switched between).

A monk could diverge and become: a Banisher, Guardian and Saint where a Banisher is damaging smiter, Guardian specializing in protecting the group from damage and conditions and a Saint that speaclizes in healing and enchanting.

Now you can have requirements to advance to such classes, for example to be a Paladin, you have to a W/Mo and to be a Rouge you have to be a R/Me and a Hunter to be R/N.

Now I have ideas for other classes too but let me know if you lot think this could be a decent feature.
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Old Jun 08, 2005, 06:54 PM // 18:54   #2
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Quote:
Originally Posted by Howling Wind
Now i'm not sure if this has been thought of before so please let me know if it has.

Okay I see alot of threads with new class introductions but how about a feature that lets you advance your current class to a more an advanced class (like after ascension). What I mean is for example, a warrior can diverge and advance to say 3 upper classes, a Knight, Gladiator and Paladin. Each having their advantages such as a Knight = more defensive, Gladiator = more offensive, Paladin = protector of allies and slight mix of the other to.

A ranger could advance to say a Beastmaster, Hunter and Rouge. Beastmaster being very efficient with pets, Hunter being a more offensive and with bows and spealicist in traps and weaking the enemy. Rouge being a stealth class relying on backstabbing and hexing and concealing itself from enemies and agile (a bow could be replaced with daggers or both can be switched between).

A monk could diverge and become: a Banisher, Guardian and Saint where a Banisher is damaging smiter, Guardian specializing in protecting the group from damage and conditions and a Saint that speaclizes in healing and enchanting.

Now you can have requirements to advance to such classes, for example to be a Paladin, you have to a W/Mo and to be a Rouge you have to be a R/Me and a Hunter to be R/N.

Now I have ideas for other classes too but let me know if you lot think this could be a decent feature.
It sure seems interesting, but this is not really a viable idea. Paladins are already W/Mo's, knights are already high tactics warriors, etc. There isn't really anything these extra classes could accomplish outside of what headgear, armor, attributes, and runes can't already do.
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Old Jun 08, 2005, 10:56 PM // 22:56   #3
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I know what you mean by you can sort of create those type of builds and no need for extra classes BUT thats the thing, these aren't extra classes that you pick in the beggining but the final end result to following a certain build path, hence an advancement. By advancing you could unlock different set of armour and you can still wear the armour from your original primary, you could have an extra attribute introduced or a whole new set of attributes, new skills and these skills should make a lot of difference since the game revolves around them, so you would like distinguished. The advancement wouldn't be a shown as a combinations of 2 classes but read as 1 so instead of reading someting like w/mo it will be Paladin.

Quote:
Originally Posted by Magus
Paladins are already W/Mo's
I mean seriously out of all the W/Mo.. none are really like paladins, I mean paladins are suppose to heal and protect others and do some damage with a mixture of holy dmg involved. Here just about every W/Mo i've seen hardly gives a damn about healing others, they just like to go in and kill and heal themselves.
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Old Jun 09, 2005, 12:16 AM // 00:16   #4
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the better W/Mo's are using Smite skills thus holy damage, but they don't function as healers.
but this has a problem, if someone would become a paladin.. and be better at healing.. then it will get insane, and Monks wouldn't be needed nemore at all for them.
this idea is interesting but I don't think it can be pulled off properly
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Old Jun 09, 2005, 01:29 AM // 01:29   #5
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Hey, I know! Lets just rename the game Ragnarok Online, take away all the fun and add hundreds of hours of leveling!

Adding advanced jobs would mean you lose one of the greatest things about this game: The ability to change what you do, whenever you want. What if a Paladin decided, since he didn't use very many monk-related skills, he wanted to just be a regular fighter? What if a Beastmaster decided that pets are terrible?

The game has thirty possible classes. We don't need more.
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Old Jun 09, 2005, 06:19 AM // 06:19   #6
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I thought the whole idea if attributes was that you could play a Bloodmage over a summoner or play a curser instead. Or any number of other combinations you can think.

You can already make palidins with w/mo. for more setups you need more proffesions. with more profession combinations and attributes under each profession you can get some new classes
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