May 26, 2005, 07:37 AM // 07:37
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#1
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Pre-Searing Cadet
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Sub-classes, and a new class...
What about classes within the classes? You choose Ranger as your class, and within Ranger there are several selections, stuff like Scout, Assassin, Rogue, etc that give different bonuses to different things?
Anyway, this is an idea for a class I had, due to my love of all things Viking:
Berserker Class
Vicious warriors from the north, the Berserker is a wild, untamed savage with the ability to unleash its immense rage. Some say that Berserkers are possessed by bear or wolf spirits
Armor: Same as a Ranger
Energy: +5 regen, 20 base
Attributes:
Unique ability: The Berserker class is capable of sacrificing its shield slot to weild a second, smaller weapon.
Berserker rage: Increases the overall damage of Berserker skills. Decreases the amount of health lost after using a Berserker skill (all berserker skills will sap health upon ending)
Dual Weild: Increases the damage done by the Berserker's secondary weapon skills. Increases overall chance for critical hit.
Animosity: Increases overall bonuses given by the Berserker Rage.
This is my first class idea...any comments or criticisms are welcome..
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May 26, 2005, 01:16 PM // 13:16
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#2
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Pre-Searing Cadet
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I mentioned this in another thread, but I love the idea of sub-classes, so I am bringing it up here too. The tread topic had moved to the lvl cap, but my sub-classes agenda made an apperance.
Why not allow players to immolate themselves back to lvl 1 and progress though a new class, adding those skills to their current ones. For reference, think of “Disgaea”. Also the class system in FFXI is something that GW should try to emulate at least in part, IMO. The current 6 classes could be the base professions, and then add on 12 or so sub-jobs… Rogue, Druid, Knight, Bard, Dungeoneer, Summoner, Geomancer, Mercenary, Paladin, Assassin, Sniper, Sage, Priest, and the like. These would be accessible after level 20, and would have caps of 10 or 15, but with much higher exp requirements. During these grinds the HP totals on characters would only move very very little.
Getting certain items and or skills from these classes will open up certain “expert” or advanced classes, like Dark Knight, Celestial Warrior, Green Aegis, Lancer, Dragon Knight, Chinese Super Ninja, you get my point. Now these would be the full 20 level progression and people could grind an grind and grind as much as they wanted on these because getting beyond level 10 would be a serious project. Even the hardcore 10 hours a day players would be in awe. You really wouldn’t have a lev 20 Dragon Knight until sometime late 2007. Also at the “advanced” point you’d have to implement Guild XP, and XP for winning PvP battles. Of course you don't have to take an advanced class, but just stay where you are at, maxing out your sub-classes.
-F
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May 26, 2005, 02:27 PM // 14:27
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#3
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Frost Gate Guardian
Join Date: May 2005
Location: Somewhere, Nowhere
Guild: Sith Overlords[SO]
Profession: W/Mo
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Quote:
Originally Posted by Frutron
The current 6 classes could be the base professions, and then add on 12 or so sub-jobs… Rogue, Druid, Knight, Bard, Dungeoneer, Summoner, Geomancer, Mercenary, Paladin, Assassin, Sniper, Sage, Priest, and the like. These would be accessible after level 20, and would have caps of 10 or 15, but with much higher exp requirements. During these grinds the HP totals on characters would only move very very little.
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See, there already is a Paladin, a W/Mo. There's already a Geomancer, an earth magic Elementalist. You can combine classes, and name them, and you have basically what you put.
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