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Gameplay | Topic subject | Avatar classes. | Topic
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54085, Avatar classes.
Posted by Scrimbul on Wed 31-Dec-69 07:00 PM
This is not advocation for multi-classing.
The basic concept is that there are sets of 10 skills that revolve around having hit 51 and a minimum of X amount of hours post-51.
There should be 5 sets of 10 skills each. These ought to be primarily utility skills with only 1 defensive path, a magic-offense path and physical-offense path.
These skillsets are limited to non-empowerment, non-conjurer non-shapeshifter non-necromancer paths. Due to their general nature's they will never be as powerful as an extra spec/elememtal/familiar/shaman path/pally virtue or what have you. They are basically taken together as powerful as a religion tattoo but only one of the lowest tier paths should be obtainable by mechanical means. The rest are largely intended to throw a bone to uncaballed, Rager and Herald warriors who largely have hit a dead end in terms of appropriate rewards late in life.
It will allow lower level Imms to toss out rewards that are not the same as giving a healer Nova, giving out barrier as a spell or awarding Executioners Grace all of which surpass the scope and purpose of these flavor skills. (getting one of those would disqualify you from an Avatar skillet since you already are one effectively)
They are off-limits as role contest rewards and only the first skill is awarded at 75% the rest require remaining leftover practice sessions.
Now that I have applied enough restrictions to make them not worth botting, some generic skill ideas: (the idea being they are class independent)
Adventurer's Reknown: All observation XP is worth 1.5 times it's original value when logging off. This includes how it applies to edge point rewards and is still limited by caps.
Veteran's Defense: Weaker version of Veteran's Insight and stackable with the bonuses from the relevant martial trance edge, all weaponry not in your class skillsets is parried at a 35% to 50% skill.
Victor's Surge: 25% of your hp/mana/Mvs is healed on killing a player. This bonus is only 10% as effective on mobs over level 40.
Pursuit Battle: Chance for stackable hit/dam bonuses for a short period (10 ticks) against fleeing players. Adds +1 hit OR dam and caps at 20.
Dogmatic Soldier: If your cabal item has been taken, 10% damage bonus against the enemy cabal members holding your item including it's mobs. For uncaballed this. Bonus only applies a flat damage buff when members of the same alignment in your group die next to you in the same room. Additionally, small (2.5%) chance on skill usage for the skill to ignore 50% of the opponent's damage reduction regardless of source when the former bonus applies.
Master Of War: Passive penalty to morale when fighting you due to your reputation. Cabal leaders and tattooed characters are immune.
You get the gist. Only capstone skills to these paths require syntax and skills that don't synergize with an avatar path (fancy generic sounding title) can be tossed in a general pool. The rest are 90% passive bonuses that are small but stronger than edges and don't change the outcome of bad rock/paper/scissors match ups.
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54126, Nah...
Posted by Eskelian on Wed 31-Dec-69 07:00 PM
We don't need more stuff to separate heroes from everyone else. I'd actually be more in favor of RP flavored crafting type of skills.
Examples would include :
- Weaponsmith (same as dwarf inherent) - Armorsmith (like dwarf inherent but only for chestplates) - Hunter (food foraging skill useful in wilderness, has chance to give a healing food/pill). Cool echoes. - Fisherman (similar but on water) - Jeweler (like weaponsmith but for rings, requires gems, each gem has different apply value, should be very minimal (like +2 dam or +1 stat or +10hp or +30m, not +20 dam - and yeah mana gets some love because its generally not as valuable as the others) - Tailor (similar to armor smith but for cloth chest wear). - Brewer (can brew ale, small chance to get a +morale ale) - Boat Crafter (sorry I don't know the official term for this) - Recruiter (bard only, can recruit a weak mercenary and sell them) - Chemist (makes fireworks, purely RP devices, explode with a little colorful emote)
And really the basic idea is just to find more reasons for people to interact with each other.
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54093, Too much like a ####ty Forsaken Lands idea.
Posted by TMNS on Wed 31-Dec-69 07:00 PM
Sorry, but it's the truth.
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