Author |
Message |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/30/2007 12:04:16
|
FogRaider(_MM)
Killing Spree
Joined: 02/23/2007 18:50:48
Messages: 89
Location: Pennsylvania
Offline
|
I took the time to write all this stuff down on a piece of paper, so I figure why not post it? Like the topic says, it's just for fun, but feel free to make comments on hypothetical balance and whatnot.
The classes (there are 5):
New abilties are marked with an asterisk *
Note that the abilties armor regeneration, armor vampirism, and vehicle eject are classless skills in this system. In addition, some formerly classless skills become class specific.
Class summaries will be in the next post.
Class: Feral
-Vampirism
-Energy Leech
-Adrenaline Surge
-Loaded Monsters
-Monster Points
-Summons Health
-Summons Intelligence
-Advanced Damage Bonus
-Ultima
-Feral Aura*
All friendlies within X feet of the owner get Y additional damage bonus (So basically, its an invisible sphere that follows the owner around, costs no adren, and is always running). Affects owner as well.
-Feral Artifacts*
Includes the triple damage, globe of invulnerabilty, remote damage/damage sphere, conjure ammo (restores ammo for current weapon at the price of user's adren), and remote conjure ammo artifacts.
Class: Guardian
-Loaded Medic
-Experienced Healing
-Medic awareness
-Denial
-Resupply
-Advanced damage reduction
-Last wish*
Healing version of Ultima
-Guardian Artifacts*
Includes the Remote Invulnerability/invulnerabilty sphere, repulsion, and Magic weapon maker artifacts.
Class: Mancer
-Adrenaline Drip
-Adrenaline Surge
-Loaded Monsters
-Monster Points
-Summons Health
-Summons Intelligence
-Ultima
-Feral Aritfacts*
-Guardian Artifacts*
-Mancer Artifacts*
Contains all adrenal-based artifacts not contained in any other skill. Also includes the Healing blast, Healing Sphere, Summoning Charm and Shield Blast artifacts.
-Reenergize*
While the owner of this skill is not moving, jumping or shooting, their Adrenaline will increase.
Class: Legionaire
-Loaded Weapons
-Shield Regeneration
-Resupply
-Loaded Engineer
-Construction Health Bonus
-Shields Up
-Ultima
Class: Hermetic
-Loaded Medic
-Experienced Healing
-Medic Awareness
-Regeneration
-Shield Healing
-Engineer Awareness
-Reenergize*
-Rescue*
Teleports to an injured player at the cost of Adren, and at higher levels confers healing and/or temporary bonuses to the one being rescued.
-Last Wish*
-Hermetic Aura*
Enhances Damage Reduction by X for all friendlies within Y feet of owner. See Feral Aura.
Those are the 5 classes, please refrain from posting until I give brief descriptions of the classes in the next post.
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/30/2007 12:50:37
|
FogRaider(_MM)
Killing Spree
Joined: 02/23/2007 18:50:48
Messages: 89
Location: Pennsylvania
Offline
|
OK, now a brief description of theplaystyles of these 5 classes. All reference to the playstyle of others is purely from my limited experience, please don't be offended if I completely misjudge your playstyle.
The current 4 classes could probably mesh with my 5, but this is written as if my 5 are the only classes that exist.
Feral:
Pretty simple, kill or die. At best, it may be the perfect class for offense,: You start with some nice artifacts, and have a way to keep them fueled. You get extra damage bonus which is a plus. And having a few monsters on the field never hurt anyone's score.
There are major drawbacks, however. 1, you lack LW and Denial; you never start with any weapons. This also means you must often rely on others to provide magic weapons. 2, you have no restore over time abilties; you must shoot things to acquire health and adrenaline (and through adrenaline, ammo).
This class has a lot in common with many notable players; Micron, Blade, and Echo come to mind. Careful rationing of adrenaline, ammo and health will be essential to success, but "careful rationing" should not be misread as "conservative playstyle".
As for teamplay, it is the only class which has the Feral Aura ability. In addition, Ferals can use their remote artifacts to help allies.
Guardian:
Solid, reliable frontline class. They are very durable, due to their combo of Adv. DR and abilty to heal themselves with medic weapons. They can also make their own magic weapons, and keep them even if they die.
Drawbacks? Well, they don't get as many fun toys to play with, and in order to heal yourself you must switch from using your more powerful magic weapons to your medic weapon. In hairy situations, you may not be able to stay in the fray; it may be neccessary to run, heal, and come back later. Finally, even though they have a MWM, they have no adren gathering abilties to power it with.
This class bears some resemblance to players like Sack-o-Burlap, Ton80 MD, and other players who utilize adv. DR to its maximum potential. Also, many adren masters who focus more on weapon-making may fit in this category, like zzz or spacey/bel_e.
As for teamplay, they can share weapons they've made or heal others, or use remote artifacts.
Mancer:
Purist mage. Gets nearly every artifact in the game! Better yet, you have a steady supply of adren to use them. Beam-beam-beam-megablast-beam-beam-bolttheredfly-beam. Hehehe. In theory, you could also use Conjure ammo in conjunction with weapons making/maxing.
Downsides include being what is probably the squishiest class, and being almost completely dependent on adrenaline. 'Nuff said.
Player who use their offense artifacts, especially lightning artifacts, to the maximum go in this category. Ratar, Buster and my own adrenaline master come to mind.
As for teamplay, they're the only ones that can max weapons, despite the fact that they're a much less weapons-oriented class. They also have a variety of teamplay artifacts.
Legionaire:
Defend the base! Er, rather, make the base first, and THEN defend it. With loaded weapons, they can handle being on foot or in a turret. Minelayer+sentinels is a nice combo. They also get the powerful Redeemer.
It's a lot about staying in one place, so if you're used to running, don't play a legionaire. Other disadvantages include that they're the only class unable to restore their HP by themselves.
Most current engineers fit in this category, from Zogineer to blade-x to elite engine AI. Exceptions include those who focus on being a "shield medic".
Teamplaywise, they make structures for others to use. And since armor regen/vamp and vehicle eject are classless skills, all classes can use these structures with equal efficiency. In addition, they can share the magic weapons obtained through loaded weapons 5.
Hermetic:
The ultimate teamplay class. Totally devoid of offensive abilties. Heal others, both in HP and in shields. Use rescue to help a player who is on the brink of death. And hermetic aura can help your "party" to survive even longer.
Like I said though, totally devoid of offensive abilities. You might find yourself using rescue to get away from enemies as much as you do to help others.
Brandi is perhaps the best teamplayer I know. In addition, many main-WM side-medic characters tend to focus more on teamplay than killing.
Do I really need to say anything else about teamplay? It's a teamplay class, for pete's sake.
Alright, that's it. You may post now. Remember, this is just for fun, I'm not trying to get this implemented or anything (but if someone did want to use this system, by all means go ahead). What do you all think?
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/30/2007 14:18:56
|
Titanium.wombaT
Wicked Sick!
Joined: 03/08/2005 10:31:39
Messages: 490
Location: UT
Offline
|
Wow, dude! Thats a lotto brain juice there! Very cool ideas, I'd have to say my fav would be Feral followed by guardian. That last wish idea is slick!
t.
|
Stephen: Stephen is my name. I'm the most wanted man on my island, except I'm not on my island, of course. More's the pity.
Hamish: "Your island"? You mean Ireland?
Stephen: Yeah. It's mine.
Hamish: You're a madman.
Stephen: I've come to the right place then! |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/30/2007 14:41:32
|
-Jason_x-
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/3d8e28caf901313a554cebc7d32e67e5.jpg)
Joined: 04/25/2007 11:40:19
Messages: 1107
Location: Barbados, West Indies
Offline
|
So If a hermic...and a Feral stayed in base together....the feral will get extra DR....the feral more DB...and with their vampire ..theyd be unstoppable..o_o....but onyl if they stayed in close proximity.. ..
Sounds interesting.....may i suggest a resurrect artifact for Mancer?....(very helpful for a mancer to resurrect a guardian to heal them..)
Sounds sweet thou.... ..
|
-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master
This is my skin | Here be me Aug 07 | My myspace..which I don't check much
 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/30/2007 16:02:24
|
Micron(Micron)
Rampage
![[Avatar]](/dcforum/images/avatar/5ec91aac30eae62f4140325d09b9afd0.jpg)
Joined: 06/15/2007 11:30:22
Messages: 139
Location: Calgary, Alberta, Canada
Offline
|
I REALLY like the sound of the feral class as I find that I rely very little on regeneration and have often thought that regeneration should be removed for lvl 100+ WM players.....
Hmmm........pets with advanced damage bonus My only problem with the pets is I always end up killing mine lol
This is the list I came up with a while ago for my perfect "hybrid" character:
Advanced damage bonus
Vampirism
shield regeneration
adrenal surge
Resupply
limited loaded weapons(choice of 5 weapons)
limited loaded artifacts(Triple, Globe, Lightning Rod(no beam or bolt) )
Special Ultima( With some piercing capability)
|
 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/30/2007 16:32:00
|
-Jason_x-
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/3d8e28caf901313a554cebc7d32e67e5.jpg)
Joined: 04/25/2007 11:40:19
Messages: 1107
Location: Barbados, West Indies
Offline
|
Yipp i do it too as a medic....but then i just resummon......
But still nothing is more annoying than a pet charging you into ur active shield gun...
So Im guess your either giving the monsters intel auto? or slot it in with loaded monsters..eh?..
ps..hehe...medic exclusive to regen?...interesting.....wed bee able to get lots more xp.. ..hehe..
|
-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master
This is my skin | Here be me Aug 07 | My myspace..which I don't check much
 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/31/2007 11:46:17
|
FogRaider(_MM)
Killing Spree
Joined: 02/23/2007 18:50:48
Messages: 89
Location: Pennsylvania
Offline
|
ps..hehe...medic exclusive to regen?...interesting.....wed bee able to get lots more xp....hehe..
The idea behind this is to give them more time to heal others.
On the note of killing your own pets, does anyone know if Cautiousness lowers the damage done to your pets?
Also I edited the legionaire profile by adding a few things.
|
|
 |
|
|
|