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Classes MS could use?
#61
Circus themed :] Mainly for the idea of having an Acrobat class, but Tamers and Clowns/Jesters would be worthy additions as well ;o

Acrobats would be quick-moving, high-energy characters (comme Ty Lee, creating mayhem by cartwheeling around maps) that jump and flip around and use lots of slams, stomps, and pushing off of monsters. Springboard (from either the ground or using a monster, causing some damage), high dive (for a fun, graceful slam into a monster), teeter-totter (for launching monsters in the air, of course). Maybe there could even be some skills dedicated to actively dodging monster's attacks, like a quick backflip, with successful dodges boosting your attack speed or something.

Tamers seem like they would be fun too Big Grin Finally, a use for those whips! Naturally, the whip would be giving out a lot of damage. A loud crack of the whip would stun nearby monsters. Rush-like skill too? Constantly moving forward, cracking the whip, "chasing" the monsters you pass by, effectively gathering them all together. Tamers, like Acrobats, would also need to be nimble, so I think it would be fair to give them the active backflip dodge. Of course, there would have to be the "hypnotize" move. I think it should work like a spotlight quickly appearing over the targeted monster's head, along with a 'ta-da' noise and a matching pose from your character, like you're presenting the tamed monster to the audience. Only instead of jumping through hoops, they'd be raging at other monsters around them!

Clowns. Jesters. Tricksters. The "annoying" class. Fire breath? (smoke) Bombs (juggling?)? Evasion skill like DFO's Witch that tele's you elsewhere, leaving a small doll behind (that probably explodes). How about redirecting attacks (magical clownhat of annoying doom, via Sailor Moon)? Or a giant unicycle that zooms you through mobs, smashing along the way? A funhouse mirror (puppet) that reflects some of the damage it takes. Maybe this class would even be better suited as a crazy boss in the Circus storyline.

All of these classes have so much potential in my head, and I think I'll die of happiness the day they steal my ideas and make them reality Big Grin
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#62
^ I like this idea.

I came up with this idea sometime ago(this is going to be a long post):
Basically, your character is the apprentice of a very good scientist that happens to live in Edelstein(neutral: not a member of the Black Wings/Resistance). At some point, the Black Wings want to take the special weapon the scientist has created: The magic gauntlets. These gauntlets are gloves which use the power of orbs (think Exshperes from Tales of Symphonia) to generate all sorts of weapons, or to focus the users power to let him/her use powerfull magic. To make sure the Black Wings won't obtain the gauntlets the scientist gives them to you and tells you to keep the technology safe. Then your character travels all over the place doing quests to learn new skills. Haven't come up with a name yet.

This would be a whole new type of job(not Resistance, although quite some quests would involve them) that can use any equipment as long as the stat requirements are met. The Gauntlets count as gloves, and a quest obtained after obtaining the maker skill allows your character to use any glove as gauntlet,so you're no limited to one glove(this would be one of those 1 SP beginner skills, and the 1 SP would also be an equipment skill for the basic gauntlets).

The actual weapon item would be orbs, which can be scrolled for both Weapon and Magic attack, but have no attack themselves: Instead they have something called "amplification". This amplification stat allows your character to maintain the power of the weapons he or she summons trough skills. Just like Daggers, there would be different types of orbs with different stat requirements: Power Orbs, which add more weapon attack and require STR and DEX to use (main stat is STR, secondary is DEX), Skill Orbs, which also add weapon attack but use DEX as main stat and STR as secondary stat, and Magic Orbs, which use INT and LUK.

At level 10, at which your character obtains the Magic Gauntlets and Basic Orb, you also get your only job advancement(anything before that is just running errands etc.). Skills that aren't in the beginner skillbook would be listed as it does in other MMOs: a skill tree. Actually, 4 of them: you get 4 tabs: one for "basic" skills, one for physical weapons, one for launcher weapons and one for magic. Any type of weapon can be summoned with any type of orb, but the stat requirement are just there so newbies won't mess up their stats.

-Physical weapons are the weapons that don't use projectiles(Swords, Spears, Axes, Blunt Weapons, Daggers, etc.). For this job, Daggers use STR as main stat and DEX as secondary stat. They keep the 1.3 multiplier.
-Launcher weapons are the weapons that use projectiles(Bows, Crossbows, Guns, Claws). For this job, Claws use DEX and STR.
-Magic is just magic. Rather than summoning a Wand or Staff your character just focusses all it's energy to use magic. Uses the Magic formula: 1.00*(4*INT+LUK)*(MATT/100)

Now, because orbs don't have or have very little attack from themselves the character has to use a buff skill to create a weapon with weapon attack. For each weapon there is at least 1 skill, which maxes out at Lv.1 and gives as much attack as a clean Lv.100 weapon would. To keep this job from being overpowered, the amplification on orbs(which is just a multiplier for the regular damage) would only be higher than 100% on Orbs of Lv.100 and up. Before then it's lower than 100%. The weapon summoned always looks the same and have the same speed as most weapons of that type do. There is a booster which works for all of them which is obtained at Lv.30.

The beginning of the skill tree for Physical weapons would look somewhat like this:
[Image: physical_skilltree.png]

Other skills would be attacks(with delays/cooldowns) passive skills, buffs, etc. Some of those also have AP requirements to work(so you can't get multiple critical skills). Some skills would also be locked at Lv.0, and require a mastery book (100%) obtained from a quest, so you can use them. At later levels there would also be a passive skill for each weapon which would allow you to instantly switch to another weapon by using an exclusive skill for that weapon. Each physical weapon type would require ~200 SP to fully max and additional skill points would be given by quests(5 SP from the 1st job advancement, 25 SP from quests) giving you a total of 600 SP, allowing you to max 3 weapon types and maybe get a passive boost which works for everything from another weapon type(as quite a few skills would be shared). Ranged weapons would require ~250 SP, and Magic only has one "transformation" skill, with a ton of skills for a total of 900 SP. This means that to max out everything you would need at most 200*11+250*4+900=4100 SP.

I spent way too much time on this.
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#63
I really like that acrobat idea.

I wish nexon would make like a berserker type class which used axes. I really like a lot of the axes but id prefer not to use it on my hero because of the damage comparison to swords.
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#64
The cripple job. They move around in wheelchairs and attack with em. Oh wait we allready have that (mech job)
xD

K srsly: A third archer class would be cool. Maybe a slingshot/artillery class? Very long ranged and high damage but very slow or something Smile

Also a very special class that requires something else to lvl, say questing or something. When you do 1000 quests you are max lvl (120 probably), and they have skills like steal (but 100% stealrate) to help em with questing :]

Or a class that needs fame to level? It wont have any skills so people wont make them mules, but it would just be a cooler version of the perma beginner :3
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