zenithzero
02-04-2007, 07:24 PM
not my posts. just showing what others said:
Yes I thought of a class who uses drugs and plants as their main source of power. It all fits in really well with my Jungle themed idea for an expansion which I might post later :) .
Concept Proffesion: Herbalist
The Herbalist is a caster class. She is not strong and is not intended to be near melee or any form of physical damage. She uses Herbs (<--new type of skill) and Seeds (<-- another new type of skill) for various effects.
A short explanation:
Herbs:
Herbs are skills much like enchantments in that you cast them on an ally and for some time they're affected by them. They all have a positive and a negative effect (in a way like Flurry; more IAS but then less damage). There are two different types, Pleasure and Pain, Pleasure has supportive effects, while Pain is more like Dervish Enchants (an effect at the beginning powerful and good, and an effect at the end which is poweful and negative).
With the beginning skill Combine you can combine the Pleasure and Pain herbs on a target to increase their effects. So to take Flurry again for example, instead of 33% IAS you suddenly get 50%, and instead of -25% damage you get -35% damage.
Seeds:
Somewhere on the map you plant a seed. Then if in the area a requirement is met (For example an enchantment cast upon a target) the plant will bloom and have some effects (it could be a stationary attack unit, like Pain, or it could be one singly powerful attack; maybe it strips everyone in the area of Enchants or Doubles their Duration. Maybe it'll spread a Herb throughout the area) which is dependant on the seed you planted.
This class also has access to Nature Rituals, Spells and Signets.
__________________________________________________ ___
Primary Attribute:
Photosynthesis
Whenever a Seed blooms, you gain 1 energy per Rank of Photosynthesis. If you're under the effect of two types of Herbs you gain 2 energy.
Botany
No inherent effect. Many skills like Plants and Pain Herbs have increased effectiveness with higher Botany attribute.
Earth Healing
No inherent effect. Many skills concerning healing and Pleasure Herbs have increased effectiveness with a higher Earth Healing attribute.
Fungi Knowledge
No inherent effect. Many skills causing conditions and other detrimental effects have increased effectiveness with a higher Fungi Knowledge attribute.
__________________________________________________ ____
Some example Skills:
Photosynthesis
Cleanse {E}
5e//3/4s//5s
Skill. Target loses the effects of one Herb. If target is an ally, the target is healed for 10..75 Health. Else the target takes 10..65 damage.
Rain of Light
15e//2s//25s
Spell. One Seed blooms. This Seed has 12...45% of the intended effectiveness.
Moonlight
10e//1s//20s
Spell. Target foe loses one enchantment. 100%..50% of the remaining duration is added onto one of the target's herbs instead.
Botany
Oroya Herb
10e//3/4s//20s
Pain Herb. For 10 seconds, target foe steals 10..20 health from all his nearby allies. When this herb ends, target foe takes 50..120 damage. When Combined target foe steals 10 more health, and when removed takes 30 more damage.
Breynia
5e//2s//10s
Seed. Plant a Seed. For 15 seconds if a nearby player takes fire damage, that damage becomes Earth instead. That players also takes 5..30 fire damage. The Seed is then removed.
Plant Sap {E}
5e//1s//5s
Spell. For 2...6 seconds target foe moves and attacks 50% slower. If any Seed is nearby, or if target foe is under the effects of a Herb, target foe also takes 10...50 Earth damage.
Earth Healing
Acorus Herb
5e//1s//2s
Pleasure Herb. For 5 seconds target ally gains 3..7 health regen. Target ally loses 2..0 energy regen. When Combined, your target gains another 1..2 health regen and lose 1 more energy regen.
Typha Herb
10e//1s//15s
Pleasure Herb. For 6..8 seconds, all Conditions cast on target ally have their duration lessened by 20%. All Hexes have their duration increased by 20%. When Combined Conditions last 30% shorter and Hexes last 30% longer.
Glycine {E}
10e//2s//20s
Seed. Plant a Seed. For 30 seconds, if anyone in the area uses an area of effect skill, every party member is healed for 35..95 Health. Every player loses one hex, condition and enchantment.
Fungi Knowledge
Rotten Nature {E}
5e//3s//45s
Elite Nature Ritual. Create a level 1-11 spirit, for 30...120 seconds anyone under the effects of a Pleasure Herb is Poisoned. Anyone under the effects of a Pain Herb is Diseased.
Zea
10e//2s//30s
Seed. For 3..9 seconds, if anyone in the area is effected by Poison or Disease, they also suffer from Bleeding.
Egeria Herb
10e//1s//10s
Pleasure Herb. For 5..20 seconds any elemental damage you take becomes lightning damage. You have -30...13 armor against lightning damage.
When combined, all damage taken except physical damage becomes lightning. You have another 10 armor less against lightning.
Armor standard:
60AL
Armor Bonuses:
+HP, +nrg, +10 Al against fire/earth, 70AL base/5 more dark damage
No specific weaponry; new stave would be stick like, and very very natural; the same for wands/foci.
Ideas, thoughts, suggestions?
By the way, yes I am serious.
---------------------------------------------------------------
Class concept: Berzerker
A character with muchos Physical Attack Strength in the form of dual-wielding a whip and a claw. Has no energy management primary attribute instead opting for an Adrenaline management one since whips although they have range and deal good damage at decent speed (half shortbow equivalent to a sword in damage output) generate no Adrenaline.
They are one-handed weapons allowing the other slot to be filled with a one handed melee weapon. If you get into melee range, you switch from your whip to your melee weapon. The melee weapon recommended would be a claw since many of the claw attacks fall under the same Attribute as Whip attacks (Dual Mastery).
The Primary, Berzerk, allows you a chance to gain double the normal adrenaline on melee weapons, or a single strike of adrenaline on Whips.
There are two other Attribute lines, Ferocity which buffs you and your allies mostly defensively, and Weapons Skill which buffs you and your allies supportively in various ways.
The types of skills the Berzerker uses are: Preparations, Stances, Weapon Spells, Attacks, Claw and Whip Attack Skills, Shouts, Signets and Skills.
________________________________________________
Berzerk:
For each rank in this attribute you gain a 2% chance to gain double the normal Adrenaline, and a 4% chance to gain one strike of Adrenaline with Whips. It also increases the effectiveness of many skills which increase your attack power.
Dual Mastery:
For each rank your proficiency with Whips and Claws increases, and you have a higher chance to critical strike. This attribute increases the effectiveness of many Claw and Whip Attack Skills.
Ferocity:
No inherent effect. This attribute increases the effectiveness of many defensive skills.
Weapon Skill:
No inherent effect. This attribute increases the effect of many supportive skills.
________________________________________________
Skill examples:
Berzerk:
Balthazars Rage
5nrg | 5a//2s//20s
Preparation. For 18 seconds, your melee attacks have 5..10% Armour Penetration.
Battle Despair
10a//0s//0s
Shout. For 10 seconds, you lose 5...12 health per second. When this shout ends, for 20 seconds you steal 1..4 health when attacking.
Mirror of Battle {E}
4a//0s//2s
Whip attack. Strike target foe for +8..22 damage. You teleport adjacent to target foe. The next Claw attack skill will deal +10..18 damage.
Dual Mastery
Entangle
6a//0s//0s
Whip attack. If hit, target foe is slowed down by 66% for 5..10 seconds.
Feline Fury
8a//0s//0s
Claw attack. Hit target foe twice. Each attack deals 11..33 damage. This attack causes bleeding for 10..21 seconds.
Torn Rope
7a//0s//0s
Claw attack. Must follow an adrenaline whip attack. If hit, target foe takes +12..30 damage and loses a Stance. This attack cannot be blocked or evaded.
Ferocity
Blood Lust{E}
8a//0s//20s
Elite Stance. For 8..15 seconds, whenever one of your attacks hit, your party is healed for the damage dealt. If you lose energy, this Stance ends. When you enter this stance, you lose all your Adrenaline. (50% Failure Chance with Ferocity <6).
Battle Protector
15e//2s//24s
Preperation. For 12 seconds, while you're attacking you take half physical damage. If you're not attacking you have +20 armor against ranged attacks.
Berzerker Signet {E}
0e | 0a//2s//10s
Signet. All attacking party members gain +1..3 Adrenaline. (5 at 16)
Weapon Skill
Weapon of Battle
5e//1s//15s
Weapon Spell. Target ally's next attack gains 0..1 more adrenaline. If target ally has no adrenal skills, he gains 1..4 energy instead.
Battle Hymn
3a//0s//0s
Shout. For 2..4 seconds, allied players within earshot gain 20..34 Health when they attack.
Weapon of Blood {E}
10e//2s//15s
Elite Weapon Spell. Target ally's next attack deals +4...10 damage. For 10 seconds if the hit foe dies, target ally gains 34...55 health and transfers his Hexes to a nearby foe.
Armor:
Standard: 70AL +10 when attacking
Armor Bonuses:
+HP, + Energy, + 10 Armor against slashing/piercing/blunt damage
The energy is 20 standard like a warrior, but with 3 pips. This because he has acces to some spells and preparations costing energy, and his armor isn't very powerful, nor does he normally have a shield.
You can't mod secondary weapons but you can mod whips:
Whip Handle: Icy, Fiery, Shocking, Zealous, Vampiric (3/-1), Furious, Sundering
Whip Rope: Defense, Warding, Fortitude, Length (New --> means slightly higher range), Crippling, Deep-Wounding ^^, Barbed
If you have a modded Sword/Axe in your second hand the mods are not taken into account.
Ideas, suggestions, thoughts?
Yes I thought of a class who uses drugs and plants as their main source of power. It all fits in really well with my Jungle themed idea for an expansion which I might post later :) .
Concept Proffesion: Herbalist
The Herbalist is a caster class. She is not strong and is not intended to be near melee or any form of physical damage. She uses Herbs (<--new type of skill) and Seeds (<-- another new type of skill) for various effects.
A short explanation:
Herbs:
Herbs are skills much like enchantments in that you cast them on an ally and for some time they're affected by them. They all have a positive and a negative effect (in a way like Flurry; more IAS but then less damage). There are two different types, Pleasure and Pain, Pleasure has supportive effects, while Pain is more like Dervish Enchants (an effect at the beginning powerful and good, and an effect at the end which is poweful and negative).
With the beginning skill Combine you can combine the Pleasure and Pain herbs on a target to increase their effects. So to take Flurry again for example, instead of 33% IAS you suddenly get 50%, and instead of -25% damage you get -35% damage.
Seeds:
Somewhere on the map you plant a seed. Then if in the area a requirement is met (For example an enchantment cast upon a target) the plant will bloom and have some effects (it could be a stationary attack unit, like Pain, or it could be one singly powerful attack; maybe it strips everyone in the area of Enchants or Doubles their Duration. Maybe it'll spread a Herb throughout the area) which is dependant on the seed you planted.
This class also has access to Nature Rituals, Spells and Signets.
__________________________________________________ ___
Primary Attribute:
Photosynthesis
Whenever a Seed blooms, you gain 1 energy per Rank of Photosynthesis. If you're under the effect of two types of Herbs you gain 2 energy.
Botany
No inherent effect. Many skills like Plants and Pain Herbs have increased effectiveness with higher Botany attribute.
Earth Healing
No inherent effect. Many skills concerning healing and Pleasure Herbs have increased effectiveness with a higher Earth Healing attribute.
Fungi Knowledge
No inherent effect. Many skills causing conditions and other detrimental effects have increased effectiveness with a higher Fungi Knowledge attribute.
__________________________________________________ ____
Some example Skills:
Photosynthesis
Cleanse {E}
5e//3/4s//5s
Skill. Target loses the effects of one Herb. If target is an ally, the target is healed for 10..75 Health. Else the target takes 10..65 damage.
Rain of Light
15e//2s//25s
Spell. One Seed blooms. This Seed has 12...45% of the intended effectiveness.
Moonlight
10e//1s//20s
Spell. Target foe loses one enchantment. 100%..50% of the remaining duration is added onto one of the target's herbs instead.
Botany
Oroya Herb
10e//3/4s//20s
Pain Herb. For 10 seconds, target foe steals 10..20 health from all his nearby allies. When this herb ends, target foe takes 50..120 damage. When Combined target foe steals 10 more health, and when removed takes 30 more damage.
Breynia
5e//2s//10s
Seed. Plant a Seed. For 15 seconds if a nearby player takes fire damage, that damage becomes Earth instead. That players also takes 5..30 fire damage. The Seed is then removed.
Plant Sap {E}
5e//1s//5s
Spell. For 2...6 seconds target foe moves and attacks 50% slower. If any Seed is nearby, or if target foe is under the effects of a Herb, target foe also takes 10...50 Earth damage.
Earth Healing
Acorus Herb
5e//1s//2s
Pleasure Herb. For 5 seconds target ally gains 3..7 health regen. Target ally loses 2..0 energy regen. When Combined, your target gains another 1..2 health regen and lose 1 more energy regen.
Typha Herb
10e//1s//15s
Pleasure Herb. For 6..8 seconds, all Conditions cast on target ally have their duration lessened by 20%. All Hexes have their duration increased by 20%. When Combined Conditions last 30% shorter and Hexes last 30% longer.
Glycine {E}
10e//2s//20s
Seed. Plant a Seed. For 30 seconds, if anyone in the area uses an area of effect skill, every party member is healed for 35..95 Health. Every player loses one hex, condition and enchantment.
Fungi Knowledge
Rotten Nature {E}
5e//3s//45s
Elite Nature Ritual. Create a level 1-11 spirit, for 30...120 seconds anyone under the effects of a Pleasure Herb is Poisoned. Anyone under the effects of a Pain Herb is Diseased.
Zea
10e//2s//30s
Seed. For 3..9 seconds, if anyone in the area is effected by Poison or Disease, they also suffer from Bleeding.
Egeria Herb
10e//1s//10s
Pleasure Herb. For 5..20 seconds any elemental damage you take becomes lightning damage. You have -30...13 armor against lightning damage.
When combined, all damage taken except physical damage becomes lightning. You have another 10 armor less against lightning.
Armor standard:
60AL
Armor Bonuses:
+HP, +nrg, +10 Al against fire/earth, 70AL base/5 more dark damage
No specific weaponry; new stave would be stick like, and very very natural; the same for wands/foci.
Ideas, thoughts, suggestions?
By the way, yes I am serious.
---------------------------------------------------------------
Class concept: Berzerker
A character with muchos Physical Attack Strength in the form of dual-wielding a whip and a claw. Has no energy management primary attribute instead opting for an Adrenaline management one since whips although they have range and deal good damage at decent speed (half shortbow equivalent to a sword in damage output) generate no Adrenaline.
They are one-handed weapons allowing the other slot to be filled with a one handed melee weapon. If you get into melee range, you switch from your whip to your melee weapon. The melee weapon recommended would be a claw since many of the claw attacks fall under the same Attribute as Whip attacks (Dual Mastery).
The Primary, Berzerk, allows you a chance to gain double the normal adrenaline on melee weapons, or a single strike of adrenaline on Whips.
There are two other Attribute lines, Ferocity which buffs you and your allies mostly defensively, and Weapons Skill which buffs you and your allies supportively in various ways.
The types of skills the Berzerker uses are: Preparations, Stances, Weapon Spells, Attacks, Claw and Whip Attack Skills, Shouts, Signets and Skills.
________________________________________________
Berzerk:
For each rank in this attribute you gain a 2% chance to gain double the normal Adrenaline, and a 4% chance to gain one strike of Adrenaline with Whips. It also increases the effectiveness of many skills which increase your attack power.
Dual Mastery:
For each rank your proficiency with Whips and Claws increases, and you have a higher chance to critical strike. This attribute increases the effectiveness of many Claw and Whip Attack Skills.
Ferocity:
No inherent effect. This attribute increases the effectiveness of many defensive skills.
Weapon Skill:
No inherent effect. This attribute increases the effect of many supportive skills.
________________________________________________
Skill examples:
Berzerk:
Balthazars Rage
5nrg | 5a//2s//20s
Preparation. For 18 seconds, your melee attacks have 5..10% Armour Penetration.
Battle Despair
10a//0s//0s
Shout. For 10 seconds, you lose 5...12 health per second. When this shout ends, for 20 seconds you steal 1..4 health when attacking.
Mirror of Battle {E}
4a//0s//2s
Whip attack. Strike target foe for +8..22 damage. You teleport adjacent to target foe. The next Claw attack skill will deal +10..18 damage.
Dual Mastery
Entangle
6a//0s//0s
Whip attack. If hit, target foe is slowed down by 66% for 5..10 seconds.
Feline Fury
8a//0s//0s
Claw attack. Hit target foe twice. Each attack deals 11..33 damage. This attack causes bleeding for 10..21 seconds.
Torn Rope
7a//0s//0s
Claw attack. Must follow an adrenaline whip attack. If hit, target foe takes +12..30 damage and loses a Stance. This attack cannot be blocked or evaded.
Ferocity
Blood Lust{E}
8a//0s//20s
Elite Stance. For 8..15 seconds, whenever one of your attacks hit, your party is healed for the damage dealt. If you lose energy, this Stance ends. When you enter this stance, you lose all your Adrenaline. (50% Failure Chance with Ferocity <6).
Battle Protector
15e//2s//24s
Preperation. For 12 seconds, while you're attacking you take half physical damage. If you're not attacking you have +20 armor against ranged attacks.
Berzerker Signet {E}
0e | 0a//2s//10s
Signet. All attacking party members gain +1..3 Adrenaline. (5 at 16)
Weapon Skill
Weapon of Battle
5e//1s//15s
Weapon Spell. Target ally's next attack gains 0..1 more adrenaline. If target ally has no adrenal skills, he gains 1..4 energy instead.
Battle Hymn
3a//0s//0s
Shout. For 2..4 seconds, allied players within earshot gain 20..34 Health when they attack.
Weapon of Blood {E}
10e//2s//15s
Elite Weapon Spell. Target ally's next attack deals +4...10 damage. For 10 seconds if the hit foe dies, target ally gains 34...55 health and transfers his Hexes to a nearby foe.
Armor:
Standard: 70AL +10 when attacking
Armor Bonuses:
+HP, + Energy, + 10 Armor against slashing/piercing/blunt damage
The energy is 20 standard like a warrior, but with 3 pips. This because he has acces to some spells and preparations costing energy, and his armor isn't very powerful, nor does he normally have a shield.
You can't mod secondary weapons but you can mod whips:
Whip Handle: Icy, Fiery, Shocking, Zealous, Vampiric (3/-1), Furious, Sundering
Whip Rope: Defense, Warding, Fortitude, Length (New --> means slightly higher range), Crippling, Deep-Wounding ^^, Barbed
If you have a modded Sword/Axe in your second hand the mods are not taken into account.
Ideas, suggestions, thoughts?