brennan
Consul
Coming to from the NBZ
Posts: 149
|
Post by brennan on Aug 7, 2014 2:50:10 GMT -5
I would love a necromancer!
|
|
|
Post by algesan on Aug 7, 2014 8:13:12 GMT -5
I would love a necromancer! Ugh, pet type classes would be a no-go I'd say. Now, if it is a life/mana-leeching, poison/disease DoT, cursing type of necromancer, it could work. Fear is also useful to some extent, but IMO really situational in HoS because if you aren't trying to run away or extricate yourself from a sticky situation to get a better defensive position to control a fight, all you end up doing with making stuff run away for a turn is wasting buff timers.
|
|
|
Post by crimsonshadow on Aug 7, 2014 9:51:28 GMT -5
Wow... Glad to see this has gotten so much attention... I am moving seeing all the creativity!
Here are my thoughts on an outline of a monk type class:
Robes Only Staves and Fist Enhancing Weapons Only
Basic Punch/Kick Basic Staff Strike Aimed Strike - would greatly increase damage at the cost of accuracy Defensive Strike - Empowered attack that buffs melee defense Ki Strike - Empowered Attack that attacks groups with increased levels... Range like Pinning Shot, but first enemy has to be in melee range Blur - Buff for high Melee Defense and Elemental Resist..self only Concentrate - Buff for Increased Accuracy, only lasts current turn, self only Mind Warp - Curse at Range 3 for -AP/Parry/Dodge Quicken - Buff for Ranged Defense and added MP Iron Will - 6AP Buff... Causes all attacks to miss for one turn...cannot move next turn
|
|
|
Post by En1gma on Aug 14, 2014 23:00:21 GMT -5
Assassin: Master of the shadows. Replaces the Sneak slot.
Playstyle: To unburden the living of their lives in the most painful ways possible, so that they realize the folly of their own existence. Blades only. No bows.
Talents: -Backstab: Massive damage multiplier or auto-crit if an attack is made against an opponent's back. -Shadowstep: Quick step behind enemy, as long as there is an empty space. Costs one ap more than moving normally to same square. -Fated Blow: High accuracy attack that ignores a rising percentage of armor, highest level ignores full armor rating. -Hobbling Slice: Precision and innate knowledge of pain infliction lowers melee accuracy, ap, and has a chance of stunning an opponent for their next turn. -Poisoned Edge: Years of alchemy has granted much knowledge of deadly poisons. High accuracy attack that procs a cumulative poison DoT. Each turn the afflicted rolls to have the poison run its course. DoT increases both in damage and resiliency against rolls. -Assassination: 7ap attack that instant-kills if it connects. Bosses are immune to this, but all others must roll dex/evasion and parry normally. If failed rolls, target dies instantly. -Hastening of the Night: +mp, and gives the chance that attacks (excluding Assassination) will NOT consume ap (per attack, not until buff expires) -Honed Steel: Self-buff grants increased damage, crit %, and attacks ignore increasing amounts of armor. -Shadowed Defense: Self-buff improves Dodge and Parry (minor effect level) and lowers accuracy of all attacks made on the Assassin (major effect)
|
|
|
Post by En1gma on Oct 13, 2014 10:57:09 GMT -5
Ranger: Replaces Fighter slot.
Uses a bow as primary, can Dual Wield. Skills focused on Bows as he is a ranged player, who prefers to keep his distance. Decent capabilities up close, but his main focus is ranged control.
Combat Abilities: -Ensnaring Shot: Begins as +acc for user, minor +damage. Attack is meant to strip away accuracy and MP. Attack could also lower damage, at higher levels. -Blinding Arrow: Ranged attack, lowers Acc, higher levels remove AP, small AoE effect, similar to Pinning Shot, but damage is only done to target, curse effects hit those within template. -Power Shot: Basic empowered attack, similar to Aimed Shot. Chance to pass through target and hit one behind. -Pacify: Non-damaging arrow, chance of immobilizing animal in place for 2-3 turns. Low AP cost. -Overdraw: Massive damage, similar to ferocity. High SP, no or little accuracy bonuses. -Grasping Arrow: Arrow removes all MP from target, binding them to the earth for duration. Enemy has chance to remove curse, depending on Str, and Luck rolls -Dismissive Strike: Ranger strikes with light blades, lowering damage for next turn.
Non-Combat Abilities: -Perfect Aim: Self-Buff enhancing raw damage and crit % -Inner Quiet: Becomes in tune with surroundings. +Stealth, +Dodge, +Parry -Camouflage: Blends in with surroundings. Lowers enemy ranged Acc when targeting Ranger. -Wrath of Nature: Ranger becomes enraged, lowers Armor, Parry, gains boost to damage, attacks become imbued with Earth Damage, +Acc for all attacks. -Maelstrom of Arrows: Ranger gains passive AoE for all ranged attacks. Non-AoE ranged attacks gain basic AoE and Template grows similar to Pinning Shot. -Thornshield: Stereotypical ability, but grants added armor, and an increasing damage when struck with a direct attack. -Quickness of the Wild: Adds MP, +dodge
|
|
|
Post by crimsonshadow on Oct 13, 2014 12:52:08 GMT -5
Sweet... Love seeing this thread resurrected and the creativity of the community!
|
|
|
Post by En1gma on Oct 13, 2014 13:48:29 GMT -5
Forcemage: Master of turning her will into reality. Replaces Mystic slot. Staffs only. Master of Defensive tactics and magics. Combat Talents -Forcefield: Caster makes an area of influence around herself. Forcefield repels ranged attacks, and lowers enemy effectiveness within the radius of the field. Ranged attacks have an increasing chance of auto miss, and suffer a damage penalty. Melee attacks made from within the field suffer major damage reduction, and take acc penalties. -Rebuke: Caster forces opponents back an increasing amount of spaces, stripping MP as she does so. -Storm of Pure Will: AoE damage attack, dealing physical damage (ignores resistance ) and increasing in damage and spread. -Thought Spike: Direct Damage attack that hits a single enemy, sapping SP and lowering resistances. -Force Shove: Point-blank AoE meant for defending group. To be used in conjunction with Forcefield- any enemies within the Field are expelled, taking major damage and moving them into any adjacent spaces from the Field. Enemies unable to be ejected ate moves to the furthest possible spot within the Field, suffering major damage. -Field Surge: Enemies within the Field are subject to increasing amounts of Lightning Damage. Enemies attempting to enter the Field take equivalent damage. Group Buffs: -Aegis of Will: Provides bonuses to Armor, HP, and Resistance -Imbue Steel: Adds damage bonuses to successful group attacks, no bonuses to magical attacks. -Force Armor: Provides added Parry and Dodge within the protection of the Field -Inspired Assault: Caster increases Crit%, MP to teammates. Crazy mechanic I have been working on for some time. She might be overpowered, but it still sounds like a barrel of fun to me
|
|
|
Post by virtualrock on Oct 15, 2014 11:30:51 GMT -5
Battlemage: He is as comfortable with a blade as he is at magic.
Can use either a sword, staff, or bow.
Combat Talents Magical Sword: Casts a spell on his sword if a sword is equipped. Spell increases damage dealt and increases the chances of landing a strike. Magical Bow: Same as Magical Sword except it only works on bows. Lightning Bolt: Ranged attack in which he shoots a bolt at a selected enemy. Arrow of Magic Poison: increased ranged damage and deals poison damage over time. Storm of Lightning: AoE attack which deals a bunch magical damage and then gives enemies damage over time. Chained Sword: Uses magic to produce chains on end of the sword turning it into a weapon that can be used at longer ranges. Gives the ability to attack enemies if they are two spaces away Magical Armor: increases Parry and Dodge and reduces Damage. Magical Field: Like a force field, reduces damage taken and increases the chance that attacks will miss.
I think this guy might be a little overpowered but I think he would be a pretty cool character.
|
|
|
Post by En1gma on Oct 15, 2014 13:31:22 GMT -5
I have an awesome concept for an arcane archer I'll post at some point... This is such a fun thread!
|
|
|
Post by fallen on Oct 15, 2014 13:33:37 GMT -5
Really great ideas You know how we like to work! Keep sharing, you might see these in a game someday!
|
|
|
Post by beuns on Oct 16, 2014 1:00:03 GMT -5
Battlemage ?! Awesome idea !!
|
|
|
Post by virtualrock on Oct 16, 2014 14:17:28 GMT -5
Thanks
|
|
|
Post by mrsarfa on Oct 23, 2014 17:03:28 GMT -5
How about a Druid? We already know they exist in the world of HoS, since they play a part in the story line (a very small part in Ep. 1, at least). I haven't decided if this works better in the Healer slot or the Mystic slot, but I'm leaning towards Mystic. Can only use staves and wear non-metal armor. My image is more of a buff/curse support character, rather than a front-liner. I'm still fleshing out ideas, but a couple of talents I've come up with already: - Roots of the Oak: AOE curse reduces MP, dodge, and (eventually) AP in increasing amounts as talent level increases. At highest level, targets will be unable to move at all.
- Willpower of the Ancients: AOE buff increases Willpower for the duration (or maybe just increases all resists)
- Thorns: Single target damage spell (also adds -accuracy?)
- Cycle of Life: Single target spell that restores/adds MP & AP to a party member. Cannot increase AP of target above 7. Cannot be cast on self.
Level 1: +1MP; costs 7AP to cast L2: +1MP, +1AP L3: +2MP, +1AP L4: +2MP, +1AP; casting cost reduced to 6AP L5: +2MP, +2AP L6: +3MP, +2AP L7: +3MP, +2AP; casting cost reduced to 5AP L8: +3MP, +3AP L9: +4MP, +3AP; casting cost reduced to 4AP L10: +4MP, +4AP
Would love to hear additional thoughts or feedback!
|
|
|
Post by joker84 on Nov 5, 2014 1:43:59 GMT -5
Ninja (stealth)
Weapons: Blades and Throwing (Also could add Kamas and add maybe a crit chance to them)
Passive ability: Back-stab: when ever you and an ally are flanking the same foe, do 2x damage and ignore armor. (ninja only recieves this bonus) -I could see this as an Innate ability with a flat 2x damage or leveled, if leveled then maybe: lvl 1- 1.3 lvl 2- 1.6 lvl 3- 1.9 etc... lvl 10- 3x damage
Talent ideas: -smoke bomb: throws a smoke bomb in an aoe, which raises the defenses of allies within its range. +dodge/parry/resist. Only lasts for X turns and expires after battle. (so not a pre-battle buff)
-Mirror Image: Creates a phantom image of yourself within X squares, which does not move or attack, but it grabs the attention of your enemies causing them to waste attacks on it. Increasing levels raises its hp and defenses.
-Shadow walk: Teleports you any square within 8 spaces as long as its in line-of-sight(so no going through walls and such). Costs 3AP, and high SP cost Leveling this lowers SP and maybe lvl 3 & 6 lower AP by 1
-Caltrops: Toss some Caltrops on the ground to hinder your foes. deals light damage and Lowers dodge and AP, and halts their movement for that turn. Can be tossed 2-3 squares and maybe becomes a X aoe with level progression.
-Crippling Strike: Melee attack that lowers your foes defenses making them easier to hit. (your go to opener in melee range)
-Deadly Strike: Melee attack that ignores armor rating and a decent crit chance with increased damage per level. (your go to finisher)
-Poisoned Dart: Ranged throwing weapon attack. Has a chance to paralyze a foe for 1 turn, if it fails it cuts their movement range in half. It also causes damage for each action they take for x turns.
-Sweeping Darts: Ranged throwing weapon attack. An aoe attack that has an accuracy and damage bonus per level.
-Ethereal Body: Self Buff. You appear distorted to you foes granting you a X% to evade all types of attacks, also the enemy has trouble defending so you gain X accuracy bonus.
and of course your basic thief skills like disarm trap, lock pick and vision.
You could play this dual-weld daggers or kamas or with a mix of melee/range. Lots of utility, and lots of potential to be the main damage dealer.
|
|
|
Post by fallen on Nov 5, 2014 9:03:37 GMT -5
|
|