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Post by Deleted on Apr 6, 2015 1:10:35 GMT
I have not hidden the fact that I am no fan of the Parry skill (Though I do understand why it exist from a game balancing stand-point). Thus, I have come with a suggestion for a slight revision to the Skill. I believe that from a logical stand point, any class with a proficiency in Melee Combat (Guardian, Samurai, Monk, Assassin, Swashbuckler, Bard, & Wardens) and anyone with an Equipment Mastery Skill ertaining to Melee Combat (Equipment Mastery: Blunt Weapons, Equipment Mastery: Axes, ect...) should be included in the classes who have the 5 second cooldown, rather than just the Warrior Classes. This makes sense to me. If a big guy with heavy plate armor can parry twice in ten seconds, then why shouldn't an Assassin be capable of the same feat? Makeing anyone in a none-warrior class have a ten second cooldown just seems odd, especially if a situation like the above example it taken into account.
Current Parry Skill Descripion:
Parry
Tier I Skill
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
Recommended Parry Skill Description:
Parry
Tier I Skill
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Melee classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any class without melee combat proficiency, or without an Equipment Mastery skill pertaining directly to melee weapons.
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Half-Alv
Inactive Player
Gold:
Alchemist
Hunter
Guild:
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Post by Fluffy on May 1, 2015 17:56:15 GMT
Two warden skills.
Mode Change: Mad.Gear The warden forces the purity core out of their armor. By concentrating their mana in it, the armor is disassembled and re-shaped in a robust robot with a default appearance and size of 2 meters. The purity core stands in it's chest, protected by heavy plates. While in this mode movement and action speed are reduced thanks to the size of the robot. Since The user's MP bar is sacrificed to create it, said bar is fused with the user HP. Chest type arsenal tools can be activated freely with no purity core points, and arm type arsenal tools will consume a small amount of HP when activated instead of purity charges. Same goes for other normal skills. Customization of the robot is possible if the user builds a non-functional shell for the robot, which is activated by using the mode change on it. This mode mainly focuses on off-tanking with non-skill attacks thanks to the enhanced physichal capabilities and support using chest and arm type skills. Requires 10 seconds of casting time.
Mode Change: Purity Drones
The warden enchants a fraction of their armor (namely, boots and arms part ) with high quantities of purity energy to create small machines that float beside the user. Named as Drones, they can hover in different directions and the armor's shaping capacity is increased, allowing them to be shaped by the user's will. Those include basic melee weapons or shields. The user's armor is regarded as leather in terms of defense when this mode is activated. Chest type skills will require the double amount of purity charges. Arm type arsenal tools are used with drones instead.
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Human
Inactive Player
Gold:
Mechanic
Accountant
Guild:
Vylbrand Academy
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Post by Bailin on Aug 11, 2015 13:38:14 GMT
Going with Fluffy's drone idea: Skill Name: Stationary drone Class: Warden (perhaps Warden/mechanic) Tier: 31-60, Tier II Description: The warden places a stationary drone somewhere within 10 meters of him. This drone can have several functions, but only one can be active, with a 30 second cooldown and 10 second cast time: - Aid station: heals 5% per post round. - Purity station: decreases the miasma poisoning withing 30 meters by 2 points per post round - Gun battery: a stationary gundrone which shoots at a single enemy within 30 meters every post round. - Bulwark: The drone places minor fortifications around itself, in a circle of about 2 meters. This should offer enough room for 2 people to hide behind the light cover it provides.
Skill Name: M.U.T (Multi-Utility-Tool) Class: Warden Tier: Tier II Description: Think of the M.U.T as a larger Swiss Army Knife, with a shovel, chainsaw and drill instead of a corkscrew, canopener and knife. The M.U.T has no offensive capabilities, but it can be used to make defensive positions, cut trees or drill rocks.
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Skeleton Enthusiast
Ritual
Inactive Player
Gold:
Blacksmith
Idol
Guild:
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Post by Franny Stein on Aug 25, 2015 3:08:40 GMT
Skill Name: Eye of The Beholder Class: Summoner Tier: 3 Description: A powerful but less flexible cousin skill to 'Eye in the Sky'. Expends mana to place oscillating demonic eyes over the heads of all fielded summons. The eyes effectively function as security cameras forwarding the information back into the summoner's UI. Summoners should be wary however, as the number of targets is not reducible in any fashion. A skill for those who like to micromanage their numbers, this commander-like skill runs the risk of blotting out the summoner's vision and rendering themselves distracted and vulnerable to being out of position. This effective distance of this ability is roughly one mile making the skill useful for battlefield situations. Functioning as a psudeo-summon, so long as the aura is active, the summoner's units will always be included in the effect. 10 minute cooldown.
Skill Name: Specialized Contract: Type Loyalty Class: Summoner Tier: 2 Description: A passive skill for summoners who are interested in specialization. Greatly decreases the costs of a single type of summon (undead, construct, elemental, etc) at the price of greatly increased costs in all other unspecialized types. As a bonus, also lowers the chances that wild enemies of the selected type will be hostile to the adventurer and their allies. This bonus increases based on summoner level. This skill may only be taken once.
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Dwarf
Inactive Player
Gold:
Alchemist
Sigilmaker
Guild:
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Post by Fletcher on Sept 15, 2015 9:17:52 GMT
Skill Name: Summoner's Whip Class: Summoner Tier: II Description: This skill may be used when the Summoner has a Follwer active. The Summoner transforms the raw power of the Follower and adds their power to own. When the skill is used, the current active Follower is dismissed and transformed into a Whip-type weapon of a level equal to that of the Summoner. In addition, damage dealt from attacks by this weapon are done entirely of the element of the Follower used. When the skill expires, the Summoner is unable to summon any additional Followers for 15 seconds. This skill has a casting time of 5 seconds, a duration of 30 seconds, and a cooldown of 60 seconds.
Skill Name: Summon Follower - Amaterasu Class: Summoner Tier: III Description: Beast-type Light elemental Follower. The Summoner calls forth Amaterasu to their aid. Amaterasu's primary attack is a high velocity charge which had the potential to hit twice depending on the size of the target. Amaterasu's special ability triggers when its Summoner's HP hits 0 while it is active. Amaterasu dismisses itself and instantly revives the Summoner at 50% HP. If this ability is used, Amaterasu cannot be summoned again for 10 minutes. Amaterasu's personality type is Docile toward its Summoner and Wary toward all enemies. This follower takes 4 seconds of cast time to summon.
Skill Name: Summon Follower - Byakko Class: Summoner Tier: III Description: Beast-type Lightning elemental Follower. The Summoner calls forth the storm tiger, Byakko; a beast covered in white fur that shimmers irridescent purple under certain lighting. It primarily uses its large claws to attack enemies in melee range but does posess limited low-level lightning spells to supplement how it fights. It's special trait is that the fur covering its body gathers static electrictiy, causing lightning damage to enemies striking it in melee. This follower takes 5 seconds of cast time to summon.
Skill Name: Phantasmal Ride Class: Summoner Tier: Beginner Description: This skill may be used only when the Summoner currently has a Tier II Follower active.
The summoner is able to ride their Follower the same way they would when riding a horse. Size of the Follower must be suitable for taking on a rider for this skill to be usable.
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Dwarf
Inactive Player
Gold:
Alchemist
Sigilmaker
Guild:
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Post by Fletcher on Oct 6, 2015 12:55:36 GMT
Subclass Skill Suggestion
F-RANK {Housekeeper} Busybody - The housekeeper can produce Level 1-5 items as though they were a Chef, Tailor, or Woodcrafter. If the housekeeper's crafting subclass is one of these classes, then they are able to craft items 5 levels higher than their crafting class's level.
E-RANK {Sigilmaker} Might Reinforce - Increase the target's Strength, Dexterity, Agility, Intelligence, or Wisdom by 5% for the next post the target makes. ACE: When using Might Reinforce, select 2 stats to increase and increase both by 10% instead.
D-RANK {Sigilmaker} Arcane Charge - Converts 50% of the target's physical damage into either Fire, Ice or Lightning Elemental damage for the next two posts they make. ACE: Converts 100% of Physical damage into Elemental Damage instead.
C-RANK {Sigilmaker} Mystic Charge - Converts 50% of the target's physical damage into either Earth, Wind or Water Elemental damage for the next two posts they make. ACE: Converts 100% of Physical damage into Elemental Damage instead.
B-RANK {Sigilmaker} Eclipse Charge - Converts 50% of the target's physical damage into Light or Dark Elemental damage for the next two posts they make. ACE: 50%% of Physical damage is added as bonus damage in the chosen element.
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Post by Deleted on Oct 7, 2015 0:05:20 GMT
Skill Name: Smoke Bombs Class: Assassin Tier: I Description: One of the signature moves of an Assassin. The Assassin forms orbs of mana and throws them at the target. Upon impact, smoke covers the target as well as 2 meters around them. While enclosed in smoke, the accuracy of the target is reduced by 75%. The duration of the move is 10 seconds unless the smoke is blown away by a wind element move.
Skill Name: Poison Smoke Bombs Class: Assassin Tier: II Description: Requires Smoke Bombs and Death Stinger to be known. One of the signature moves of an Assassin. The Assassin forms orbs of mana and throws them at the target. Upon impact, smoke covers the target as well as 2 meters around them. While enclosed in smoke, the accuracy of the target is reduced by 75%. If the target breaths in the smoke, the target becomes poisoned, inflicting slight damage over a 30 second duration. The duration of the smoke is 10 seconds unless the smoke is blown away by a wind element move. Be warned that anyone who breaths in the smoke may become poisoned, including the Assassin and their allies.
Skill Name: Dagger Dance Class: Adventurer Tier: II Description: Toggle. The user attaches their mana to their weapon like a string being tied to it, allowing them to manipulate the weapon. The range the weapon can go is 3 meters before the user loses control. If the user of this ability is a spell-based class, they are able to manipulate the weapon for 5 meters and with greater ease; however, the power of their attacks is decreased. If the user of this ability is a weapon-based class, they are able to use a max of 2 skills while this ability is activated. However, their manipulation of the mana is much more crude that that of the spell-based classes so any abilities requiring quick jabs has their damage decreased by 25% but basic attack power is increased by 10%. Duration lasts until canceled or weapon is outside of range. Note that using this ability causes a steady drain of mana and should only be used sparingly.
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Ritual
Summoner
Gold:
Alchemist
Sage
Guild:
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Post by Noctis Corvo on Oct 8, 2015 3:26:53 GMT
Need more Heretic skill suggestions. I shall represent my, how they say, home-boys back from "da hood" (i did say that right, correct?)
Anyway, here's a few ideas, more to come eventually:
Heretic Skill ideas:
Beast of Burden [Tier II]
The heretic sees everything around him as but tools of his trade, nothing free from the blessed curse of the miasma, especially if it means furthering his goals. This includes his own body. The heretic Sacrifices 50% of his health and gives himself 20 corruption points upon triggering this spell. The miasma flows over him, tearing apart pieces of his physical form, and copying it over before flowing into the caster’s shadow and re-manifesting as a dark entity resembling the caster. It functions similar to a golem, and can operate with a certain amount of autonomy. Its skills resemble those of the caster, however its health and mana are inexplicably linked, so if it uses too many skills it may disappear. Has been known to be used by heretics to act almost as a squire and slight support in either crafting, traveling, or drawing attention away from the Heretic (the copy looks almost exactly like the original, and has few noticeable tells that it is not in fact the original).
The Crawling Chaos [Tier III]
All heretics, sooner or later, come to realize the miasma has a mind of its own. It weaves its way into the hearts of all men, covering all of time and space. The heretic controls the miasma much like a river controls the water, he is simply a vessel for directing it. This attack is an Instance-Wide circumstantial AoE. Anyone touched by chaos [of stage 1 infection or higher] suffers 20 corruption, is rooted for 10 seconds, and begins to suffer auditory and visual hallucinations, Lowering their mental willpower by 2, and decreasing their accuracy by 15%, as the dark energy creates its web over the land.
Blood of my Blood, Flesh of my Flesh [Tier II]
Heretics aren’t well known for their offence. But they also aren’t that well known to go down without a fight either. They are a dark, tricky and devoted bunch, and have devised methods in order to inspire fear, even as they are under attack. This spell, cast in advance, causes the next attack to connect to the heretic to spill back upon their attacker, dealing 25% of the damage received back as immediate damage to the enemy who dealt it.
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Dwarf
Inactive Player
Gold:
Alchemist
Sigilmaker
Guild:
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Post by Fletcher on Nov 10, 2015 9:39:14 GMT
ANIMIST
Name: Tier: Description:
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Post by Deleted on Dec 9, 2015 19:56:55 GMT
Hello, I looked through this thread, and found a skill called "Spirit of Aegis". It was made by LUKAVMINAEV, all credits goes to him, I tweaked it a little bit the activation timer. I changed it from 1 second to 3 seconds since it would be too short considering it's effect. I just liked it a lot, and didn't see it on the Skill List for Guardians. I'll post the description here, and if there is anything to it, please take it into consideration as a new form of skill. As it is a strong skill, it should probably be listed as a Tier 3 or 4 skill. Well, here goes.
Guardian
Spirit of Aegis - Toggle skill: Can only be used if Guardian has 1000 or more MP left, and has shield equipped. Guardian emptying its MP to active this skill. Guardian's shield will be unequipped and floated around the Guardian body, allowing the guardian temporary equip another weapon or shift to two handed weapon from its inventory. This skill has duration of 5 minutes, starting animation of 3 sec and cooldown 5 hours. After the skill canceled, all guardian weapons and shield returned to previous state.
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You haven't seen the madness I have inside of me when I'm about to be killed, that is the true me.
Fox Tail
Inactive Player
Gold:
Artisan
Acrobat
Guild:
Halcyon
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Post by Verin on Dec 25, 2015 3:27:25 GMT
Adventurer Skill
Magician's Helping Flame Tier I
Toggle. Through sight all beings view the world first before any other since it brings in many more details of the world which we would not have otherwise. It was through this thinking that this skill was created by a powerful magician who had the idea that perhaps techniques and spells alike could be quickened through sight. After many years of development the magician found that fire actually provided the clearest view of the world and thus created this skill to have it where the user would cast a non-hurtful flame, who's color of flame could be decided by the user, on to the non-dominate eye and would have information fed to the user's brain on how to quicken their skill. Magician Helping Flame decreases the casting time of a skill by 10%, capping off at 0.5 seconds, at a cost of increasing cooldown time by 10% in return and also drains MP slowly while activated.
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Human
Inactive Player
Gold:
Pharmacist
Acrobat
Guild:
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Post by Josuaku on Jan 2, 2016 21:26:03 GMT
Disarmament Tier II Every chaaracter with 2 mele weapons, or weapon designed to do it (Sai, trident)
Cd : 80s Mele Range 3 seconds of casting Character aim enemy weapon with his, to throw away it. No one, exept enemy that got hit with this spell, can pick up this weapon. After 5 seconds weapon appears back in owner hands. Dont work on heavy 2handed weapons.
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Half-Alv
Inactive Player
Gold:
Scribe
Gunslinger
Guild:
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Post by Worldμ on Mar 12, 2016 2:23:13 GMT
S O R C E R E R Tier I | Elemental enchantment. The Sorcerer enchants a weapon with the Earth element, causing granules of sand to furiously orbit around the weapon. When th enchanted weapon makes contact with the target, it inflicts Bleeding status for 10 seconds. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten. |
Tier I | An offensive spell that releases a gust of wind from the caster. Can either be done by blowing using the mouth or a big gesture form the caster. It creates a powerful gust in a cone shape in front of the user with a range of 3 meters. It deals Wind elemental damage, and a moderate knock-back effect. Any physical projectiles such as throwing weapons or arrows are deflected away. It has a casting time of 2 seconds and a cooldown of 3 seconds. |
Tier II | This spell causes rocks to rush at the target and multiplies gravity to crush anything caught inside it. It deals heavy damage to a single target. While the spell is quite powerful, it has several drawbacks to balance it. During the spell, both target and Sorcerer must remain in place. If there are no rocks available, the spell will create rocks, doubling the casting time. It has a casting time of 10 seconds, an animation time of 2 seconds, and a cooldown 30 seconds. |
Tier II | This is a special AOE offensive spell that uses the Light element to target all enemies or a single enemy at a time. The spell is initiated by casting a single magic circle below them, after which they are engulfed in a sphere of white light. The orb blooms into a Lotus flower made of pure light with the caster at the center. The spell has a range of 7 meters where the Sorcerer can target an enemy within sight. The petals of the Lotus flower can be shot at a designated target/s to cause moderate Light elemental damage, as well as paralyze the target/s for 3 seconds for each petal. The duration of the stun will stack for each hit. The spell creates a total of 10 petals, and generates aggro with each hit. It has a casting time of 5 seconds, a duration of 500 mins or until all petals are spent, and has a cooldown of 90 seconds. |
Tier II | A very particular spell for Sorcerers. The spell generates a black orb of condensed gravity, which gathers elements around it to grow in size, within a 5 meter radius. It cannot be moved from the place it was cast. Go-Roll can be used to create an artificial sphere drawn from abundant elements around it, thus gaining elemental advantage from it's surrounding. For example, a Gravall exposed to a mountainous area will have Earth element prevalent in it's structure or in an oceanic area, it will have water element as it's base. It is also possible to create a Gravall with multiple elements as it's base. Should a living target be within the area of effect of a Gravall it will be trapped inside it. Those with high strength may break free from it, or with enough speed, a target may evade being entrapped. The spell also risks the Sorcerer being entrapped in it's own effect if he or she doesn't move. It may even be used as a blockade or barrier once completed. A Gravall can be manipulated/used by anyone once created, or be affected by other spells such as Psychic Conductor. It has a casting time of 1 second, an animation time of 5 seconds, and a cooldown of 10 seconds.
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Tier III | Ragnarok is a very special AOE that uses the Lightning element as it's base. The Sorcerer creates a small sphere of yellow lightning and shoots it at a target. Upon contact, it will deal high electrical damage to the target, as well as stunning them for 5 seconds. If there are any other enemies within 1 meter radius of the afflicted target, a second voltage will kill cause the target to detonate, dealing heavy lightning damage caught in the explosion that ranges 5 meters in radius. This skill has a casting time of 1 second, and a cooldown of 30 seconds. |
Tier III | A magic circle appears both above and below the user, measuring 6 meters in radius. The spell creates an ornate sword a hundred meters above the caster's head, measuring roughly 50 meters in length. It is visible from very far away. The sword is made from pure energy and glows bright white in color, held up high by chains connected to magic circles. Once the Sorcerer's HP reaches zero, or animation time finishes, the Sword will fall down, dealing heavy non-elemental damage to all within the magic circle that bypasses resistance. It has a casting time of 5 seconds, an animation time of 500 mins, and a cooldown of 60 seconds. |
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Post by Deleted on Apr 1, 2016 6:12:42 GMT
Skill Name: Primal Dance Class: Dancer Tier: Level 21 Skill Description: On the battlefield, a Dancer can be an inspiration to others, invigorating them and giving them a chance to continue the fight. The Dancer utilises their abilities in their art form to conjure small particle effects of a particular element, chosen by the Dancer when they activate the skill (Fire, Lightning or Water). The particle effect surrounds an ally for a 5 second casting time, after which the targeted ally has all skills currently on cooldown reduced by 30 seconds (or 25% if that is higher). This only applies to Main Class specific skills, and does not work for Adventurer or Subclass skills. Primal Dance has a cooldown time of 5 minutes. Outside of combat, this skill can be used as a parlour trick to conjure elemental particle effects during a dance.
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Annoying Kung-fu Guy
Dwarf
Inactive Player
Gold:
Pharmacist
Acrobat
Guild:
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Post by Shuwen on Apr 21, 2016 20:05:51 GMT
So, at the suggestions of a couple people, I'm attempting to fold the Exorcist subclass into the Priest subclass. Here's the resulting skill line thus far.
Level 1 Skill
Holy Banishment: The Priest covers their palm in a glowing light and points at a target, releasing a semi-transparent laser forward. If the target was an aggressive monster, they drop aggro on the party for a few moments and may even retreat. If the target is an Undead Spirit monster, or if they are weak to abilities of the Light element, then this skill knocks them back and deals light damage. It has a cast time of 1 second and a cooldown time of 10 seconds, and its potency increases with a higher Exorcist level.
Level 11 Skill
Holy Aura: A skill that places holy protection upon the target, lasting for an entire hour. Characters affected by Holy Aura recover from Mind/Curse status effects twice as fast as usual. Optionally, the Priest may also choose to have Corruption from Miasma and Heretic skills will now start to at the end of the priest's post, as though it had been 3 post cycles since exposure. This skill has a casting time of 4 seconds and a cooldown of 60 seconds. Recasting the skill causes its duration to reset.
Level 21 Skill
Spiritual Boundry: Select an attribute: darkness or light. The Priest takes two fingers and swings their arm, drawing a 3 meter line in the ground in the direction their fingers were pointing. This line emanates spiritual energy which rises upward to form a 2 meter wall of energy. Attacks of the chosen attribute have their damage halved when passing through this ability and non-boss monsters of that attribute are unable to pass through the wall. Both this skill's duration and cooldown is 10 seconds.
Level 31 Skill
Holy Ward: This skill requires an open space of at least six feet around the Exorcist in all directions, ignoring obstacles. The Exorcist's palm glows as they strike the ground, forming a magic circle with a radius of five feet around the Exorcist for a minute. All Undead, Spirit monsters, and other beings of the darkness attribute within the boundary are blown out of the boundary and take constant damage as long as they are within the boundary. This skill's duration is 75 seconds.
Level 41 Skill
Holy Blessing: The Priest calls upon the heavens for aid, granting a buff to members of their party. This buff reduces the potency of light attribute skills by 20%, and the potency of healing effects by 5%. These bonuses do not stack with each other. This skill's duration is 60 seconds and has a cooldown of 75 seconds.
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Half-Alv
Inactive Player
Gold:
Artisan
Courtesan
Guild:
Looking for Guild
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Post by Finale on Oct 24, 2016 20:36:57 GMT
I was taking a look at the list of subclasses and noticed that a few of them were either boring, half finished or flat out ignored. So, I decided to help out a bit and make a few suggestions. Now these aren't concrete and I am more than willing to see them changed in a way that would better suit the roleplay. I just thought that these suggestions would make them, if not more viable, at least a little more interesting. Thank you, in advance, for reading.
Accountant 1. Value - Earn 1.5 times more gold than normal after a battle. Note that this effect does not stack with similar effects from items, but the bonus from multiple characters using this ability does stack.
Merchant 1. Coverage - Able to cast a temporary shield upon a single ally. That shield absorbs damage equal to the amount of gold that was paid to create it (Ie if the Merchant paid 100 gold, that would allow that person to avoid 100 points of damage before the shield poofed)
Apothecary 1. Scent Supremacy - By implementing their various knowledge of local flora, they're able to concoct a incense that either attracts or repels local monster populations temporarily. Which can be great for trying to find a camping spot in the wild or for grinding. 2. Dyes - Due to their knowledge of specific flora, they have discovered a way to produce a variety of dyes that can be applied to various pieces of equipment (save for metal).
Dancer 1. Waltz - The dancer performs a rather elegant dance, which as it calms the nerves of her allies, boosts the healing they receive by (let's say for now, 5%). During this dance, the dancer cannot take any offensive actions and is best saved for either a background/support role, or after battle healing. 2. Jigs - Able to move quickly and heatedly, the dancer captures the attentions of nearby foes and momentarily distracts them, lowering their chance to hit, whilst simultaneously improving her allies evasion. 3. Samba - A fiery dance meant to inspire their allies whilst intimidating their opponent's. This dance, while it's being performed, slightly raises their allies damage whilst slightly lowering their enemies defenses.
Exorcist 1. Purgation - Temporarily cancel the support effects, as well as those that nullify status ailments, raise/lower stats, abate/nullify elements or make targets weaker to them.
Farmer 1. Hard Work - All of that rough and rigorous work has actually made the farmer stronger, their defense, strength and stamina have increased by a slight percent. 2. Cream of the Crop - Due to their connection with the vegetation and/or animals, they're able to produce higher quality ingredients (meat, eggs, veggies, wool, etc) than those commonly found in the wild (unless taken from high level and/or boss monsters). As such their quality and beneficial effects are boosted.
Fisherman 1. Catch of the Day! - Because they spend most of their time fishing, they understand where and when to get the best fish. Fish they catch have a chance of being higher quality and staying fresh longer, which in turn allows them to both sell them at a higher price and boosts their beneficial effects when utilized into food. 2. Hatchery - They have been granted access to specific furniture and building structures such as an aquarium of varying sizes and even able to have fish hatchery's built to better procure and farm fish.
Gardener 1. Green Thumb (replacement or adding onto previous edition) - Due to their natural connection with plants, the Gardener's flora and vegetation grows faster and better than those without this skill. They produce high quality products (herbs, flowers, trees, fruits and etc) and at a faster rate than those without this skill. 2. Field Work - They're able to identify and gather herbs, flowers and other flora with ease and able to gather more of it than normal (ie a normal person picks a flower and only gets one flower, Gardener's on the other hand can gather up to 3 or more) and that they stay fresher or 'alive' longer after being harvested. 3. Dryads - Working with the land has allowed the Gardener to be given access to up to two plant monsters which will act friendly towards him, curious of his allies and wary of enemies. These plants can temporarily root enemies or emit powerful pollen which can temporarily blind foes affected.
Housekeeper 1. Homebody - A Housekeepers natural affinity for making a place feel more like a 'home' allows her allies stats to natural be slightly elevated, as are their healing rates and some would even say moods to be more balanced, generally making those who come into their home, feel more at ease. 2. Fastidious - Hating being dirty or being around anything dirty, their clothing and armor seemingly have a hard time getting dirty or worn out. This ability slows down armor degradation and allows the user to, regardless of almost any situation, remain looking their best as dirt, stains and even some soot seems to simply slide off of their equipment.
Priest/Priestess 1. Cup Runneth Over - When HP is restored, distribute any excess among one's allies. 2. Prayer - Whilst channeling this ability, the priest/priestess has the chance to resurrect a fallen ally, but must do so within two minutes (or more) after that ally falls. When channeling this ability, the Priest/Priestess cannot do anything else and if interrupted the channeling must started over again.
Scholar 1. Study -Once per battle, the Scholar is able to look to a specific race of monsters and can then select them as their 'study target'. When selected, during that battle, the scholar (and/or their allies) get a slight buff to the damage when attacking that specific monster species. 2. Scrutiny - Having studying a specific monster species. Whilst this ability is toggled on (or only once per battle as well) the scholar (and/or his allies) gain a slight defense boost when fighting that specific monster species.
Sigilmaker 1. I think their buffs should last a little more than one post. Maybe instead, they should last for a while longer, not the whole fight, but if we're to make this subclass a little more viable, then we need to extend their buffs out a little further. Or at least if you're going to keep them at the 1 post restriction, I think they should then be allowed to apply it to multiple people.
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Half-Alv
Inactive Player
Gold:
Artisan
Courtesan
Guild:
Looking for Guild
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Post by Finale on Oct 27, 2016 2:37:00 GMT
Hopefully these ideas for these two classes help to better them, or at least make them a little more viable. Again, I am more than willing to talk things out, take ideas, constructive criticism and so on. Please keep in mind these are merely suggestions and nothing really concrete or sometimes even completely thought out.
Cleric: 1. Symbol of Sacrament: Calls forth a complex formation made out of light beneath the user's feet, signifying the miracle of protection. The pattern vanishes into particles of light that surround nearby allies, protecting their mind and body from certain harm. Compared to its effective time of three minutes, its cooldown of 24 hours is exceedingly long, but its ability to render the party immune to negative status effects more than makes up for it. 2. Divine Deal: Targets a willing participant in their party and after a short cast time, switches their HP with their own. Usually reserved as a last ditch attempt to save an allies life by switching their low HP with their (hopefully)higher HP. 3. Grace of Faith: A singular (or party wide) buff, allows, for the next 3-5 minutes or until a healing spell is cast upon them, those whose HP drops below 75% to receive anywhere from a 5-10% healing boost in the amount of HP or MP that is restored. This skill then goes on a 2-3 minute cooldown. 4. Sanctuary: A magic square spreads out from the caster, transforming the surrounding area into sacred ground. Allies that step inside this zone are blessed with increased physical and magical defense. In order to maintain this zone, the caster is prohibited from moving away from the point of activation. For this reason, setting up Sanctuary requires careful planning of battle formations beforehand. 5. Sacred Shield: Creates a bubble of white light on a chosen ally, diminishing incoming damage towards that ally. The degree of protection given by the skill is dependent on the user's magical power, so equipment that boosts magical attack is necessary. It is one of the skills that has a long cooldown time to prevent skill abuse. 6. Aura Asylum: A powerful aura-type support skill that creates an area that decreases damage received by allies from a single element. The aura changes color according to the chosen property (red for Fire, blue for Water, etc.). The aura lasts up to five minutes, and the current status of the aura is updated at fixed intervals throughout the party. Aside from the boosts it can give in combat, it also has some practical uses, particularly in laying traps and navigating through terrain. 7. Soothe Mind: Increases casting speed by 20% for 15s with a cooldown of 3 minutes. Usually reserved for those 'panic button' moments.
Enchanter: 1. Blackout: The enchanter focuses on a singular target as a black 'haze' settles around their head, this haze lasts for about 30-40 seconds and effectively gives the afflicted target the 'blind' status. The target can still attack and has full capacity of their senses, save for their sight. 2. Immunization: This spell targets one ally and 'cures' one of their negative status effects, making them immune to gaining that status effect for another 2 minutes. They can only cure one negative status effect and until the 2 minutes are up, this skill cannot be used on them. 3. Swiftcast: targeting either a single ally or themselves, it lasts for only 10 seconds or until they cast a spell. The next spell the target casts will skip all casting times and be cast immediately. This ability has a 2 minute cooldown. 4. Bloody Vengeance: Single target. Lasts for up to two minutes. Cooldown of one minute. Damage output is increased by 10%, but at the cost of damage received being increased by 20%. 5. Eldritch Invigoration: Single Target. Lasts for up to 20 seconds. Cooldown of 2 minutes. Delivers gradual MP regeneration to the target every few seconds. The affected person seems to have a glowing blue 'aura' about them as this ability is active. The amount of MP restored is greater out of combat and will restore less if the target is currently engaged in combat. 6. Mirage: Single Target. Lasts up to 20 seconds. Cooldown of 1 minute. Afflicts the target's mind, severely decreasing their accuracy. 7. Astral Chaff: Single target. Lasts up to 20 seconds. Cooldown of 2 minutes. Target is covered in glittering golden light, while the effect lasts, they are made to be a less 'viable target' for enemies, allowing them to reduce their aggro and seemingly 'disappear' from the enemies line of vision. While the is in effect, the target cannot use any offensive abilities or risk the spell ending immediately. 8. Gravity Well: AoE, around 3 meters across. Lasts up to 10 seconds. Cooldown for two minutes. The caster summons a baseball sized orb and flings it from their weapon, this sphere 'sinks' into the ground and begins to then pull everything within the first meter towards it's center and slows down everything else outside of that center. Those caught and/or pulled into the center suffer minor damage and are rooted until the end of the duration.
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Half-Alv
Inactive Player
Gold:
Artisan
Courtesan
Guild:
Looking for Guild
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Post by Finale on Nov 3, 2016 2:34:59 GMT
I come with even more hopefully decent if not good, skills for some classes!
Summoner: 1. Serpent's Snare: Single target, 20 meter range, 30 sec cooldown, stuns target for up to 6 seconds and deals 'poison' type damage to said target for those 6 seconds. Phantom or 'spirit' serpents spring from the ground beneath the target, the snakes coil around the target's body and limbs and then 'bite' them, injecting them with a paralyzing venom that damages them over time and causes their body to seize up, will only root targets who are 10 levels or higher than the caster. 2. Ram's Charge: Line attack, 20 meter range, attacks in a 10 meter line, dealing damage that ignores a percentage of armor, knocks targets down/away, cooldown of 20 seconds. The summoner enchants their minion, in which a pair of large ram's horns protrude from their head(s) and then the minion sets their head(s) down and charges forth, sending those in it's way flying, knocking them down and away. The ram's horns are so strong that they ignore a percentage of the target's armor. 3. Winged Assault: AoE radius of 4 meters, can cast up to 25 meters away, cooldown of 30 seconds. Targets in the radius suffer up to moderate damage. The summoner sends out a call which attracts nearby flying creatures (birds, bats or bugs) that swarm the field, dealing damage to any enemy of the within the radius, which on top of damaging, can be quite distracting! 4. Engulfing Element: Single target, range of 20 meters, lasts for 10 seconds, cooldown of 10 seconds, deals damage over time of whatever element the current minion of the summoner is, if multiple minions are summoned the summoner may choose the element. The summoner calls forth a circle of magic around the target's feet that then 'erupt' upwards, consuming that target in their selected element. Depending on the element, the secondary effect of this applies. Dark = Silence, Earth = Rooted, Light = Blind, Water = Slowed, Fire = Burning (more damage over time) and Wind = Stun. All of which only last for 5 seconds. 5. Summon Entity - Sacred Seraph: Takes up to 5 seconds to summon. A being of light, this angelic creature is dressed in typical 'holy' raiment, with a veil over it's face, four wings upon it's back and it's weapon changes depending on the summoner's wishes upon it's summoning. It has the ability to shoot beams or 'arrows' (depending on the weapon) of light at various targets up to 10 meters away (one at a time) and can swing it's weapon(s) in either a wide arc (cone) in front of it or a small aoe around it.
Druid: 1. Mercy Rain: AoE heal radius of 15 meters emitted from the Druid, lasts for 10 seconds, cooldown of 2 minutes. The Druid summons from the sky a downpour of healing green rain, which as it touches allies (and themselves) has them glowing in a green shimmering aura. This heals allies up to 30% of their missing HP. 2. Soul Armor: Single Target, 10 meter range, lasts for 60 seconds, cooldown of 2 minutes. Shields the target for a portion of their total Mana and temporarily removes debuffs. Enemies around the shield have their movement speed reduced slightly. Only of the druids only 'barrier' abilities, the target (ally/themselves) emits wisps of blue energy or their 'soul' which then forms into a shimmering 'bubble' around them, absorbing a portion of incoming damage.
Shaman: 1. Nirvana: Single target buff, range of 20 meters, lasts for up to 5 seconds, cooldown of 2 minutes. The shaman sends out a enchantment to either themselves or an ally. Which surrounds a player with a shimmering blue 'bubble' which then promptly turns invisible. For the next five seconds, all damage received is converted into healing. That player then gains a debuff that restricts them from being buffed by this ability for another 3 minutes. Splintering Shields: Self buff. Lasts for up to 15 seconds, cooldown of 30 seconds. The shaman says a prayer and their body begins to glow a green color. For the next 15 seconds, all of the shaman's shields are enchanted. These shields, when shattered, deal a small amount of damage in an 2 meter radius AoE around the initial target, if any allies are within this radius, they are shielded for a small percentage of their health for the next 5 seconds.
Guardian: 1. Meat Grinder: Cone about 2 meters in front of the guardian, lasts for 5 seconds, cooldown of 10 seconds. Using their weapon they quickly chop, slash, slice and/or thrust it forwards, unleashing the full brunt of their melee prowess upon those caught in front of them. Those caught in front of this attack suffer not only damage, but are also knocked down/back at the end of the attack. 2. Earthquake: AoE of 10 meters, cooldown of 1 minute. By slamming their shield and/or weapon into the ground, the guardian causes the earth to shatter around them, dealing foes caught within the radius damage and to be slowed by up to 40% for ten seconds. 3. Interception: Casting time of 1.5 seconds, range of 10 meters, cooldown of 10 seconds. The guardian locks onto a target and leaps in front of them, usually this is used to defend an ally from an attack, but can also be used to leap tall obstacles and even jump 'after' enemies. 4. Rage: Self. Lasts for 20 seconds. Cooldown of two minutes. Uncharacteristically, the guardian summons forth pure adrenaline and his innate defense stats switch with his offensive stats, allowing him, for a time, become a juggernaut of offensive might. Though this means sacrificing defense, it does allow the Guardian to become more 'dps' focused in a pinch. 5. Chain of Challenge: Single target. Range of 10 meters. Cooldown of 30 seconds. The guardian launches their weapon towards a target, an ethereal chain connects that weapon to the guardian's hand, when that weapon strikes the opponent, that opponent is then wrapped up in that golden chain the weapon is then seemingly pulled back towards the guardian, with the foe in question being yanked unceremoniously pulled in tow. This allows the guardian to grab any escaping foe. Foes such labeled as 'bosses' cannot be affected by this ability.
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