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New Classes

Posted: Fri Mar 12, 2010 8:03 pm
by dspain
the 2 new classes that will be available in a future release are Monk and Mystic.

the Monk focuses on physical damage which goes up per level of advancement and they can use no weapons and wear only cloth armor.

they have special abilities which use Kai points which go up as the Monk is fighting and decrease when they are not in combat

Mystics are a spellcasting only class which can cast 2 spells per round and cannot perform melee attacks.

for their 2 attacks they can either cast 2 single attack spells, or a single attack and an AOE spell, but never more than 1 AOE spell.

these 2 classes are in design phase on paper so feel free to open any discussions and lets kick it around a bit.

Posted: Fri Mar 12, 2010 8:40 pm
by battleweb
I like the concept. For clarification - what does AOE stand for?

Traditionally in other muds and IRL monks have ability to meditate and heal, that may be a good ability to incorporate if it hasn't already been considered.

Posted: Fri Mar 12, 2010 10:03 pm
by dspain
battleweb wrote:I like the concept. For clarification - what does AOE stand for?

Traditionally in other muds and IRL monks have ability to meditate and heal, that may be a good ability to incorporate if it hasn't already been considered.
AOE = area of effect

yeah monks can do a series of abilities when they have enough kai points so say they are solo fighting the demon king.

attack d (get the kai to start building up)
punch d (melee ability grants kai)
kick d (melee ability grants kai)
punch d (melee ability grants kai)
punch d (melee ability grants kai)
roundhouse d (kai ability uses kai)

all 6 attacks used and combat round is over so kai begins tickign down.
now you got 10 seconds to use the last of it, this is where healing,enhancing,etc will come into play

say you're at 671/1450

heal

You heal 411 damage!


when you initiate combat you wanna attack normally "a target" to get the kai to begin ticking.

you can of course keep doing that or use your kai
abilities such as punch,kick,etc...

sounds complicated but once ya get it going its easy to pick up.

i added these 2 classes in my own rendition of ta years ago to the old codebase and it was a smash hit.

problem is balancing em so the game isnt just full of monks.

Posted: Fri Mar 12, 2010 10:11 pm
by Junior1544
I still like Aco's myself :) can heal any time, along with the other spells an aco get's...

only thing I need to carry is food and water really...

Then there's the druid, can heal and has a spell for food and water, but then i need potions to get rid of poisoning and stuff... I guess I just like the aco better....

Thanks guys!

Posted: Fri Mar 12, 2010 10:22 pm
by dspain
Junior1544 wrote:I still like Aco's myself :) can heal any time, along with the other spells an aco get's...

only thing I need to carry is food and water really...

Then there's the druid, can heal and has a spell for food and water, but then i need potions to get rid of poisoning and stuff... I guess I just like the aco better....

Thanks guys!
yeah but healing spells dont work when a rogue dazes ya :)

Posted: Fri Mar 12, 2010 10:24 pm
by Junior1544
Didn't know that, was never big on PVP...

I'll have to keep that in mind, but i'm still pretty set into liking Aco's...

Maybe, once everything is said and done and this has been released for sale, I'll start experimenting with a rogue...

:D

Posted: Sat Mar 13, 2010 1:08 am
by dspain
Junior1544 wrote:Didn't know that, was never big on PVP...

I'll have to keep that in mind, but i'm still pretty set into liking Aco's...

Maybe, once everything is said and done and this has been released for sale, I'll start experimenting with a rogue...

:D
well ta rogues dont do nothing like that yet, but i got big plans for pvp rogues.

great burst damage, fast attacks, maybe some stuns and what not but there has to be a penalty too, cant have one class able to do alot of coo lstuff but never suffer.