this suggestion is about options for a class upon reaching level 25. instead of picking the same thing as everyone else, i thought this was a good idea on how to diversify the game. each class basically trains to exp requirements for level 25 but has a 3 option choice of which route he progresses in the end. for endgame it basically triples available classes.
rogue - thief
path 1- brigand - increased drop rate increased to 50%, steal gold amount boosted 25%, damage decreased to 2.5x, autosneak and hide bonuses increased by 25%, loses bow proficiency
path 2 - marauder - steal gold amount decreased by 25%, steal gold works as an actual attack, autosneak decreased by 25%, loses bows, bs increased to 3.5x
path 3 - sniper - ambushing with crossbows increased to 4.0x, bows 3.5x, loses backstab, gains track,loses heavy helmet for light.
rogue -assassin
path 1 -slayer - remains the same
path 2 -dervish - loses backstab, gains a 5th stamina when dual wielding swords, sword attacks do 1.25x damage, swords tally opponents at -10% armor, +1 hit agility -1 dodge agility
path 3 -executioner - loses daggers and dual wielding and shields, gains 2 handed weapons, loses backstab and gains a full stam Reave attack from hidden for 6.0x damage.(so have to hide on a previous round) -1 attack agi
rogue - bard
path 1 -minstrel - loses weapons(keeps wand/staff) heals increased 10%, song power increased by 5. gains song 4 - dirge song (people outside of party decrease hps over time (power is roughly 75% of heal song)
path 2 -adventurer - current minstrel
path 3 -hero - loses instrument, songs are replaced with auras(work w/o instruments but can stack with songs), gains shield proficiency,gains heavy helmet, gains 8% mr
mage - necromancer
path 1 -death mage - same
path 2 -deathknight - gains 2 handers/ axe/shield, gains dual wield. loses leech/zombie, all debuffs pierce 10%. melee damage buffed 10%
path 3 -nightblade -gain hide, gains backstab at 3.0x, backstab is magical damage(increased by wither, decreased by magical negation, unaffected by armor), reverse poison(poison heals over time instead of damages) loses leech
mage- sorceror
path 1 -enchanter - same
path 2 -summoner - loses scribe, loses fade, loses hover, blast effectiveness lowered 20%, can summon 3 imps or 2 lesser demons or 1 powerful entity, gains gate spell (gate spell automatically respawns fallen summons in your party for half mana cost as long as its active. this means allies summons dying charges the summoners mana pool and they are recast), gains spell: circle of protection(with this spell active all summons and pets deal half damage to you), gains planar binding spell (15% of any damage you take is given to a summon but doubled i.e if you are hit for 100 it is reduced to 85 and your pet receives 30)
path 3 -diviner - loses brill scrolls, gains teleport(town tavern to town tavern only) gains 8% mr, loses blast, gains cure, loses golem, gains sight spell, gains vision spell(reveals targets), can scribe exp scrolls. (5% bonus for 30 mins)
fighter - monk
path 1 -grandmaster - same as current ninja
path 2 -ninja - drops staff weapons for claws, gains hide and autosneak, loses 8% bonus to mr, gains gore ability 2 stam attack for 75% damage that causes bleeding DoT.
path 3 - enlightened - loses roundhouse, gains chi counters after 3 hits, max 2 chi counters. counters can be used to perform miracles. miracles include: chi strike (1.5x damage), purity(removes poison from target), lay on hands(heals target for 150 hp), harden (boosts ac for 30 seconds) , reflex(adds a haste effect 30s), will(boosts mr for 30 seconds)
fighter - ranger
path 1 -stalker - same
path 2 -warden - can only wield staffs ,loses track, pet heal increased by 50%, can have 2 pets at the same time, pet stats increased by .5% per chr, 10% easier capturing, +10% dodge rate vs animals
path 3 -archer - 20% decreased pet stats, 16% increased bow damage, 5% greater chance at criticals for 5% more magnitude on ammo, pet heal -20%,
fighter - barbarian
path 1 -gladiator - same as current
path 2 -berzerker - loses armor completely, fury damage is increased by 25%, only takes 2 hits to start fury, fury ends after 2 hits or a miss, -1 attack agi, -8% more mr
path 3 -pugilist - loses weapons, cloth armor only, loses helmet, gains 1 stamina, gains 25 melee damage negation, gains +20 damage modifier, +125 hps
fighter - knight
path 1 -cavalier - same
path 2 -soldier - loses dual wield and 2 handed, shield bash performance increased 5% more often and for 75% damage instead of 50, shields grant 20% more ac, loses taunt, gains rally , rally increases dodge agility by 1 for each soldier in group also grants 3% damage per soldier
path 3 -warrior - loses shield, loses taunt, gains war cry(warcry increases your damage in stead of lowering damage taken)
fighter-paladin
path 1 -guardian -same
path 2 -Sentinel - loses blunt bonuses for bonus heals(10%)/mr(4%) and shield bash, gains ward (target under ward use the sentinels mr vs spells instead of their own.) -5% to all melee damage
path 3 -crusader-loses shield proficiency for 2 handers, loses aegis for buff spell (damage(10%)/div buff(5%)), loses paladin mr bonus, heals decreased 10%
healer - druid
path 1 -elder - same
path 2 -shaman - loses morph, gains pet , gains a spirit summon(buffs shaman and pets). gains axe proficiency, gains heavy armor and helms.
path 3 -witchdoctor - loses morph, gains rot, gains a vine companion(assists in mana and life regeneration and Dot poison), heals increased 10%, poisondance (poison length reduced 75%), poisonweaving (poison occurance +10%, poison damage per tick +25%)
healer - cleric
path 1 -priest - same (not many options for clerics, if they lose aid they are a paladin if they go spellcaster its like a necro/druid)
Level 25 build options
Level 25 build options
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Level 25 build options
I love this, although it would be a balance nightmare to get it going. I do think lack of progression and meaningful choices at 25 is the biggest reason people tend to fade away. This addresses part of that in a fun way, just like I said it would mean a lot of thought and effort into balance.
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Re: Level 25 build options
balance becomes less integral when the general builds will be tripled. im not sure its enough to change the meta of everyone using whatever produces the highest number. but for me something like this would peak my interest in casual play and training. i think its easier to add a class option for 25 opposed to adding a whole new class that starts from 1. i kinda feel like my lack of interest is because i cant mold the classes to fit more of what i want. instead we as a playerbase are the same exact characters over and over.
thanks for the feedback.
thanks for the feedback.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Level 25 build options
These are good ideas, but if it was implemented at level 20, to the possible level 30 would make sense.
Thief ,, trap thief, puts down traps
The possibilities are endless, but this would be something to mark for future use.
Thief ,, trap thief, puts down traps
The possibilities are endless, but this would be something to mark for future use.
Re: Level 25 build options
Some interesting ideas aye 

Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: Level 25 build options
Pretty neat idea. Once we get 25+ going it could be an option rather then just simply leveling up again with a slightly stronger character. Keeping same or adjusting with tweaks as different classes is pretty cool.
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