Level 25 build options
Posted: Mon Dec 25, 2017 11:11 pm
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)
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)