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  #11  
Old 06-07-2011, 01:14 AM
loopholbrook loopholbrook is offline
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A warrior/wiz hybrid would be cool. Similar to the thing in Dragon Age, Spirit Warden or something like that.
  #12  
Old 06-07-2011, 01:23 AM
gnomishfirework gnomishfirework is offline
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A melee class that can activate different procs on their weapons. One for each hand. They can also use different stances. One increases their attack speed and dex and the other increases their dodge/parry/riposte chances to obscene levels. The procs can be added to their range weapons as well.

Their procs are complete heal, which they get at level 5, a DD line that is equal to wizard nukes 5 levels higher than them, a snare line (reduces attack speed as well), and a pbaoe line.

They get sneak at level 1. They can crit on spells and melee at level 2. They can wear plate armor.

I don't know about a name. They would have an exp penalty of 10000%.
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  #13  
Old 06-07-2011, 02:34 AM
Eppion Eppion is offline
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Join Date: Apr 2011
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Artificer:

An Intelligence caster with some rogue abilities and a focus on using a mixture of tradeskills and magic to construct things like pets and wands/staves with which to fight.

They would have access to tinkering like gnomes, and lockpick like rogues, and would have an innate ability to identify items (like the spell but acts as an ability, the difference between feign death in monks and necros).

They would need to craft items and then enchant them, similar to an enchanter. However, unlike an enchanter, ALL of the artificers abilities require both a crafted item and an accompanying spell to give it arcane life. An artificer cant simply nuke a target. they must first construct the wand that allows them to do so, and even then it has only a limited amount of charges.

The artificers role in a group would be CC/buffer, but unlike the enchanter class, can be a viable source of DPS when the artificer configures his equipment as such.

The class would have a definite Steampunky kind of feel, and would be available to humans, dark elves, gnomes, and erudites.
  #14  
Old 06-07-2011, 04:01 AM
jerok88 jerok88 is offline
Kobold


Join Date: Jun 2011
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I would make a leather or chain class wizard/thief build. They could imbue their weapons with their spells to gain extra attack/damage and have various effects such as slow, snare, haste to imbue their weapons or simply extra damage. They could imbue the whole party's weapons with certain benefits as well.

They would primarily do damage from backstabbing and doing area-of-affect nukes when needed, which would be their primary damage nukes. They could hide/sneak to get rid of aggro.

Class name: Striker.
  #15  
Old 06-07-2011, 04:14 AM
Akim Akim is offline
Sarnak


Join Date: Jan 2010
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A Giant douche.
  #16  
Old 06-07-2011, 06:54 AM
Daywolf Daywolf is offline
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Arcane Archer, for certain. Best class ever! DDO did a good job of the class, though the game sux [You must be logged in to view images. Log in or Register.] Better overall in NWN2. But a classic AA in a real mmo like EQ would be priceless.

Other than that, Dark Ranger. Hybrid Archer + Necro. Mostly pet, but multi role to be either dps or tank but not both. Add some stealth + dps bowshots from stealth. Pet regen from health pool, not mana. Not much for dots, aoe or nukes, but root, snare and a few various drui like utility spells.
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  #17  
Old 06-07-2011, 07:50 AM
astuce999 astuce999 is offline
Sarnak


Join Date: Mar 2010
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Hypnotist:

Leather Caster, Int based, cannot melee at all.

Has Dire Charm; 30 mins recast, can be a creature up to LVL+1, but creature is halved in power (atk,AC, hp).

Has special abilities but can only have one active at any given time, and they have a 10 minute cool down each.

Super-Slow: 75% slow. If another slow is in effect, it halves the amount of attacks the target can make (quad becomes double, double becomes single) as well as removing the ability to kick/bash.

Super-Haste: 60% haste. If another spell-haste is in effect, it grants 30% overhaste, 5% chance to melee crit (by any class) and adds an extra attack per round.

Silence: Removes the ability from the target to cast spells, sing songs, or proc weapons.

Super-Mez: Mesmerizes + mem blur. When mez is broken, target is stunned for up to 6 seconds.

Super-Focus: Clarity, 10% chance to spell-crit (beneficial or detrimental). If any other mana regen spell is in effect, chance to spell-crit becomes 20%.



cheers!
  #18  
Old 06-07-2011, 08:46 AM
falkun falkun is offline
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Before I think about a new class, I'd like to do some fixing on the current game (most of which was added by EQ devs themselves).

Make ranger archery viable DPS (trueshot, endless quiver, etc.).

Destroy CHeal. Complete heal ruined Everquest, as CH rotations made most mobs trivial as long as you could make your rotation tight enough. It gets to the point where mobs have to have a chance to hit harder than the MT's max hps, which turns the game from a game of skill (healing appropriately), to a game of luck (does the tank get 1-shot?). I'm glad future games neglected adding this spell.

Make druids and shamans capable group healers. Clerics are all alone on the healing pedestal, especially towards end-game.

Caster DPS in general is inferior to melee DPS until they receive foci and AA, which won't be seen on this server. Make caster DPS viable.

Remove class/race EXP penalties, or at least rebalance them. Knights generally do not solo well enough to warrant their exp penalty. If anything, add a penalty to the solo classes (yes, that means as a bard I have to live with mine). Also, do not make groups share the exp penalty. On this server everyone has a hard-on for classes that don't "lower my exp gain". End the debate by having them not have to deal with it (although this could be viewed as giving in to the whiners).

Now that we've fixed some glaring imbalances in EQ (not all, so don't flame me for "obvious" omissions), let's talk adding a new class:

I have always liked the idea of a "combat healer". The Allods Savant was something like this. To cast heals, the savant needed to gather blood orbs by casting DPS/debuffs on enemies. The savant then used these blood orbs to heal allies. I like this idea of doing damage to be able to heal, as great planning must be involved to balance your DPS and healing. The problem is balancing this from a developer POV. If it could be done right, it would be a phenomenal thing to watch an experienced savant in EQ. I like the classes where its easy to tell a good one from a mediocre one, and I feel this type of healer would allow the greats to shine.
  #19  
Old 06-07-2011, 09:54 AM
Gustahn Gustahn is offline
Orc


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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Before I think about a new class, I'd like to do some fixing on the current game (most of which was added by EQ devs themselves).

Make ranger archery viable DPS (trueshot, endless quiver, etc.).

Destroy CHeal. Complete heal ruined Everquest, as CH rotations made most mobs trivial as long as you could make your rotation tight enough. It gets to the point where mobs have to have a chance to hit harder than the MT's max hps, which turns the game from a game of skill (healing appropriately), to a game of luck (does the tank get 1-shot?). I'm glad future games neglected adding this spell.

Make druids and shamans capable group healers. Clerics are all alone on the healing pedestal, especially towards end-game.

Caster DPS in general is inferior to melee DPS until they receive foci and AA, which won't be seen on this server. Make caster DPS viable.

Remove class/race EXP penalties, or at least rebalance them. Knights generally do not solo well enough to warrant their exp penalty. If anything, add a penalty to the solo classes (yes, that means as a bard I have to live with mine). Also, do not make groups share the exp penalty. On this server everyone has a hard-on for classes that don't "lower my exp gain". End the debate by having them not have to deal with it (although this could be viewed as giving in to the whiners).

Now that we've fixed some glaring imbalances in EQ (not all, so don't flame me for "obvious" omissions), let's talk adding a new class:

I have always liked the idea of a "combat healer". The Allods Savant was something like this. To cast heals, the savant needed to gather blood orbs by casting DPS/debuffs on enemies. The savant then used these blood orbs to heal allies. I like this idea of doing damage to be able to heal, as great planning must be involved to balance your DPS and healing. The problem is balancing this from a developer POV. If it could be done right, it would be a phenomenal thing to watch an experienced savant in EQ. I like the classes where its easy to tell a good one from a mediocre one, and I feel this type of healer would allow the greats to shine.
Yeah, how classes that can kite zones, can wear plate or not have severe xp penalties or tweaks to their ability set up years after the fact is a bit messed up.

As for combat healer, the Bloodmage from Vanguard worked the same way, they used parasites to buff...sorta like taking necro healing aspects and making a healing class.
  #20  
Old 06-07-2011, 10:06 AM
YendorLootmonkey YendorLootmonkey is offline
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A class that could forage any loot that drops off any mob in that zone. And only I could play that class. [You must be logged in to view images. Log in or Register.]
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