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1001328
Captain

PostPosted: Tue Aug 14, 2007 6:39 am


The sole purpose of this thread is for the development of the classes in the RP.


Any information that is posted here should only pertain to the classes.
PostPosted: Tue Aug 14, 2007 8:08 pm


================================================



Class List ver. 4.1


Infantryman - Knight - Great Knight ( Western Exclusive )
------------- Cavalier - Paladin ( Western Exclusive )


Ashigaru ( Foot Soldiers ) - Samurai - Kensei ( Sword Saint ) ( Eastern Exclusive )
---------------------------- Ninja - Shinobi / Kunoichi ( Eastern Exclusive )


Archer - Sniper - Ranger

Minstrel - Dancer - Enchanter / Enchantress

Mage - Elementalists - Archmage
------ Sage - Sorcerer / Sorceress

Shaman - Druid - Necromancer

Pickpocket - Thief - Rogue
-------------------- Assassin ( Western Exclusive )

Acolyte - Bishop / Cleric - High Priest ( Western Exclusive )
--------- Monk - Champion ( Eastern Exclusive )

Mercenary - Barbarian - Berserker
--------- Swordsman - Hero



================================================



[ Only those of the western discipline may attain these titles. ]


Infantryman - Knight - Great Knight
---------------- Cavalier - Paladin


There are many who cherish the noble warriors who keep the peace and lay their lives on the line for the sake of justice. It is the dream of many children to be just like their chivalrous role models to protect their homes and their honor.


Their training begins as a lowly infantryman, armed with only a shield and their choice of a lance or a broadsword. Their armor is light, for the sake of mobility, as they are the first to charge into a battle. With much training, the infantryman has a choice of becoming a full fledged knight or a cavalier.


As a knight, their armor is heavier which increases their defense and resistance while at the same time eating away at their speed and evasion capabilities. The Knight is able to wield both the sword and the lance in battle, the sword worn at the hip, the lance carried in one hand, and their trusty shield in the other. Further training allows the knight to attain the highest status of the great knight. In essence, they become walking tanks. Their armor gives them further defense and resistance, while they lose even more speed and mobility. In addition to the sword and the lance, the great knight is capable of wielding axes. The knight them self is, at this point, very strong with or without their armor. Their power is not to be taken lightly. They are a fearsome foe for any to face.


If they choose to walk the path of the cavalier, the knight is given a steed on which to battle. Though they aren't limited to engaging in combat only on their horses, however, they aren't capable of leaving their horses out of battle. Their armor remains lighter than that of a knights while being thicker and more protective of their wearer than the armor of an infantry man. They are capable of wielding both the lance and the sword in battle. Their mobility is their strong point in battle, allowing these powerful fighters to move great distances to engage in combat of their foes. At the pinnacle of their training, the cavalier receives the title of paladin. Their armor becomes just a bit thicker so that they don't sacrifice their mobility. Such warriors are capable of using lances, swords, or axes. What really separates them from knights, other than their lighter armor and horses, is their ability to use healing magic to assist their allies in battle.


Strengths

Infantrymen: Mobile in battle, and their have formidable strength. Because of the low class, they are usually found in groups.

Knights / Great Knights: They posses immense power and defensive capabilities, and have the ability to use several weapons.

Cavalier / Paladin: Along with their ability to use several types of weapons, they are powerful fighters, mobile, and able to use healing magic.


Weaknesses

Infantrymen: Their defensive capabilities are only par, and their magic capabilities are low.

Knights / Great Knights: Their resistance is higher than that of the infantrymen and cavaliers, however, they still aren't able to withstand magic well. Water and electrical magic most specifically. Their speed is very low, and their evasion is even lower. Abysmal magical capabilities.

Cavalier / Paladin: Even though their magical capabilities are higher than that of their counterparts, their resistance is still on the lower end of the spectrum. Their defense is only above average.



==================================================

Ashigaru ( Foot Soldiers ) - Samurai - Kensei ( Sword Saint ) ( Eastern Exclusive )
---------------------------- Ninja - Shinobi / Kunoichi ( Eastern Exclusive )


With quick and precise movements that seem to mimic a dance, these warriors flow through battle with a grace and speed seemingly unmatched. These warriors believe that warriors walk more than just the path of war, but also the path of peace.


The ashigaru are common foot soldiers. With light armor, and a sword in hand, they move about the battle using their swift movements and powerful attacks to knock down their opponents. Ashigaru can walk the path of the samurai, or the path of the ninja.


The samurai class is comparable to the knight class, but there are many differences between two. As samurai, the fighters will actually shed the heavier armor the lower class fighters wear and gain new, lighter weight armor. This is less constricting to their movement while giving them more strength and speed. Through training, they increase their strength as well as tighten up their sword techniques. In time, a samurai will become a sword saint. They shed all of their armor and wear only their sword over their hip. In battle, their speed is seemingly godly, and they become very difficult to hit. A sword saint's skill with their weapons is incomparable, and their attacks come even faster. Faints, fades, and dodges are all a part of their style. Some have the tendency of using more elaborate dodging methods and techniques which incorporate dance moves while others use a more reserved method of doing so, only dodging incoming attacks slightly at the last possible second.


An ashigaru also has the choice to train as a ninja. They aren't combatants per say, as they usually act as scouts and spies for the higher ranking political officials. They are masters at sneaking around, scaling walls, and hiding in plain sight. They make use of various weapons, primarily small daggers, swords, and bow and arrows. A ninja will also make use of various items such as smoke screens and tear gas to give themselves the upper hand in battle. They are skilled in magical arts, with above average growth capabilities. A ninja with superior skill is know either as a shinobi ( males ) or kunoichi ( females ). Unlike ninja, they are more skilled in combat and rely on their own physical abilities and their manic rather than tricks. Their weapon of choice is the sword, which they are able to wield just as well as a high level samurai.


Strengths

Ashigaru: Well balanced fighters with speed and strength. Because of their low class, they are often found in large groups.
Samurai / Kensei: Their skill with their weapon is second to none. They are fast enough to dodge the moves lower level enemies and have an above average counter attack rate.
Ninja / Shinobi / Kunoichi: A ninja's tools allow them to gain the advantage against groups when used effective. They are stealthy and hit fast and hard.

Weaknesses:

Ashigaru: They have a low magic resistance and low defense.
Samurai / Kensei: Possess a lower defense than ashigaru because of light armor. Their magic resistance is only average, meaning a direct hit from a high level spell would damage them greatly.
Ninja / Shinobi / Kunoichi: Because of their lack of armor, their defense is abysmal. Even with though they are better at using their magic than the other classes, their resistance is only slightly above average.


================================================

1001328
Captain


Gunnery Sgt. Dimitri

PostPosted: Tue Aug 14, 2007 8:40 pm


I believe that the Mage, instead of sage, should be Archmage. So we don't completely rip off of games. There should be options too, like:


1.Mage>--->Sage
I
I
V
Archmage


Giving each branch a different set of skills. Like the Sage might have added resistances, but the Archmage enhances the player's element?
PostPosted: Tue Aug 14, 2007 8:55 pm


I was thinking of having a couple of branch classes.

1001328
Captain


Gunnery Sgt. Dimitri

PostPosted: Tue Aug 14, 2007 9:08 pm


Yep. Well, I've been on for a while now. I've no more ideas.
PostPosted: Tue Aug 14, 2007 9:29 pm


I think there should be another branch off of Archmage, so Sorcerer/Sorceress is on the chart too.

1001328
Captain


Gunnery Sgt. Dimitri

PostPosted: Tue Aug 14, 2007 9:43 pm


I think Archmage should be the final form of the Mage-branch. It should go a little lower I think:

Pupil, Apprentice, Mage.

Then it seperates to Sage, and Sorceror[ess]. Sage ends up going to Archmage, and Sorceror[ess] can go into...something, dunno.
PostPosted: Tue Aug 14, 2007 9:59 pm


Should we have a base class? Would anyone in the RP actually be that low of a class?

1001328
Captain


Reno_Tokino

PostPosted: Tue Aug 14, 2007 10:12 pm


Hrmm... Needs healers and Barbarians or Warriors.

Unless you are thinking of healers as White Mages..>.>

Mages are always a long process because some tend to be over powered. I believe that mages should have like a wand that shoots like fireballs and then only be allowed like so many spells a day.
PostPosted: Tue Aug 14, 2007 10:35 pm


Healing would be the jobs of Acoloytes and the Monks. ( I need to change that class up a little bit for the easterners. )


The warrior - barbarian classes are coming up in version two of the lists, and we're going to be talking more about magic when Jasper and Cameron are back on. Cameron is in charge of the magic stuff.

1001328
Captain


Gunnery Sgt. Dimitri

PostPosted: Wed Aug 15, 2007 11:15 am


Yeah, the warriors fall under knights and samurai. I was also thinking to remove the Lord class, since even the royal hero would no longer be a lord after his disowning. The cleric and bishop would fall under the healing class.

As for mages, I have an interest in them because I play as them in most games and Rps. We could have the mage simply be able to cast one school of magic[that corresponds to their element]. Mages would have extremely low armor, and since having a mage doesn't necessarily mean you have higher resistances to every school of magic, it wouldn't cause a problem, to damage it you either:

A. Run up to him/her and beat the living elements out of them.
B. Shoot more magic at them that they are shooting at you.

I think that only certain races are allowed certain classes. A Dwarven mage would have not only have stronger defenses, but an armor penetrating attack. So that would be unfair. The elves on the other hand, already suffer from weak defensive capabilities, so they would be allowed the mage class. Dark Elves would not, and so on.

I also suggest that if we're not going to have the multiple trees, then sniper should be changed to Ranger. Or something.
PostPosted: Wed Aug 15, 2007 1:33 pm


The Hero is technically a lord, he just has no power. He he becomes the leaders of the good guys, thus he gains status. He just has to officially claim his title is all.


And I was thinking about doing something like this for the classes:


Mage - Sage - Elementalists
|
- Archmage - Sorcerer/Sorceress


Elementalists would speicalize in one particular magic while Sorcerers/Sorceresses would specialize in multiple magics.


I would have to go ahead and update the class chart to v3 but...it's no problem really. I just need to know what you guys think.

1001328
Captain


Gunnery Sgt. Dimitri

PostPosted: Wed Aug 15, 2007 2:03 pm


I'm kind of agaisn't that. Archmage just sounds like one of the highest ranks of the Magi class. I don't support the multiple magics idea. Maybe you need to clarify, would the Sorceror(ess) be able to manipulate multiple elements, or would it control a kind of element unavailable to other classes? Adding another kind of magic would need total clarification, we would need to find its strengths and weaknesses, what it is exactly, and all that stuff Oakly wrote about. We would also have to figure out how to balance it out with other classes. If a warrior-type player is going to charge at the mage to beat it senseless, it would have to take relentless beatings from the mutiple kinds of magic the mage could be throwing at him/her, since it would not be as limited as the other elemental spells.
PostPosted: Wed Aug 15, 2007 2:20 pm


I could switch the titles then, and make it Mage - Elementalists - Archmage.


I think a sorcerer(ess) would be able to utilize spells from all of the different types. Yes, they sound very powerful, but it's a top tier class they will have limits just like every other class will. There are no new forms of magic that need to be made or explored.


The cannot combine spells, switch from type to type in a combo, but they would have more endurance so that could casts spells back to back, but only from the same type. Like a weaker fire spell to a stronger fire spell.


The reasoning is because they would have to shift disciplines and where they would draw the power to cast their spell from. They are wise, but to go head to head with an archmage in the specialists field would be unwise of them because they wouldn't be as knowledgeable. They also wouldn't be able to cast the higher tier spells from the other classes because they wouldn't know how.


An older sorcerer(ess) would be more powerful than a younger one would, but would probably have less endurance to cast the spell because their bodies would be weaker.


I hope that makes sense.

1001328
Captain


Gunnery Sgt. Dimitri

PostPosted: Wed Aug 15, 2007 2:46 pm


That makes total sense! I agree with you on that then. Now we just have to figure out the other classes' branches. lol.
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