Class Bios
Each class has specific expectations one can have of it. Here is a short description of each, and which slots they will go into.
Monk: A specialist in hand to hand combat. Standard portrayals often give them abilities that utilize Ki and Chi, Power of the Body, and of the Mind. This skills often take the form of paralyzing enemies muscles, causing increased immune responses to heal oneself, or even causing an opponents heart to stop at their peak.
Slots: Fighter, Tank, Skirmisher
Knight: A warrior who uses weapons to battle. Common portrayals make them defensive rather than offensive, but they often have their fair share of offensive skills. Common abilites include the ability to take harm in place of an ally, the ability to take a defensive stance to guard oneself much better, often times they gain abilities based on mounted combat, something they often use as their offensive style.
Slots: Fighter, Tank
Berserker: Warriors who sacrifice defense to deal considerable offensive damage, these people often have impressive amounts of speed and health because of their fighting style. A berserker often gains abilities that cause them to take increased amounts of damage, in exchange for dealing additional damage back. Other abilties that are often gained are evasion abilities and resistance abilities, which allow a berserker to attain some modicum of defensive power.
Slots: Tank, Fighter, Skirmisher
Riflemen: Unlike the normal warrior, a rifleman prefers to deal damage from a distance, taking foes out with minimal chance to strike back. Common abilities involve sniping an opponents vitals or nerves to cause things from paralysis to instant death. Most Riflemen are likely to be quite frail, relying on their range to prevent enemies from striking back, which squarely places them outside of direct combat situations.
Slots: Fighter, Skirmisher, Nuking
Engineer: A warning before I go into this class, because of announcements the probability of this being an actual position one can hold is quite minimal. An engineer is often one who uses constructed weapons, traps, guns, possibly even mechs to fight an opponent. They can be quite clearly frail, and as such would be suggested to remain away from active combat, supporting from outside the main lines. Their abilities especially lend themselves to defense however, and when used in conjunction with other classes are likely to be a powerful force.
Slots: Support, Nuking, Fighter
Ninja: The ninja is often portrayed as stealthy, and well balanced in terms of skills. Expect ninjutsus to become a intregal part of one's skill list. The abilities available from ninjutsus are so wide however, that a ninja is more important as a skirmisher instead of a support or fighter. They are likely to be frail, but have exceptional evasion abilities.
Slots: Skirmisher, Support
Thief: A thief's most common portrayal is the crafty rogue, someone who uses trickery and stealth to defeat opponents before they even realize he is there. Unfortunately this easily removes the thief from any sort of direct combat situation, someone relying on stealth can only take so many hits before falling, however their abilities are likely to provide them with powerful one on one abilties involving assassination, hiding, and poisons.
Slots: Fighter, Skirmisher, Nuking
Entertainer: Many have seen classes such as bards, dancers, and clowns. This classes are decidedly support classes, effecting all nearby allies, or all nearby enemies depending on the ability used. Often these skills can give powerful effects, but unfortunately they aren't likely to be able to do much other than assist, as they lack much health, or any form of serious damage output.
Slots: Support, Healing
Cleric: A cleric is generally portrayed as a healer, although sometimes they have offensive abilties. Because of the narrow scope of their power they generally are relegated to being a healer or buffer in most parties, but don't underestimate a cleric fighting in melee, they make incredible tanks with exceptional health and the ability to heal themselves. Expect to see alot of support abilities from this class.
Slots: Tank, Support, Healing
Druid: A druid is similiar to a cleric and a mage rolled into one, and then given names based on natural phenomenon. Their ablities often involve dealing damage through some form of spell, such as a storm, or healing allies by using natural forces, as in many regeneration abilities. The last two abilities many druids tend to get is summoning animals, giving them allies to help them when going into battle, and changing form into that of an animal, granting them increased combat prowess at the cost of magical abilities often.
Slots: Skirmisher, Support, Healing, Nuking
Mage: A mage is to a cleric as darkness is to light. A mage tends to focus on attack spells, dealing incredible amounts of damage to foes with each incantation. However a mage often is frail, and in melee, can rarely complete the incantation needed to cast a spell. Leading to them being a backline role. Their abilties however are vital to any important group, as they are often the nutcracker for the tanks.
Slots: Skirmisher, Support, Nuking
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Slot Descriptions
Tank: These people aren't meant to harm their opponents, merely to prevent their opponents from harming them or their allies. This doesn't mean that a tank is worthless in combat, only that they focus on surviving before defeating their opponents. Expect to be following orders in this position, however you are expected to know your way around discussed tactics. You're likely to be on the front lines at all times, and defending key positions. They are most effective against skirmishers and stealth, as well as being able to fight and defeat support and healers like many others. However they should avoid Fighters and Nuking specialists as they are likely to be able to kill you.
Fighter: These people are similiar to a tank, however unlike the tank, these people tend to be built to do alot of damage in melee. They have the advantage of being a damage pump, but sacrifice survivability to do so. Their role is to press a constant attack against foes, leaving them weaker as they continue to fight. Expect to be on the front lines, but moving often to find targets. You are also likely to be taking orders in this slot, although as ever one should be ready to take up leadership. Most effective against Tanks and Skirmishers, they tend to die unusually fast around nuking and stealth specialists. As many others they can take support and healing enemies as needed.
Skirmisher: These people are best described as scouts, they avoid combat like the plague, and tend to focus on fighting people who they know they can kill fast. Their actual position in a plan however is more complicated. They are expected to keep knowledge of the battlefield coming, and are used to take out support and healing foes when spotted. Their speed is also effective at taking out unguarded nuking specialist, allowing them to defeat them with relative ease. Finally they are expected to have some method of spotting hiding foes, helping to prevent enemies from reaching the teams support and healing allies. They aren't likely to be giving orders, the constant movement is likely to prevent that from happening. However they are likely to be able to give opinions between runs, but those periods are short, and as such they are discouraged from being the leader of a group. They tend to excel against stealth style foes. Although they can take an undefended Nuking specialist as well. Their abilities against support and healing specialists are unrivaled, allowing them to take them out and retreat before anyone knows what happened. Against Fighters and Tanks they have little chance of success, their fraility and minimal damage output prevents them from doing any real damage.
Stealth: These people will be used as both a scouting method, and to defeat fighters who are giving trouble. The majority of their style is similiar to skirmishers, however the greatest difference comes from their attacks. While a skirmisher relies on speed, a stealth specialist isn't seen until they release a powerful attack that defeats their opponent. This is how they are used. Because of this they are one of the groups more suited to leading, capable of moving around the battlefield unhampered, and able to remain relatively peaceful they can assess the situation and give directions to allies based on the intelligence recieved. They aren't spectacularly effective against tanks, who can take their most powerful blows. Or against skirmishers, who can often spot them before can strike. But against Fighters, who can't take many blows, or Nukers, who can't take any, they can win a battle before it even begins. As the skirmisher, they are especially effective at getting close to enemies support and healing and killing them, before escaping unharmed.
Nuking: While many of the other slots have impressive damage output, compared to the nuker, they're worth little. A nuker deals damage on scales unimagined, breaking tanks in a few attacks, killing fighters before they even get near. Their powers are impressive in terms of raw damage. However against skirmishers and stealth specialists, they tend to die before they can pull off their nukes, and their minimal health makes it unlikely they'll be able to take multiple waves of opponents without something infront of them. That's why they often have supports such as tanks or fighters. Their ability to deal damage is limited by their ability to remain alive doing that damage. These people are likely to be in leadership positions, although as many others, they are discouraged from it. One short lapse of attention is enough to kill them. On the flip side they are likely to be a major part of any plan, because they're the most powerful weapon one can find. They are at their most effective when fighting Tanks and Fighters, and tend to be relatively wide open against a skirmisher or stealth. Their fraility prevents them from truly hunting support or healers, even though they could kill them, the chances of dieing behind enemy lines is too great.
Support: The support group isn't meant to engage in combat at all, but rather to help their allies. Their abilities often make allies more powerful, allowing them to deal more damage, move faster, or survive longer. Sometimes their abilties have inverse effects against enemies on the other hand, and in that case they are especially effective against large groups, however that is also likely to kill them. Of all the groups the support group is the most likely to benefit from a defensive advantage. Their abilities relegate them to back row status, and as such they are effective as leaders, with little to do, they can easily digest ongoing combat and find new ideas. On their own against anyone else, they're likely to die. Fast.
Healers: Healers are similiar to support in that they are only truly effective in the back row. Like a support they assist with things involving allies, often having support abilities in moderation, although their most potent abilities are often reviving and healing. Abilties which can easily turn the tide of battle. Also like a support they are likely to be a leader, having little to do other than heal and buff allies. They have minimal skills beyond healing and buffing, and are likely to die in combat unless built to survive, which often takes away from other abilties and in turn can kill them anyway.
Monk: A specialist in hand to hand combat. Standard portrayals often give them abilities that utilize Ki and Chi, Power of the Body, and of the Mind. This skills often take the form of paralyzing enemies muscles, causing increased immune responses to heal oneself, or even causing an opponents heart to stop at their peak.
Slots: Fighter, Tank, Skirmisher
Knight: A warrior who uses weapons to battle. Common portrayals make them defensive rather than offensive, but they often have their fair share of offensive skills. Common abilites include the ability to take harm in place of an ally, the ability to take a defensive stance to guard oneself much better, often times they gain abilities based on mounted combat, something they often use as their offensive style.
Slots: Fighter, Tank
Berserker: Warriors who sacrifice defense to deal considerable offensive damage, these people often have impressive amounts of speed and health because of their fighting style. A berserker often gains abilities that cause them to take increased amounts of damage, in exchange for dealing additional damage back. Other abilties that are often gained are evasion abilities and resistance abilities, which allow a berserker to attain some modicum of defensive power.
Slots: Tank, Fighter, Skirmisher
Riflemen: Unlike the normal warrior, a rifleman prefers to deal damage from a distance, taking foes out with minimal chance to strike back. Common abilities involve sniping an opponents vitals or nerves to cause things from paralysis to instant death. Most Riflemen are likely to be quite frail, relying on their range to prevent enemies from striking back, which squarely places them outside of direct combat situations.
Slots: Fighter, Skirmisher, Nuking
Engineer: A warning before I go into this class, because of announcements the probability of this being an actual position one can hold is quite minimal. An engineer is often one who uses constructed weapons, traps, guns, possibly even mechs to fight an opponent. They can be quite clearly frail, and as such would be suggested to remain away from active combat, supporting from outside the main lines. Their abilities especially lend themselves to defense however, and when used in conjunction with other classes are likely to be a powerful force.
Slots: Support, Nuking, Fighter
Ninja: The ninja is often portrayed as stealthy, and well balanced in terms of skills. Expect ninjutsus to become a intregal part of one's skill list. The abilities available from ninjutsus are so wide however, that a ninja is more important as a skirmisher instead of a support or fighter. They are likely to be frail, but have exceptional evasion abilities.
Slots: Skirmisher, Support
Thief: A thief's most common portrayal is the crafty rogue, someone who uses trickery and stealth to defeat opponents before they even realize he is there. Unfortunately this easily removes the thief from any sort of direct combat situation, someone relying on stealth can only take so many hits before falling, however their abilities are likely to provide them with powerful one on one abilties involving assassination, hiding, and poisons.
Slots: Fighter, Skirmisher, Nuking
Entertainer: Many have seen classes such as bards, dancers, and clowns. This classes are decidedly support classes, effecting all nearby allies, or all nearby enemies depending on the ability used. Often these skills can give powerful effects, but unfortunately they aren't likely to be able to do much other than assist, as they lack much health, or any form of serious damage output.
Slots: Support, Healing
Cleric: A cleric is generally portrayed as a healer, although sometimes they have offensive abilties. Because of the narrow scope of their power they generally are relegated to being a healer or buffer in most parties, but don't underestimate a cleric fighting in melee, they make incredible tanks with exceptional health and the ability to heal themselves. Expect to see alot of support abilities from this class.
Slots: Tank, Support, Healing
Druid: A druid is similiar to a cleric and a mage rolled into one, and then given names based on natural phenomenon. Their ablities often involve dealing damage through some form of spell, such as a storm, or healing allies by using natural forces, as in many regeneration abilities. The last two abilities many druids tend to get is summoning animals, giving them allies to help them when going into battle, and changing form into that of an animal, granting them increased combat prowess at the cost of magical abilities often.
Slots: Skirmisher, Support, Healing, Nuking
Mage: A mage is to a cleric as darkness is to light. A mage tends to focus on attack spells, dealing incredible amounts of damage to foes with each incantation. However a mage often is frail, and in melee, can rarely complete the incantation needed to cast a spell. Leading to them being a backline role. Their abilties however are vital to any important group, as they are often the nutcracker for the tanks.
Slots: Skirmisher, Support, Nuking
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Slot Descriptions
Tank: These people aren't meant to harm their opponents, merely to prevent their opponents from harming them or their allies. This doesn't mean that a tank is worthless in combat, only that they focus on surviving before defeating their opponents. Expect to be following orders in this position, however you are expected to know your way around discussed tactics. You're likely to be on the front lines at all times, and defending key positions. They are most effective against skirmishers and stealth, as well as being able to fight and defeat support and healers like many others. However they should avoid Fighters and Nuking specialists as they are likely to be able to kill you.
Fighter: These people are similiar to a tank, however unlike the tank, these people tend to be built to do alot of damage in melee. They have the advantage of being a damage pump, but sacrifice survivability to do so. Their role is to press a constant attack against foes, leaving them weaker as they continue to fight. Expect to be on the front lines, but moving often to find targets. You are also likely to be taking orders in this slot, although as ever one should be ready to take up leadership. Most effective against Tanks and Skirmishers, they tend to die unusually fast around nuking and stealth specialists. As many others they can take support and healing enemies as needed.
Skirmisher: These people are best described as scouts, they avoid combat like the plague, and tend to focus on fighting people who they know they can kill fast. Their actual position in a plan however is more complicated. They are expected to keep knowledge of the battlefield coming, and are used to take out support and healing foes when spotted. Their speed is also effective at taking out unguarded nuking specialist, allowing them to defeat them with relative ease. Finally they are expected to have some method of spotting hiding foes, helping to prevent enemies from reaching the teams support and healing allies. They aren't likely to be giving orders, the constant movement is likely to prevent that from happening. However they are likely to be able to give opinions between runs, but those periods are short, and as such they are discouraged from being the leader of a group. They tend to excel against stealth style foes. Although they can take an undefended Nuking specialist as well. Their abilities against support and healing specialists are unrivaled, allowing them to take them out and retreat before anyone knows what happened. Against Fighters and Tanks they have little chance of success, their fraility and minimal damage output prevents them from doing any real damage.
Stealth: These people will be used as both a scouting method, and to defeat fighters who are giving trouble. The majority of their style is similiar to skirmishers, however the greatest difference comes from their attacks. While a skirmisher relies on speed, a stealth specialist isn't seen until they release a powerful attack that defeats their opponent. This is how they are used. Because of this they are one of the groups more suited to leading, capable of moving around the battlefield unhampered, and able to remain relatively peaceful they can assess the situation and give directions to allies based on the intelligence recieved. They aren't spectacularly effective against tanks, who can take their most powerful blows. Or against skirmishers, who can often spot them before can strike. But against Fighters, who can't take many blows, or Nukers, who can't take any, they can win a battle before it even begins. As the skirmisher, they are especially effective at getting close to enemies support and healing and killing them, before escaping unharmed.
Nuking: While many of the other slots have impressive damage output, compared to the nuker, they're worth little. A nuker deals damage on scales unimagined, breaking tanks in a few attacks, killing fighters before they even get near. Their powers are impressive in terms of raw damage. However against skirmishers and stealth specialists, they tend to die before they can pull off their nukes, and their minimal health makes it unlikely they'll be able to take multiple waves of opponents without something infront of them. That's why they often have supports such as tanks or fighters. Their ability to deal damage is limited by their ability to remain alive doing that damage. These people are likely to be in leadership positions, although as many others, they are discouraged from it. One short lapse of attention is enough to kill them. On the flip side they are likely to be a major part of any plan, because they're the most powerful weapon one can find. They are at their most effective when fighting Tanks and Fighters, and tend to be relatively wide open against a skirmisher or stealth. Their fraility prevents them from truly hunting support or healers, even though they could kill them, the chances of dieing behind enemy lines is too great.
Support: The support group isn't meant to engage in combat at all, but rather to help their allies. Their abilities often make allies more powerful, allowing them to deal more damage, move faster, or survive longer. Sometimes their abilties have inverse effects against enemies on the other hand, and in that case they are especially effective against large groups, however that is also likely to kill them. Of all the groups the support group is the most likely to benefit from a defensive advantage. Their abilities relegate them to back row status, and as such they are effective as leaders, with little to do, they can easily digest ongoing combat and find new ideas. On their own against anyone else, they're likely to die. Fast.
Healers: Healers are similiar to support in that they are only truly effective in the back row. Like a support they assist with things involving allies, often having support abilities in moderation, although their most potent abilities are often reviving and healing. Abilties which can easily turn the tide of battle. Also like a support they are likely to be a leader, having little to do other than heal and buff allies. They have minimal skills beyond healing and buffing, and are likely to die in combat unless built to survive, which often takes away from other abilties and in turn can kill them anyway.
