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Class Skills |
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07-08-2010, 04:19 AM
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#1
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Epic Scholar
RogueTigeR is offline
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Class Skills
So, I propose that new skills be implemented under a new tab labeled "Class Skills". Each class gets to train 5-9 of these skills, as specified by Glitchless, not ANY of the skills, they are very much dictated by your class. All classes train the same # of class specific skills. These skills are mix and match and no 2 classes will have all the same skills to train. These skills are opened up at level 40. Here are some idea for skills (w/ suggested classes using said skills):
- Swagger: Every point in this skill lowers your opponents AC by .15%. (Alcoholic, Warrior, Priest, Angel, Vampire)
- Halo: Every point in this skill provides a .2% chance of casting a "Halo Aura" on friendly target for 3 secs while auto-attacking, all heals on this target while aura is in effect, also damage enemy target. (Angel, Priest, Paladin)
- Hunter: Every point in this skill provides an additional .10% chance when attacking for a crit. (Ranger, Archer, Craftsman, Dark Knight, Weapon Master, Adventurer, Magician)
- Weapon Throw: Every point in this skill provides a 1.5% increase to crits and a 1.5% decrease to normal hits when enemy reaches 30% HP. (Rogue, Tactician, Weapon Master)
- Disintegrate: Every point in this skill provides upto a 1.75% increase in effects of detrimental auras depending on Cnc. (Dark Knight, Enchanter, Jeweler, Tactician, Necromancer, Warlock)
- Wrath of nature: Every point in this skill provides upto .35% to DD and .75% of damage of DoT's to provide a forsaken effect when playing a white/blue gem, burn for red/gray, poison for black/green on enemy target. (Druid, Ranger, Magician, Wizard, Tactician, Adventurer, Trapper, Jeweler)
- Diamond Form: Every point in this skill raises AC by 1.25% (Jeweler, Regener, Craftsman, Trader, Paladin, Guardian, Warrior, Magician, Alcoholic)
- Rock Tumbler: Every point in this skill has a .15% chance of the gem in your gem draw to "tumble" into play, a chance to hit enemy target (based on Cnc) for level of skill, and then bounce back into gem draw slot for play. (Warlock, Magician, Necromancer, Trader, Wizard, Tactician, Adventurer, Jeweler, Enchanter)
- Hellbent: Every point in this skill provides upto .7% chance of red gems to do double damage, based on users combined Cnc and Int. (Jeweler, Trapper, Wizard, Dark Knight, Magician, Warlock, Enchanter)
- Helping Hand: Every point in this skill allows for beneficial auras effects to increase by .5%, so at level 100 Helping Hand and level 100 Shared bliss, beneficial auras will be at 188% effect. (Paladins, Angel, Regener, Trapper, Adventurer, Alcoholic, Enchanter)
- Divinity: Every point in this skill provides that healing gems use .33% less mana/energy to use, and provides a .10% chance for a heal crit (1.5x). (Paladin, Priest, Angel)
- Poison Tipped: Every point in this skill provides a .10% chance, .20% chance for 2H'ers, to do 2.5xskill level in poison dmg/25 secs. (Rogue, Ranger, Warrior, Weapon Master, Craftsman)
- Evade: Every point in this skill provide upto a .25% chance to avoid all melee, ranged, and magic effects, depending on ones Agi. (Rogue, Tactician, Ranger, Druid, Warrior)
- Shadow: Every point in this skill grants a .10% chance to blind your opponent/ opponents group, causing their attacks to miss and disorienting them, causing a 2 sec daze. (Rogue, Enchanter, Trapper, Beast Master, Dark Knight, Vampire, Trader, Necromancer)
- Second Wind: Every point in this skill grants that when friendly target is below 50% health, all heals done to them will be for 2x normal value. (Guardian, Paladin, Archer, Priest, Vampire, Angel, Regener, Alcoholic)
- Retaliation: Every point in this skill provides a .25% chance to immediately attack for a crit when parrying an attack. (Rogue, Tactician, Vampire, Guardian, Warrior)
- Release: Every point in this skill grants a 0.35% chance to release a random beast that you have trapped that does the combined min and max of your pet(s) damage. (Beast Master, Weapon Master, Adventurer, Trapper, Vampire, Archer, Ranger, Druid)
- Raise the Dead: Every point in this skill grants a 0.33% chance to raise an undead being from the ground that does 25 forsaken dmg/ 30 secs. Every 25 levels is an additional undead. At skill level 100 you have a 33% chance to do 125 damage (5 undead). (Vampire, Warlock, Necromancer, Dark Knight, Wizard, Beast Master, Trapper)
- Fierceness: Every point in this skill adds .1% dmg to max and min weaponry dmg, and adds .1% chance to crit. (Warrior, Archer, Craftsman, Regener, Weapon Master, Rogue)
- Proficiency: Every point in this skill grants a .20% beneficial aura for group for 3 secs, allowing that no friendly attacks can be avoided ( blocked, parred, resisted, growled, kited, or missed). (Warrior, Magician, Craftsman, Dark Knight, Wizard, Regener, Alcoholic)
- Decrepify: 0.5% chance per level in this skill for this aura-skill to activate at the start of each combat, slowing your enemy's attacks by 15% and increasing the damage they receive (melee/range/dd/dot) by 15% (Dark Knight, Necromancer, Weapon Master, Warlock)
- Gem Symphony: Every point in this skill provides a .33% speed up on gem cooldown; At level 100, gem cooldowns are 2/3. (Enchanter, Regener, Wizard, Priest, Necromancer, Magician, Warlock)
- Rags to Riches: Every point in this skill provides a .10% increase to minimum damage after every series of hits (2h'er 1-2 hit = 1 series; dw 2-4 hits = 1 series). (Rogue, Ranger, Warrior, Beast Master, Weapon Master, Vampire)
- Bloodlust: Every point in this skill grants a .15% chance to heal friendly target for 1/2 dmg you deal. (Vampire, Priest, Angel, Druid, Guardian)
- Death and Decay: Every point in this skill enhances your knowledge of poisons and necrotic material, granting a 1% chance to instantly turn DoT effects into DD's. (Rogue, Necromancer, Magician, Trader, Craftsman, Vampire, Dark Knight, Beast Master, Enchanter)
- Aegis Burst: After a successful block, you will deal damage equal to 0.30%, per point in this skill, of your Armor Class. (Guardian, Paladin, Tactician, Alcoholic, Archer)
- Blessings: Every point in this skill provides a 0.25% chance of having any heals used by your enemy to instead be transferred onto your entire group. (Druid, Paladin, Archer, Priest, Angel, Regener)
- Wounds of Atonement: For every 15% of your hitpoints dealt to you in any form of damage, you will receive a 0.15%, per point in this skill, to your maximum melee, ranged, or magic damage. (Warrior, Warlock, Necromancer, Guandian, Craftsman, Wizard, Trapper, Adventurer, Jeweler)
- Daft Companions: Every point in this skill provides a 0.2% chance for your enemy's pets to either attack him or her, or heal you(depending on pet types). (Beast Master, Enchanter, Alcoholic, Weapon Master, Adventurer, Trader, Ranger, Druid, Guardian)
- Passion: For every 500 Dmg dealt by you in a battle, 5% increase in max Dmg. (Weapon Master, Alcoholic, Trapper, Wizard, Warlock, Angel, Trader, Archer)
- Wolvering: Every point in this skill provides .15% increase to in-combat HP regeneration. (Warrior, Paladin, Angel, Regener, Trapper, Jeweler)
- Metamagical Transfusion:increases your HP/mana/energy by .10% per level, and allows friendly targets to use your HP/mana/energy when they are out. Keeps friendly target alive until you have reached 33% HP. (Angel, Priest)
- Ambush: You sense someone approaching who is unfamiliar with the terrain. Every point in this skill provides a 1% chance to ambush them and crit on your first attack (2nd if using a 2H'ed weapon so as to not interfere w/ crit skill) and adds .50% increase to crit damage for first 10 secs of battle. (Rogue, Ranger, Druid, Beast Master, Adventurer)
- Rampage: Every point in this skill grants an additional .25% chance for pets to crit when attacking. (Beast Master, Trader)
- Commune with Nature: Every point in this skill offers an additional .10% chance for green gems to crit and pets to immediately strike/heal. (Beast Master, Ranger, Druid, Trapper, Archer)
Thx to BeetDaBrat, Relic, Blueack, Border201, Faithfulservant, Phatlewt for sources of skills/ ideas for hybrid skills.
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Last edited by RogueTigeR; 07-08-2010 at 09:22 AM..
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07-08-2010, 04:31 AM
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#2
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Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
Location: St. Louis
Posts: 2,461
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Some of the %'ages may be off to be balanced... and they all prob need to be toned down some, especially if each class gets a handful of new skills. But you get the general idea...
SO... what do u think??
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07-09-2010, 12:22 AM
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#3
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Auction Master
beetdabrat is offline
Join Date: Mar 2009
Posts: 1,086
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Sweet
I like the idea, a great improvement on my original proposal. Though how would they be leveled.
I'm proposing either a new skill that allows the active class skill to level at a % of your selected stat, before the exp bonus is applied, Select them as a stat, or make a new altar.
Method 1:
Level 10 in the skill.
You get 10,000 exp for a 0% stat.
You would get 1,000 exp in the class skill.
Method 2:
You select a class skill to level the 'A' would be moved from the stat category to the class category.
Method 3:
Class altar to sacrifice trophies to.
Also I think the % do need to be tweaked a bit but that's for a later time.
Beet Da Brat
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07-16-2010, 10:45 PM
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#4
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Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
Location: St. Louis
Posts: 2,461
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I like the % active of stat xp gained idea... but may be a bitch to implement/code... could just use active stat xp gains...
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07-17-2010, 12:15 AM
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#5
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Auction Master
beetdabrat is offline
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Posts: 1,086
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Maybe these could be skills that could go to level 140 in light of the new patch announcement.
Beet Da Brat
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07-17-2010, 12:36 AM
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#6
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Guest
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yess... offensive skills need a buff. defensives are dominating.
full support for skills >100
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08-01-2010, 05:45 PM
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#7
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Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
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Posts: 2,461
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bump
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08-04-2010, 02:38 AM
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#8
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Temporarily Suspended
Sapreaver is offline
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Posts: 1,627
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I think these are very good. And it isn't the usual buff me please that rogue tiger does all the time. they are well thought out although they do need some tweaking.
Good job. You earned it.
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08-04-2010, 10:53 AM
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#9
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Temporarily Suspended
concede is offline
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Posts: 585
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i would think retaliation and evade would also be an option to a weaponmaster
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04-16-2011, 11:19 AM
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#10
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Epic Scholar
RogueTigeR is offline
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bump
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04-16-2011, 12:08 PM
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#11
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Gem Pouch Expert
paultwloha is offline
Join Date: May 2010
Posts: 278
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I support. Well perhaps not these certain skills I would like them to be a few for the specific class only. And maybe you can choose only one or two for your secondary.
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08-04-2011, 07:37 AM
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#12
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Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
Location: St. Louis
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bump... remember... the %'s are off, and these are just suggestions of skillz...'
the overall idea i want to reinforce for a new patch is that class specific skillz be implemented, and I believe to balance them the best, a number of skills should be added from a pool for each class, and these skills are mixed and matched based on class, no two classes having the exact same set of skills to work with.
thx...plz also post ideas for class specific skillz
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08-04-2011, 01:41 PM
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#13
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Temporarily Suspended
Jadakris is offline
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I'd rather see secondary class abilities to be honest...
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08-04-2011, 11:10 PM
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#14
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Auction Master
beetdabrat is offline
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Here are some examples I have redone. Also added a new category: Class Proficiency.
How it COULD work is you select how much stat xp you would want to go to your class skills from 0-100%
At 0% all the exp would level the stat skill. At 50% half the exp would level your stats skill and half would level the class skill. At 100% all the exp would go to the class skill and nothing would be gained in the stat skill.
This would give you more stuff to level while your skills are catching up!
Keep in mind these skills were made before a lot of the new skills were released and I haven't gone over them all and some may be over powered.
The skills:
Adventurer: Hiker
Level 40 Class Proficiency
This skill grants a 10% chance to avoid non boss creatures. Due to all your walking your strong legs can be used as weapons. Every point in this skill grants a 0.1% chance for you to do a round house kick and hit all enemies for skill level damage.
Alcoholic: Stagger
Level 20 Class Proficiency
Every point in this skill grants a 0.1% chance to stagger out of the way of any attack causing it to miss.
Angel: Halo
Level 20 Class Proficiency
Every point in this skill grants a 0.2% chance of casting an aura on your friendly target that damages their target for 10% of any heal done on them.
Archer: Hunter
Level 60 Class Proficiency
Every point in this skill grants another 0.15% chance to hit and 0.1% more ranged damage.
Beast Master: Obedience School
Level 20 Class Proficiency
Every point in this skill grants 0.25% bonus to your pets stats.
Beast Master: Eagle Eyes
Level 40 Class Proficiency
Every point in this skill grants your pet(s) an extra 0.1% chance.
Craftsman: Hammer Throw
Level 20 Class Proficiency
This skill grants a 10% chance to throw your smithing hammer doing 1% per point of your average damage of the weapon that triggers this skill.
Dark Knight: Disintegrate
Level 20 Class Proficiency
With this skill you have a 30% chance of a 1.5x skill point over 45 second disease if you have a detrimental aura in play.
Druid: Wrath of Nature
Level 60 Class Proficiency
This skill grants a 10% chance to cause a burn for red gems, forsaken for black gems, bleed for white gems, poison for green gems, and toxicity for blue and grey gems that does 0.1% per point of the damage for direct damage and 1% per point of the damage for dots over 60 seconds with unlimited stacking.
Enchanter: Even Spread
Level 20 Class Proficiency
This skill makes all the stats of an item 50% + 0.5% per point of the enchanted value making them equal to the enchanted value at skill level 100. Unless the stat is higher than the modified value.
Example:
Item has 2 str, 1 dex, 1pst
with 100 skill and a +8 str - 8int stone
Item has 10 str, 10 dex, 10 pst, -8 int.
Guardian: Stone Skin
Level 40 Class Proficiency
Every point in this skill adds a 0.1% bonus to your armor class and has a 10% chance to stun the attacker for 2 seconds when struck by melee, pets, ranged and direct damage.
Jeweler: Rock Tumbler
Level 20 Class Proficiency
Every point in this skill grants a 0.33% chance of the gems that shows up in your draw gem to get tossed doing twice the skill level damage and bounce back into the draw slot.
Magician: Flames of Rage
Level 60 Class Proficiency
Every point in this skill grants a 0.2% chance of doubling the max damage of any burn effect.
Necromancer: Reaper
Level 60 Class Proficiency
Every point in this skill grants a 0.30% chance to summon a reaper that does skill level damage to all opponents.
Paladin: Helping Hand
Level 40 Class Proficiency
With this skill you have a 30% chance of doing 1.5x the skill level heal if you have a beneficial aura in play.
Priest: Divinity
Level Class Proficiency
Every point in this skill reduces the cost of all healing gems by 0.1% and grants a 0.25% chance to perform critical healing or healing over time effects (1.5x).
Ranger: Close Encounter
Level 40 Class Proficiency
Every point in this skill grants a 0.5% chance of using your bow as a melee weapon that does only the bows damage while auto shooting.
Regener: Second Wind
Level 40 Class Proficiency
Every point in this skill grants a 0.5% chance of casting an aura that adds 33% more regeneration (health, energy, and mana) for 10 seconds when hit with melee or ranged attack. Does not stack.
Rogue: Tainted
Level 40 Class Proficiency
By tainting your weapon it has a 20% chance to cause a skill level over 35 second poison effect.
Tactician: Retaliation
Level 40 Class Proficiency
Every point in this skill provides a 0.2% chance to attack upon a successful parry.
Trader: Coin Toss
Level 60 Class Proficiency
Every point in this skill grants a 0.25% chance to flip a coin. Heads, this skill deals skill level damage. Tails, this skill heals for skill level health.
Trapper: Release
Level 40 Class Proficiency
Every point in this skill grants a 0.35% chance to release a random beast that you have trapped that does the combined min to max of your pet(s) damage.
Vampire: Blood Transfusion
Level 60 Class Proficiency
Every point in this skill grants a 0.15% chance of the health drained from the attack to also replenish your mana and energy.
Warlock: Raising the Dead
Level 60 Class Proficiency
Every point in this skill grants a 0.33% chance to raise a skeleton from the ground that does 25 damage. Every 25 levels is an additional skeleton. At skill level 100 you have a 33% chance to do 125 damage (5 skeletons).
Warrior: Fierce
Level 80 Class Proficiency
Every point in this skill adds 0.1% more weapon damage and an additional 0.1% chance for a critical strike.
Weapon Master: Proficiency
Level 60 Class Proficiency
Every point in this skill grants a 0.1% chance to cast an aura that makes your attacks unavoidable for 5 seconds while auto attacking. (Cannot be blocked, parried, kited, or dodged)
Wizard: Magic Bow
Level 80 Class Proficiency
This skill turns your staff into a magic bow that shoots lightning arrows. Every point in this skill grants a 0.35% chance to shoot a bolt that does direct damage of your staves min to its max damage while auto attacking.
Beet Da Brat
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08-05-2011, 01:20 PM
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#15
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Seer's BFF
Nurvus is offline
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Posts: 583
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I like the idea and purpose.
I've suggested something somewhat similar, wich was about adding class-specific effects to existing skills, instead of completely new skills.
[Points of the suggestion I believe could be improved]
#1 Mot all the class-skill combos make much sense:
- How can Rogue not have Hunter?
- How can Archer not have Evade?
- What does Archer have to do with Second Wind?
#2 Alot of skills are just buffs. Don't really add anything to the game in terms of strategy.
Skill effects I consider fun and interesting are stuff like:
- Replay (Magician could get a Red-version of it);
- or effects that cause you to hit harder when the opponent is Bleeding or Poisoned;
- effects that cause you to hit harder for X seconds after using a gem of a certain color or type;
Essentially stuff that make you change your gem or gear selection.
In any case, I support! 
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09-11-2011, 12:30 PM
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#16
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Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
Location: St. Louis
Posts: 2,461
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Another idea, incorporating the current thread and another, (http://forums.nodiatis.com/forums/sh...56&postcount=1)
is to open up class based skills, AFTER certain skills have reached certain levels.
i.e.
When BOTH critical strike AND a primary weaponry skill (pierce/slash/crush/whips) has reached lv 95. A new skill opens up for weapon masters and warriors:
Strength-Trained (class specific skill)
For every level in this skill, you hone the art of hitting harder by training your strength. Based on your strength, for every level in this skill, you can potentially raise max damage by .25%. At level 100, with more than adequate strength, you max damage will be producing hits 125% harder than without this skill.
Another take:
When two or more skills cumulative reach a certain level, a new, class specific skill opens up.
i.e. When a weapon master or rogue has reached a combined level of 270 in primary weapon type (slash/pierce/crush/whips), lv 20 weapon skill (slash/pierce/crush spec), AND hemmorhage, this skill becomes available for training:
Impale: (class specific skill)
For every level in this skill, you acquire the knowledge of the human body, learning the soft parts, and where important organs are. Based on combined Dexterity and Agility, every level in this skill raises the appropriate level 20 weaponry skill (slash/crush/pierce spec) by .50%. So that when both skills are at level 100, piercers min. dmg. will be raised by 60%, slash's min and max raised by 30%, and crush's max dmg raised by 37.5%.
The addition of these skill is very important, not only offensive skills, but also defensive. (Hoping for cap to stay the same) without a player level cap raise, new skills are indeed needed to reach and potentially compete with those end mob/bosses we've all dreamed of fighting. What better way to implement more skills than in a way that goes with one of the best parts of the game? (unique character development). Class specific skill sets, will go one furthur into the importance of picking a class/secondary class. While, '2nd Generation' skills (skills that require high levels in one or more skills to unlock) give something for capped/near capped players to do besides get EVERY skill, regardless of it's potential usage for said player's class/build type, to 99 or 100.
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09-11-2011, 02:24 PM
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#17
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Seer's BFF
Nurvus is offline
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Posts: 583
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Here's a possible addition to enrichen the concept of Class Skills:
- You can only benefit from X Class Skill(s) at a time
- Only the (X) Class Skill(s) with the highest level/experience work(s) (just like Poison vs Flaming Arrow).
- If they all have the same level/experience none works.
- You can have all at 99 and X at 100, so that it works and when you want to change strategy, all you have to do is lower the one(s) you don't want from 100 to 99 and raise the desired one(s) to 100 - no need to start from scratch.
Last edited by Nurvus; 09-11-2011 at 02:26 PM..
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09-14-2011, 12:26 AM
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#18
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Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
Location: St. Louis
Posts: 2,461
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Quote:
Originally Posted by Nurvus
Here's a possible addition to enrichen the concept of Class Skills:
- You can only benefit from X Class Skill(s) at a time
- Only the (X) Class Skill(s) with the highest level/experience work(s) (just like Poison vs Flaming Arrow).
- If they all have the same level/experience none works.
- You can have all at 99 and X at 100, so that it works and when you want to change strategy, all you have to do is lower the one(s) you don't want from 100 to 99 and raise the desired one(s) to 100 - no need to start from scratch.
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I'm not so sure I like this concept. I feel there should be 20-30 of these skills total... and every class/2ndary class gets an assorted say 4-6 of these (no 2 classes have the same set). This kind of relates, I mean... A weapon master should not have a skill based for DD users or what not; but I think opening up all WM based skills should work at the same time.
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09-14-2011, 03:33 PM
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#19
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Seer's BFF
Nurvus is offline
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Here's an example to what I suggested:
Hypotetically speaking, imagine there are 10 Class Skills for each Class...
- Jeff only lets you have 6 Active Primary Class Skills.
- Jeff only lets you have 4 Active Secondary Class Skills.
- These skills can work like Flameshot/Poison Arrow - you can level them all, but only the X skills with the highest level/exp have any effect, and if more than X are the highest with same exp, none works.
Note: In this example, X is 6 for Primary Class Skills and 3 for Secondary Class Skills.
If all Class Skills are available to everyone it offers less customizability - less decision-making.
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09-14-2011, 03:46 PM
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#20
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Epic Scholar
RogueTigeR is offline
Join Date: Jan 2009
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ok... i can see that there is more individualization, which i like... I just do not want to be limited by such small numbers... 4-6 skills that would be active at the same time (including primary and secondary class skills) would be a great addition to the game and provide more unique character development. Definately put quite a spin on things; adding more strategy is definately a plus.
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