spacer
Main Logo
spacer
Main Menu
spacer
Navigation
spacer
Login




 


 Log in Problems?
 New User? Sign Up!
spacer
RTQ News
spacer
Player Stories
spacer
Player Art
spacer
Logged in Website
There are 0 registered users online.

You are an anonymous user. You can register for free by clicking here
spacer
spacer
Languages
Preferred language:

English Nihongo

Post new topic   Reply to topic
View previous topic Printable version Log in to check your private messages View next topic
Author Message
Buckner
Post subject: New Class: Blood Mage  PostPosted: Jun 13, 2012 - 02:32 AM
Respectable
Respectable


Joined: Feb 10, 2008
Posts: 184

Status: Offline
Blood Mage
My idea is for a hybrid class that uses health as the source for its power. Blood Mages would be a hybrid class that can summon the undead, stack poison on targets, and cast a few utility spells. The Blood Mage would have medi-healing similar to a Wizard, and every spell would cost HP. The Blood Mage would use meditation as a "stance" and be able to meditate while in combat. Moving would still break the meditation trance. To balance out the medi-healing "stance" Blood Mages would only be allowed to medi-heal and cast spells in robes. In addition Blood Mages would be allowed to cast and meditate while using a weapon. Blood Mages would only be allowed to use glaives, spears, and sickles. Melee and Anatomy would be capped at one, however Blood Mages would rely on poison stacking (see poisoning skill below) to inflict harm while in melee range. Blood Mages would have the same HP as fighters, since Blood Mages use HP as an energy source.

Primes:

Poisoning - Gives the Blood Mage the ability to poison weapons, higher poisoning levels allow weapons to "stack" poison on a target depending on poisoning level. Maybe for every poisoning level higher than the skill required to poison a weapon it allows it to stack an additional time. Also higher poisoning levels, could reduce the effects of poison on the Blood Mage.

RM - This balances out the fast leveling speed of poisoning, and this skill goes well with the class design.

Blood Mage Magery -

Level
1. † † †Distract - causes the enemy to miss or attack slower, strength would depend on magery level
4. † † †Curse - puts the babble curse on an opponent, the curse time depends on magery level
5. † † †Summon Skeleton - Summons one skeleton, for every magery level higher than 5, it raises the skeleton's level by one.
6. † † †Summon Zombie - Summons one zombie, for every magery level higher than 6, it raises the zombie's level by one.
7. † † †Teleport - teleports the enemy to a location of the caster's choice
8. † † †Reanimate/reincarnation - revives a dead pet, but kills the caster (uses all HP)
9. † † †Lower Resistance - lowers the RM level of a creature by 1, for every magery level higher than 9, it lowers RM an additional level
10. † † Summon BM - Summons one BM (cannot cast summon skeletons), for every magery level higher than 10, it raises the BM's level by one

_________________
Varto-noob cleric


Last edited by Buckner on Jun 13, 2012 - 11:53 AM; edited 2 times in total
 
 View user's profile Send private message AIM Address  
Reply with quote Back to top
Ighboro
Post subject: RE: New Class: Blood Mage  PostPosted: Jun 13, 2012 - 03:55 AM
Peasant
Peasant


Joined: Aug 20, 2008
Posts: 67
Location: Yonder
Status: Offline
Nice idea! I think adding more classes to Obie would be fun!

One thing I noticed is that you don't mention the summoned undead creatures having a time limit. Maybe the length undead creatures stay should depend on the casters level? I think these creatures should last no longer than when a Druid summons elementals.

Also I don't see how reanimate would work as animals don't turn into ghosts in death so there wouldn't be anything to target.

But otherwise great ideas Smile

_________________
Leader of The Pillars
http://thepillars.proboards.com/index.cgi?
Negithy of Lerilin
 
 View user's profile Send private message Visit poster's website  
Reply with quote Back to top
Kyrvath
Post subject: RE: New Class: Blood Mage  PostPosted: Jun 13, 2012 - 08:26 AM
Peasant
Peasant


Joined: Jul 25, 2009
Posts: 27

Status: Offline
Dragon Age much? Wink
Nice idea though
 
 View user's profile Send private message  
Reply with quote Back to top
Buckner
Post subject:   PostPosted: Jun 13, 2012 - 11:46 AM
Respectable
Respectable


Joined: Feb 10, 2008
Posts: 184

Status: Offline
Thanks for the feedback, yes I think the summons should work exactly like druid's summons. I am not sure how the revive pet would work, maybe you can click on the Druid and the game would bring back his most recent pet who died. I am sure that is a mess to code though.

I played DA, but never the Blood Mage, I was thinking more of the Warlock class from WoW. It was really just a mental exercise to see if I could create a class using preexisting spells and mechanics that are already in the game with minimal overlap (e.g. currently no class shares primes).

There are a few problems though, there hasn't been an "evil" class before. RP wise I could see Clerics having a problem with this class. Also, teleport could be used to troll players, but so can spells already in the game such as invis or TU. TU would have to be changed so it doesn't kill the summoned undead, and it would have to be impossible for the summoned undead to attack players so someone wouldn't train RM.

I think that this class would add to group hunts by having some nice utility spells. It would also encourage Druids to hunt more on D hunts since their pet could be revived.

My main concern is that this class would be too powerful, but I have tried my best to balance it out. Any other comments are encouraged.

_________________
Varto-noob cleric
 
 View user's profile Send private message AIM Address  
Reply with quote Back to top
Heike
Post subject:   PostPosted: Jun 13, 2012 - 03:16 PM
Respectable
Respectable


Joined: Jun 04, 2009
Posts: 124

Status: Offline
Just a thought I had while reading that I decided to throw in.

The blood mage can target a dead creature and re-animate it to attack his enemies. Magery level would determine the level of creature able to be resurrected. At a certain level (6 or 7 perhaps, or maybe 8?), this spell or a variation of it could be used to resurrect a druid's dead pet by targeting the corpse. Re-animated creatures should lose 1 level, unless they were level 1 to start with.

Also, I don't think that having the player have to die to get back a druid's pet is reasonable. Clerics don't have to die to resurrect players. Perhaps alternatively the use of the spell could leave him with just 1 or 2 HP and cause something like paralysis (or inability to act/move) for a period of time like 30 seconds or a minute (RT). Also, re-animated druid pets should lose a level if they were leveled above that creature's starting level. (Ex: a level 10 lava spider would drop back to level 9, a level 7 brown bear would remain at level 7).
 
 View user's profile Send private message  
Reply with quote Back to top
Display posts from previous:     
Jump to:  
All times are GMT - 5 Hours
Post new topic   Reply to topic
View previous topic Printable version Log in to check your private messages View next topic
Powered by PNphpBB2 © 2003-2007 The PNphpBB Group
Credits
©2013 Oberin
spacer