Post by Strat on Aug 11, 2017 11:49:15 GMT
Hi everyone o/
I'm Stratonis and I recently joined the server and so far, it's piqued my interest to the point where I'd actually like to play it some more.
I've been playing roleplay servers for about... 6 years now? So I've seen the up and downs, lefts and rights of these type of servers, especially fantasy servers.
I wanna suggest a few things to suggest for the server, as a thing I've noticed the past few days with roleplay and how people progress within the server. But for now I'll have this post stick with classes
More classes!
I'd like to suggest 3 more "classes" as I'll refer to them by for now.
Pugilist - A bare handed fighter capable of felling bears, lions, and trolls. These fighters use the skills they've learned through multiple brawls, matches, and championships and incorporate it into a way to fight all beings.
Passive ability - Damage increases by half a heart every 30 levels. [ Base damage 1 + (Level / 30)0.5 = damage] So by level 150 you can kill someone in 3 - 12 hits with no abilities
Ability #1 - Level 1
Haymaker - Increased strength thrown into your next punch = 4 hearts
Cooldown = 3 seconds
Mana/Energy = I have no clue, since I don't know how mana/energy works... I guess as much as shadow bolt?
Ability #2 - Level 20
Block - Next hit is blocked for 80% of its damage
Cooldown = 3 seconds
Mana/energy = Still no clue, but this is a passively active ability which activates automatically upon taken damage
Ability #3 - Level 40
Parry - Able to redirect the next strike, rendering the strike useless (This ability is a probable ability, so it has a chance of activating upon taking damage)
Cooldown = 3 seconds
Mana/energy = None, but is a 30% to parry on hit
Ability #4 - Level 80
Counter - Able to redirect the next strike, allowing the opponent's momentum to fall into the next strike = 4 hearts
Cooldown = 4 seconds
Mana/Energy = Don't know, but is also 40% to counter on hit
Monk - A honed, trained fighter that is selected from the best pugilists Caeda has to offer. These fighters are trained in various martial arts to deal with various creatures that ravage the lands, from vampires, trolls, dragons, and other large creatures with ease.
Same passive ability as the pugilist since it's an optional class upgrade
Ability #5 - Level 100
Magehouse - A roundhouse kick infused with magic, able to knock out trolls with a kick or two and stun = 6 Hearts
Cooldown = 7 seconds
Mana/Energy = Don't know yet
Ability #6 - Level 120
Meditation - Able to regenerate lost hearts by standing in place for 10 seconds = Regen 0.5 hearts every second after 10 seconds
Cooldown = None ( Cooldown to sit down and think??? )
Mana/Energy = Don't know yet
Ability #7 - Level 160
Focused Strikes - Increase your reflexes and infused your next 3 hits with magic to hit the same area, dealing increased damage per hit = 3 -> 5 -> 7 hearts + base damage
Cooldown = 15 seconds
Mana/Energy = Not sure yet...
Ability #8 - Level 200
Southpaw - Able to parry and counter more seamlessly than before
Cooldown = 2 seconds
Mana/Energy = None, 50% chance on hit
War Mage - Mages trained through the rites through master practitioners of the arts. They are the most elite of Magi when it comes to combat, combining both close range and long range magic. War Mages are often felt before seen as their aura travels with them for hundreds of meters, though only mages can feel the difference. ( This class is meant as an upgrade class option from mage and warlock )
Passive ability - Able to regenerate some hearts from damage dealt to their enemies = Damage / 3
Ability #1 - Level 80
Shockwave - Relieves a shockwave from their palms echoing out in front of them = 5 hearts
Cooldown = 5 seconds
Mana = No clue
Ability #2 - Level 85
Hand Cannon - A narrow and sharp wisp of magic is shot from each finger, shooting 10 bolts (arrows) by where they're aiming = 1 heart per arrow
Cooldown = 10 seconds
Mana = Still don't know
Ability #3 - Level 100
Magic Thrust - A palm thrust that does more damage the closer they are to the opponent and knocks them back = [ 1 block = 7 hearts, 2 blocks = 5 hearts, 3+ blocks = 3 hearts ]
Cooldown = 8 seconds
Mana = Don't know
Ability #4 - Level 120
Shell - A magical casing that halves all incoming damage for the next 5 hits
Cooldown = 30 seconds
Mana = You think I'd know by now?
Ability #5 - Level 140
Body Shock - A shockwave emitting from the caster's whole body, going out towards all directions for 5 blocks = 8 hearts
Cooldown = 30 seconds
Mana = Come on... what did you expect...
Ability #6 - Level 170
Overflow - Spills out toxic gaseous mana from their body, going out in an 8 block radius for 10 seconds = 2 hearts per second
Cooldown = 60 seconds
Mana = Why do you even bother looking at this section of the ability...
This is all taken from development of my own future server which I won't name for obvious reasons, but please give feedback and credit
I'm Stratonis and I recently joined the server and so far, it's piqued my interest to the point where I'd actually like to play it some more.
I've been playing roleplay servers for about... 6 years now? So I've seen the up and downs, lefts and rights of these type of servers, especially fantasy servers.
I wanna suggest a few things to suggest for the server, as a thing I've noticed the past few days with roleplay and how people progress within the server. But for now I'll have this post stick with classes
More classes!
I'd like to suggest 3 more "classes" as I'll refer to them by for now.
Pugilist - A bare handed fighter capable of felling bears, lions, and trolls. These fighters use the skills they've learned through multiple brawls, matches, and championships and incorporate it into a way to fight all beings.
Passive ability - Damage increases by half a heart every 30 levels. [ Base damage 1 + (Level / 30)0.5 = damage] So by level 150 you can kill someone in 3 - 12 hits with no abilities
Ability #1 - Level 1
Haymaker - Increased strength thrown into your next punch = 4 hearts
Cooldown = 3 seconds
Mana/Energy = I have no clue, since I don't know how mana/energy works... I guess as much as shadow bolt?
Ability #2 - Level 20
Block - Next hit is blocked for 80% of its damage
Cooldown = 3 seconds
Mana/energy = Still no clue, but this is a passively active ability which activates automatically upon taken damage
Ability #3 - Level 40
Parry - Able to redirect the next strike, rendering the strike useless (This ability is a probable ability, so it has a chance of activating upon taking damage)
Cooldown = 3 seconds
Mana/energy = None, but is a 30% to parry on hit
Ability #4 - Level 80
Counter - Able to redirect the next strike, allowing the opponent's momentum to fall into the next strike = 4 hearts
Cooldown = 4 seconds
Mana/Energy = Don't know, but is also 40% to counter on hit
Monk - A honed, trained fighter that is selected from the best pugilists Caeda has to offer. These fighters are trained in various martial arts to deal with various creatures that ravage the lands, from vampires, trolls, dragons, and other large creatures with ease.
Same passive ability as the pugilist since it's an optional class upgrade
Ability #5 - Level 100
Magehouse - A roundhouse kick infused with magic, able to knock out trolls with a kick or two and stun = 6 Hearts
Cooldown = 7 seconds
Mana/Energy = Don't know yet
Ability #6 - Level 120
Meditation - Able to regenerate lost hearts by standing in place for 10 seconds = Regen 0.5 hearts every second after 10 seconds
Cooldown = None ( Cooldown to sit down and think??? )
Mana/Energy = Don't know yet
Ability #7 - Level 160
Focused Strikes - Increase your reflexes and infused your next 3 hits with magic to hit the same area, dealing increased damage per hit = 3 -> 5 -> 7 hearts + base damage
Cooldown = 15 seconds
Mana/Energy = Not sure yet...
Ability #8 - Level 200
Southpaw - Able to parry and counter more seamlessly than before
Cooldown = 2 seconds
Mana/Energy = None, 50% chance on hit
War Mage - Mages trained through the rites through master practitioners of the arts. They are the most elite of Magi when it comes to combat, combining both close range and long range magic. War Mages are often felt before seen as their aura travels with them for hundreds of meters, though only mages can feel the difference. ( This class is meant as an upgrade class option from mage and warlock )
Passive ability - Able to regenerate some hearts from damage dealt to their enemies = Damage / 3
Ability #1 - Level 80
Shockwave - Relieves a shockwave from their palms echoing out in front of them = 5 hearts
Cooldown = 5 seconds
Mana = No clue
Ability #2 - Level 85
Hand Cannon - A narrow and sharp wisp of magic is shot from each finger, shooting 10 bolts (arrows) by where they're aiming = 1 heart per arrow
Cooldown = 10 seconds
Mana = Still don't know
Ability #3 - Level 100
Magic Thrust - A palm thrust that does more damage the closer they are to the opponent and knocks them back = [ 1 block = 7 hearts, 2 blocks = 5 hearts, 3+ blocks = 3 hearts ]
Cooldown = 8 seconds
Mana = Don't know
Ability #4 - Level 120
Shell - A magical casing that halves all incoming damage for the next 5 hits
Cooldown = 30 seconds
Mana = You think I'd know by now?
Ability #5 - Level 140
Body Shock - A shockwave emitting from the caster's whole body, going out towards all directions for 5 blocks = 8 hearts
Cooldown = 30 seconds
Mana = Come on... what did you expect...
Ability #6 - Level 170
Overflow - Spills out toxic gaseous mana from their body, going out in an 8 block radius for 10 seconds = 2 hearts per second
Cooldown = 60 seconds
Mana = Why do you even bother looking at this section of the ability...
This is all taken from development of my own future server which I won't name for obvious reasons, but please give feedback and credit