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Support Classes Discussion

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Support Classes Discussion Empty Support Classes Discussion

Post by Dark Avorian Fri Apr 15, 2011 10:31 am

Hi guys, I may or may not be writing this as a suggestion, but here it goes. What would you think if Jagex introduced an array of "support classes" that could be useful for battles between large groups.

A few examples:

Engineer: The engineer is capable of building both traps and siege engines. Siege engines can slowly deal heavy damage to the opponents. They are high value targets and will of course be attacked from all sides. But if used correctly they can be quite powerful. An engineer will likely be burdened with a large amount of materials and is unlikely to be useful in a fight.

Assassin: The assassin requires careful planning. While he can move around the battlefield rapidly, he is vulnerable at the moment he attacks. Heavy damage though they can deal, the assassin is a valuable resource that must be used wisely. Special moves fall into two categories: heavy, which reveal him, and light, which don't.

Light
Prick: delivers a tiny bit of poison (cooldown of 20 seconds)
Diseased spores: delivers a weak disease that focuses on combat (cd of 30)

Heavy:
Dread Port: Teleports the opponent about 50 squares in a random direction
Shaka Knife: Heavy damage
Phosphor: Tags an opponet for your team
Power port: teleports an opponent to a preset location within 50 squares
Mighty Phosphor: All members of the clan are forced to take one immediate hit at that opponent.

Priest: Priests use healing, curing, and buffing powers to enforce their team. The most powerful of priests can even use their mystic might to magically change the terrain int he battle field. Spells such as sanctuary offer a small respite from the battle to fellow clan members. Spells such as oneway wall create a wall which your team can move and attack through in either direction and the other team can only cross in one direction, the wall will be three to seven spaces long depending on level.
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Post by The Empty Lord Fri Apr 15, 2011 12:37 pm

Would these only feature in a minigame/minigames, or something available throughout?

I think it's quite promising. Smile
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Post by Dark Avorian Fri Apr 15, 2011 12:39 pm

Hopefully we could see them featuring throughout. One of my biggest hopes is to create a suggestion that could rejuvenate strategy within PvP.
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Post by The Empty Lord Sun Apr 17, 2011 1:27 am

Would the classes feature under a skill or as a skill in it's own right? Priest under Prayer, Assassin under Thief and Engineer under... okay, there's a few skills it'd work under. Or would the features be purchased/unlocked under the combat level?
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Post by Dark Avorian Sun Apr 17, 2011 5:38 am

Most of them would be set of abilities with multiple skill levels required. Almost all will require large amounts of equipment, although not necessarily expensive equipment, so that it's difficult to utilize boht the support techniques and the main stays of combat:

Example: Assassin: an assassin will be revealed quickly if he uses non-standard techniques, not only this, but he will be stunned for 5-20 seconds making him an easy target.

Engineer: Engineers require a lot of tools, most of which come cheap, they also need fairly extensive sets of materials, although most can stack. They also need to wear sets of protective, but flexible materials so as to do the precision work required.

Priests: When a priest activates his spellbook, he takes a vow not to use weapons or armour or non prayer spells until at least 2 minutes after his last spell. If he does, he will be smitten by the gods.
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Post by Zectiox Sun Apr 17, 2011 8:24 am

well I would support this to 120%, It look like an activity like.. Alien Swarm or just.. a new dungeoneering, players taking the classes as... priests and got magic and prayer, and so on, Engineers got crafting, construction, mining smith... little of everything Support Classes Discussion 612280... and.. Assassin as your examples.. and warrior/rangers str,att,def/ranged..

To me it sounds like a great idea to make something out of it. It could be a minigame or even a skill or spec. dungeoneering..


let me explain my thoughts...

a clan or players settled up with 4-5 in a team and starts in front of a forest/dungeon/cave/desert/stronghold and everyone gets to choose from theese classes:
Spoiler:
but anyway, great ideas.. (I havent read more than Dark's first and last posts xD My thought went forth and back and I needed to write this down...)
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Post by Zectiox Mon Apr 18, 2011 9:57 am

Noone liking my idea? ;D

bump anyway sry
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Post by The Empty Lord Mon Apr 18, 2011 10:21 am

A minigame could work for this, but it'd be a shame to see such a strong combat update being limited to only one area (snide reference to Dungeoneering, cough cough). I can see it being a good way to introduce it though, a minigame that serves as a tutorial for the whole game. Team Fortress 2 crossed with Barbarian Assault! Or perhaps just having a minigame dedicated to training each class, similar to the Mage Training Arena. An Assassin's Creed Brotherhood style multiplayer for Assassin, where it's a simple bounty hunter assignment in a contained area with the ability to distract/confuse the person chasing you whilst chasing someone else. Perhaps a tower-defence/king of the hill for Engineer. And I can't think of a priest minigame... ummm... Confuse

Something like the Mage Training Arena could be the control for high/low leveled support content, without attaching it to a skill. You purchase the ability to use things via points or unlock them at ranks.

And I'm rambling... as per usual. Neutral
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Post by Zectiox Tue Apr 19, 2011 2:29 am

well if you could introduca a skill named : Exploration/Exlporing, which builds on the same idea as the dungeoneering. only on different types of maps and different content (trees, ores, tools, weapons, system, we could bring the class system)

Its all around Exploring and surviving. You got a brotherhood, (Lotr ehmm Tongue) and you need to explored the new area or conquer it (if its a stronghold or fortress). Not everyone could be signed to create weapons or hunt for food, only they who chosed the specified class... and still we got like dps and tanks for bosses and strong monsters to defeat along the way.

every team would have to have at least one hunter and one engineer to really take everything to something good. Priests mainly heals and make potions, maybe casts some devestating spell on monsters.. Assassins steal, and unlocks stuff...

well rewards could be like, ability to hunt deers/rabbits for fast food or ability to smith heavy and light armor (well its usual chainmails and platebodies, but still more light still armored and heavy for taking alot of damage). Priests could learn the ability to heal, cure. (as a spell)... Warriors could learn some new spec. att or something similar.

there's plenty of intresting rewards which you could need in-game too Tongue
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Post by The Empty Lord Tue Apr 19, 2011 8:19 am

I suppose it could be interesting to introduce the support classes via a dungeoneering instance, so Barbarian Assault crossed with Daemonheim. Neutral
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Post by Zectiox Tue Apr 19, 2011 8:21 am

mmhkey... well I could give up trying to create a new skill out of something that's already to near dungeoneering.. Tongue
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