Support Classes Discussion
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Support Classes Discussion
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.
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.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Support Classes Discussion
Would these only feature in a minigame/minigames, or something available throughout?
I think it's quite promising.
I think it's quite promising.
Re: Support Classes Discussion
Hopefully we could see them featuring throughout. One of my biggest hopes is to create a suggestion that could rejuvenate strategy within PvP.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Support Classes Discussion
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?
Re: Support Classes Discussion
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.
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.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Support Classes Discussion
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 ... 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:
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:
DPS (Light, faster then heavy, dealing more damage over time.)
Tank (Heavy, hope I got your idea right here...)
Priest (healer, and magician)
Engineer (repairer and craftsman)
Assassin (Lockpicker and Sneaker... )
Hunter (Ranger/hunter)
Dps or warrior just getting agility and combat skills to fight in the front to deal the most damage to monsters and bosses.
Att, Str, Agility
Tanks is equipt with heavy armor, shield and sword, and their task is to take as lot of the damage the mobs give the team.. the defender
Def, Agility
Priests do cast magic and cure the other teammates so this is a importand class
Magic, Herblore, Prayer, Runecrafting (?)
Engineer have the ability to repair, build and create tools/weapons and material for the other teammates under the journey
Crafting, Construction, mining, smithing,
Assassins, or thiefs can sneak and steal from locked chests and open closed door silenced.
Thiefing, Agility
Hunter - optional class if noone really likes them ;D, well.. always a good class but could give them some other close-combat skills to deal damage alongside the dps
Ranger, Hunting (used in the forest senario) fishing, Cooking (to cook the meat from hunting or fishing), Woodcutting n' Fletching (for making bows and arrows)
well now both Hunter and Engineers have quite alot of skills they can use and improve so.. idk but I would put it like this.. any suggestions further on?
Every class could provide at the end exp in the skills that belongs to that specified class. And there could be, as in dungoneering, tasks that only a hunter or assassin could do (like shooting a rope over a cliff or unlock a locked door without destroy it)
Well the senarios could be different. A dungeon could be similar as the dungeoneering adventures, but then we could have a forrest-advanture (As that runescape trailer they did...). Or we could just have the players to retake or defend a castle from mobs. Hope you get my view.
the "journey" or the game itself would be just take your team from A to B.. and 1-2 places around the "map" could be Camps where players can craft, repair and heal themselves (Hunters brings food, Engineers repairs warriors weapons and armors and Priests creating runes or something, granting to wear a pickaxe to mainly mine essence or other rune-ores founded around the senario map).. idk but I really love this idea.. It sounds a lot as dungeoneering with speicifed classes but anyway.. still with new areas to move around in...
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Support Classes Discussion
Noone liking my idea? ;D
bump anyway sry
bump anyway sry
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Support Classes Discussion
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...
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.
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.
Re: Support Classes Discussion
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 ) 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
Its all around Exploring and surviving. You got a brotherhood, (Lotr ehmm ) 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
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: Support Classes Discussion
I suppose it could be interesting to introduce the support classes via a dungeoneering instance, so Barbarian Assault crossed with Daemonheim.
Re: Support Classes Discussion
mmhkey... well I could give up trying to create a new skill out of something that's already to near dungeoneering..
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
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