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A new class idea.....


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#1 BlkWidowAlchemis

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Posted 02 August 2014 - 08:36 PM

I would like to see a new class based on the dark knight from the Ragnarok DS game.

 

For of those who do not know of this class, it is a variation of the knight class  which used HP as a way to do damage and as a way to pay for skills (if i recall correctly).

 

Personally i would love to see a class that has a sprite that is not so much a "hero to be" but a lord or lady of complete destruction and chaos lending the feeling to a high risk play style that comes from using precious HP to use skills and sustain power ups.

 

To me this class would indicate a large hp mod/pool and skills that boost its hp. So to balance it out, thoughts of skills taking anywhere from 5-20% of max hp to use skills seems fair. As well skills that would do a burst aoe attack that would drain hp based on the damage to be able to readily fill up lost hp. Skills that would allow for some decent debuffs, such as an aoe curse, bleeding, chaos, (bomb size aoe) undead, etc... Allowing for the ability to play support roles in woe

 

The thought of re-working some skills that are not normally used by players (at their discretion) would be quite nice. Skills such as vampires gift, hells power, hells judgement, dark strike, pulse strike, etc..

 

A personal touch i would love to have for this class is a use for one hand swords and axes.

 

Thats all i got at this time, without spending several hours going into pain staking detail of what I would like for this class to have. (on top of it being late and being tired) :wacko: 


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#2 jakeassasin

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Posted 16 August 2014 - 10:00 AM

Would be good :3 but GMs are busy...


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#3 Kadelia

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Posted 16 August 2014 - 11:54 AM

Sounds a lot like the dark knight in final fantasy tactics xD

A class with lots of dark element attacks would be neat. It could have a terrible sp mod and have all skills come on the cheap sp-wise, but drain 5% hp per use, etc. Then again, they would be home to the blood sword of course! Siphon hp !
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#4 ZeroTigress

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Posted 16 August 2014 - 03:36 PM

I can see Dark Knight being a debuff version of Royal Guard or something that would be a Royal Guard's worst nightmare.
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#5 Ramen

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Posted 16 August 2014 - 04:05 PM

I like the idea, though rather than burst damage (we have more than enough of that) I feel like it would be better for the class to have some really good damage over time skills, and skills that combo with each other to deal even higher damage.


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#6 Kadelia

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Posted 16 August 2014 - 05:57 PM

Vampiric Sword

Type: Active / Physical

Levels: 10

Cooldown: Varies

Global Delay: 0.5 second

 

Drain a foe's life force with dark sword magic and restore your own. Damage is influenced by skill level and INT. Damage is always dark element.

 

Level 1: 50% / Range 3 Tiles / 4% of DMG as HP / 4.8 second cooldown

Level 2: 100% / Range 3 Tiles / 4% of DMG as HP / 4.6 second cooldown

Level 3: 150% / Range 4 Tiles / 4% of DMG as HP / 4.4 second cooldown

Level 4: 200% / Range 4 Tiles / 6% of DMG as HP / 4.2 second cooldown

Level 5: 250% / Range 5 Tiles / 6% of DMG as HP / 4 second cooldown

Level 6: 300% / Range 5 Tiles / 6% of DMG as HP / 3.8 second cooldown

Level 7: 350% / Range 6 Tiles / 8% of DMG as HP / 3.6 second cooldown

Level 8: 400% / Range 6 Tiles / 8% of DMG as HP / 3.4 second cooldown

Level 9: 450% / Range 7 Tiles / 8% of DMG as HP / 3.2 second cooldown

Level 10: 500% / Range 7 Tiles / 10% of DMG as HP / 3 second cooldown

 

Damage is increased by base level / 100 and +3% per point of INT (additive).

 

Hell's Gift

Type: Passive

Levels: 5

 

When dealing damage with Vampiric Sword, you will enter the [Hell's Gift] Status for a number of seconds based on skill level. While under the influence of the Hell's Gift status, enemies in a 6x6 around you will take dark element physical damage every second and you will restore HP.

 

Level 1: 100%+(INT*1)% damage / Restore 200 HP / Lasts 2 seconds

Level 2: 200%+(INT*1)% damage / Restore 300 HP / Lasts 3 seconds

Level 3: 300%+(INT*2)% damage / Restore 400 HP / Lasts 4 seconds

Level 4: 400%+(INT*2)% damage / Restore 500 HP / Lasts 5 seconds

Level 5: 500%+(INT*3)% damage / Restore 666 HP / Lasts 6 seconds

 

Damage is influenced by base level / 100.

 

Infernal Wave

Type: Active / Magical

Levels: 5

Cooldown: 10 seconds

Global Delay: 5 seconds

 

Only useable when in [Hell's Gift] Status. When used, [Hell's Gift] Status is canceled. All enemies in a large area in front of the caster, as well as the caster, will lose a large percentage of their HP every second for 3 seconds.  Infernal Wave has no effect on MVP type monsters. After using Infernal Wave, the player cannot restore HP for 5 seconds.

 

Level 1: 10% enemy HP lost / 30% player HP lost

Level 2: 20% enemy HP lost / 40% player HP lost

Level 3: 30% enemy HP lost / 50% player HP lost

Level 4: 40% enemy HP lost / 60% player HP lost

Level 5: 50% enemy HP lost / 70% player HP lost

 

Ebonfire

Type: Active / Magical

Levels 10

Cooldown: 3.2 seconds

Global Delay: 1 second

Cast Time: 1 second fixed + 3 seconds variable

 

Rain hellish flames down upon an enemy. Damage is neutral element, and is influenced by the STR score of the user.

 

Level 1: (100 + STR)% * 1 neutral strike / 1 darkness strike / 1 fire strike

Level 2: (100 + STR)% * 1 neutral strike / 2 darkness strikes / 1 fire strikes

Level 3: (100 + STR)% * 1 neutral strike / 2 darkness strikes / 2 fire strikes

Level 4: (100 + STR)% * 2 neutral strikes / 2 darkness strikes / 2 fire strikes

Level 5: (100 + STR)% * 2 neutral strikes / 3 darkness strikes / 2 fire strikes

Level 6: (100 + STR)% * 2 neutral strikes / 3 darkness strikes / 3 fire strikes

Level 7: (100 + STR)% * 3 neutral strikes / 3 darkness strikes / 3 fire strikes

Level 8: (100 + STR)% * 3 neutral strikes / 4 darkness strikes / 3 fire strikes

Level 9: (100 + STR)% * 3 neutral strikes / 4 darkness strikes / 4 fire strikes

Level 10: (100 + STR)% * 4 neutral strikes / 4 darkness strikes / 4 fire strikes

 

Damage is influenced by base level / 100.

 

Bartered Soul

Type: Passive

Levels: 5

A pact with dark forces fuels your battle prowess, protecting you and hindering your enemy. Your enemies gain a penalty to their dark elemental resistance when receiving your attacks. Enemies without any darkness resistance take additional damage from dark elemental instead.

 

Level 1: Enemies -10% darkness resistance. / Player +4% darkness resistance.

Level 2: Enemies -15% darkness resistance. / Player +8% darkness resistance.

Level 3: Enemies -20% darkness resistance. / Player +12% darkness resistance.

Level 4: Enemies -25% darkness resistance. / Player +16% darkness resistance.

Level 5: Enemies -30% darkness resistance. / Player +20% darkness resistance.

 

 

Notes:

Vampiric Sword - alone its not that great, its just the trigger for hell's gift and a way to restore about 2k HP.

Hell's Gift - This should be similar to psychic wave, only a less convenient element. But it heals the caster, so good for soloing.

Infernal Wave: Totally a woe skill

Ebonfire: A good pvm skill for picking off enemies. About as useful as a double amplifier metallic sound.

Bartered Soul: Should help mitigate the problem with forced dark element attacks, as well as make holy element enemies get demolished quickly.

 

More on ebonfire:

I tried to make it interesting with a 3 element motif.

With 120 STR and level 150, ebon fire would be 330% per bolt, and 12 bolts. So 3960%

Against someone not weak or strong to any of those elements, its 3960%.

A fire 1 enemy would take 2640%

A shadow 1 enemy would take 2640%

A fire 4 enemy would take 2310%

A  shadow 4 enemy would take 1320%

So you can always hit an enemy, but your damage will take a nose dive against demons and such.


Edited by Jaye, 16 August 2014 - 06:23 PM.

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#7 Lucentos

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Posted 16 August 2014 - 07:19 PM

IMHO DoT based damage is ineffective in high Pot use PvP and WoE enviroment. The only ways to pose a threat is to have some supportive moves or have an ability to kill enemy characters within 1-1.5 seconds at most.


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#8 BlkWidowAlchemis

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Posted 16 August 2014 - 07:49 PM

I think inflicting a DoT skill that has a similar affect as burning would be pretty useful, especially if it inflicted a debuff like undead or something. Then go on to have it combo-ed with a skill that does a decent middle ground burst damage skill or something similar to Jaye's suggestion of "infernal Wave" could be quite devastating to a large number of people.

 

 My thoughts of this class were to be large scale destruction, devastation, and debilitation. So a well thought out DoT skills, nice debuffs, and some great instant damage would set well with me. Being able to get some synergy for combo-ing these skills could help make short work of large numbers in WoE and could easily cripple in pvp, but they would have to be useful enough outside of pvp zones to have a decent pvm experience.


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#9 Gabohollow

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Posted 16 August 2014 - 09:30 PM

wow, some one loves final fantasy tactics as much as i do xD
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