| Slightly OP
Join Date: Jun 2004
Posts: 1,097
+21 Internets | Sorry for the slow update, should be picking up the pace now. Here are a few of the support classes. The idea is to have each of them be capable healers, while having their own distinct useful abilities so each would be desired equally, and remain equally useful in a raid situation. Oh, and as you'll see the format has changed. I decided focusing on the different specs was not as important at this stage as just communicating to readers how the class itself would play. Specs basically just enhance what the class already has anyway. Cleric: Healing/Buffs Clerics are devoted priests, dedicating their lives to serving their chosen deity. Many choose to become adventurers, devoting themselves as well to their companions. They are undoubtedly the strongest healer in the game, though due to this they tend to lack versatility. Best for players who like to be relied upon in a supporting role.
--No unique mechanic designed yet. to be added at a later date--
Key Abilities:- Most powerful direct healing spells – the Cleric does most of his healing through simple, fast-casting direct healing spells. These spells have the additional benefit of increasing the targets maximum AC.
- Instant cast HoTs that also increase healing done to the target from all sources for their duration. Great for tossing on random raid members who may have other heals incoming, obviously good for the MT as well
- Most powerful HP Buff – increases maximum HP drastically, with additional effects at high levels of play, such as increased mitigation and avoidance. Also gives a minor boost to AC.
- Divine Intervention – an instant cast spell that has a chance to revive the target upon death until the spell wears off. Target will revive with 50% HP/Mana/Endurance.
- Prayers – the Cleric may maintain one Prayer at a time, granting the entire group a beneficial buff; reactive heals when struck, increased AC, and constant hit point regeneration, among others.
- Unique spell every 10 levels based on chosen deity - these spells would all be very powerful and useful, but ideally balanced so that all deities are tempting. It would be possible to switch your deity through a quest. At max level, receives a spell called “Avatar of (Deity)” which transforms the Cleric into an embodiment of their god, greatly increasing their power for a short time
- CC vs Undead and Demons, one target at a time
- One of the few classes who can rez during combat
Druid: Healing/Buffs/CC Druids were among the first to practice magic in the world, mostly for healing the land and creating new life. In the current age, they are fierce protectors of what they hold dear, and have developed offensive magic as well in order to debilitate those who would harm the lands they keep. Players who desire to heal and buff others, but also be active in helping to control the flow of combat through crowd control spells would find the Druid to their liking. Seed of Life mechanic: The Druid has a unique class mechanic called Seeds of Life. Various temporary Druid spells, such as HoTs, count as Seeds. Multiple Seeds can be stacked onto one player by casting various different spells, but it is much easier for the Druid to build seeds if he is in a group, as he has more targets to work with. Some of the Druids' most powerful spells require a certain number of seeds to be sewn before they are cast. When cast, the seeds bloom and are consumed – along with the spell that made them. Key Abilities:- Most powerful heal over time spells – nothing new here, the Druid is the master of regrowth and regeneration. They do the majority of their healing through HoTs and Seed of Life powered Burst heals. All HoTs add a Seed of Life.
- Druids also possess direct heals, although they are not as powerful as their HoTs. The main benefit of the direct heal is that it has the side-effect of increasing the targets maximum HP. It does not heal for the amount of health gained however, so HoTs or other heals must cover it. This effect does not stack with other Ranks of Druid heals with the same effect. Adds one Seed of Life.
- Earthward – the most powerful AC buff in the game, with additional effects at high levels of play such as increased hit point regeneration. Also gives a minor boost to HP.
- Snares and Roots – the Druid has powerful CC capability with his Snares and Roots. The most powerful root, Grasp of Venor, encases the target in a prison of earth and prevents it from taking any action, but the Druid can only maintain one grasp at a time. Other Roots have no limit, but ranged enemies and spellcasters can still act, and the root could wear off at any time. Snares have no limit, but require the Druid to kite the enemy if he is to maintain any effective CC using it.
- Other useful buffs and spells; including movement speed buffs, levitation, teleports, damage shields, invisibility and regeneration
- DoTs and Nukes; the Druid maintains some DPS and Solo capability thanks to weather and nature based offensive spells.
Shaman: Healing/Debuffing/Buffs The Shaman has a bond with the spiritual world, and through it is able to effect things in the physical realm. Unlike the Druid, who is capable of effecting the very earth itself, the Shaman's powers are more related to the body and spirit. This class would be attractive to those who enjoy buffing and debuffing the most, and want to play a crucial supporting role in the group. They have some of the most powerful buffs and debuffs in the game, and are also capable of healing well – though they are better off as secondary healers unless specced for healing. --No unique mechanic designed yet. to be added at a later date-- Key Abilities:- Most powerful statistic buffs – the Shaman is capable of raising a players basic statistics, such as STR, STA, AGI, and DEX by vast amounts. Pairing the Shaman with a Bard, who is capable of raising the maximum stat cap, can be an incredibly effective combination.
- Spirit Mend - Shaman heals have the side benefit of increasing the targets maximum Mana and Endurance for a short time, some stronger types also restore the amount raised.
- Haste – a friend to all melee combatants, the Shaman is one of only two classes with the ability to increase a fighter's attack speed, and the most powerful of them.
- Slow – similarly, the Shaman can have the opposite effect on your enemies, slowing their attacks.
- Other buffs, including more powerful self-only HoTs and Wards. Spirit Bond, which creates a link between the Shaman and an Ally, causing him to take damage normally directed at the Ally. Since Shaman are generally sturdier than some of the squishy casters, this can save a group member.
- Other debuffs; the Shaman is also capable of lowering enemy stats, resists, movement speed, and accuracy.
- Spirit Animal Form – based on the player's chosen race, the Shaman may take the form of an animal such as a Bear, Wolf, Elk, or Cougar. Different, but balanced, benefits are gained from being in each animal form, though there are also some limitations and you would not always want to remain in a form.
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These may seem a little dull, I guess. What can I say though, I liked what EQ did with healers for the most part. I tried to add some varying utility or fun spells to make them more interesting or viable though.
I could really use help coming up with some unique mechanics for the Cleric and Shaman. I'm just drawing a blank currently aside from just borrowing another class' mechanic and fitting it to them. I didn't want to do that if I didn't have to though. Maybe I'll think of something soon.
Anyway, more to come. Feel free to comment on these. |