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Post by sarso on Dec 1, 2010 9:29:48 GMT
i have a ideas for a class they have not been very worked out yet
a summoner or necromancer it summons a little guy half of a stick guy size
LP= +8 for summoner +4 for summoned guy str= +1/2min+1max +1/4min+1/2max Dex= -2 AGI of summon speed mp= +1 for summoned mp attack
basic stats for summoner
LP=50 just like normal i think = summoned 25 min/max ATK 2/5 = summoned 1/3 AGI 250 or something like that RANGE well i am not sure about this
i am not sure how the summoned will attack but it will have MP attacks
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Post by ~Memzak~ on Dec 1, 2010 12:27:42 GMT
Interesting concept...
Does the summoning creature last from map to map? (so do they stay or all disappear when you move on the next sign)
Is there a limit to how many are summoned?
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Post by sarso on Dec 1, 2010 13:51:35 GMT
you will lose it on the next map and you can only have one but maby if you do MP to like 20 or 30 or somting you wil be able to summond antoher guy to have 2 at a time wy so much becaus if the guy dies your sommoner wil not die and summons another hope you get what i mean
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Post by sarso on Dec 1, 2010 18:18:14 GMT
it will get overpowerd i that way thats what i mean
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Post by zaryan on Dec 10, 2010 12:44:28 GMT
Necromancer would be incredible fun. Perhaps he could function as a support class in the sense that he could perhaps summon little stickmen from the bodies of fallen enemies killed by his teammates. But if he were to be a support class, perhaps he should have some similarities to the priest. Maybe his MP stat could give his other teammates a vampiric aura (the aura itself could be black or combine with other auras to make them darker), giving them life-gain per hit, like vampire's card. Also along the lines of being a support class, the stickmen he raises from the dead could be used as meat shields at times.
Also, if I may, here are some suggestions for weapons:
I may be dipping into the world of Diablo II a bit too much with these ideas, but the wand always seemed the appropriate weapon for the necro. He could have weapons that raise differently behaving enemies, like a 1:1 ratio where each enemy is converted into a helpful stickman, 1:3 ratio to make armies of little stickmen, ranged stickmen if your team is short on ranged fighters, a wand that summons a stickman that grows bigger for each kill on screen, etc.
The only problem I see is that he could be quite worthless when fighting a boss, unless perhaps his wand created a stickman/minion per hit. Maybe that would be better than per kill. He would have to have an incredibly slow attack rate in that case.
One last thing: his stats could go like this:
STR: Increased damage of minions DEX: Faster Cast Rate (subtract from AGI) MAG: Vampire Aura (.1% life-gain per hit per point of MAG for all stickmen within range)
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Post by ~Memzak~ on Dec 10, 2010 12:50:02 GMT
Exactly.
Necromancers would be extremely fun.
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Post by zaryan on Dec 10, 2010 19:58:50 GMT
Might I suggest the topic title be changed to some necromancer-related? Otherwise, I suspect this topic will just be ignored.
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Post by zelkova on Dec 10, 2010 21:44:13 GMT
Here my thoughts...
Summoner & Necromancer should basically be a mage in terms of LP.
The idea of a summoner is that he get his minions to fight for him but he pretty much useless by himself.
Str = Monster summoned (All monsters have an ID number, bosses would be skipped of course) Dex = Summoning Speed. Decrease Agi by 1-1 Mag = Minions (new substat like bullets from the whipper and aura from the priest) 0.2 per point. For every point you can summon a extra minion.
Minion is summon only when the character is attacking (first summon happen asap just like all attacks) and the character will prepare to summon again if Mag allow it and/or a minion dies.
Going to the next sign removed all minions as they are "attacks" (Do the flames from the volcano orb follow you?)
All summoned monsters will be the same color as the Stickman. White body with a peach color head. Zombie card have an odd effect on the summons, not only it change the color of them but increase their power by 10%. (This may be pushing it but I honestly thought the Zombie card is pointless with the fire weakness added to it.)
Range is 150 Agi is 250-250
This character have an default attack which is pretty much the copy of the priest attack.
AT 1-1
All the Summoner weapons can be compare to the priest weapon set but weaker. The Summoner use Spellbooks.
Necromancer is basically the same as the priest but with odd effects. The substat name is M curse and V curse.
Str = Decrease the opponent magical attacks (min of 1) do not effect physical. (M curse) Dex = zaryan vampire idea, (V curse) give everyone regardless of weapon a vampire effect. Stack with card Mag = Range +2. Too lazy to post basic stats but you get the point.
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Post by zaryan on Dec 11, 2010 0:18:58 GMT
I suppose your idea is more simple than mine, and therefore probably more viable in Stick Ranger. However, I have some points to make:
1. What would different weapons do in your build? My build would have the weapon determine how the minions act, how many can be spawned, how powerful they are, etc., but your build leaves that proponent of the build wide open.
2. I would hate to have the minions look exactly like the characters. That would get confusing when you want to drag them or select them. In my build with the class' weapons determining every aspect of the minions (beside the str points making them more powerful), the necro as a class would be very varied and interesting just like, say, all of the magicians weapons make the magician fun to use.
Also, thanks for getting me to remember what I wanted DEX to determine in my necro build. Faster cast rate!
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Post by ganondorfchampin on Dec 11, 2010 13:25:53 GMT
To keep Summoners/Necromancers from being overpowered, overly different, or just plain stupid they should follow the following rules.
Summoners should not be able to summon enemies. They should summon unique creatures and what they summon should depend on their weapon.
The basic weapon tier should be skull or bone if its a necromancer. They should only be able to have one summon at a time, and the summon needs to stay within a certain distance of the summoner.
Str: Determines lp of the summon Dex: Determines Attack of the summon Mag: Determines summoning cost of the minion.
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Post by zelkova on Dec 13, 2010 4:39:16 GMT
1. What would different weapons do in your build? My build would have the weapon determine how the minions act, how many can be spawned, how powerful they are, etc., but your build leaves that proponent of the build wide open. Same as the priest...The weapon is just in case someone was stupid (or risky) enough to make a pure team of them. The build is everything. The weapon not so much...Maybe an agi decrease or a range increase but that would pretty much be it. I personal don't want to create a class, I just gave my thoughts to hopefully make other users think more about it and see how they can improve it. I am leaving it all to you guys pretty much but I just wanted to add my 2 cents to see how they should act. I also agree that the summoner need different monsters and not simply a color change but can you slide your flame from the volcano orb? I want them to be "attacks" and not new characters...I doubt someone would make a class like that if you basically have to rewrite how the game allow you to drag stuff. I guess the lack of control could be seen as a con to using a summoner. Like I said, just my 2 cents...
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