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Rage Knight sounds like a heavy metal knight. Just got an amazing mental image.  :)

 

One of my other favorites, Pirate!

 

Combat Role: Bit of a tank. Heavy offense/defense Solid HP to take hits. Self-buffs, too.

 

Strengths: He can dual wield with daggers an pistols. Pistols are a weapon unique to his class. 

 

Weaknesses: Pistols are a tad inaccurate. 

 

Stats:   High HP, ATK, LUK.   avg DEF.  low MDF, AGI, MMP. (he doesn't use magic so no MAT.)

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Got bored and came up with a few more classes.

 

Class name: Blood Mage (Hello Dragon Age! o/)

Combat roles: Give and take gameplay, give up HP, or MP to inflict different status effects on enemies.

Strengths: Large HP pool, immune to the effects of other blood mages.

Weaknesses: Low DEF and can easily use too much of their HP and kill themselves.

Stats: Very High HP. Average MP, MDF. Below Average ATK, DEF. Low AGI, LUK.

 

Class name: Assassin

Combat roles: Heavy damage in the early rounds, status effects in the later rounds.

Strengths: Strong physical attacks, high critical early on, skills with possibility of instantly killing targets in the early rounds.

Weaknesses: Below average DEF, attacks lose power as the battle goes on, very low MDF.

Stats: High AGI, LUK. Average ATK. Below Average DEF. Very Low MDF, MAT.

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Class name: Gambler


Combat roles: Single/All targets physical and magical damage


Strengths: Can do a LOT of damage sometimes


Weaknesses: Can do LITTLE damage sometimes


Additional Info: using custom formula you can make all his physical and magical skill do damage depending on random numbers or based on his Luck stat. Using dices or cards for the animation will give a sweet tone to this. You can also add a skill to do damage based on the current party's gold.


Stats: Average all, but high LUCK


Equipment: cards, dices, light armors, boots


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Class: Armsman

 

Role: Melee Damage / Tank

 

Strengths: Versatility in building; access to different skills depending on their equipment (For example: Maces are control weapons with little damage while greatswords are cleaving weapons hitting all enemies with little defensive capability). High base ATK and HP.

 

Weaknesses: No access to magic damage, susceptible to magic damage, stats heavily influenced by equipment (heavier, 2H weapons lower AGI for greatly increased ATK, while faster, 1H weapons don't have the AGI penalty but also don't increase ATK.

 

Additional Info: Equipment and Skills

 

Each weapon has a different purpose:

 

* Sword - Medium damage, balanced 1H weapon that can be dual-wielded, in offhand or equipped with a shield.

* Greatsword - High damage, slow 2H weapon that's focused around cleaving abilities. 

* Mace - Low damage, medium speed 1H weapon that has a high amount of control skills.

* Warhammer - Medium damage, slow speed 2H weapon that focuses around lowering defense and cleaving abilities.

* Shield - Low damage, passive 1H that has a range of defensive skills.

 

The Armsman's skills are dependent on what weapons they have equipped. A number of these skills will be gained from the Main-Hand Weapon, a number from the Off-Hand Weapon, and a number based on the combination of weapons. For example:

 

Sword

 

 

 

Sword MH

 

* Snickersnack - Slash a target twice. Damage also based on AGI.

* Thrust - Deals damage. Increased crit chance if target's defense is lowered.

 

Sword OH

 

* Riposte - Counterattack any attacks for 2 turn.

* Hamstring - Deal damage and lower the target's AGI for 2 turns.

 

Sword/Sword

 

* Flurry - Slash a target 4 times. Damage also based on AGI.

 

Mace/Sword

 

* Unbalancing Blows - Strike twice, lowering the target's ATK and DEF.

 

Sword/Shield

 

* Phalanx - Increases your defense and counterattack for 1 turn.

 

 

 

Greatsword

 

 

 

* Mittelhau - Hits all enemies

* Ochs - Boost your ATK and CRIT for 1 turn.

* Zornhau - Hit all enemies enemy, dealing high damage. If the enemy is blocking, the block is removed and the damage dealt is reduced by x%.

* Versetzen - Gives the user a chance to parry for 2 turns.

* Mordschlag - Hit an enemy with the crossguard, ignoring armour and dealing high damage.

 

 

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Got two this time^^

 

Ninja:

 

Class name: Ninja

Combat roles: Single target dps/combat controle

Streangths: Gets 2 turns, apply status effects and stun the opponent.

Weakness: Dies easily and may struggle with heavy armor opponents.

Stats: Below average HP, Above average ATK, Low DEF, Average MDF, Very high EVA, High MEV, Very high AGI. Attacks twice per turn!

Additional Info: Skills include a few stuns and selftarget protection against debuffs. Weapons inflicts varius states, bleed, poison, blind etc.

So choose weapons for the occasion. Class allows/demands player to controle the flow of battle.

Equipment: Dual wield daggers, light armor and protective belts

 

 

Succubus:

 

Class name: Succubus

Combat roles: Dps/Support

Streangths: Charms the opponent, self heal and increases partys effective dmg output.

Weakness: Less effective against high MDEF opponents and enemys imune to charm Ex. non-sentient beings.

Stats: Below average HP, Average ATK, Low DEF, High MDF, High EVA, High AGI, High MAT.

Additional Info: Skill heavy class.

Charm: Makes enemy cover user.

Drain: Drains HP

Casts other debuffs that lowers stats or hightens vulnerability to elemental attacks.

Equipment: Artifacts(2 handed weapon), light armor

 

Edited by Zhakrissto

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Class Name: Crazy Scientist

Combat Roles: Offensive Item User

Strength: Turn any Item,s even those usually for healing, into an offensive use. Example: Potion -> Potion Bomber etc.

Weakness: Need to buy item before combat

Stats: Very high luck, low attack, average in others

Equipment: Dagger or thing that is small

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Got two this time^^

 

Ninja:

 

Class name: Ninja

 

Combat roles: Single target dps/combat controle

 

Streangths: Gets 2 turns, apply status effects and stun the opponent.

 

Weakness: Dies easily and may struggle with heavy armor opponents.

 

Stats: Below average HP, Above average ATK, Low DEF, Average MDF, Very high EVA, High MEV, Very high AGI. Attacks twice per turn!

 

Additional Info: Skills include a few stuns and selftarget protection against debuffs. Weapons inflicts varius states, bleed, poison, blind etc.

So choose weapons for the occasion. Class allows/demands player to controle the flow of battle.

 

Equipment: Dual wield daggers, light armor and protective belts

 

 

Succubus:

 

Class name: Succubus

 

Combat roles: Dps/Support

 

Streangths: Charms the opponent, self heal and increases partys effective dmg output.

 

Weakness: Less effective against high MDEF opponents and enemys imune to charm Ex. non-sentient beings.

 

Stats: Below average HP, Average ATK, Low DEF, High MDF, High EVA, High AGI, High MAT.

 

Additional Info: Skill heavy class.

Charm: Makes enemy cover user.

Drain: Drains HP

Casts other debuffs that lowers stats or hightens vulnerability to elemental attacks.

 

Equipment: Artifacts(2 handed weapon), light armor

 

What about a ninja succubus?  Epic!

 

 

I'm surprised no one added this one yet:  Alchemist

 

Combat Role: A mage that is mainly a damager. Alchemist in my world are experts at using magic as a catalyst for chemical reaction. That being said, she'll have some buffs, too.

 

Strengths: She wears robes and wields staves or magic rifles. That equates to high MAT and MDF, and some MEV.

 

Weaknesses: Like most mages, she's vulnerable to physical attacks. Her EVA, CEV is low, too. 

 

Stats: High MMP, MAT, MDF, LUK.  low HP, ATK, DEF, AGI

 

Additional info: This is an upgraded class to Chemist. She can craft items outside of battle. All of them are items that deal damage and apply debuff/statuses to enemies in battle.

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Class: Dreadlord

 

Roles: Physical + Magic Damage / Offensive Support

 

Strengths: Strong offensive buffs, versatility in damage types.

 

Weaknesses: Weak to Fire and Light spells, healing and mana replenishment not that effective, buffs cost health.

 

Stats:

 

HP: High

MP: Med

ATK: Med

DEF: Low

MATK: Med

MDEF: Low

AGI: Low

LUK: Low

 

Additional Info: Orders

 

Orders are offensive buffs unique to the Dreadlord that last one turn. While powerful, they also cost the Dreadlord a % of their MAXHP. For example:

 

Order of Pain - Allies have increased ATK and are guaranteed to crit.

Order of the Night - Allies attack inflicts Dark damage, Blinds and Silences their target.

Order of Dominance - Targeted ally has increased Target Rate.

* Order of Fury - Allies attack twice.

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That's a pretty unique one  :)  Dreadlord. Sounds absolutely dreadful!

 

*entire forum groans*

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Class name: Shaman

Combat role: Dps/support

Strengths: Buffs allies resistances to the elements. Rips single target enemies apart with its vicious element claw attacks.

Weakness: The stats are split between magic and physical attack which may be difficult to equip for sometimes.

Stats:

Above Average physical and magical attack.

Passive 10% resistance to all elements except radiation.

Equipment: Claws and Whips. Magical and Mail armor.

 

Class name: Saboteur

Combat role: Dps/support

Strengths: Able to debuff elemental resistance very quickly as well as several other crippling effects such as slow. The only class in the game that can make the enemies own attacks damage them.

Weakness: Very low defense and hp stats make this class very fragile.

Stats:

Very high speed stat.

Higher evasion rate.

Low hp/defense and magic defense.

Equipment: Dual Daggers. Leather Armor.

 

Class name: Minotaur (monster class) It could be considered an Earth Shaman though.

Combat role: Support

Strengths: Superior healing, on par with that of the Bishop class in my game. Able to provide damage shields to help soften what would normally be fatal blows to the party.

Weakness: Low agility makes it hard to set up proper defenses quickly.

Stats:

High HP and magic stats.

Low speed.

Absorbs earth based damage.

Cannot be critically hit by physical attacks.

Passive health regen.

Equipment: Two handed maces, or single handed maces with a magic shield or heater shield equipped. Leather armor and a minotaur specific nosering.

 

Class name: Golem (monster class, mech based)

Combat role: dps/tank

Strengths: Able to absorb large amounts of damage and cover allies with a smokescreen.

Stats:

High defense and magic defense.

Low speed.

Immune to status effects that effect human or monster targets. Zombie, burn, disease, bleed and so on.

Weak to magnetic and electric attacks.

Goes into a repair status automatically upon reaching 30% hp.

Equipment: Power Fists. Golem Plating (armor)and Gears(accessory).

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Class Name:

Harvester

 

Combat roles:

Plant Killers / Item Hunters 

 

Strengths:

They have nany skills involves fighting plants monster. They can enhance the healing effect of vegetable items.

 

Weaknesses: 

Heavy physical attack, Ice Element (Farmers does not like winter)

 

Stats:

-High Strength

-High Magic Point

-Low Defense

-Medium Agility

 

Additional information(Read the Additional Stuff section below):

They are not a farmer! They are the harvester! The main role is to fight a plant-monsters, and gain advantages from them. This class can be very cool because they can be equipped with a large sickle. They can also wield an axe, a chainsaw. Their cool skills included: Scythe Boomerang, Grasshopper Swarm, Termite Swarm, Summon Crows, Draining HP from a plant enemy. 

 


----------------------------------------------------------------------------------------------------------------------------------

 

Class Name:

Venom Mistress

 

Combat roles:

Status ailments

 

Strengths:

They have various kind of poison. They is also an expert in fighting a poison enemy.

 

Weaknesses: 

Holy element

 

Stats:

-Low Hit Point

-High Intelligence

-Medium Attack

-Medium Defense

 

Additional information(Read the Additional Stuff section below):

This class is inspired by chinese medieval movies where assassinating with poison is very famous. The venom mistress can inflict various kind of poison, such as: an incurable poison, a stunning poison, an MP decresing poison. They can enhance duration and power of a poison further more with a nerve gas. But when it comes to a fight, they can handle a moderate enemy with their poison-drenched fan attack effectively. It would be great if make them wear vintage chinese cloth and equipped with a steel fan too!

 


 ----------------------------------------------------------------------------------------------------------------------------------

 

Class Name:

Conjurer

 

Combat roles:

Offensive and Supportive Magic

 

Strengths:

Earth and Wind elements

 

Weaknesses: 

Dark Element, Water Element

 

Stats:

-High Hit Point

-High Intelligence

-Low Attack

-Medium Speed

 

Additional information(Read the Additional Stuff section below):

This class is inspired bya natives american (wearing a feathered crown and paint their face). They can control earth and wind for both offensive or supportive role. They skills included : Earth Wall, Wind Blast, Healing Wind, Quicksand, Elemental Barrier, Toad-poison Dart, Smoke Signal, Earth Tomahawk. Their weapon is a blowdart!

 


Edited by Mysticphoenix

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What about a ninja succubus?  Epic!

 

 

I'm surprised no one added this one yet:  Alchemist

 

Combat Role: A mage that is mainly a damager. Alchemist in my world are experts at using magic as a catalyst for chemical reaction. That being said, she'll have some buffs, too.

 

Strengths: She wears robes and wields staves or magic rifles. That equates to high MAT and MDF, and some MEV.

 

Weaknesses: Like most mages, she's vulnerable to physical attacks. Her EVA, CEV is low, too. 

 

Stats: High MMP, MAT, MDF, LUK.  low HP, ATK, DEF, AGI

 

Additional info: This is an upgraded class to Chemist. She can craft items outside of battle. All of them are items that deal damage and apply debuff/statuses to enemies in battle.

 

 

Point08 and I was recently discussing this exact type of class recently in another thread^^

 

For a more elaborate description click the link B)

http://www.rpgmakervxace.net/topic/34874-character-class-idea/

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Lol. I read that one. Everyone already had said what I was going to say so I didn't post  :P

 

I thought of a few fun classes. I've never created or attempted to create any of these before so they'll likely require some refinement to make them balanced.

 

Bartender: 

 

Combat Role: Supporter/Debiltator. He provides liquid courage to his allies, and disorients his enemies.

 

Strengths: Immune to Poison and resistant to Charm. Low Target Rate (who tries to beat up a bartender?  :P )

 

Weaknesses: He has zero damaging attacks so he has to keep his allies healthy. Low EVA/CEV. (He's not used to direct combat so when he is attacked, he ain't good at dodgin'.)

 

Stats:  Low HP, ATK, DEF.   Avg MAT (if he has healing skills)   High MMP, AGL, LUK

 

Additional Info: You'll see a pattern develop with the next few.  :)

 

Bouncer: 

Combat Role: Think of him as a modern day Paladin. A warrior type that can protect and Cover allies. Fairly well rounded with attack and defense skills.

 

Strengths: Resistant to Stun, Paralysis, and Sleep, Confusion. High CRI/CEV.

 

Weaknesses: Less resistant to Provoke and Charm. High Target Rate.

 

Stats: High HP. ATK, DEF.  Avg AGL, LUK.   Low MMP, MAT.

 

Additional Info: Has a passive ability to Cover allies and/or a Cover skill.

 

Prostitute: What? Don't look at me like that!  :P My mental image always goes a female, but feel free to make it a male prostitute. You can have a lot of fun with statues and skill names with this one.

 

Combat Role: Debiliator. Lots of debuffs. She can Charm and Poison. (that's why you always use protection ;)) She's kind of like a succubus so she can use drain skills, too. 

 

Strengths: Immune to Charm and Poison. High MEV. All her damaging attacks are Drain skills.

 

Weaknesses: High Target rate and low Evasion. Though her damaging attack Drain, they are also limited in number.

 

Stats: High MAT, MMP, LUK, MDF  Avg. HP, AGL.  Low ATK, DEF

 

Additional Info: Excels against Mages, but is very vulnerable to physical damage. She has a special skill that works similar to a thief's Steal. Using it has a chance to increase the amount of gold dropped by enemeis.

 

Stripper: This is a variant of Prostitute that can either by used in it's place or an alternate character class. Everything is the same except where I'm about to note.

 

She has no Drain abilities. She can Stun and Confuse, but not Poison. She has no damaging skills at all. Her EVA and Target Rate are higher.

 

Mafioso: The mob boss. He is the owner of a mob run bar (and possibly strip club). He is the party leader.

 

Combat Role: There's a few variants I have in mind for him. The one I'm listing is: Damager/Supporter. He is the one who gives the others their marching orders which equates to stat buffs. Though he prefers not to get his own hands dirty, when needed he can do a lot of damage.

 

Strengths:  He's a master at covering his tracks thus he has a low Target Rate and high EVA, CEV. Immune to Paralysis.

 

Weaknesses: Low MEV. His damaging skills are powerful, but take time to charge. Less Resistant to Poison.

 

Stats: High HP, ATK, LUK.   Avg. MMP, DEF.  Low AGL, MDF

 

Additional Info: His weapons of choice are his trusty Sledgehammer and his Tommy Gun. The former is for heavy single target damage (likely one with a chance to insta-kill), the latter for AOE. He also has a couple special skills to go with his chosen profession.

 

Bribe: He uses the parties gold to do one of two things. He can try to convince a single enemy to leave the battle, or with more gold he can have the enemy defect. It's not a Charm state. The enemy actually becomes part of the player's party for the remainder of the battle.

 

Extortion: When an enemy's HP is at 10% or below, this skill can be used successfully. The Mafioso tells the target, he'll spare his life if he agrees to give him gold or items. It would be randomized to what, if anything the target gives. Most common would be a random range of gold or common items i.e. potions, antidotes. The uncommon drops would be higher values items or equipment. The rarest would be rare drops. Unique items and equipment.

 

These classes would be perfect for a more modern themed game. By modern I mean from 1920's to present. I'm thinking of a fun Prohibition Era crime-themed game. It also lends itself to a game where you play as an anti-hero or even a villain. Imagine the main character is Al Capone  :)

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I think I should post one, 'cause why not.

 

Class name: Gambler

 

Combat roles: Support, AOE damage

 

Strengths: Has every element under their belt. Also can be immune to cover their poor stats.

 

Weaknesses: Low defenses and possibly one of the less "safer-to-use" characters with buffs.

 

Stats: Average Atk

Medium-Low Def

Above average Matk

Medium-Low Mdef

Average Agi

Luck is determined by skills and spells.

 

Additional information: (This is totally not based off my Gambler class... Ion, don't surprise them... ;) ) Anyway, the gambler can be really random, or really state (status) heavy, hoping that the setups kill, seeing how it can be kill or be killed. As for weapons, I think that, again, follows the first setup.

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I thought of some more classes to round out the previous ones.  :)

 

Dirty Cop: No self-respecting mob boss isn't in the law's pockets. The DIrty Cop is more corrupt than most and will go to great lengths to ensure his meal ticket is protected.

 

Combat Role: Damager/Debiliator He's a mage type. Mainly because I didn't add a full-fledged mage yet. He has a mix of AOE damage spells and debuffs and some single target spells with added effects. He can apply a Fear state.

 

Strengths: High MEV and a small chance for MRF. His basic attack is weak, but has a chance to apply Fear.

 

Weaknesses: He doesn't work for free. It costs gold to use his skills. Less resistant to Charm and Provoke.

 

Stats: High MAT, MDF, MMP.  Avg HP, DEF, ATK.  Low AGL, LUK

 

 

Mechanic: He makes problems go away.

 

Combat Role: Damager/Healer All being well-prepared he can heal allies and remove/prevent defuffs and statuses. He has a few single target attacks that are all vaired and made to exploit weaknesses (his attacks do extra damage if certain states are applied to the target)

 

Strengths: Resistant to Blind, Silence, and Confuse. High CRI.

 

Weaknesses: Low EVA, MEV. He only has 3 damaging attacks. They are single target attacks all require a state to be applied to the target to be really effective. He's reliant on his other party members to become an effective damager.

 

Stats: High MMP.  avg MAT, ATK (the base stats are identical)  avg. AGL, HP, LUK

 

Additional info: He has a special skill: Recon  

  • It works as a Scan ability, showing the player the targets stats and their strengths/weaknesses.
  • It also changes what the type of the Mechanics attacks are. By default his skills deal magic damage. If the target's DEF is lower than MDF, the Mechanic's attacks become physical. It will do the opposite if he uses Recon on a different target. If the target's DEF and MDF are the same, nothing changes.
  • All the Mechanic's attacks are set to the element: Physical. If the target has an elemental weakness, all his attacks gain that element. IF the enemy has more than one weakness, one is chosen at random.
  • If he uses Recon on a target that has already been scanned, he will gain a temporary stat buff to either DEF or MDF. Whichever stat is higher on the enemy, ATK or MAT determines which buff. (ATK =DEF; MAT = MDF) If ATK and MAT are equal, the buff will be chosen at random.

The basic strategy with him is Scan, Support, and when an enemy has a state that can be exploited, Attack.

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Oops! Forgot one! 

 

Enforcer

 

Combat role: Tank. He has both physical and magic attacks. He is almost a pure damage with a wide range of damaging skills and a coupe self-buffs.

 

Strengths: High CRI. He has a small chance to counter physical attacks. Immune to Fear.

 

Weaknesses: High Target Rate, Low EVA. Less resistant to Confuse and Provoke.

 

Stats: High HP, ATK, MAT. Avg MMP, DEF, MDF. Low AGL, LUK

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