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Ulyydian

Role Specializations (Weapons & equipment)

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Updated 1/07/2014
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I have added a google spreadsheet showing the intended set bonuses for each specialization.

You can see me updating this in real time as I continue working on this.

As I finish stuff on the spreadsheets I will also be adding items into the database.

 

https://docs.google.com/spreadsheet/ccc?key=0AlYQwNGHIDBzdDhfMVJ6Qy1xT2pzU2xwdFZhS2t1M3c&usp=sharing

 

Currently finished:

 

Warrior Specs are finished.

Working on adding missions for them.

 

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My plan is to make sets 2-9.
I'm thinking of primary doing these sets as a "advancement" quest upon reaching a certain level.
These quests would take place in their starting sectors.
I also plan to make them race/class specific.
 
Lv 2 - upon completion on starting area quest, this specialization quest will be available, Lv 10
Lv 3 - LV 30
Lv 4 - LV 50
Lv 5 - LV 70
Lv 6 - LV 90
Lv 7 - LV 110
Lv 8 - LV 125
Lv 9 - LV 140
 
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Progen Warrior Specializations:
 
 
Centurion Specialization:
 
The Centurion is the epitome of the Progen combat prowess.
 
They are designed by Centuriata labs to take anything head on in a standstill, defeat it, and live to tell about.
What they lack in speed, maneuverability, and travel abilities they make up for in raw pure combat power.  
They boast the highest tanking abilities of any race / class combination.
 
Their specialty lies in massive damage control and resistances which lets them go head to head with enemies and keep their team mates out of harms way.  Enhanced combat trance ensures additional protection, increased enrage along with grav link make it so they can keep aggro and their enemies close by.  Increased shield sap will help keep shields up.  They also buff a groups shield regen.
 
Overall if you want a specialization that will allow you to go head to head in pure raw combat and not worry about tactics, just raw brute strength then this is the warrior class for you!
 
 
 
Gunslinger Specialization:
 
The Gunslinger lives by the old adage that the best defense is a great offence.  In this they excel.  They are the fastest of the Progen warriors and excel at offensive combat.  Quite often they will rush in with guns blazing and overwhelm their opponent with sheer firepower before they can even react.  This tactic works extremely well on single opponents however due to limited defenses they do not often do well against groups of opponents without help.  
 
Their shields are also designed with offence in mind receiving a large boost to shield inversion and regen to help them fire it more.  They also receive a boost to reactor regen to keep their weapons active.  Since they are usually constantly in motion combat trance is hardly used and to accommodate the increased speed they have reduced armor for damage control.  If you are looking for a Progen specialization that burns enemies to ashes this is the class for you.
 
 
 
Sharpshooter Specialization:
 
The Sharpshooter is known as perhaps the most deadly shot in the universe.  They have long range, an extremely powerful shot, with a long reload.   Throw in a high critical with additional accuracy and you have a death dealer from afar.  They are trained from birth to function as amazing sniper platforms.  However this awesome damage potential comes at a cost.  
 
The hull is reinforced to help prolong combat, however due to their focus on stationary combat, their ships systems take extreme damage since they are so open to enemy attack.  To help compensate for such up close weakness they receive bonuses to offensive and defensive skills to help them survive better when swarmed.  
 
Their special module activates Sniper Mode which disables movement and warp but also doubles firing range, increases scan range, tractor range, gives a large signature, and also reveals all cloaked enemies within range.   If you want to sling death from afar then this is the specialization for you!
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Terran Enforcer Specializations:
 
 
The Leader:
 
The Terran Leader rallies and inspires his group to victory!  They are dedicated to keeping the enemies off their comrades and taking the heat in the process.  They have strong damage resistances and an extremely durable hull to match.  Their only peer in the tanking department is the Centurion.  Their focus on rally also grants very nice buffs to damage, critical, resistances, and stealth for the group as well.
 
Using the time honored tradition of missile combat, combined with bonuses to speed, turn rate, and warp; they are a force not to be trifled with. They can also use their hacking and suppression to aid in keeping the enemy at bay.  They also repair equipment at an advanced rate and increased enrage to draw the enemy toward them.  They also boost a groups shield and reactor regen.
 
This is an extremely balanced class with speed, firepower, and taking ability.  Add in the ability to negotioate and you have an very versatile class that can accomplish whatever the undertaking is.
 
 
 
The Saboteur:
 
The Saboteur are the Earth Corps trump card.  This elite special forces unit within the enforcers specializes in disabling the enemy making them essentially a sitting duck.  They receive massive bonuses to hacking.  They also have the ability to reduce their enemies speed, damage, attack speed, and resistances all at once.  At higher levels they also debuff enemy groups.
 
They also are very fast receiving bonuses to speed, turn rate, and warp.  Warp charge and recovery are also reduced.
While not as strong as other Terran warriors they make up for it with their sheer ability to shut enemies down en mass.  
Combined with a group they virtually ensure victory against whatever they are going up against.
 
If you like to see your enemy wiggle helplessly as you pummle away at them this is the specialization for you!
 
 
 
The Cannoneer:
 
These warriors are the most well known and respected in Earth Corps.  They have taken the time honored tradition of missile combat to a whole new level becoming a death dealing machine that few ever see up close on the battlefield.  Known as the King of Battle when these warriors show up the enemy can expect heavy losses within short order.
 
Their unique equipment allow them to enter into siege mode.  This mode disables movement and warp but also doubles firing range, increases scan range, tractor range, gives a massive signature, and also reveals all cloaked enemies within range.  They have the longest range of any class and few escape their notice and live to tell about it.
 
While their offensive firepower is astounding, this focus comes at a price.  They take great damage to equipment due to their stationary combat. They are also the slowest of all Terran warriors.  They do possess additional armor and increase repair to help compensate for this weakness.  They also receive a bonus to rally, hacking, and regen to help when they are swarmed by the enemy.
 
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Jenquai Defender Specializations:
 
 
The Guardian:
 
The Guardians are the strongest of all Shinwa.  
They have dedicated their life to perfecting the art of defense to protect themselves and others.
This specialization grants access to excellent equipment & hull damage control that a normal warrior would not otherwise have.
 
While certainly not on par with a progen warrior or a terran enforcer, it gives them good tanking abilities.
This additional training also helped them greatly improve their Psionic Shield to shield themselves and others.
They also get additional speed and turn rates as well as reflect damage they receive back to their opponent.
 
This heavy focus on defense, however, lowers their damage compared to other specializations.
They also increase a groups reactor regen.
If you want a very strong warrior who has great defense and good damage combined with stealth this is specialization for you!
 
 
 
The Fury:
 
While the Guardians have dedicated their life to the art of defense, The Furies have focused on the art of offense.
They believe in overwhelming the opponent quickly to prevent any prolonged battles.
Furies have mastered the art of folding and summoning, using space and time itself as a weapon.
They are constantly in motion, like fireflies, disappearing one moment and appearing the next.
 
They also have the rare ability to slow down their opponents attacks which allow them to evade even easier.
Due to their dedication to battle they also gain the ability to use their abilities even while taking heavy damage.
Not only that, the enemy will also find the damage they inflict returned to them as well.
What they lack in defense they make up for in sheer speed, firepower, and ferocity.
This class is for those who who enjoy blasting enemies apart with relative ease.
 
 
 
The Assassin:
 
Whispers of these elusive Shinwa are legendary throughout the galaxy.
It is said that the only ones who see them for a brief moment are those marked for death.
Masters of remaining unseen and known for their singular death blows, they excel at what they do.
 
They quietly sneak up on their prey and then unleash a devastating attack that quite often kills them in a single blow.
They have also mastered the art of summoning in the event their prey miraculously survives their first attack and attempts to escape.  
They are also able to boost their damage for a limited time.
 
Also, due to their affinity for the shadows, they have learned to detect those that are cloaked.
Their ships additionally feature a extremely enhanced tractor beam that allows them to quickly grab what they need and fade away.  
While they have little in the way of defenses they quite often don't need them and they are nearly as fast as the Fury if they need to be.
They have the most damage output of any specialization, but also the least the amount of defenses.  
Their weapons also have the longest reload of any spec, so mastering stealth strike is essential.
If you like to fight from the shadows this the specialization for you!
 
 
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Jenquai Trader Specializations:
 
The Swashbuckler (Combat Trader)
 
These silver tongued traders are well known for both their cunning and combat prowess.  
 
Combat Traders have special abilities to reduce enemy damage and resistances.  They also receive additional hull due to their combat focus.  They also feature solid shield and reactor regen rates and can also reduce shields to increase their reactor supply.  They also receive bonuses to warp charge, turn rates, increased speed, and warp factor. Combine that with the ability to rechargTe shields, and they are able to absorb large amounts of damage while keeping themselves & team mates heathly.  They also feature additional cargo space for their spoils.  Lastly they receive bonuses to weapon creation.  Combat traders excel at group support.
 
They also have the unqiue ability to recharge reactors for themselves and others.  Combined with the ability to convert shields to reactor this essentially turns them into an eternal battery that never runs out of energy.  With the ability to recharge shields & reactor they are extremely effective at absorbing damage for unlimited amounts of time, provided the damage does not outpace the heal.  Combined with the ability to cloak and teleport great distances they are a force to be reconned with.
 
 
The Inventor (Builder)
 
The Inventor embraces their intellectual studies and focues on creation.  They can create everything but shields.
 
Builders specialize in building whatever is needed to advance their cause.  They get major bonuses to build all skills, negotiate, and also have a greatly expanded cargo hold. Builders also have special abilities to reduce enemy damage and fire rate.  They feature solid shield and reactor regen rates & also receive bonuses to warp charge, recovery, turn rates, increased speed, and warp factor. 
 
They also are able to help support the group with their shield recharging and reactor increasing abilities.  In combat they are also able to reduce enemy damage and resistances, which help them negate even more damage.  They are also able to cloak and teleport themselves out of danger.
 
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Terran Trader Specializations:
 
The Adventurer (Combat Trader)
 
The Adventurer is perhaps the most well rounded of all combat classes. 
 
Combat Traders have special abilities to reduce enemy damage and resistances.  They also receive additional hull due to their combat focus.  They also feature solid shield and reactor regen rates and can also reduce shields to increase their reactor supply.  They also receive bonuses to warp charge, turn rates, increased speed, and warp factor. Combine that with the ability to recharge shields, and they are able to absorb large amounts of damage while keeping themselves & team mates heathly.  They also feature additional cargo space for their spoils.  Lastly they receive bonuses to weapon creation.  Combat traders excel at group support.
 
Adventures in particluar as perhaps the best at overall group support.  With the ability to repair both shield and hull, they can bring an entire group from the brink of death and keep them going strong.  Also their Shield Charging not only provides additional shield protection, but also increases resistances, which when paired with Combat Trance or Rally can give the highest resistances possible for tanks.  They are very easy to solo and are excellent in groups.
 
 
The Artisan (Builder)
 
The Artisan is the pinnacle of terran ingenuity.  They are able to create everything except reactors.  
 
Builders specialize in building whatever is needed to advance their cause.  They get major bonuses to build all skills, negotiate, and also have a greatly expanded cargo hold. Builders also have special abilities to reduce enemy damage and fire rate.  They feature solid shield and reactor regen rates & also receive bonuses to warp charge, recovery, turn rates, increased speed, and warp factor. 
 
Artisans are also able to support the group by repairing shields and hulls, along with shield charging, but less then a combat trader.  In combat they are also able to reduce enemy damage and resistances. This helps with both solo and group play.
 
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Progen Trader Specializations:
 
The Mercenary (Combat Trader)
 
The Mercenary is all about the money.  Except unlike other traders, they like to fight for it.  
 
Combat Traders have special abilities to reduce enemy damage and resistances.  They also receive additional hull due to their combat focus.  They also feature solid shield and reactor regen rates and can also reduce shields to increase their reactor supply.  They also receive bonuses to warp charge, turn rates, increased speed, and warp factor. Combine that with the ability to recharge shields, and they are able to absorb large amounts of damage while keeping themselves & team mates heathly.  They also feature additional cargo space for their spoils.  Lastly they receive bonuses to weapon creation.  Combat traders excel at group support.
 
Mercs are also able to pump out amazing damage with their shield inversion combined with their very nice critical rates.  They are also able to reverse kite their enemies with Menace.  
 
 
 
The Procurer (Builder)
 
The Procurer is the goto person for the empires equipment needs.  
 
Builders specialize in building whatever is needed to advance their cause.  They get major bonuses to build all skills, negotiate, and also have a greatly expanded cargo hold. Builders also have special abilities to reduce enemy damage and fire rate.  They feature solid shield and reactor regen rates & also receive bonuses to warp charge, recovery, turn rates, increased speed, and warp factor. 
 
Though focused on building, when it comes down to combat The Procurer is able to hold their own and dish out impressive damage with shield inversion along with nice critical rates. They are also able to reverse kite their enemies with Menace.  Lastly they are also able to reduce enemy damage and resistances. 
 
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Jenquai Explorer Specializations:
 
The Spy (Combat Explorer)
 
Combat Explorers have special abilities to reduce enemy fire rate & resistances.  They also receive additional hull due to their combat focus.  They also feature solid shield and reactor regen rates and can also reduce shields to increase their reactor supply.  They also receive bonuses to warp charge, turn rates, increased speed, and warp factor.  They also receive a bonus to prospect to help with mining during downtime.
 
The elusive spy is almost as mysterious as the assassin.  They generally remain hidden until they need to be seen.  Though not as powerful in combat as their shadowy brethren they are still very formidable opponents.  Their cloak keeps them hidden and their environmental shield reduces damage they receive.  Their special ability to absorb an enemies energy is also very feared and for good reason.  Combined with the ability to teleport themselves around both in and out of combat they are very hard to pin down. 
 
 
The Pathfinder (Miner)
 
Miners focus on primarily getting minerals from asteroids.  They received a large bonus to energy reduction needed to mine minerals as well as increased scan to help identify targets.  They also receive additional cargo space to help with increased loads.  In combat they have special abilities to reduce enemy fire rate & damage. They feature solid shield and reactor regen rates & also receive bonuses to warp charge, recovery, turn rates, increased speed, and warp factor. 
 
The pathfinder loves to explore the galaxy.  They go where their whims take them and find places of opportunity.  In the event they have to fight they can reduce their damage taken as well as teleport away.  They can also cloak and disappear to either get away or launch a suprise attack.  This is for those who love to go with the flow.
 
 
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Terran Explorer Specializations:
 
The Rogue (Combat Explorer)
 
Combat Explorers have special abilities to reduce enemy fire rate & resistances.  They also receive additional hull due to their combat focus.  They also feature solid shield and reactor regen rates and can also reduce shields to increase their reactor supply.  They also receive bonuses to warp charge, turn rates, increased speed, and warp factor.  They also receive a bonus to prospect to help with mining during downtime.
 
The dashing rogue is a very versatile class and perhaps one of the easiest to solo.  They receive multiple bonuses from their null factor field, are able to shut down enemies with hacking, and able to repair themselves or their groups hulls.  They can also activate their afterburn for a quick getaway if needed.  Throw in navigate for quicker travel along with negotiate for a tiday profit on spoils and you have a powerful class.
 
 
 
The Prospector (Miner)
 
Miners focus on primarily getting minerals from asteroids.  They received a large bonus to energy reduction needed to mine minerals as well as increased scan to help identify targets.  They also receive additional cargo space to help with increased loads.  In combat they have special abilities to reduce enemy fire rate & damage. They feature solid shield and reactor regen rates & also receive bonuses to warp charge, recovery, turn rates, increased speed, and warp factor. 
 
The prospector is very soul of the miner craft.  Their additional navigate helps them get to places quicker, and their additional negotatiate gets them top dollar for their goods.  They also get a nice bonus to their null factor field and afterburn for quick boosts of speed.  They also have the ability to hack enemies and repair hulls of themsleves and others.
 
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Progen Explorer Specializations:
 
The Marauder (Combat Explorer)
 
Combat Explorers have special abilities to reduce enemy fire rate & resistances.  They also receive additional hull due to their combat focus.  They also feature solid shield and reactor regen rates and can also reduce shields to increase their reactor supply.  They also receive bonuses to warp charge, turn rates, increased speed, and warp factor.  They also receive a bonus to prospect to help with mining during downtime.
 
Progen explorers are also masters at intimidating their enemies and combined with slowing them down they are well known for reverse kiting enemies.  In the event they have to go head to head their repulsor shield reflects enemy damage back at them and in the worse case scenario they can "play dead" and fool their enemies.
 
 
 
The Reclaimer (Miner)
 
Miners focus on primarily getting minerals from asteroids.  They received a large bonus to energy reduction needed to mine minerals as well as increased scan to help identify targets.  They also receive additional cargo space to help with increased loads.  In combat they have special abilities to reduce enemy fire rate & damage. They feature solid shield and reactor regen rates & also receive bonuses to warp charge, recovery, turn rates, increased speed, and warp factor. 
 
Progen explorers are also masters at intimidating their enemies and combined with slowing them down they are well known for reverse kiting enemies.  In the event they have to go head to head their repulsor shield reflects enemy damage back at them and in the worse case scenario they can "play dead" and fool their enemies.
 
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They look nice to me.  I like how you also spread the love between the races.  The adventurer setup sounds pretty nice for the way I like to play my JE most times.  IMO this type of thing has been needed for some time.

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Well Done,  Most of my alts would fall under the adventurer/travelers categories

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yes please!

 

This is similar in idea to the sets EQ2 offered, and that many other MMO's like STO started offering. I would love to see these sets require fewer than all of your slots however, to allow further "tweaking" of loadouts (as opposed to requiring all your slots to be matching). I would personally like to see specialized roles while still allowing a person to customize at least some parts of their loadout.

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This intrigues me along the same lines of my earlier thread topic of Class Variations (though I misspelled Variatoins, sorry). It put in-game names to some of the archetypes that are further suggested here. Can we merge the two? This would further build on both ideas as they might synergize. Just a thought to contribute to a good idea.

Live from Detention Center Onorom, this is the Pakkrat.

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Pakkrat,

 

Sorry I did not know about that thread, I looked it up and that is quite old.

Also there is a bit of difference there.

You are referring to changing how the classes actually work, I am just suggesting using existing systems to be able to customize roles.

 

I am going to add some more examples for the rest of the classes and we can see how things go.

I'm open to any builds people want to throw in.

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Overall I like the idea. A couple of thoughts:

 

The bonuses should be offset somehow - increases in one hear should have some penalties in others. That is the nature of specialization after all. 

 

I am uncertain how we would implement it given the limitations of the client. Perhaps a device or other item which confers the necessary buffs or debuffs. 

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Overall I like the idea. A couple of thoughts:

 

The bonuses should be offset somehow - increases in one hear should have some penalties in others. That is the nature of specialization after all. 

 

I am uncertain how we would implement it given the limitations of the client. Perhaps a device or other item which confers the necessary buffs or debuffs. 

 

Agreed, I was starting to think the same thing.

We could easily do this through equipment.  

I believe equipment can have up to 4 attributes.  

So we could include both negative and positive effects on it.

There is already equipment that has both in-game.

I was leaving devices up to the person to use, however I could look at coming up with full sets, I'd love to do it.

 

I'm going to do a full workup on the warriors first.

That way we can get a good base idea to work with.

 

What I was also thinking of was having these be a reward for a quest.

Like a role specialization quest from their main leader.

I could make different level sets 2-9 for people who would like to focus on those.

 

I know for the longest time I didn't want to be like everyone else going after the same old equipment.

Variety is the spice of life right :)

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Equipment can have at least 6 buffs (i.e. Made to Live). I am not sure if that is the hard limit or just a practical one at this point. 

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I think that the best way to do it is have the equipment choices available to make your character specialized.  Offsets don't necessarily have to be in the form of debuffs.  Having common buffs, that are helpful to racial strengths, but putting low to moderate damage (for level) on a particular beam is a tradeoff.  Especially considering that beams only do max damage below 50% range.

 

Using your secondary weapon, on any toon is a tradeoff, in that you don't get L9 weapons, but you might get some other advantage in using it.  Range for Jens an PL/ML without the range penalties.  For a Progen or Terran explorer, more space for ores, since you don't have to carry ammo when using beams, but less damage/range. 

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Those are great ideas!

I could certainly looking at adding different things then just bonus to skills!

 

I thinking adding different weapons to the classes would also really spice things up.

I know I would love to use more then just missile on my terran, or guns on my progen.

 

I could use lv 8 equipment and give it a bonus to the weapon skill and make it as viable as a lv 9 natural weapon.

 

On thing I see could be an issue with with Jens.  Combat cloak may pose problems with certain weapon configs.

Guns in particular.  You would need either a high powered single shot rife or a gatling gun to equal the damage of others.

 

It might be feasible to do 3 base specializations for each weapon.

 

Example:

 

Sniper, DPS, Tank for the warriors (using various skills)

 

The whole problem though is when they get the actual skills for the weapons.

There's a big gap between primary and secondary weapons.

 

Might be easiest to start with the primary weapons and branch off from there.

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If CC applied to guns on a Jenquai, I remember patch notes to that effect back in 2010, but I don't know if those still apply, a Jenquai could use said guns in bursts of 5 to 10 seconds, depending on if they have an improved cloak buff, cloak, and repeat.  FS also would work with them. 

 

For secondary weapons on any toon, the biggest obstacles are that you will have to use overdings to raise said skill.  But since they'll be no more wipes, eventually most players will earn enough skill points to do so, if they are persistent.  Another issue that secondary weapons have, is finding appropriate buffs for them.  For example for PLs on a Jenquai it's hard to find range buffs.  AFAIK nothing manufacturable that a Jenquai can use has such a buff, though some non-manu items do.  The Slime/Ichor cannons are the easiest range PL buff to obtain, for a Jenquai, but they're chemical only.

 

What you mentioned about buffing them to get comparable to L9 weapons, would make secondary weapon choices more viable, at least in some situations.

 

Edit: I agree, primary weapons first, secondary ones later, especially since most players will save secondary weapons for last.

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Jenquai Defender
 
Sniper Set: (Bonus to speed, and fold space)
 
Long range, low damage weapons.  (Used in tandem with folding the enemy away)
Weapons - Bonus to range & critical
Engines - bonus to psionic shield
Shields - bonus to shield regen
Reactor - Bonus to fold space
 
This sounds nice!  Seems like it wouldn't be too difficult to implement.  Maybe there could also be a slight "penalty" or trade-off for using the specialized equipment.  for example:
 
Sniper Set: (Bonus to speed, and fold space)
 
Long range, low damage weapons.  (Used in tandem with folding the enemy away)
Weapons - Bonus to range & critical; increased energy usage (for beams), Increased reload time (for PL)
Engines - bonus to psionic shield; Decreased Turn speed
Shields - bonus to shield regen; Decreased Shield Cap
Reactor - Bonus to fold space; Bonus to Scan Range
 
Also, to possibly tie in to the class sub-sect variations that Pakkrat discussed here: https://forum.enb-emulator.com/index.php?/topic/9229-class-sub-sects-variatoins/
The equipment (or the prints) may be obtained only from certain factions when faction standing is good...or even maxxed if the equipment is good enough.
Just my two Lincolns worth.  :-)

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I'm certainly going to be looking at putting in negatives to counter balance the boons.

I'm working on the warriors first and getting people's feedback on that.

It's taking me a bit to design all the equipment and run all the stats and calculations on excel.

 

I don't want it to be uber equipment, but I want it compareable with other equipment around the same level.

It'll have a mix of bonuses from other equipment.

I'll have more tomorrow or the next day.

Have to get it all in the spreadsheet first and make sure it looks good.

 

For the example of the jenquai sniper, I'm looking at a glass cannon.

That would fit well I think to balance it out.

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Sorry, didn't see that Elrick already addressed the issues of specialization penalties. I guess I should read before I speak. I have two ears (or eyes in this case) and one mouth for a reason. Great ideas though! It will be awesome to see what you put together.

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I absolutely love the idea to tell you the truth, Uly.

 

In fact I did float the idea as possible "major down the road" at a meeting several months ago. 

 

I think set items are awesome, and we do actually have a couple in game (though they dont have a "set bonus" so to speak with them) - these would be like the agrippa gear and the progen themepark rewards (they are made to be used together with complementary buffsets)

 

But a full on "set" is an awesome idea, most other MMOs have them.  My only concern would be stagnation after they were obtained.  Would it become a constant replacement scenario with newer better stuff continuously.  That could lead to a lot of work for the team while we still try to get stuff we still havent in, yet.

 

Despite concerns i really do love the concept, I just personally wouldnt think it would be a top priority right now(tm)

 

=D

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Thanks Stan :)

Actually I wouldn't expect the rest of the team to take away from what they were doing.

I've kinda made it a pet project of mine as a good starting place learning the whole system I think.

 

As far as stagnation what I am doing is have a FULL set from lv 2 - 9, depending on tech of course.

Right now I've just about finished up the PW 1/3.  

Give me a few mins to wrap up and I'll post it so you guys can see the work in progress.

These would also be attained through a quest, or potentially bought.

 

I'm being V.E.R.Y. careful to balance the items out.

I'm looking at comparable level items and using an average.

What they lack in stats they will help make up for with boosts to skills.

 

I'll actually have to post more tomorrow.

I had to fix my computer and need to reinstall office.

All my stuff is in excel and I can't open them at the moment.

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Update:

 

Progen Warrior: Centurion Specialization

 

The Centurion is the epitome of the Progen combat prowess.
 
They are designed by centuriata labs to take anything head on in a standstill, defeat it, and live to tell about.
What they lack in speed, maneuverability, and travel abilities they make up for in pure combat.  
They boast the highest tanking abilities of any race / class combination.
 
Their specialty lies in massive damage control and resistances which lets them go head to head with enemies and keep their team mates out of harms way.  Enhanced combat trance ensures additional protection, increased enrage along with grav link make it so they can keep aggro and their enemies close by.  Increased shield sap will help keep shields up.
 
This awesome survival comes with large penalties to speed, movement, and travel.  Also since they are designed to take a beating some offensive skills are reduced. They also have a large penalty to their cargo hold to make room for additional armor.
 
Overall if you want a specialization that will allow you to go head to head in pure raw combat and not worry about tactics, just raw brute strength then this is the warrior class for you!
 
 
Let me know what you think:
 
GUNSLINGER is up next!

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There is, but I need to get it on paper before I get it in the game.

Want to make sure everything balances out alright.

I just had to reinstall my OS and I have Windows 8 now.

Still working out the kinks.

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So far I like what I see.   For toons that aren't new, and wish to participate, how will that work.  Will they have to go back to their training area and do all the missions, or should they simply do the missions apropriate to their level?

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