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Old 07-26-2010, 02:29 PM
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grimm grimm is offline
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Default Summary of classes' role based on Whim's design plan (of June 5,2009)

Hi this is old news but i thought i'd add it here for a quick reference as i found this helpful for people who would like to contribute to suggestions to class development or would like to get a feel of what the classes are going to be like or are like now. I suppose this is an old post and most probably Whim might have changed his mind slightly but i reckon this is a good reference point.
taken from Sixth Sense blogspot

Barbarian
(solo, single-target, offensive)
Rockin' single target damage, especially against slower targets. Nobody clears an area of hapless chumps better. As a base class, the Barbarian tends to eschew any but the most basic of defensive and reactive abilities, instead relying on their opponent's inability to get back up again. For a hulking brute, however, the Barbarian does have a surprising number of tactical options, especially when he gets the jump on his target.

Druid
(group/stealth, single-target, defensive)

Like the natural world she is attuned to, the Druid is long-lived and patient; her force is sometimes slow to gather, but difficult to deny. Anticipation and planning are key, as the Druid is much stronger as a defensive, reactionary caster than as an offensive beast. Many of the Druid's abilities wax and wane with the spheres of nature, and many are derived from the Druid's choice of haven - a single, stationary sanctuary which serves as a temporary "home base".

Fallad
(group, single-target, offensive/defensive/weaken)

In many ways, the Fallad stands evenly between two realms - healer and crusader, offense and defense, hammer and mind. Fallads are charged with the eradication of evil and the cleansing of its corrupted path. Their mastery of both the physical and the spiritual marks them as stout warriors and valued protectors in their own right; however, it is when facing opposition in its most perilous forms that the fallad truly feels his greater calling. Even the strongest bastion of evil will crumble under the Fallad's ability to intimidate and weaken large opponents.

Footpad
(stealth, single-target, offensive)

Cowardice, weakness, greed - the words that uptight moralists will only spit forth are the very principles that define the Footpad's strength. Fighting face-to-face is for suckers and coffin stuffers - a footpad's m.o. is to bewilder, bleed, distract, and harass until his mark has been dispatched.

Healer
(group, single-target, defensive)

Whatever evil and malice can do, the healer can undo with a word. The path of the Healer is never an easy one, and yet few can stand with such subtle, unrelenting strength in the face of dire opposition. Every spiteful act begins with some small thread of hate, and it is the Healer's talent to find that thread and unravel the offense. A Healer is not necessarily slow to anger, but she is an expert at control; for when reaction and defense falter, the offensive initiative must be taken, and the Healer's status with her deities is such that few pleas go unheard - even those that entail the sacrifice of peace for the greater good.

Hunter
(solo/stealth, single-target, offensive)

The Hunter is a lone warrior- swift, silent, and deadly. While a Hunter may not stand toe-to-toe with an armored warrior or call upon the deep mystical resources that a true magus might, the Hunter is resourceful in his own right, possessing a formidable array of weapons and tools with which to even the odds. Hunters tend more towards the solitary than group warfare, picking their targets carefully and choosing to enlist the aid of their obedient pets rather than more argumentative humanfolk.

Marauder
(solo/stealth, single/multi-target, offensive)

The Marauder values chaos and self-preservation above all else. Confusion reigns supreme over any battlefield darkened by a Marauder's presence; powerful warriors in their own right, they represent certain danger to their foes and a potential threat to their less careful allies, as well. The Marauder holds impressive sway over the darker forms of magic, and they will happily rain destruction down upon friend and foe alike, savoring the chaos and mayhem.

Monk
(solo, single-target, offensive/defensive)

The Monk is, in many ways, the Marauder's opposing counterpart. The Monk values tranquility and order, and his inner focus grants him incredible levels of self-control as well as great strength in both the physical and the spiritual arts. His spiritual talents grant him wide access to abilities in the realm of the protective and the introspective; his physical talents, on the other hand, are the product of endless intensive training and are tied closely to an assortment of physical stances, each of which open up varying offensive options.
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VAPORIZERS

Last edited by grimm; 03-10-2011 at 02:55 AM.
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