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All classes - New Sub-classes for each


Grogtide

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I WISH THERE WOULD BE NEW CLASSES! :)

I was thinking of somehow instead of adding a full new class, how about new sub-classes/specialty classes for the current Trooper, Bounty Hunter, Inquisitor, Counselor, ect..

 

Anyone have any ideas? i hope they see this i just feel the thought should be brought up and hopefully bring out something new and fun! maybe one for each class.

 

(Bounty Hunter or Trooper = Jet Trooper/More Jetpack using BH class) Along with that they would have long cooldowns and Heat / ammo consumption for them for the Jetpack use. (Closing Gap or Getting away, high heat/ammo use)

 

BH & Trooper can get melee weapon use (Techblade, Electrostaff, ect.)

 

:rak_02::rak_03::rak_04::rak_01:

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Let them balance old classes before adding new ones.

 

But, just to play along, healing AC for Knights/Warriors.

Call it "Warder", or "Dark Commander" or something. Would play in the Niman lightsaber form (Form VI), single lightsaber. They'd link themselves to one target (one taking most damage, likely the tank), and gain significant amounts power when they themselves, or the target is attacked (to balance out the inconvenience of having to engage in melee to gain focus/rage). To prevent the system from being unwieldy to the point of unplayable, let Warders gain Focus/Rage during Introspection, or Channel Hatred, and prevent decay out of combat. Make reliable heals/shields that don't cost Focus, but have short to medium cooldowns.

 

Seriously though, I wouldn't mind a healing Knight/Warrior.

Edited by Helig
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Let them balance old classes before adding new ones.

 

But, just to play along, healing AC for Knights/Warriors.

Call it "Warder", or "Dark Commander" or something. Would play in the Niman lightsaber form (Form VI), single lightsaber. They'd link themselves to one target (one taking most damage, likely the tank), and gain significant amounts power when they themselves, or the target is attacked (to balance out the inconvenience of having to engage in melee to gain focus/rage). To prevent the system from being unwieldy to the point of unplayable, let Warders gain Focus/Rage during Introspection, or Channel Hatred, and prevent decay out of combat. Make reliable heals/shields that don't cost Focus, but have short to medium cooldowns.

 

Seriously though, I wouldn't mind a healing Knight/Warrior.

 

I think Niman would work better for a healing Knight/Warriors lightsaber stance, make the form for its damage tree Makashi (which is a dualing form), because it makes sense.

 

Oh and the Niman form could be something awesome like "Force attacks can now target friendlies and heal them"

 

Other ones I wouldn't mind seeing are:

 

Smugglers/Agent tank that gets +armor and threat while in cover

Trooper/Bounty Hunter Melee DPS that uses Tech Stave + Generator/Dual Tech Blades for melee awesomeness.

 

As for names - I only have a few:

 

1. Sentinel is renames Weaponmaster. New Knight sub-class is named sentinel

2. New Trooper sub-class is named Harbinger.

Edited by TACeMossie
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I agree- it seems like there is about 0% chance of a new base class. It's expensive to write and produce the class story lines. I would love to see new advanced classes though. I don't really care who or what the lore archetype is- I just care about mechanics. I think one negative thing about TOR is the over simplified game mechanics. I think it would add a lot of variety to game play if they introduced a Buffer and Debuffer advanced class. RIFT has done this well.

 

The problem is that you would have to create several new skills and a total of eight new trees (assuming that one tree continues to be shared as the current model). One of these trees would be a new Buff or Debuff tree and the second would be some new DPS tree for each base class. That's quite a bit of work and would require a lot of creativity and balancing. Hell, I'd be happy if they just created Buff and Debuff trees and reused some of the existing DPS trees to round it out- but that would be a diversion from the current model.

 

I would love something like the following roles...

 

Hunter/Trooper - DPS/Tank; DPS/Heal; DPS/Buff

Inquisitor/Consular - DPS/Tank; DPS/Heal; DPS/Debuff

Warrior/Knight - DPS/Tank; DPS/DPS; DPS/Buff

Agent/Smuggler - DPS/Heal; DPS/DPS; DPS/Debuff

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New class and new specs

 

Intro:

So I have an idea for a new class. Republic would be called Jedi Initiate, and in the Empire called Sith Adept. This would be the basic class, such as the Jedi Consular, Sith Warrior etc. These classes excelled in their training early on, surpassing other base classes. The high-ranked Jedi and Sith were impressed and they were promoted earlier than most young ones…

 

 

Advanced Classes (Spec classes):

 

Republic:

Jedi Shroud and Jedi Paladin

Resource: Essence

 

Empire:

Sith Mist, and Sith Crusaders

Resource: Corruption

 

Jedi Shroud mirrors the Sith Mist and the Jedi Paladin the Sith Crusader.

 

Jedi Shroud/ Sith Mist: These are dps classes, wielding a double bladed light saber and a short single bladed saber. (Electrostaff, vibroknife) They both are experts in up, close and personal melee combat, with a stash of potent force abilities.

Resource total: 200

 

Major Abilities:

 

Force

 

Shroud Mind/ Mist Envelope

When this force ability is used, a target gets blinded (Everything blacked out but their quick slots and health, resource pool.) and slowed down by 60% for 4 seconds. This would be a later obtained ability due to the power someone could obtain from such a skill. (Level 50 Skill)

Resource Cost: 50

Cooldown: 1 minute

 

Stealth:

They also have wonderful stealth that can be used out of combat only. I realize that if this advanced class had stealth like a shadow or assassin it would be way too powerful.

 

Mind Trick:

When this force ability is used, a target would be temporally petrified into not being able to target any player with attacks as well as small drain their resource for 6 seconds. They would still be able to use any non-offensive abilities.

Resource Cost: 20

Cooldown: 30 seconds

 

Melee

 

Circular Strike: This attack hits an enemy 3 times. A left and right double blade attack, followed by a short saber stab to the chest. Dealing decent damage.

Resource Cost: 30

 

Still-Frame: This is a very fast attack that you can use in or out of stealth that stuns an enemy from short saber blow to the kidney area for 4 seconds. (Basic Stun)

Resource cost: 20

Cooldown: 40 seconds

 

This is just a few of ability ideas that I came up for this advanced class.

 

 

Jedi Paladin/ Sith Crusader:

 

This class is primarily a tanking class. Wielding a Vibromace and a Vibroshield. These classes are very efficient tanks. Not only are they hard to kill they have more reflecting abilities, due to lack of attacks.

Resource: 300

 

Major Abilities:

 

Defensive Abilities:

 

Muscle Tension: When this ability is activated, he draws from his essence to make his shields effects spread all around the body. While at the same time hardening you will a blanket of Essence resulting in 6 seconds of 50% to 100% chance(from each attack you receive) to reflect damage on an enemy attacking you.

Resource Cost: 70

Cooldown: 40 Seconds

 

Embrace: When this ability is activated damage reduction is increased by 30% and it also acts as a “Combat Pull” (Mass Mind Control) that causes all enemies not attacking you to deal 20% less damage to everyone else.

Resource Cost: 30

Cooldown: 20 seconds

Purify/ Restore: When this ability the is activated you must be targeting an ally. It will wrap them in Essence, providing a decent overtime heal and purification of all debuffs for 2 seconds.

Resource Cost:100

Cooldown: 45 seconds

 

Offensive:

 

Ram of the Force: When the ability is activated, the player uses essence to shift their weight with such swiftness that they propel through enemies with their shield. Resulting in knockback, plus a decent amount of damage.

Resource cost: 75

Cooldown: 45 seconds

 

Gravity Drop: This ability surrounds the players vibromace with a burst of essence that slams into any enemies within 5 meters, dealing moderate damage, while slowing the enemies by 40% after a 4 second stun. (More Flashy Basic stun)

 

Battle Whisper: This ability calls from deep within the player’s essence to cause all allies (and the player) within 30 meters to do 40% more damage to all enemies (Within the range of the original 30 meters) for 4 seconds.

 

So these are once again just a few abilities this class could have.

 

I would really like to see some classes like this on swtor.. Feel free to collaborate with additional new class ideas.

 

-Orizonta

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Looking at the title gave me two instant ideas for Snipers.

 

Combat Sniper: Have debuffs skills to be used on mobs that lowers armor even more etc.

 

Support Sniper: Able to buff/heal his party. (Since ballistic shield already looks medicated green, might as well add in HoTs and debuff-immunity to the group)

 

Not likely to happen I believe, but we all have dreams. (:

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The good thing about adding new sub-classes instead, rather than creating new classes, is that no additional costs for storyline, new planets, or voice acting would be needed. Storyline would be the same for that class.

Class balance would be the major factor for these kinds of class suggestions.

 

Well anyway, yes, we all have dreams, haha. So here's mine, along with the other ideas already posted:

Let's call this.. the Hybrids or the Defiant classes.

(Never meant to go live :/. ohwell.)

 

Jedi Knight/Sith Warrior: Jedi Paladin/Sith Exponent

 

- Main hand: Lightsaber/Vibrosword, Offhand: Focus/Shield Generator

- Skill Trees: Fortitude/Temperance(Tank), Charity/Malevolence (Healing), Focus/Rage (Shared, DPS)

- Yes, a Tank-Heal-DPS AC. 'Bout time.

- Comes with a "new"-ish melee healing mechanic, yay. I'm not much into the Star Wars expanded universe, but someone mentioned that there exists a stance that can possibly fit a healing JK/SW.

- With the limited number of abilities a unique AC gets (around 15-18), definitely for the skill set for this AC, some strikes would heal allies/self and some heals would hurt enemies.

- Also has a skill that can Purge non-proc Force and/or Mind buffs from an enemy. That's if BW would ever implement Dispellable Enemy Buffs. *cough* plug *cough*

- Put bluntly, this would look a bit like the Wow Pally and/or Monk, but not quite.

 

 

Jedi Consular/Sith Inquisitor: Jedi Wizard/Sith Warlock

 

- Main hand: Lightsaber/Vibrosword, Offhand: Focus

- Skill Trees: Entropy/Chaos (Healer), Harmony/Singularity (DPS), Balance/Madness (Shared, DOT-DPS)

- cause we need more squishy healers and casters.

- well, au contraire. Actually, let's put everything the Sages/Sorcs doesnt have (yet) and put it here :3.

- uses a different healing mechanic (while having the existing JC/SI mainstream heals), maybe a chaotic-type mode of healing, but let's just skim through the other classes first on this post.

- I dont like another glass cannon, or another glass character for that matter, so, the DPS tree has more resistance and survivability compared to the Balance-TK/Madness-Lightning classes.

- generally more survivability skills for this AC, maybe an additional long range or AOE stun. And a willpower-based melee strike (or two) that actually counts.

- also has a tree-specific new skill (or Mental Alacrity/Polarity Shift upgrade) that allows player to cast while moving.

- also has a skill that can Spellsteal and/or Corrupt non-proc Force and/or Mind buffs from the enemy.

- and, a LOS-bypassing offensive CD at least for this AC. *cough-cough* plug *cough*

 

 

Trooper/Bounty Hunter: Hurricane/Firebrand

 

- Main Hand: Techblade/Techstaff/Fist, Offhand: Power Generator/Shield Generator

- Skill Trees: Champion/Gladiator (Melee Tank), Striker/Inciter (Melee DPS) , Assault Specialist/Pyrotech (Shared Melee-Ranged DPS)

- i was going to use Brawler for the AC title, but the name fits this suggestion better.

- Brawler, i think would speak for itself in describing this AC, with the self-buffs, challenging calls, AOE melee strikes, DOTs, while still having those grenades and bombs and all.

- Gas Cylinders and Cells adapt to Melee Combat, applying their effects on melee strikes.

- The feasibility of this class going full-melee is high, as most of the shared Trooper/BH skills are defensive (like other classes actually), and only 3 out of the 14 or so shared skills deal with blasters and bolts.

- also has a skill that can deactivate non-proc Tech buffs from the enemy. (Counter-Tech Nanobots)

- those Aim techstaves and techblades need love.

 

 

Smuggler/Imperial Agent: Techie/Recon

 

- Main Hand: Blasters, Offhand: Scattergun, Vibroknife

- Skill Trees: Tech Dealer/Logistics(Ranged Buff/Debuff-Tank), Tech Junkie/Interrogation(Ranged Debuff-DPS), Dirty Fighting/Lethality (Shared, DOT-DPS)

- this AC has more of, and with that - enhanced, buffs and debuffs on its skill arsenal, the indirect ways of doing DPS.

- dealing tech and obtaining/providing info has been part of the Smuggler/IA class, and having those tricks under their sleeves give them a different method of enhancing their defenses and getting their enemy's attention.

- tanking and stealth incompatibilities could be corrected by a decoy. Entering stealth produces a decoy that holds your current aggro levels. Exiting stealth brings back the aggro to the character. Something like that. Again, skimming through these general mechanics.

- also, a tank spec would make those +Defense Cunning gear finally useful.

- also has a skill that can sabotage/steal non-proc Tech buffs from the enemy. (Sabotage/Copycat-Nanotech-something, i cant come up with a name)

- also has a skill that can also remove a non-proc Physical buff from an enemy. (Soothe/Tranq)

 

 

Well, these actually sound no that bad, IMO (well, LOL). All classes now have at least one Tank/Heals/DPS spec, JK/SW and Troopers/BH have 2 tank specs, JC/SI have 2 healing specs, and Smuggler/IA has a full debuff/support spec.

On hindsight, it's better if classes are more unique. Ohwell.

 

I might just make another wall of text for this one, if i have the inspiration and time, even if it would not go live.

Well, we all have dreams. Play along as you will. :)

Edited by plokolplok
typo
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I would like to see a buffer/debuffer support class. I dont care if it is a new class or attached to an existing one.

 

The class is fully capable of filling a dps or heal position in a group depending what they choose to specialize in. the way to keep things balanced is to limit the amount buffs alter the fight to the equivalent role. (reduces damage equal to that of one healer's ability to heal or increases damage of remaining dps equal to that of one dps)

 

defensive buffs (increase ability to take damage)

sorc bubbles, stat increases, or specific damage type negations

 

defensive debuffs (decreases the ability of target or targets ability to inflict damage )

reduce accuracy, reduce damage, reduce attack speed

 

offense debuffs (increase damage target or targets take)

boost weaknesses to internal, elemental, force, tech, ranged, or melee attacks. reduce total armor and defense (lower accuracy needed by dps)

 

offense buffs (increase damage team members do)

increases to all damage related stats (crit, accuracy, power, alacrity ect)

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  • 2 weeks later...

We could mix a bunch of ideas together!

Good ideas for each AC:

 

Trooper/Hunter: Melee (techblade/techstaff/dual-techblade) debuffer dps. 2 new dps specs (left tree as debuffer spec)

Consular/Inquisitor: Buffer AC. healing and Tanking and DPS buffs, using the Force. Left tree as healer/tank buffer and middle tree as dps buffer.

Knight/Warrior: Melee healer with Niman as healer spec, and Makashi as unique dps spec (middle tree).

Smuggler/Agent: Cover tank. Use the cover mechanic so the AC can tank. Left tree as the tanking one, middle tree as a new-unique-smuggler-dps spec.

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New class and new specs

 

Intro:

So I have an idea for a new class. Republic would be called Jedi Initiate, and in the Empire called Sith Adept. This would be the basic class, such as the Jedi Consular, Sith Warrior etc. These classes excelled in their training early on, surpassing other base classes. The high-ranked Jedi and Sith were impressed and they were promoted earlier than most young ones…

 

 

Advanced Classes (Spec classes):

 

Republic:

Jedi Shroud and Jedi Paladin

Resource: Essence

 

Empire:

Sith Mist, and Sith Crusaders

Resource: Corruption

 

Jedi Shroud mirrors the Sith Mist and the Jedi Paladin the Sith Crusader.

 

Jedi Shroud/ Sith Mist: These are dps classes, wielding a double bladed light saber and a short single bladed saber. (Electrostaff, vibroknife) They both are experts in up, close and personal melee combat, with a stash of potent force abilities.

Resource total: 200

 

Major Abilities:

 

Force

 

Shroud Mind/ Mist Envelope

When this force ability is used, a target gets blinded (Everything blacked out but their quick slots and health, resource pool.) and slowed down by 60% for 4 seconds. This would be a later obtained ability due to the power someone could obtain from such a skill. (Level 50 Skill)

Resource Cost: 50

Cooldown: 1 minute

 

Stealth:

They also have wonderful stealth that can be used out of combat only. I realize that if this advanced class had stealth like a shadow or assassin it would be way too powerful.

 

Mind Trick:

When this force ability is used, a target would be temporally petrified into not being able to target any player with attacks as well as small drain their resource for 6 seconds. They would still be able to use any non-offensive abilities.

Resource Cost: 20

Cooldown: 30 seconds

 

Melee

 

Circular Strike: This attack hits an enemy 3 times. A left and right double blade attack, followed by a short saber stab to the chest. Dealing decent damage.

Resource Cost: 30

 

Still-Frame: This is a very fast attack that you can use in or out of stealth that stuns an enemy from short saber blow to the kidney area for 4 seconds. (Basic Stun)

Resource cost: 20

Cooldown: 40 seconds

 

This is just a few of ability ideas that I came up for this advanced class.

 

 

Jedi Paladin/ Sith Crusader:

 

This class is primarily a tanking class. Wielding a Vibromace and a Vibroshield. These classes are very efficient tanks. Not only are they hard to kill they have more reflecting abilities, due to lack of attacks.

Resource: 300

 

Major Abilities:

 

Defensive Abilities:

 

Muscle Tension: When this ability is activated, he draws from his essence to make his shields effects spread all around the body. While at the same time hardening you will a blanket of Essence resulting in 6 seconds of 50% to 100% chance(from each attack you receive) to reflect damage on an enemy attacking you.

Resource Cost: 70

Cooldown: 40 Seconds

 

Embrace: When this ability is activated damage reduction is increased by 30% and it also acts as a “Combat Pull” (Mass Mind Control) that causes all enemies not attacking you to deal 20% less damage to everyone else.

Resource Cost: 30

Cooldown: 20 seconds

Purify/ Restore: When this ability the is activated you must be targeting an ally. It will wrap them in Essence, providing a decent overtime heal and purification of all debuffs for 2 seconds.

Resource Cost:100

Cooldown: 45 seconds

 

Offensive:

 

Ram of the Force: When the ability is activated, the player uses essence to shift their weight with such swiftness that they propel through enemies with their shield. Resulting in knockback, plus a decent amount of damage.

Resource cost: 75

Cooldown: 45 seconds

 

Gravity Drop: This ability surrounds the players vibromace with a burst of essence that slams into any enemies within 5 meters, dealing moderate damage, while slowing the enemies by 40% after a 4 second stun. (More Flashy Basic stun)

 

Battle Whisper: This ability calls from deep within the player’s essence to cause all allies (and the player) within 30 meters to do 40% more damage to all enemies (Within the range of the original 30 meters) for 4 seconds.

 

So these are once again just a few abilities this class could have.

 

I would really like to see some classes like this on swtor.. Feel free to collaborate with additional new class ideas.

 

-Orizonta

 

http://i377.photobucket.com/albums/oo217/Erica11608/cocaine.jpg

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Honestly all I want to see is a proper "sith magic" tree for sorcs in place of worthless madness (numbers aside the tree feels scattered and lacking in flavor) or a pure "force" tree. End tier is a proper version of Force Crush and the skills revolve around pulls, knockdowns and quasi cc with a focus on solid aoe damage and debuffs
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