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New class ideas for Sacred 3


Lord Marius

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Giantkin, descended from the mixture of orcs with cyclops.. These giantkin are blessed with psionic powers, yes I am stealing shamelessly from WoC...

 

The trees are psiblades where psionic powers are used to enhance combat prowess- melee: eldritch blade, buff-ironskin, buff-growth manipulation (default enhanced stength. modded to predator - speed quickness etc or larger bigger cyclops - morphs all gear)..visuals on that buff ;) I repeat - morphs all gear

 

Second: vessel of divine fire: the cyclops were imbued with the living fire of the forge by their creator.. buff-responsive to gear kind of a enhancer perhaps some nuances (gear of different mods responding differentally = build diversity) , Fireblade - dwarf anyone?, traps, Area of Effect explosion or flamethrower or something... new twist on dwarf for this tree

 

third: medicine man where the psionic powers are used for healing/buffs/alterations of reality.. offensively blasters are things like a spirit aegis but the specialty is to buff (senses, intuition - dream trance) perhaps summon and possibly a utility (that works better than the TG fusion levitation bah) spell with reality altered, some kind of debuff.

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I like both Gogo and Claudius' ideas.

 

With gogo's, some may argue (like lujate did earlier) this kind of character may suit an RPG more than an A-RPG.

 

Here is why I disagree:

Some argue that equipment in Sacred 2 is only 50 % of a character. Some more, some less, but it is always a low number.

I challenge then anyone to run their hardcore character naked. If it is only 50 percent, then they should be able to run at about 50 percent effficiency.

Get hit twice as hard, hit only half as hard.

I just don't see it happening that way :4rofl:

 

With an inventor, you can (like the smith in some ways) build a set of armor to make an OK character a powerhouse.

Or a weapon that would would strike fear in any denizen of destruction by the mere sight of it.

The focus of this inventor could be more of enchanting items augmenting rather than mostly physical augmentation.

 

Claudius' idea is simply brilliant.

As I see it, for balance, the only arts this character would possess is augmenting of equipment. Otherwise it would be too powerful

It would hafta be like the old D&D philosophy of making the mage so frail at the beginning to balance out the unmitigated power he would possess later in levels.

Additionally, the RPG - ARPG elements would be simply neato.

 

Anyway, that's my 2 bits.

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I would also love if there was a "berserk" orc class: hits hard and fast, but doesn't have a strong defense. He could have a cool CA like frenzied rampage, but instead of standing still, the Orc fly around hitting enemies like a boss

 

kinda like the juggernaut's "omnislash" if anyone played DotA. or Yi's Alpha strike if anyone played League of Legends.

Edited by Ginnosaji
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I like both Gogo and Claudius' ideas.

 

With gogo's, some may argue (like lujate did earlier) this kind of character may suit an RPG more than an A-RPG.

 

Here is why I disagree:

Some argue that equipment in Sacred 2 is only 50 % of a character. Some more, some less, but it is always a low number.

I challenge then anyone to run their hardcore character naked. If it is only 50 percent, then they should be able to run at about 50 percent effficiency.

Get hit twice as hard, hit only half as hard.

I just don't see it happening that way :4rofl:

 

With an inventor, you can (like the smith in some ways) build a set of armor to make an OK character a powerhouse.

Or a weapon that would would strike fear in any denizen of destruction by the mere sight of it.

The focus of this inventor could be more of enchanting items augmenting rather than mostly physical augmentation.

 

Claudius' idea is simply brilliant.

As I see it, for balance, the only arts this character would possess is augmenting of equipment. Otherwise it would be too powerful

It would hafta be like the old D&D philosophy of making the mage so frail at the beginning to balance out the unmitigated power he would possess later in levels.

Additionally, the RPG - ARPG elements would be simply neato.

 

Anyway, that's my 2 bits.

 

I find the idea of a tinker class, with a super blacksmithing ability to be more viable than the thief I was critical of earlier. Maybe some combination of Blacksmithing and BFG. The character could build stuff and activate as a buff, kind of like BFG.

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Lujate, I like your idea for focusing on the crafting ability of the giantkin. On the other hand as I had envisioned with the psionic powers I don't think it would be overpowered because you have to spend the lores and foci. It does kinda make it a jack of all trades character but the AoEs could be removed leaving a buff (psi + crafting) warrior.. This wouldn't be anymore powerful than a shadow warrior I am convinced with the monster buffs and melee.

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I would also love if there was a "berserk" orc class: hits hard and fast, but doesn't have a strong defense. He could have a cool CA like frenzied rampage, but instead of standing still, the Orc fly around hitting enemies like a boss

 

kinda like the juggernaut's "omnislash" if anyone played DotA. or Yi's Alpha strike if anyone played League of Legends.

 

History is replete with beserker/barbarian type behavior in battle as well as game play.

I figure it's ubiquitous

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  • 1 month later...

personally, I would like to see some bit-part characters from sacred 2 take leading roles in sacred 3, specifically the blood dryad and lizard men, as they were races that looked like they could be exciting and comparitively unique.

 

blood dryads could specialise in dual welding high rate of attack style, with a twisted nature approach, using black magic with totem abilities.

 

I could see the lizard men being more traditional dryad in style, with poison-based damage over time abilities, effective health recovery/draining, maybe an ability to set traps and great with ranged weapons.

Edited by nzlnotorious
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  • 2 months later...

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