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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Advanced Classes for HoMM5
Thread: Advanced Classes for HoMM5 This thread is 2 pages long: 1 2 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 15, 2010 08:05 PM bonus applied by alcibiades on 10 May 2010.
Edited by Jiriki9 at 15:19, 16 Apr 2010.

Advanced Classes for HoMM5

Came up with the idea to use the H4 idea of advanced classes on H5.

Here my idea:
The racials are, for this system, treated liek any other skill: your 2 strongest skills will determine what advanced class you are (or the ones who first were on the same strength level(=number of main skill plus number of perks), if you have more than 2 equal skills)

...it are quite a lot of advanced classes, this still is in work^^
Ideas are very welcome!



Non-Racial Advanced Classes:
Attack+Defense: Warrior ()
Attack+Luck: Battle Champion (When luck triggers during an attack of the hero or one of his units, they gain an extra strike (performed after the enemy retaliation, if such happens))
Attack+Leadership: Strategist (Increases the effect of "tactics" perk)
Attack+Logistics: Warbringer ()
Attack+Enlightenment: Disciple of War ()
Attack+War Machines:
Attack+Light Magic: Crusader ()
Attack+Dark Magic:
Attack+Destructive Magic:
Attack+Summoning Magic:
Attack+Sorcery:
Defense+Luck: (The effect of the perks "magic resistance" and "protection" is doubled)
Defense+Leadership: Defender/Protector (When one of your unit is attacked, it has a chance for good moral to trigger, bringing forth its next turn)
Defense+Logistics:
Defense+Enlightenment: Disciple of Order ()
Defense+War Machines:
Defense+Light Magic:
Defense+Dark Magic: Black Guard
Defense+Destructive Magic:
Defense+Summoning Magic:
Defense+Sorcery:
Luck+Leadership:
Luck+Logistics:
Luck+Enlightenment:
Luck+War Machines:
Luck+Light Magic:
Luck+Dark Magic:
Luck+Destructive Magic:
Luck+Summoning Magic:
Luck+Sorcery:
Leadership+Logistics: General ()
Leadership+Enlightenment: Lord (THe Diplomacy Perk has an increased effect)
Leadership+War Machines: Siege Commander ()
Leadership+Light Magic:
Leadership+Dark Magic:
Leadership+Destructive Magic:
Leadership+Summoning Magic:
Leadership+Sorcery:
Logistics+Enlightenment:
Logistics+War Machines:
Logistics+Light Magic:
Logistics+Dark Magic:
Logistics+Destructive Magic:
Logistics+Summoning Magic:
Logistics+Sorcery:
Englightenment+War Machines:
Englightenment+Light Magic: Prophet ()
Englightenment+Dark Magic:
Englightenment+Destructive Magic:
Englightenment+Summoning Magic:
Englightenment+Sorcery: Savant ()
War Machines+Light Magic:
War Machines+Dark Magic:
War Machines+Destructive Magic:
War Machines+Summoning Magic:
War Machines+Sorcery:
Light Magic+Dark Magic: Grey Wizard ()
Light Magic+Destructive Magic: Purifier ()
Light Magic+Summoning Magic:
Light Magic+Sorcery:
Dark Magic+Destructive Magic:
Dark Magic+Summoning Magic: Demonologist ()
Dark Magic+Sorcery:
Destructive Magic+Summoning Magic: Elementalist ()
Destructive Magic+Sorcery:
Summoning Magic+Sorcery:


Basic Class: Barbarian

...I got a problem with him: He has no magical skills...but I think it's weird to have SO much advanced classes only available for Barbarians...

Blood Rage+Attack: ()
Blood Rage+Defense: ()
Blood Rage+Luck: ()
Blood Rage+Leadership: Warlord ()
Blood Rage+Logistics: ()
Blood Rage+Enlightenment: ()
Blood Rage+War Machines: ()
Blood Rage+Shatter Light: ()
Blood Rage+Shatter Dark: ()
Blood Rage+Shatter Destruction: ()
Blood Rage+Shatter Summoning:
Blood Rage+Shout: ()

Basic Class: Demon Lord
Gating+Attack: ()
Gating+Defense: ()
Gating+Luck: ()
Gating+Leadership: ()
Gating+Logistics: ()
Gating+Enlightenment: ()
Gating+War Machines: ()
Gating+Light Magic: ()
Gating+Dark Magic: ()
Gating+Destructive Magic: ()
Gating+Summoning Magic: ()
Gating+Sorcery:  ()

Basic Class: Knight
Counterstrike+Attack: ()
Counterstrike+Defense: ()
Counterstrike+Luck: ()
Counterstrike+Leadership: ()
Counterstrike+Logistics: ()
Counterstrike+Enlightenment: ()
Counterstrike+War Machines: ()
Counterstrike+Light Magic: ()
Counterstrike+Dark Magic: ()
Counterstrike+Destructive Magic: ()
Counterstrike+Summoning Magic: ()
Counterstrike+Sorcery:  ()

Basic Class: Necromancer
Necromancy+Attack: Mower (Hero's attack kills additional creatures)
Necromancy+Defense: Death Warden ()
Necromancy+Luck: Black Bard ()
Necromancy+Leadership: Deathknight (Undead are effected by moral)
Necromancy+Logistics: ()
Necromancy+Enlightenment: ()
Necromancy+War Machines: ()
Necromancy+Light Magic: Fallen Priest ()
Necromancy+Dark Magic: Witch Doctor ()
Necromancy+Destructive Magic: ()
Necromancy+Summoning Magic: High Necromancer/Arch Necromancer (When he won a battle, the hero may, still on the battlefield, cast one time the "Resurrect Dead" spell)
Necromancy+Sorcery: Necromage ()

Basic Class: Ranger
Avenger+Attack: ()
Avenger+Defense: ()
Avenger+Luck: ()
Avenger+Leadership: ()
Avenger+Logistics: ()
Avenger+Enlightenment: ()
Avenger+War Machines: ()
Avenger+Light Magic: ()
Avenger+Dark Magic: ()
Avenger+Destructive Magic: ()
Avenger+Summoning Magic: ()
Avenger+Sorcery:  ()

Basic Class: Runemage
Runelore+Attack: ()
Runelore+Defense: ()
Runelore+Luck: ()
Runelore+Leadership: ()
Runelore+Logistics: ()
Runelore+Enlightenment: ()
Runelore+War Machines: ()
Runelore+Light Magic: ()
Runelore+Dark Magic: ()
Runelore+Destructive Magic: ()
Runelore+Summoning Magic: ()
Runelore+Sorcery:  ()

Basic Class: Warlock
Irresistible Magic+Attack: ()
Irresistible Magic+Defense: ()
Irresistible Magic+Luck: ()
Irresistible Magic+Leadership: ()
Irresistible Magic+Logistics: ()
Irresistible Magic+Enlightenment: ()
Irresistible Magic+War Machines: ()
Irresistible Magic+Light Magic: ()
Irresistible Magic+Dark Magic: ()
Irresistible Magic+Destructive Magic: ()
Irresistible Magic+Summoning Magic: ()
Irresistible Magic+Sorcery:  ()

Basic Class: Wizard
Artificer+Attack: ()
Artificer+Defense: ()
Artificer+Luck: ()
Artificer+Leadership: ()
Artificer+Logistics: ()
Artificer+Enlightenment: ()
Artificer+War Machines: ()
Artificer+Light Magic: White Wizard()
Artificer+Dark Magic: Black Wizard ()
Artificer+Destructive Magic: Red Wizard()
Artificer+Summoning Magic: Thaumathurgist()
Artificer+Sorcery: Sorceror ()

tbc much

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MattII
MattII


Legendary Hero
posted April 15, 2010 09:39 PM

Um, that's 66 classes before you start on racial skills (which adds another 72-96), too many, way too many.

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Skirr
Skirr


Hired Hero
The Spawn Slave
posted April 15, 2010 09:46 PM

Good idea, I loved the advanced classes of H4 ^^

Ok, some ideas for names, tell me if they're good enough:

Attack+Dark Magic: Fallen Knight/Black Guard
Attack+Destructive Magic: Warlock/Wizard
Light Magic+Destructive Magic: Purifier
Dark Magic+Summoning Magic: Demonologist
Destructive Magic+Summoning Magic: Elementalist/Invoker
Necromancy+Light Magic: Fallen Priest/Blasphemous
Necromancy+Dark Magic: Witch Doctor


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 15, 2010 10:44 PM

Thanks a lot for the ideas, I'll add them were I see them fitting

...yet not Warlock and Wizard probably, sicne those are allready basic classes...

Also I think, Black Guard would maybe fit better with Defense+Dark Magic; And fallen Knight as racial class with dark magic for Knight?! Demonologist as Racial class for Demon Lord maybe? or better not...I'll add it for the time being

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 16, 2010 01:13 PM

I don't think the two-skill trigger makes sense in terms of Heroes 5 skill system. It worked in Heroes 4, because in most cases, your Hero would never LEARN (or at least advance in) more than two skills, because each skill had (the skill + 3 perks) x 5 levels = 20 levels in one skill. Thus, you could advance almost 40 skill-levels before you had maxed out two skills.

In Heroes 5, even with perks, there are only 6 skill-levels in each skill. Thus, in a normal game (level 20+ at least) you will max out at least 3 skills and probably gain levels in some more.

Thus, and advanced class in Heroes 5 terms would need a compination of 3 skills or maybe even 4 skills in synergy. However, I would be in favor of such an idea, either as "ultimate perks" that become unlocked (i.e. current racial ultimates) or maybe even new master skills, that only can be accessed through these normal skills?
____________
What will happen now?

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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted April 16, 2010 03:06 PM

Hmmm, but using 3 or more skills would give even more combinations, so even more advanced calsses, wouldn'T it? And it allready ARE pretty much...
but that's an idea, maybe, the Advanced class opens the ultimates for the two skills it origins from and these ultimates, like those we know from H5, need perks from other skills?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 16, 2010 03:37 PM

As I see it, you don't need to exhaust all possibilities. My idea with SYNERGY skills is just that: You need to find skill combinations that work with each other. Thus, War Machines + Dark Magic + Defence + Enlightenment would be a no-go, because that's just plain random.

Doing a bit of Necromancy here - the idea I had back then was something like those shown below. The idea in thos combinations is some sort of attempt at hitting a combination that makes sense and having an equal number of combinations including each skill (so that no skill becomes a "super skill" that opens up for a larger number of "synergy abilities" than another one. Also, they are made so that you could only unlock 1 of them - because 2 on the same hero would be imbalanced.

Notice, that the core of such a system could perfectly well be transformed into something which has a new class feature and a new class skill also.









Notice that some of these are coupled with changes in how the skills work, hence they don't all make 100 % sense in terms of Heroes 5.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 16, 2010 04:13 PM

I like it, 'though it's a bit away from (original) advanced class system, imo.

...somehow I now remember a quite old system of mine, never worked out (as allways with me XD). It used "neutral" hero classes additional to faction ones...now I think, why not going away from racials and racial classes a bit and doing this:

Each Class has one skill it allways begins with and is aligned to (like in H4). Classes are NOT of one faction's alignment (first). There are advanced and expert classes (advanced needing 2 high skills, expert needing 3). Racials can be obtained in the town of a faction, when the hero meets the preferences.

So, again staying with H5 skills for now:

Basic Class:
Fighter - (Attack)
Soldier - (Defense)
Adventurer - (Luck)
Commander - (Leadership)
Wanderer/Traveller -(Logistics)
Scholar - (Enlightenment)
Engineer - (War Machines)
Priest - (Light Magic)
Heretic - (Dark Magic)
Battlemage - (Destructive Magic)
Summoner - (Summoning Magic)
Sorceror - (Sorcery)

Advanced Classes with racial+normal skill:
Knight (Counterstrike+[Defense, Leadership or Light Magic])
Ranger (Avenger+[Attack, Luck or Logistics]
Warlock (Irresistible Magic+[Dark Magic, Destructive Magic or Sorcery]
Wizard (Artificer+[Destructive Magic, Summoning Magic or Sorcery]

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 16, 2010 04:15 PM

Quote:
Each Class has one skill it allways begins with and is aligned to (like in H4).


Meh. I liked the idea of racial skills, but please don't make all Heroes the same. If all Knights start with, say, Leadership, that gives you much less variation in the game. I love that you can pick a Hero with starting skill that matches a certain build.
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What will happen now?

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted April 16, 2010 05:11 PM

Quote:
I don't think the two-skill trigger makes sense in terms of Heroes 5 skill system. It worked in Heroes 4, because in most cases, your Hero would never LEARN (or at least advance in) more than two skills, because each skill had (the skill + 3 perks) x 5 levels = 20 levels in one skill. Thus, you could advance almost 40 skill-levels before you had maxed out two skills.
Actually, the third perk was optional. But haven't we already discussed these? Here, perhaps Jiriki will get some new ideas for his list:

Advanced Classes - an idea
Advanced Classes - a specific suggestion
Synergy Skills

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 17, 2010 01:44 PM

I'm ashamed I should have searched for similar threads first...

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 17, 2010 04:44 PM

Quote:
Quote:
Each Class has one skill it allways begins with and is aligned to (like in H4).


Meh. I liked the idea of racial skills, but please don't make all Heroes the same. If all Knights start with, say, Leadership, that gives you much less variation in the game. I love that you can pick a Hero with starting skill that matches a certain build.


BUt every hero begins with two skills, as usual, and every faction can potentially recruit anyof the classes, so...


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 17, 2010 05:04 PM

What I mean is, every Knight having Counterstrike + something is ok, because the concept of class skills is that every class hero has it - and no other heroes have it.

If every Knight has say, Leadership + something (i.e. Heroes 3 style) it's less interesting, because it narrows down your options in a different way.

I like the Heroes 5 approach of having some skills with high probability but still giving you the option of not taking them.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 17, 2010 06:30 PM
Edited by Jiriki9 at 01:15, 03 May 2010.

Another idea, inspired by your synergy thiong abit (in case that it has 3 skills combinated and only some combinations are used).

What if the advanced classes are made up by such combinations, but, like for perks in H5, not every Class can upgrade to every Advanced Class. So A NEcromancer can't become Crusader, a Wizard not Magehunter, to give extreme examples...I just, rereading your skills, realized that you seem to have doen that, too, since not all are favourable for everyone...

...and of course each hero can only have one advanced class...

...and each Advanced class opens a second racial for your, choosing from one second racial of the hero class. (so in the end you can have 2 racials + 5skills)
I will state each second racial with a number, which are in () behind the racial name.

Barbarians:
-Blood Magic (1). allows the Barbarian to add certain spells from mage guilds or shrines to their Shouts list.
Basic Blood Magic: Can add Slow, Sorrow, Weakness, Divine Strength and Haste.
Advanced Blood Magic: Can add Decay, Vulnerability, Cleansing, Endurance and Regneration.
Expert Blood Magic: Can add Frenzy, Suffering, Righteous Might, Magical Immunity and Raise Dead.
-Marauding (2). The Barbarian can gain gold by conquering towns and certain adventure map buildings. The amount depends on the Marauding skill-level, the town level/kind of building and the hero army strength when conquering the building/town (in case of guarded building, the strength AFTER the battle)

Demon Lord:
-Pervert (1). The Demon Lord can, by spending a turn and a good amount of mana and ressources, pervert a dwelling on the adventure map or in a town with town level<hero level-5. A perverted dwelling becomes the dwelling of the respective Inferno creature (so a peasnat's farm will become an Imp dwelling).
Basic pervert: The Demon Lord can pervert dwellings up to Tier 2.
Advanced pervert: The Demon Lord can pervert dwellings up to Tier 4.
Expert pervert: The Demon Lord can pervert dwellings up to Tier 5.
-Hell Lord (2): The Demon Lord's troops gain abilities, depending on the creature and the Skill Level. (upgraded creatures gain the same ability, if not states otherwise)
Basic Hell Lord:
~Imps: Fire Proof 50%
~Horned Demon: Bash;
~Hell Hounds: Assault;
Advanced Hell Lord:
~Imps: Immune to Fire
~Horned Demon: Bash, Fire Proof 50%;
~Hell Hounds: Assault, Fear Attack;
~Succubi: Flyer;
Expert Hell Lord:
~Imps: Immune to Fire, Fire Shield;
~Horned Demon: Bash, Fire Proof 50%, Cursing Attack;
~Hell Hounds: Double Attack;
~Succubi: Flyer, Maneuver;
~Hell Charger: Harm Touch;

Knight:
-Crusade(1): Every day, some Haven units join you. They are upgraded if oyu have an upograde of them in your army.
Basic Crusade: (1-3) peasants.
Advanced Crusade: (4-8) Peasants or (1-3) Bowmen.
Expert Crusade: (9-12) Peasants or (4-8) Bowmen or (1-3) Footmen.
-Vanquish Evil(2): The hero and his units deal additional damage to demonic and undead troops.
Basic Vanquish evil: +10%damage.
Advanced Vanquish evil: +20%damage.
Expert Vanquish evil: +30%damage.

Necromancer:
-Transmute(1): The Necromancer can transform  living unit in his army into the fitting Undead unit, using his dark energy similar to necromancy.
Basic Transmute: Can transmute up to Tier 3
Advanced Transmute: Can transmute up to Tier 5
Expert Transmute: Can transmute up to Tier 7
-Glory of the Dead(2): Undead can be effected by positive moral.
Basic Glory of the Dead: Effects undead units up to Tier 3.
Advanced Glory of the Dead: Effects undead units up to Tier 5.
Expert Glory of the Dead: Effects undead units up to Tier 7.

Ranger:
-
-

Runemage:
-Spoil Skills(1): In a battle, the hero can decrease the effect of skills by the enemy hero. Skills are decreased by one level, if the skill is level one, it's effect is halfed. You can'T decrease the same skill twice. "Spoil Skills" can't be decreased by an enemy with the same skill, nor can you do so. If both heroes have "Spoil skills", both "Spoil Skill" skills are considered one level lower and can't be chosen to be further decreased. If "Spoil Skill" reaches "Level 0" this way, it's considered not to be had. The skill/s to decrease are chosen by you at the battles begin. Perks are not influenced.
Basic Spoil skills: The hero can decrease the effect of one enemy skill up to Basic level.
Advanced Spoil skills: The hero can decrease the effect of two enemy skills up to Advanced level.
Expert Spoil skills: The hero can decrease the effect of three enemy skills up to Expert level.
-

Warlock:
-Torture
-

Wizard:
-Spellforming(1): The Wizard gains the ability to cast combinated low level spells of the same school. Note that only combinations with the same possible target can be combinated. A spell combined with cleansing means the target is cleansed first, then the spell is cast. Summoning spells can't be combined.
Basic Spellforming: Allows to combine spells up to level 1.
Advanced Spellforming: Allows to combine spells up to level 2.
Expert Spellforming: Allows to combine spells up to level 3.
-Alchemy(2):


Proposals:

Destructive Magic + Summoning Magic + Sorcery: Archmage
Probable for: Necromancer(1), Runemage(1), Warlock(), Wizard(1);
Bonus: All lvl 1-3 spells are cast on expert level.

Luck+Logistics/Enlightenment+Sorcery: Bard
Probable for: Ranger,???;

Attack+Logistics+War Machines: Conqueror
Probable for: Barbarian (2), Demon Lord(1), Knight(1), Warlock(?);
Bonus: When conquering a town, garrison or guarded building by fight, the hero gets an xp bonus.

Attack+Luck+Destructive Magic: Dragonslayer
Probable for: Barbarian (1), Knight(1), Ranger, Runemage;
Bonus: The hero and his troops deal +20% damage against all kind of dragons.

Destructive Magic+Summoning Magic: Elementalist
Probable For: Necromancer, Ranger, Warlock, Wizard;
Bonus: Elemental spells (both of summoning and destructive magic) have a +10% bonus on their effect (=damage, number of summoned elementals...)

Enlightenment+Light Magic+Dark Magic: Grey Disciple/Disciple of Balance
Probable for: Knight(2), Ranger(), Runemage(1), Wizard();
Bonus: The penalty for having different factions in your army is reduced. 1 faction +2 moral, 2 factions +1 moral, 3 factions no penalty, 4 factions -1 moral, etc.

Leadership+Defense+Luck: Noble/Lord
Probable for: Knight(1), Runemage(), Warlock(?), Wizard();
Bonus: Encreases weekly creature growth, when in a town. (Tier 1: +50%, Tier 2: +40%, Tier 3: +25%, Tier 4: +2, Tier 5:+1

Leadership+War Machines+?: Warlord
Probable for: Barbarian(2), Demon Lord(?), ?,?;
Bonus:


Check list for balance:
Attack - II
Defense - I
Luck - I
Leadership - II
Logistics - I
Enlightenment - I
War Machines - II
Light Magic - I
Dark Magic - I
Destructive Magic - II
Summoning Magic - I
Sorcery - I

Barbarian - III
Demon Lord - II
Knight - IIII
Necromancer - II
Ranger - III
Runemage - IIII
Warlock - IIII
Wizard - IIII


...I think maybe the spellforming racial could also fit (better?) for warlock??? yet it would probably be too imba (enhanced Implosion + enhanced Chain lighnting= ultimate destruction?!?)
...any suggestions are welcome

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 17, 2010 09:22 PM

[quote
So, again staying with H5 skills for now:

Basic Class:
Fighter - (Attack)
Soldier - (Defense)
Adventurer - (Luck)
Commander - (Leadership)
Wanderer/Traveller -(Logistics)
Scholar - (Enlightenment)
Engineer - (War Machines)
Priest - (Light Magic)
Heretic - (Dark Magic)
Battlemage - (Destructive Magic)
Summoner - (Summoning Magic)
Sorceror - (Sorcery)

Advanced Classes with racial+normal skill:
Knight (Counterstrike+[Defense, Leadership or Light Magic])
Ranger (Avenger+[Attack, Luck or Logistics]
Warlock (Irresistible Magic+[Dark Magic, Destructive Magic or Sorcery]
Wizard (Artificer+[Destructive Magic, Summoning Magic or Sorcery]


I sugesst:
Warrior-Attack
Armourier-Defense
Leader-Leadership
Adventurer-Logistic
Pyromancer-Destructive Magic
Enchanter-Enlightenment
Seer-Light Magic
Sorcerer-Sorcery
Reaver-Dark Magic
Summoner-Summoning Magic
Eingneer-War Machines

And for racial+1 skill
Necromancer=Necromancy+Summoning
Knight=Counterstrike+Defense
Ranger=Aveneger+Luck
Warlock=Irresistible Magic+Destructive Magic
Wizard=Artificer+Sorcery
Demon Lord=Gaiting+Attack
Runemage=Runelore+Defense
Barbarian=Blood Rage+Attack

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 18, 2010 02:08 AM

Quote:
I sugesst:
Warrior-Attack
Armourier-Defense
Leader-Leadership
Adventurer-Logistic
Pyromancer-Destructive Magic
Enchanter-Enlightenment
Seer-Light Magic
Sorcerer-Sorcery
Reaver-Dark Magic
Summoner-Summoning Magic
Eingneer-War Machines

And for racial+1 skill
Necromancer=Necromancy+Summoning
Knight=Counterstrike+Defense
Ranger=Aveneger+Luck
Warlock=Irresistible Magic+Destructive Magic
Wizard=Artificer+Sorcery
Demon Lord=Gaiting+Attack
Runemage=Runelore+Defense


Thanks for the suggestions, lizard.
For your names:
Armourier sounds good.
I prefer Commander over the simple "Leader", which is to close to the skill name, also, imo.
I think Luck fits better for Adventurer.
Enchanter: is to magical for Enlightenment which isn't exactly a magic skill, imo.
Pyromancer: Pyro means fire and destructive amgic also holds Ice and Lightning (and earth?!)
Reaver again seems great

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 18, 2010 12:21 PM
Edited by LizardWarrior at 12:22, 18 Apr 2010.

About basic,advance and expert heroes class:

Basic Necromancer:
Skeleton Archer-Double Shoot
Plague Zombie-Cast Weaknees on attacked Traget
Spectre-Immune to Slow

Advance Necrcomancer:
Spectre-Immune to Lighting Spells(Lightning Bolt,Chain Lightning)
Vampire Lord-Double Attack
Lich-Can cast Cruse of Neatherworld

Expert Necromancer:
ArchLich-Can cast Animate Deads
Wraith-Have Deadly Strike
Spectral Dragon-Immune to spells,Harm Touch

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 10, 2010 09:09 PM

Another system of advanced classes could be:
Each class has 3 possible classes in which it can advance. Each such advanced class needs 2 certain skills on expert level and a the hero to have achieved level 12. The hero can advance to his special classes in a special town building.

Barbarian Classes:
~Dragon Slayer: Hero deals double damage against all dragons with his attack.
~Warlord
~

Demon lord Classes:
~

Knight Classes:
~General (Leadership+?):
~Templar:
~

Necromancer Classes:
~

Ranger Classes:
~Warden:

Runemage Classes:
~Protector:
~

Warlock Classes:
~Assassin:

Wizard Classes:
~Alchemist (): generates 1 random ressource (not wood, gold or ore) per day
~
~

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 10, 2010 09:44 PM
Edited by alcibiades at 21:48, 10 May 2010.

Quote:
...haven't we already discussed these? Here, perhaps Jiriki will get some new ideas for his list:

Advanced Classes - a specific suggestion


Ha ha this was my thread, and I had completely forgotten about it.

I actually still think it has some very nice ideas.

lolz

Quote:
Another system of advanced classes could be:
Each class has 3 possible classes in which it can advance. Each such advanced class needs 2 certain skills on expert level and a the hero to have achieved level 12. The hero can advance to his special classes in a special town building.

Barbarian Classes:
~Dragon Slayer: Hero deals double damage against all dragons with his attack.
~Warlord
~

Demon lord Classes:
~

Knight Classes:
~General (Leadership+?):
~Templar:
~

Necromancer Classes:
~

Ranger Classes:
~Warden:

Runemage Classes:
~Protector:
~

Warlock Classes:
~Assassin:

Wizard Classes:
~Alchemist (): generates 1 random ressource (not wood, gold or ore) per day
~
~


On topic, I think this is something that also could work, because with 2 skills + a level restriction you can make a logical synergy that still leaves some openness, and at the same time control when it happens. I would perhaps push it slightly more towards late-game (level 15?) but of course depending on the number of features it opens, you'd also want it to be something you can develop during the cause of the game.

Of course if it simply adds a (passive?) ability, it's enough just to qualify, hence can be mid-to-high level.
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted May 10, 2010 09:48 PM

Yeah, me too.
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