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Old 04-21-2014, 04:42 PM   #1
cc.jmk!
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Lightbulb Dwarven race overhaul

Hi all! I'd like to comment a quite massive change I've been thinking a lot lately (without going deep into the details though) about how Dwarvens could be changed to have neat classes instead of been merely money-makers (The relatively new dagger features for bounty hunters helped me close some open issues on the plan)

The most impactful idea is giving dwarvens a Mystic branch, with a couple classes, and opening Artisan / Scavenger branches further.

The full Dwarven tree would be something like this -names are just brainstormed names subject to changes-

Dwarven Fighter
Scavenger
Bounty Hunter
Hoplite (might need a better name)
Artisan
Warsmith
Mechanist
Dwarven Mystic

Thaumaturgist (maybe just Wizard, though that doesn't sound dwarven at all)
Geomancer
Runecaster

Priest
Maphyr Elder

~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~. ~.~.~.~.~.~.~.~.~.~.~

The general description of each class:

*Bounty Hunter: (Dagger)
Remains as dagger spoiler, doubling as damage dealer with a couple more Rogue skills from other races, but obviously not as potent due to dwarven's high HP; should still be a competent damage dealer for Raid Bosses or leveling, but not as solid in PvP as specific daggers. Spear skills/passive & Spoiler Festival no longer leveled beyond Scavenger levels.

-Dagger & Light armor mastery,
-Good as damage dealer, worst on PvP than other daggers.


*Hoplite: (Warrior)
Takes over all spear related skills from the current Bounty Hunter, making it the most dedicated item farmer in the game; as a cool feature, it gets an exclusive passive allowing it to wear a Spear + Shield (but hitting a single target with the pole), some shield skills for single target, and keeps pole skills for AoE; focuses on heavy armor, making it a sort of tank poler that can perform relatively good as raid boss tank.

-Polearm, Shield and Heavy armor mastery.
-Can use polearm+shield (single target) or polearm alone (multiple targets).
-Has shield skills that damage and/or debuffs targets for PvP.


*Warsmith: (Knight)
Stays pretty much the same, but loses Summons beyond Artisan levels. As a way of empoweing it to keep it relevant aside from crafting and the couple buffs it provides, make it the TRUE dwarven tank, with shield skills & passive, aggresion, arrest and the whole suite.

-Gains Shield mastery + shield passives & toggles.
-Gains Arrest, Aggresion and the tank skills' etcetera.


*Mechanist: (Ranger + Summoner)
Takes over all summons and summon-related skills from the current Warsmith. As The dwarven mechanist, skilled in mechanical crafts and trickets, it employs a Crossbow for combat, being aided by it's mechanical creations. It might get some new summons or summon other sort of utilitary things like "teleporters", portable potion crafting stations or the such, so long as it doesn't make it imbalanced; for example, an immobile "Selling Station" that you can give items and set their selling prices, for leaving in town selling bounty or crafts while you farm or RB.

-Uses crossbow & light/heavy armor
-Summons mechanical creations for combat.
-Miscelaneous mechanical creations for non-combat uses.


I'll skip the Thaumaturge / Priest descriptions because they will just be minor versions of the classes after them.

*Geomancer: (Nuker)
Generic Earth-based nuker, with Surrender to Earth, target-nuke, AoE nuke, DoT-nuke and the vast etcetera. As we already have Elves as WIT casters, DElves as INT casters and humans as midway casters, these badboys could be MEN casters, and following with the dwarves' tradition of sturdiness have a higher CON than other mystics; it could have Elves INT and DElves WIT to balance for the higher MEN. Hence we have a caster that is relatively slower and weaker than most others but endures battles longer both in terms of HP and MP, a caster that can sustain constant nukes on enemies for longer periods.

-Earth based nuker.
-Highest MEN for a mage, tied for lowest INT and WIT.


*Runecaster: (Enchanter + Debuffs)
Casts "Runes" (probably requiring some material like Spirit ores or other grosery-bought material), which can have various effects; runes either provide a single-time effect when triggered, a buff/buff or an AoE continuous effect. For example, a buff/debuff rune would be cast on a target, runes casted on the ground can serve as farming / siege traps dealing damage, or spreading debuffs when they are triggered. Finally, continuous effect buffs are also casted on the ground, but instead of being triggered by someone getting near and causing a single-time effect, they will give an AoE bonus or penalty to nearby applicable targets for as long as they remain within range; for example, runes granting increasing HP regeneration to friends, giving DoT to enemies, giving a strong buff to units that remain within range, or a strong (probably incremental) debuff to nearby enemies. As a practical example, a rune that lowers nearby enemies' p.def & m.def by 7% per second, up to 35%. As for how it will level, it can either have light armor mastery & level like a warcryer/overlord with a mixture of meele & skills, or have some short reuse time exploding rune.

-Casts runes that give buffs/debuffs/triggered effects.
-Some runes can be casted on targets, others on the ground; some on both.
-Runes can have instant effects or incremental effects per second.


*Maphyr Magus: (Healer / Enchanter)
Similar to Elders,this is a mixed buffer/healer. I see it more PvP / Craft-suppport oriented, with some healing & buffing and minor meele capabilities, similar to Orc Shamans. Unique buffs should be crafting-oriented, like increasing the success rate of craft attempts (never up to 100%, and always with a long cooldown), regaining a % of the used materials if the craft fails or increasing max MP and MP regeneration for as long as the target stays still *coff coff craft shops coff coff*. It can have a toggle skill giving his physical attacks earth-element bonus, have good'old Blunt Mastery, and light-armor mastery granting him increased casting speed and attack speed like Enchanters. That way he can fight as a hybrid warrior-caster, with the strongest emphasys on meele, unlike Orc casters that end up being real casters.

-General healing.
-Some sort of recharge, for crafters.
-Crafting-oriented buffs.
-General fighter-oriented buffs for the fighter dwarvens (Might, Shield, crit buffs, maybe Bless the Body, etc).


I think that pretty much shows both the extent of my idea and the implications of each class in the game.

Feel free to shoot critics at the idea, if it's really idiotic or something can be made better, it both works for me.

Last edited by cc.jmk!; 05-27-2014 at 02:40 PM.
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Old 04-22-2014, 07:06 PM   #2
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Default Re: Dwarven race overhaul

Quote:
Originally Posted by cc.jmk! View Post
Feel free to shoot critics at the idea, if it's really idiotic or something can be made better, it both works for me.
Well, I was just reading, but since you asked...

your general idea is refreshing and cool and brighty and shiny but... it failed at its kernel when you spoke about dwarves being mages-type classes: dwarves arent familiarized with wizardry nor care enough to have some sort of church - for who remembers, they only had 1 priest on a pseudo-church for Marph, and take oldie grandpa just cared to take off some adena from the believers while doing their quest, lol.

Also, I only can remember about Matilde, near Sea of Spores, of being a dwarf wizard - and without talk she fails miserably at being a good one, 2x lol.

So no, this idea could work perfectly 'cause dwarves wizards doesnt exist at all - because all they care about is money and accumulating wealthy.
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Old 04-24-2014, 08:47 AM   #3
cc.jmk!
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Default Re: Dwarven race overhaul

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Originally Posted by Astarothy View Post
..when you spoke about dwarves being mages-type classes: dwarves arent familiarized with wizardry nor care enough to have some sort of church - for who remembers, they only had 1 priest on a pseudo-church for Marph..
That IS true, but L2 storyline depends on those who write the story; surely an scenario can be narrated when dwarves can get their hands into magic..

I recall reading a reeeeeally old thread about dwarven mages stating that on the succesive wars that happened between races and kingdoms on Aden and Elmore, dwarves SHOULD have had some sort of healing; else, wounded dwarf = dead dwarf.

Then the existance of dwarven priests, even been the weakest of priests between races, is quite likely.

Then, as dwarves workship Maphr, it is only natural that they will workship her for arcane powers.

Then, as Maphr is goddess of Earth, is it clear that dwarven mages would use Earth magic to power their arcane skills.

This leads to two conclusions:

a) It's quite likely that Dwarven Priests DO exist OR have existed before (and that tradition could be reborn somehow in the present times).

b) If there existed some sort of dwarven magics, it's completely possible that some eventually turned into aggresive arcana and developed fightning magic, even when they might be a minority of the dwarven race or somehow secluded from the rest; and these "aggresive mages" would probably use Earth magic as well.

It is true that dwarves on current lore don't seem to make use of magic almost at all, but that's pretty much arbitrary; the guys behind scenes could wake up twisted today and decide to clear dark elves from the game on the next update, and they could surely find a way to justify it "lore-wise".. same here
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Old 05-19-2014, 05:38 PM   #4
Frithu
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Default Re: Dwarven race overhaul

Maybe an alchemist class to the dwarves would be quite suitable and entertaining:
Explosive potions, movement slowing potions, sleeping gas potions, love potions, health regenerating potions, philosopher's stone effect potions, etc.


The alchemist need to craft all the potions (preparing himself with several potions before going into combat), and the mats could be picked by him and other players (with a lower chance of sucess) or by spoilers (with the highest chances of sucess).
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Old 05-19-2014, 06:44 PM   #5
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Default Re: Dwarven race overhaul

Give Dwarves windriding, the old PW skill.
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Old 05-20-2014, 03:21 AM   #6
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Default Re: Dwarven race overhaul

i would really like to see the artisan creating machines for farming or pvp.
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Old 05-20-2014, 05:50 AM   #7
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Default Re: Dwarven race overhaul

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Originally Posted by Frithu View Post
Maybe an alchemist class to the dwarves would be quite suitable and entertaining:
Explosive potions, movement slowing potions, sleeping gas potions, love potions, health regenerating potions, philosopher's stone effect potions, etc.


The alchemist need to craft all the potions (preparing himself with several potions before going into combat), and the mats could be picked by him and other players (with a lower chance of sucess) or by spoilers (with the highest chances of sucess).
Alchemy is an ability specific to the Ertheias, a new race in the next update who will be able to synthesize, among other things, all sorts of love potions ("drinkable Battle Rhapsodies"):
http://boards.rochand.com/viewtopic....tart=10#p24948
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Old 05-21-2014, 06:58 AM   #8
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Default Re: Dwarven race overhaul

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Originally Posted by Yidao View Post
drinkable Battle Rhapsodies

Ugh
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Old 05-26-2014, 11:55 AM   #9
cc.jmk!
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Default Re: Dwarven race overhaul

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Originally Posted by Yidao View Post
drinkable Battle Rhapsodies
That sounds quite stupid in a completely new order of things.. casting magic and summoning ponies and shadows, even becoming invisible are quite acceptable fantasy elements..

but drinkable songs?
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Old 05-26-2014, 01:32 PM   #10
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Default Re: Dwarven race overhaul

Well, I put it in quotation marks ^^

The name 사랑의 묘약/Love Potion is misleading - in reality it's a buff juice that enables you or your party (depending on the variety) to bring death and destruction to everybody around you. Make war, not love!
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Old 05-26-2014, 03:00 PM   #11
Frithu
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Default Re: Dwarven race overhaul

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Originally Posted by cc.jmk! View Post
That sounds quite stupid in a completely new order of things.. casting magic and summoning ponies and shadows, even becoming invisible are quite acceptable fantasy elements..

but drinkable songs?


Sometimes, if you drink alot of alcooholic beverages, you start to sing, maybe drinkable songs is the next logic step...?
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Old 05-27-2014, 02:37 PM   #12
cc.jmk!
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Default Re: Dwarven race overhaul

I've updated the suggestion a little. Please provide feedback guys! we'r de-railing from the topic.
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