Hi everyone,
from what I have read each class will have specs and it appears there should be multiple healers from what classes are available Druid and Paladin seem like obvious choices, but will others be able to have spec for each role while keeping the classes unique? As each archetype can be made into any role if given proper specialization and it would be quite neat to not be locked out of role just for picking a specific class, but each class being unique.
Here are just my thoughts to each of the classes (with the exception of Druid and Paladin as they are quite commonly used for pletora of specs):
Warrior: The DPS and Tank specs are kinda clear as it is a norm for majority of the games that use holy trinity and have warriors in it. But usually you don't see warriror being in the role of healers and supports, while unusual, every army and group usually has a commander/leader. So a commander spec could be a spec revolving around shouts and battle standards with the standards being able to be held as an aura and a little bit less powerful effect or deployed for an AoE, temporary effect something like: "Battle Standard" - If held raises the damage and attack speed for nearby allies, if deployed temporarily increases the bonuses, but the AoE zone gets decreased over time until fully disappearing. "Rally Standard" - if held raises movement speed of nearby allies, if deployed every ally passing by the standard gets a burst of speed and allies move faster when moving towards the standard; the standard disappears after some time while deployed. "Take Cover!" - raises defense by a small amount and shields a friendly target. "Retreat!" - raises movement speed of all allies and shields them for small amount. "Endure!" - applies a small heal over time on target.
Ranger: There is multiple ways how to about having them specialize in each role from having them "attuned" to different animal archetypes, i.e. each spec will give their pet of choice different ability sets so the ranger can be a jack of all trades master of hunt or by making the rangers specialize themselves - maybe a combination of both - i.e. the ranger chooses a spec for themselves and for their pet with bonuses if they both choose the same. While there is many ways how to go about the pet specializations and those might not really be needed (although it would be a neat little thing to have the ability to customize the pet a bit more) the Ranger themselves can be basically split into three groups - hunters (be it marksmen, trappers) focusing on DPS; foragers and tenders focusing on support and healing through their knowledge of herbs and anatomy; primals who are those more in sync with their pet and gaining some animal characteristics and bonuses like tough skin, resistance to disaeses and other effects which can go and take some more beating as tanks.
Witch/Warlock: Witch-doctors are quite well known healer-debuffer type of a class to be implented for the witch/warlock class, as DPS there are multiple options ranging from debuff and DoT focused gameplay to a more of a pet focused one; as for tanking the witch and warlock could be able to boost their vitality and resistance through a blood pact or maybe by becoming a vampire incarnate and sustaining themselves through the regenerative powers, natural resistances to damage and by sucking their enemies dry.
Necromancer: A pet debuffer DPS is quite the norm for necromancer, but when it comes to their identity they are basically manipulators of life as such, maybe they could be focused on debuffing as healers while using their own HP to heal others. Something along the lines of having either a self-debuff tied to the healing or an actual life cost. They could have a bit of a higher HP pool while lowering their Mana pool with the ability to sap mana and life from enemies to replenish themselves. As a tank they could go with a grim reaper and bone armor fantasy using bones to protect them and increasing their resistances and having the form of grim reaper to quickly recover by dealing damage to the enemies.
Pirate: Pirates can be a bit of a hard nut to crack, but if we put the DPS and Tank specs aside which wouldn't be all that hard to implement, the healer spec would be. When it comes to pirates they are not all about sailing and robbing ships, they are also quite adept at trickery, gambling and drinking, as such they could use powers to trick the enemy into missing their next attack, or making their spell fizzle. They could use their dice to decide "fate" of their allies by giving them either small heal, big heal, small shield, big shield or very small reduction to damage. They could use their drinking habits to quickly boost morale and health, while also debiliating the enemy.
Assassin: As with Hunters, assassins are by their very nature jack of all trades, but in this case masters of stealth. As tanks they could focus more on an evasive gameplay and parries; as healers they could use their knowledge of poisons to actually create heals and buffs as well going to be a potioneer/chemist.
Priest: As DPS they might be focused on the inquisition fantasy and be the zealous fanatics that will hunt and burn all those that oppose them, as a tank they could be a monk more focused on hand-to-hand combat while using faith to protect them from harm, and as healers... well I am quite sure you ge the idea.
Mage: Usually Frost mages do have a lot of defensive capabilities, but boosting them a little bit more could make them a tank, or you could go with spellsword or battle mage fantasy. Fire mages could be those who are all out there and wrecking havoc and destruction as DPS. But lightning mages could do some shock therapy to their allies and enemies alike boosting the performance of friends high and keeping their hearts beating, while shocking the foes out of their mind. Arcane and or mind mage could also do that in a way more focused on the subtle mind over matter.
Technically the mage offers to most leniance as you could go with focus on one or two elements while still retaining access to some basic abilities from other elements too. Maybe just combining two while having a bit of utility of all like: Frost-fire mage - DPS, Earth-lightning spellsword - Tank, Arcane-mind - Healer
To sum it up, while it would take away a bit of class identity, it would also bring tons of options and freedom into it while still retaining class identities and actually building up on them.
Do you want to be stealthy, sneaky trickster but you really want to help your allies prosper in combat? Don't you worry, the Potioneer/Chemist spec got you covered?
Do you love to play with fire and zap enemies, do you also want to wear some pointy hats and live your archmage fantasy? But you also really want to be on the frontline beating the crap out of the enemy while not letting them touch your allies? Well, why not become a spellsword?
You get the idea.... well anyway, sorry for the long post as it was mostly a question about the specs but I ended up getting too much into the ideas that started popping.
Last edited: 2022-09-05 19:21:42Hi everyone,
from what I have read each class will have specs and it appears there should be multiple healers from what classes are available Druid and Paladin seem like obvious choices, but will others be able to have spec for each role while keeping the classes unique? As each archetype can be made into any role if given proper specialization and it would be quite neat to not be locked out of role just for picking a specific class, but each class being unique.
Here are just my thoughts to each of the classes (with the exception of Druid and Paladin as they are quite commonly used for pletora of specs):
Warrior: The DPS and Tank specs are kinda clear as it is a norm for majority of the games that use holy trinity and have warriors in it. But usually you don't see warriror being in the role of healers and supports, while unusual, every army and group usually has a commander/leader. So a commander spec could be a spec revolving around shouts and battle standards with the standards being able to be held as an aura and a little bit less powerful effect or deployed for an AoE, temporary effect something like: "Battle Standard" - If held raises the damage and attack speed for nearby allies, if deployed temporarily increases the bonuses, but the AoE zone gets decreased over time until fully disappearing. "Rally Standard" - if held raises movement speed of nearby allies, if deployed every ally passing by the standard gets a burst of speed and allies move faster when moving towards the standard; the standard disappears after some time while deployed. "Take Cover!" - raises defense by a small amount and shields a friendly target. "Retreat!" - raises movement speed of all allies and shields them for small amount. "Endure!" - applies a small heal over time on target.
Ranger: There is multiple ways how to about having them specialize in each role from having them "attuned" to different animal archetypes, i.e. each spec will give their pet of choice different ability sets so the ranger can be a jack of all trades master of hunt or by making the rangers specialize themselves - maybe a combination of both - i.e. the ranger chooses a spec for themselves and for their pet with bonuses if they both choose the same. While there is many ways how to go about the pet specializations and those might not really be needed (although it would be a neat little thing to have the ability to customize the pet a bit more) the Ranger themselves can be basically split into three groups - hunters (be it marksmen, trappers) focusing on DPS; foragers and tenders focusing on support and healing through their knowledge of herbs and anatomy; primals who are those more in sync with their pet and gaining some animal characteristics and bonuses like tough skin, resistance to disaeses and other effects which can go and take some more beating as tanks.
Witch/Warlock: Witch-doctors are quite well known healer-debuffer type of a class to be implented for the witch/warlock class, as DPS there are multiple options ranging from debuff and DoT focused gameplay to a more of a pet focused one; as for tanking the witch and warlock could be able to boost their vitality and resistance through a blood pact or maybe by becoming a vampire incarnate and sustaining themselves through the regenerative powers, natural resistances to damage and by sucking their enemies dry.
Necromancer: A pet debuffer DPS is quite the norm for necromancer, but when it comes to their identity they are basically manipulators of life as such, maybe they could be focused on debuffing as healers while using their own HP to heal others. Something along the lines of having either a self-debuff tied to the healing or an actual life cost. They could have a bit of a higher HP pool while lowering their Mana pool with the ability to sap mana and life from enemies to replenish themselves. As a tank they could go with a grim reaper and bone armor fantasy using bones to protect them and increasing their resistances and having the form of grim reaper to quickly recover by dealing damage to the enemies.
Pirate: Pirates can be a bit of a hard nut to crack, but if we put the DPS and Tank specs aside which wouldn't be all that hard to implement, the healer spec would be. When it comes to pirates they are not all about sailing and robbing ships, they are also quite adept at trickery, gambling and drinking, as such they could use powers to trick the enemy into missing their next attack, or making their spell fizzle. They could use their dice to decide "fate" of their allies by giving them either small heal, big heal, small shield, big shield or very small reduction to damage. They could use their drinking habits to quickly boost morale and health, while also debiliating the enemy.
Assassin: As with Hunters, assassins are by their very nature jack of all trades, but in this case masters of stealth. As tanks they could focus more on an evasive gameplay and parries; as healers they could use their knowledge of poisons to actually create heals and buffs as well going to be a potioneer/chemist.
Priest: As DPS they might be focused on the inquisition fantasy and be the zealous fanatics that will hunt and burn all those that oppose them, as a tank they could be a monk more focused on hand-to-hand combat while using faith to protect them from harm, and as healers... well I am quite sure you ge the idea.
Mage: Usually Frost mages do have a lot of defensive capabilities, but boosting them a little bit more could make them a tank, or you could go with spellsword or battle mage fantasy. Fire mages could be those who are all out there and wrecking havoc and destruction as DPS. But lightning mages could do some shock therapy to their allies and enemies alike boosting the performance of friends high and keeping their hearts beating, while shocking the foes out of their mind. Arcane and or mind mage could also do that in a way more focused on the subtle mind over matter.
Technically the mage offers to most leniance as you could go with focus on one or two elements while still retaining access to some basic abilities from other elements too. Maybe just combining two while having a bit of utility of all like: Frost-fire mage - DPS, Earth-lightning spellsword - Tank, Arcane-mind - Healer
To sum it up, while it would take away a bit of class identity, it would also bring tons of options and freedom into it while still retaining class identities and actually building up on them.
Do you want to be stealthy, sneaky trickster but you really want to help your allies prosper in combat? Don't you worry, the Potioneer/Chemist spec got you covered?
Do you love to play with fire and zap enemies, do you also want to wear some pointy hats and live your archmage fantasy? But you also really want to be on the frontline beating the crap out of the enemy while not letting them touch your allies? Well, why not become a spellsword?
You get the idea.... well anyway, sorry for the long post as it was mostly a question about the specs but I ended up getting too much into the ideas that started popping.
Oh you have some great ideas there. We will try to make every class viable in every situation.
I don't think that every class will have heal and tank spec, but we will try to make all classes desirable to be played.
Also we just started to make concepts for the classes with the help of the community. Every week we will discuss a different class with a daily question.
This week we are on the Assassin and the ideas that are coming out are absolutely great. For sure I can see you participating in these discussions, as you have some great ideas :)