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Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 11:55 am
by ydyp1978
mugendo wrote:Never forget the 'tactical withdraw' :D , I always have 'speed run' ready to use when things are going badly.
When played right it won't help you much when rooted. Wich is handy to catch also those pesky runners with ranged :D

I'm playing around with dual wield (sword/dagger) in a mix with root in an enchant.

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 1:43 pm
by mugendo
ydyp1978 wrote:When played right it won't help you much when rooted. Wich is handy to catch also those pesky runners with ranged :D
Darn...he even knows I am ranged ;)

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 2:32 pm
by sidusar
The point of this thread is exactly to propose alternative combat styles apart from the generic tank in heavy armor with a 2-handed axe/sword. :)

I've already seen the ninja style with dual tekorn weapons used to some effect, and I'm playing around with tekorn pistols myself. The amount of criticals you inflict is still a bit meager in my opinion, but it works. On a sidetrack, is any of the critical effects other than stun usefull against mages? Stamina drain, slow attack, slow move, dodge penalty, combat penalty... all works wonders against warriors, but it seems none of it would do anything to incapacitate a caster.

Sorry, I can't think of any other styles at the moment :o
Though personally I think your paladin style should have a 1h mace, preferably tekorn ofcourse. Then put in the slow stanza and aim for their arms for a double slow effect ;)

Oh, Xera, amps definitely boost elemental enchantments on them. Unless you mean the sysinfo says it does 1500 damage while it really only does 750. If you suspect that is the case then that would require further investigation. But according to the sysinfo the amp boosts the enchantment power.

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 2:41 pm
by acridiel
g00st wrote:umm yep this is all goot stuff, but isnt the point of zom that your not generic monkey x......and that your all things to all homins....???
Yes, sure it´s the "point" of the Game, but I can see the Openers point here, to try and make the transition from other "Class-based" Games easier by labeling a certain Combat Style similar to a Class.
Someone who comes from for example WichObscureWapon, does sometimes have a pretty hard time to realy identify with a Skill-based system and does not know wich direction to take with his Charakter. Providing a Goal to reach for by breaking Combat into "fighting Styles" provides such a goal. And leaves enough room for everyone to tweak his/her Charakter a bit. So I think we mustn´t fear an invasion of Atys-Paladins (appart from the Guild I guess :D ) or Kami-Ninjas, all looking the same. :p

I still can´t provide a good example but I think the Idea deserves some support here. :)

CU
Acridiel

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 4:48 pm
by sehracii
Indeed, this thread isn't implying you should lock yourself into one combat role. Its ideas for other combat styles, methods that are different then the usual "spam huge damage attack." One character could set themself up to play all those roles. Today I'm a ninja, tomorrow I'm a paladin!

More people would do well to put game mechanics aside and pick their skills based on roleplay and simply what would be fun. I think they'll find many alternate "builds" would be very helpful to a team.

I plan on trying out some of these myself, but unfortunately theres no room on my hands bars to create all the right skills. (When do we get bar 11-20, devs?) :p

Oh well, off to the alts...

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 7:28 pm
by ghyselsj
Hmmm names are the hard part... here goes...

Time Shifter

- Dresses in Heavy Armor, wields a (1 or 2-handed) Mace
- Uses mace special attack (Slow) and Offensive Affliction Spells (Slow Move, Slow Attack) to "shift" the flow of time surrounding his opponent. His target will appear to function almost in slow-motion. This makes it easier for the player or the team to handle the mob, as they can respond easier (heal before sruch by a fatal blow, etc.).
- Has Warcry/Berserk for when you need that extra touch of damage.
- 1-handed version also has Shielding and wields a large shield.

Spell Slasher

- Dresses in Medium, Light, or a combination thereof.
- Wields a 2-Hand weapon, and has an amp in his bag.
- Uses his melee weapon for effecient damage over time, and when there is a need for tanking.
- Uses Offensive Spells when a damage burst is needed.
- Uses Healing spells when the party Healers have trouble keeping up (only when not tanking of course.)
- Enchants his weapon with afflictions for maximum efficiency (nukes and heals are much less powerfull when not using amps, afflictions however retain their power.)
- A 1-hand weapon (with the optional shield or dagger) is also possible, though less efficient stamina-wise, and the shield/extra dagger also make changing gear take longer.



Just a couple off the top of my head ;)

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 9:58 pm
by larwood
sehracii wrote:...tomorrow I'm a paladin!
Yay, did you hear that guys? Tomorrow Sehracii is going to join the Paladins. Sweet, its about time she's seen the light. :) hehe

Seriously, I think that ideas like these are great. And I hope that somone in a positoin of importance reads and considers them.

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 10:22 pm
by acridiel
larwood wrote: And I hope that somone in a positoin of importance reads and considers them.
Uhm? Why should they?
Those are just Ideas for certain Skill Combinations, not a wish for Classes around here. It would certaily be cool if someone would InGame be reffered to as a Timeshifter, or whatnot, but I for myself certainly don´t want to see Charakterclasses popping up all of a sudden.
I think you missunderstood something there Larwood.
Or did I misunderstand you?

Acridiel

Re: New Ideas for Combat

Posted: Tue Sep 19, 2006 11:16 pm
by zangan
Keep the ideas coming!

I'm trying to try the crippling assassin, but am having a hard time leveling up fight to get some good aim stanzas. :(

well I'm running dry for ideas but came up this :

Berserker
-Light armor and no helm
-uses 2h pike
-needs an amp enchanted with a double bomb nuke if possible
-for skills needs high levels of increase damage, accurate attack and ignore defense
-circle attack
-also needs warcry and berserker as well as speed up power
-enchants on weapon would be root.
Now this isn't much different than most fighters, with slight alterations in equipment. This is for those who want to rush in and clear out everything as fast as they can. It works best with a team and tank, otherwise you will probably get crushed without your heavy armor. Uses all of their abilities at once-berserker, warcry, ect., then rushes into either a group in pvp or a mob, and uses your most powerful circle attack ignore their armor. This will cut deep into them and probably weaken them all up if it doesnt kill them. Then use melee protection aura and use it to switch to an your charged amp and let loose with your double bombing nukes! You will mainly need a good healer to do this much as its a tad reckless. If anyone tries to escape hit them with an enchanted root from your pike. More of a typical melee with a variation.


Necromancer
-Light or medium armor (high dodge and/or parry)
-1h sword and buckler (or shield I guess)
-also needs an amp with affliction cast time and power up
-needs a huge veriaty of afflictions spells
-must have spells- madness, blind, fear, stun
-try some DOTs as they go more with the theme, especialy if your roleplaying this character
-a decent selection of aim stanzas, accurate attack, and high bleeding effect
-some protection stanzas
Ok, this character is all about control. It's about lifting a few fingers, flicking your sword, and then watching you opponents life slowly drift away as your either parrying or dodgeing all his shots. Using madness is key to this, as they will attack themselves to bits. Using blind will make them miss you, which makes you even more in control. After they are attaacking themselves and missing your, add to their suffering with some DOTs and bleeding effects. From here you can easily beat them to a pulp, if they are hitting too much, use some slow attacks or stuns. Use a protection stanza to safely watch your bleedings and DOTs do their job. Its up to you. This style is all about control


Ok, well, I'm running out of thoughs ;)
Keep posting and feel free to correct and piont out mistakes or obvious obstacles, just remember, the point of the thread is to give people some inspiration or new ideas.

Keep them coming!!

Re: New Ideas for Combat

Posted: Wed Sep 20, 2006 12:23 am
by zangan
Thanks for the support everyone! :D
lardwood wrote:Seriously, I think that ideas like these are great. And I hope that somone in a positoin of importance reads and considers them.
Im not sure, but he might mean that if some new skills or something was implemented to possibly improve some features that our styles use. Though I'm not sure, I don't think he wants classes, otherwise I doubt he would be playing Ryzom.