[HUGE Class Idea]: Subclasses!


#1

My fellow Arealmicans, I present you: Subclasses!

These classes are for people who don’t bother star farming, want to see their class thrive with something else or just tired of the current roster!


Things to note:
~ These classes DO NOT count towards stars acquired through Class Quests.
~ These classes are supposed to have a notable difference from their predecessor, INCLUDING stats.
~ The abilities for these classes DO NOT DROP. You must forge EVERYTHING, including UT’s!
~ These classes aren’t made for newbies.
~ These classes & their abilities aren’t set in stone- just off the top of my head for some classes.
~ There classes are SUPPOSED TO BE balanced to enter the actual game.
~ I AM SURELY NOT WASTING MY TIME MAKING SPRITES FOR ALL THESE CLASSES. IF YOU WISH TO SUBMIT YOUR OWN SPRITES, YOU’RE MORE THAN WELCOME. AS WITH ALL MY IDEAS, I WILL NEVER GIVE IT MY FULL EFFORT AS IT MAY NEVER SEE THE LIGHT OF DAY!


The Forging System:

It has been postponed in my post but I think I’ve found a good balance.
How it works:

To forge ANY Subclass ability, Tier 1 to Tier 6, you must turn in one item of the same tier OR two of the same abilities -1 tier.
If I wanted to forge a T6 Star, I can turn in 2 T5 Orbs or one T6 Orb. Simple as that.

For UT’s, your chance of getting the correct one WILL BE RANDOM.
To forge them, you must forge two TIER 6 SUBCLASS ABILITIES to have a chance at a UT. Pretty straightforward.


Class # 1: Warrior —> Nobleman

Initial Stats Average at 20 Base Stat Cap
Hit Points
200
675
770
Magic Points
100
195
252
Attack
15
40
60
Defense
0
0
20
Speed
7
35
50
Dexterity
10
30
45
Vitality
12
30
45
Wisdom
7
25
40

Ability: Decorated Helmet (different from Warrior’s Helmet)

Tier 6 Ability effect: Grant Armored, Berserk for 2 seconds. Grant 120 HP for 5 seconds.
MP Cost: 160
Stat Bonuses: +10 DEF, + 2 VIT, +2 WIS

Pros:
Can tank like a Knight/Paladin under many circumstances.
More immune to Sick, Bleeding and shotguns.
Can absorb heavy damage for allies.

Cons:
HUGE MP cost. (for balance)
No Team Buffs.
Defenseless when Quieted.


Class # 2: Priest —> Priestess

Initial Stats Average at 20 Base Stat Cap
Hit Points
200
575
670
Magic Points
100
290
385
Attack
15
40
50
Defense
0
0
25
Speed
7
35
55
Dexterity
10
30
55
Vitality
12
30
40
Wisdom
7
25
75

Ability: Holy Charm

Tier 6 Ability effect: Party Healing for 3 seconds. Party HP Increase by 90 for 2 seconds. Damaging to self for 5 seconds.
MP Cost: 120
Stat bonuses: + 2 VIT, +2 WIS, +1 DEF

Pros:
Dishes out more damage with Wand.
Heals over time.
Easy to maintain.

Cons:
Still unforgiving MP costs.
No instant heals except HP boosts.


Class # 3: Wizard —> Elder Wizard

Initial Stats Average at 20 Base Stat Cap
Hit Points
200
575
670
Magic Points
100
290
385
Attack
15
45
70
Defense
0
0
25
Speed
7
35
50
Dexterity
10
40
65
Vitality
12
30
40
Wisdom
7
45
75

Ability: White magic
Tier 6 Ability effect: On cast, fires 5 blasts of light in a cone that deals 200-400 (800-2000) damage. Range: 10
MP Cost: 95
Stat bonuses: +4 VIT, +4 WIS

Pros:
Can shotgun like a Knight with more range.
Less aiming vs Spellbombs for max damage.
High DPS like Wizard.

Cons:
Need to be close up to deal maximum damage.
Increased mana costs.
No defenses.


Class # 4: Archer —> Explosive Archer

Initial Stats Average at 20 Base Stat Cap
Hit Points
130
605
700
Magic Points
100
195
252
Attack
15
40
80
Defense
0
0
25
Speed
7
35
45
Dexterity
10
30
50
Vitality
12
30
40
Wisdom
7
25
50

Ability: Explosive bolt

Tier 6 Ability effect: Fires an explosive arrow that on impact explodes 3 times in an area, dealing 200-250 damage for each explosion. Does not Pierce.
MP Cost: 85
Stat bonuses: +5 ATT, +2 VIT, +2 WIS

Pros:
Higher DPS than Archer with Explosives.
ATT bonuses from ability.

Cons:
No DEX.
Harder to keep enemies still.
Arrows don’t Pierce.


Class # 5: Rogue —> Mastermind

Initial Stats Average at 20 Base Stat Cap
Hit Points
130
605
700
Magic Points
100
195
252
Attack
15
40
60
Defense
0
0
25
Speed
7
35
60
Dexterity
10
30
75
Vitality
12
30
40
Wisdom
7
25
50

Ability: Card deck

Tier 6 Ability effect: Fires 5 cards in a cone that all apply a random status effect for 1 second. Each card deals 100-150 damage. Range: 8.3
MP Cost: 100
Stat Bonuses: +5 WIS, +2 VIT, +3 SPD

Pros:
Elite with debuffs.
Exploits weaknesses of many enemy types.
Extremely high DPS for a Dagger class.

Cons:
Wears Leather as a close range class.
Prone to occasional shotguns while trying to deal damage.


Class # 6: Knight —> Peasant

Initial Stats Average at 20 Base Stat Cap
Hit Points
200
675
770
Magic Points
100
195
252
Attack
15
38
50
Defense
0
0
25
Speed
7
35
50
Dexterity
10
35
50
Vitality
12
30
40
Wisdom
7
30
50

Ability: Round Shield

Tier 6 Ability effect: Fires 2 shots forward that deal 200-240(400-480) damage and stun the enemy for 1 second. Self Buff Berserk and Damaging for 0.5 seconds.
MP Cost: 85
Stat Bonuses: +8 DEF, + 4 VIT + 2 WIS, + 2 ATT

Pros:
Can stun and go Berserk/Damaging right after.
LOW MP costs.
Has great DPS close-up.

Cons:
Much smaller cone for stuns to land.
Less defense than Knight.
Low stun time.


Class # 7: Paladin —> General

Initial Stats Average at 20 Base Stat Cap
Hit Points
200
675
770
Magic Points
100
195
252
Attack
15
40
50
Defense
0
0
15
Speed
7
35
50
Dexterity
10
30
45
Vitality
12
30
40
Wisdom
7
25
40

Ability: Medallion

Tier 6 Ability effect: On key held, expends 60MP/s and increases all stats by 20. On key press, spawns a Flag on cursor. Within 4 tile range, increase all allied stats by 10. Flag lasts 5 seconds. On key release, expends 100 MP to spawn two 50 HP Soldiers that will attack enemies for 60 damage per hit. Lasts 4 seconds. (Flag effect DOES NOT STACK)
MP Cost: 90
Stat Bonuses: +1 DEF, +5 VIT, +6 WIS, +1 ATT

Pros:
Can give himself +20 to all stats.
Can spawn minions to absorb damage.
Can support allies with a Flag for boosted stats.
Amazing backline multirole.

Cons:
Lowest DEF of all 3 Heavy classes.
Terrible frontline potential.
Relies heavily on MP.
Uses close range sword as backline.


Class # 8: Assassin —> Grenadier

THIS CLASS IS BEING REMADE. DO NOT CONSIDER IT IN YOUR POSTS!!
Ability: Grenade
Tier 6 Ability effect: Lobs a grenade that, after 2 seconds, explodes, dealing 200-1000 damage. Damage increases the closer the enemy is to the center of the blast radius. Radius: 6 tiles
MP Cost: 80
Stat Bonuses: + 5 ATT, + 2 VIT, +2 WIS

Pros:
Shares roots with both Huntress and Assassin in terms of damage and control.
Low MP costs.
High explosive radius to hit multiple enemies.
Instant SB damage on a good lob.

Cons:
Takes some precise grenade timing.
Harder to play in some situations- especially for loot.


Class # 9: Necromancer —> Draklelord

Initial Stats Average at 20 Base Stat Cap
Hit Points
200
575
670
Magic Points
100
290
385
Attack
15
40
60
Defense
0
0
30
Speed
7
35
55
Dexterity
10
30
60
Vitality
12
30
40
Wisdom
7
35
70

Ability: Drake Whistle

Tier 6 Ability effect: On cast, spawns three 50HP Drakes with random effects that follow the summoner. Drakes deal 50 DPS each. Lasts 5 seconds. Cannot Stasis, Armor Break, Daze, Stun or Paralyze unless specified. All status effects last 2 seconds. Cooldown: 5 seconds.
MP Cost: 150
Stat Bonuses: +5 WIS, +2 VIT, +3 DEX

Pros:
Applies many different status effects.
Drakes can absorb damage.
Drakes deal damage constantly.
Drakes also have random support abilities.

Cons:
High MP costs.
Can only spawn 3 Drakes at a time.
Summoned Drake is luck of the draw.


Class # 10: Huntress —> Amazonian

Initial Stats Average at 20 Base Stat Cap
Hit Points
130
605
700
Magic Points
100
195
252
Attack
15
40
60
Defense
0
0
35
Speed
7
35
50
Dexterity
10
30
50
Vitality
12
40
60
Wisdom
7
25
40

Ability: Mark

Tier 6 Ability effect: Spawns a Tiger with +150 HP that deals 90 DPS in a small cone. When killed, recover 60 HP.
MP Cost: 140
Stat Bonuses: +6 ATT, +6 VIT, +2 WIS

The difference: This will be the first straightforward summoning class, capable of dispensing damage at a distance while blocking shotguns and enemy rushes. Losing a Tiger also blesses you with some HP to keep you healthy. The MP cost isn’t easily handled by a Leather class without Harleyquinn and Tigers won’t save you from piercing shots! Use them wisely.

Pros:
Can summon tough minions to fight alongside you.
Can prevent some shotguns.

Cons:
Tigers easily killed.
Hard to maintain Tigers when they rush for enemy.


Class # 11: Mystic —> Star Mother

Initial Stats Average at 20 Base Stat Cap
Hit Points
200
575
670
Magic Points
100
290
385
Attack
15
40
60
Defense
0
0
25
Speed
7
35
50
Dexterity
10
30
60
Vitality
12
30
40
Wisdom
7
25
75

Ability: Star

Tier 6 Ability effect: Lobs a bomb that gives allies +40 WIS and +20 VIT for 10 seconds. Stuns enemies for 1 second. Effect does not stack. Radius: 4 Tiles.
MP Cost: 175
Stat Bonuses: + 4 WIS, +2 VIT

Pros:
Ranged stuns AND MP recovery.
Can buff the hell out of a WisMod class.

Cons:
Deals no damage with ability.
Has to wait until bomb impact is made to benefit from it.
Only thrives in groups.


Class # 12: Trickster —> Jester

Initial Stats Average at 20 Base Stat Cap
Hit Points
130
605
700
Magic Points
100
195
252
Attack
15
40
65
Defense
0
0
25
Speed
7
35
70
Dexterity
10
30
75
Vitality
12
30
40
Wisdom
7
25
50

Ability: Wooden Box

Tier 6 Ability effect: Spawns a wooden box that acts as a decoy. Grants Invisibility for 1 second. Decoy lasts 3 seconds. Box explodes after 5 seconds, dealing 100-300 damage.
MP Cost: 80
Stat Bonuses: +5 DEX, +5 SPD, + 2 WIS, + 2 VIT

The difference: This class actually tricks the enemy… Takes the heat off of you and leaves the enemy a little surprise as you make your grand escape. Invisibility for 1 second allows the Jester to rush if MP is managed properly. Decoys still allow enemies to fire and make you more vulnerable to accidental shotguns while rushing past enemies. Cannot teleport like most Prisms allow you to.

Pros:
Can still distract enemies.
Can deal more damage.

Cons:
Cannot teleport.
Prone to slip-ups.


Class # 13: Sorcerer —> Droidweaver


Class # 14: Ninja —> Ghost Ninja

Initial Stats Average at 20 Base Stat Cap
Hit Points
130
605
700
Magic Points
100
195
252
Attack
15
40
75
Defense
0
0
20
Speed
7
35
70
Dexterity
10
30
70
Vitality
12
30
40
Wisdom
7
25
40

Ability: Scroll

Tier 6 Ability effect: While key pressed: Grants Berserk for 40MP/s. Grants Invulnerability for 0.5 seconds. Grants Invisibility for 1 second. Leaves behind a Spirit Bomb similar to Ghostly Prism. Cooldown: 3 seconds.
MP Cost: 130
Stat Bonuses: +3 WIS, +3 ATT, +2 SPD

The difference: This class will be known for it’s ability to ‘drift’ through enemies and then backstab them before they can respond. If they choose to flee, a Spirit Bomb will be laying in wait! When the enemy lets their guard down, you can go Berserk and leave them in pieces. This class may be swift, but doesn’t have Speedy or a ranged ability like a ‘living’ Ninja does, forcing players to rely on the Invulnerability and Invisibility for damage versus some enemies.


I really want to hear what you guys have to say about these classes.

Just remember: I don’t put effort into something that will likely never see the light of day. I do this because I love sharing my creativity with others.

Thank you for reading. Sorry if it looks clumpy; it’s 14 different classes, after all.

Changelog:
Decorated Helm T6 HP gain 150 --> 120
Peasant Buff times 1 --> 0.5 Seconds
General MP/s Key Press 20MP/s --> 60MP/s
General Ability WIS Bonus 8 --> 6 WIS
Grenadier marked for Remake
Typos corrected
Stats added
Added Forging logic


#2

But why? :thinking:

Also, please explain the acquisition of subclasses and forging… I seem to miss it


#3

It’s practically an alternate class for anyone getting bored of the game, getting to rich to enjoy the game or just wanna try something new.

You would go somewhere with the items- such as two Elvish quivers. You would need 2 of that tier to forge a subclass item.

These classes aren’t supposed to be easy to get to for anyone starting out.

Most of these classes DO offer something completely new to the game, such as Star Mother and Drakelord.

I only included the ability at tier 6 because making a balanced UT for 14 classes will definitely be a chore I’m not up for.

These are ideas to build upon and simply accept.


#4

Okay, first of all, I deeply commend you for the effort you have put into this idea. Definitely does not look like something you can finish in a measly hour.

So… this is very similar to forging UTs in practicality, right? Is there anything stopping you from switching between… say a Sorc to a Droidweaver?

But making a balanced ability for each class is good enough to make a unique forgable UT for 14 classes! I’d say so far that’s the vibe I’m getting.

Oh, there’s nothing to discuss then. Sorry for disturbing your day!


#5

only problems i see with this are

A. there’s already a trickster skin with the name 'jester’
B. there’s already a huntress skin with the name ‘amazonian’

:slight_smile:


#6

Lol


#7

That’s probably where the inspiration comes from. Infact, knowing that the Ranger skin was a scrapped class altogether, it definelty was.


#8

still, it’d be confusing

also ranger was a scrapped class? sounds interesting


#9

Yes, I am aware.

Those skins inspired some classes. There’s also a Ghost Ninja.

The subclasses are more about bringing skins to life and adding a twist to some classes without the need for a skin to build upon.


#10

Thanks for replying.

Yes UT’s would be forged in a similar way. They will definitely require more than 2 tops (or old tops… Idk what an Elvish is considered as now).

Over time, I will attempt to add UT’s for each class. I find it challenging because some UT’s may have ridiculous synergy that would make a ‘sub’ class a no-brainer to play. That’s not what I’m pushing for.

You aren’t being a disturbance at all. Your questions help me build upon my idea, after all. Thanks again.


#11

lol



most of these are either crazy op or stupidly useless with not much in between. your biggest thing holding back the perma-jugg warrior is the high mp cost, but lets be real no one cares about that with how powerful pets are in the game. you can’t make it not unfathomably broken at high pet levels without making it completely worthless at lower pet levels.

the priestess is basically the same thing as a paladin, but with a wand and robe. why would anyone ever play that over a paladin with a sword and heavy armor? it’s even less useful when you consider that this means you don’t have prot anymore, which is the biggest reason anyone plays priest anymore.

the elder wizard sounds pretty much like a knight but with no stun or defense. who would play that?

the explosive archer is the best one of the group, but the name is tad silly.

no one would ever in their right mind trade invisibility for a pile of completely random status effects that only last a single second. not having any control over what you ability does to enemies is totally useless.

the peasant is basically all three melee classes rolled up into one: stun, damaging, and berserk all in one? even if you can’t maintain it indefinitely you can definitely keep it up long enough to rape everything in half. maybe that’s where the name comes from? :thinking:

no one would ever use the general’s key press or key release effects, perma +20 atk/def/spd/dex? I mean daaaaaaaaaaaaaaaaaaamn.

Grenadier is even more difficult than assassin to get his ability to hit, and for only 100 more damage than a T6 poison (and 200 less than a murky toxin). just not worth it when you consider you’re likely to only do 500-600 damage a pop on account of the waiting time for the thing to blow up in the first place.

so what does that leave? slow? pass.
and again, random status effects is worthless because it gives you no control whatsoever over what your ability does.

the amazonian’s tiger only does 90 dps? an unmaxed level 20 priest with stuff he found on the ground does nearly 4 times that much damage. you wouldn’t really notice a wimpy noob priest with that kind of equipment in terms of dps, so you wouldn’t really notice the tiger either it would take a tiger almost 4 seconds just to do the same amount of damage a single t6 trap would do instantly (in 1 second if you want to nitpick the arm time).

star mother’s ability has the same name as the ninja’s. also it only really makes a significant difference for the sorcerer and necromancer, you could argue that it helps the other wismod classes as well but it only really extends the duration of their effects slightly. 1 second stun is meh, can’t really do a lot in that amount of time and the lobbing mechanic makes it much more difficult to chain

jester is pretty much a trickster with the new ST prism that has less duration and a teeny tiny invis buff.

droideaver, again, random status effects gives you no control over what your ability does and that’s not a good thing. no one would put up with that.

aren’t those the same thing?



last note:

and what are those stat changes supposed to be? it’s kind of a big deal, but not listed.


#12

I think the stat changes he meant were the ones on the abilities which aren’t even that different from most of the others? I’m not too sure on this though, as he wrote about actual different skins of these class, so I’m guessing they have their own selection in the classes menu, and maybe even different stats on them.

In general, these “sub classes” are pretty much just a new, really unique UT for each class. It doesn’t change anything else as far as I could see. And I have to agree, it’s either useless or OP as hell.

Most of these are just called after skins of the actual class as well, which would mean someone has to rename those as well. And then there’s the whole “forging” mechanic? No information on that?

This could be a pretty cool idea, but it’s not nearly fleshed out enough to be actually worth being posted here (in the ideas sections, I mean, at least put it in the WIP section).


#13

It’s hard to explain this without sprites. Just imagine one of those fancy helms.

Well, there’s no sense of balance with a level 100 pet, is there?
Also, Pet Stasis and Quiet are becoming more common just to counter that.
The Nobleman also has no Speedy, so I had to compensate so it could still rush like another Melee.
These classes aren’t supposed to be something you jump into; it’s a subclass.

For the Priestess, I was thinking of including an Oreo-like UT that would compensate for not having Prot. It’s a heavy loss, but these classes are far from done my friend.
And if players just wanna experiment with a long range Paladin that takes LESS damage, they can because:
These classes aren’t supposed to be something you jump into; it’s a subclass.

BECAUSE the Elder Wizard still bears a staff and wears a Robe that gives even more MP to dump on enemies IF you don’t have Resu.
I will release the stats soon. I’m just not that excited because I know Deca will most likely just look past an idea like this.

I present you, Explosive Specialist! I don’t know what to really name this class.

I really liked this class. It has that Twisted Fate kind of feel to it while being more deadly than a Rogue.
It also actually does something in dungeons where… You either rushed or cannot evade getting shot at (ex: Lost Halls)

Ah yes, the Peasant is a Booty Warrior. It sacrifices it’s focus on one status effect/buff and rolls it all up into the big package, as you said. Still can’t do much in endgame dungeons. Has a hard time actually chunking enemies too if you think about it (only two shield shots).

I thought about it, yes. I planned to change the MP drain to 60MP/s. Forgot to.
The stats for the General will be WAYY different than Paladin. Stay tuned.
+20 ATT and +20 DEX together still don’t equal a Damaging or Berserk buff, which is fair.
I’ll warn you now: This class will have the lowest amount of WIS in-game without buffs.
Recovering from Quiet or Pet Stasis will not be easy…

Meh, Grenadier is more towards instant SB damage instead of having to time a poison bomb on an enemy that only lasts 10 seconds before being deleted. That’s pretty much it… Oh, and the slightly higher radius to deal damage in.

UT Drakes will unlock more effects. Don’t forget Curse is still on the table. That’s three Drakes firing off status effects at once. You won’t need to play Russian Roulette with it too much unless there is a huge group of enemies.

You gotta remember; this isn’t the only tiger you can spawn. If you have the MP, you can spawn like 7 before one despawns. Also, they have a lot of HP to absorb damage with.
Although the tiger doesn’t act like a decoy, it still has it’s uses.

Eh just rename it Ninja star or something. +40 WIS ain’t nothing in this game if it lasts 10 seconds. I agree. The Wismod will help a few classes out. I agree. The stun though? I feel that stunning O2 from a range is a bit perky. I think it’s fair.

The new ST prism is shit. I even died with it… in my inventory.
This class is good because instead of having to make the decoy taunt everyone, you get a second of Invis to actually dodge all of them.
Very cheap to spam too.

I meant Invisibility. Gotta make quite a few fixes to the post. Just wanted to get it out there.

Stay tuned.

Thanks for the reply by the way. Noted a few things to change for sure.


#14

The 6 stats.

I mean, if someone owns an Amazonian skin they should be able to keep it. It’s a skin.
Forging requires it’s own area where players can go to actually ‘forge’ the new abilities.
I’m thinking about where it would go and the prices for each item forged. It’s tough to find a good balance.

I would put it in WIP, but this idea isn’t supposed to really make it far. Maybe a class or two would be ripped from it, but not all 14. Definitely not as a ‘Subclass’ with a ‘forging system’ just to use the class.

Just being creative.


#15

Yes, it is a very creative and a (at least in my eyes), a quite well thought out idea. However, only skimming through this quickly, is a question: forging and what IS it? Sorry if you had mentioned it prior, but how can you forge? Why would you forge? Is it worth it? How much would it cost? What I’m trying to say is: what’s the point of it? If it’s just another useless feature, then this entire idea goes down the drain. For example, the Jester. It’s basically another rogue, except you can’t teleport. All of these are essentially classes with high-MP cost abilities that mimic the other classes.


#16

So far, I like them.

A few of them are good but others seem like there isn’t much change and it’s just altered extremely slightly. Maybe make some more tweaks to them. The names are also weird for some of them. Ill specify later. I’m time packed rn.


#17

I didn’t explain it, but I did say why I didn’t in a comment, so you probably didn’t see it. My apologies.

The reason is: to implement a new function into the game will definitely be confusing, leave the game potentially vulnerable to exploits and pressure the economy into buying more tops that they don’t need, just to forge a class.

I’ll need to find a good way to apply this feature to the game.


#18

I am looking forward to the idea.


#19

Added, will be near the top of the post.

Thanks for waiting. Tell me if anything seems off/unfair!


#20

:+1: