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Post by Crowco Cooper on Sept 2, 2020 16:06:21 GMT
How to: Character classes
Typical tabletop RP's feature classes one can pick to play. With a more flexible approach to bio-creation, this picking no longer forms a problem. But if you wish to have some examples of what kinds of playstyles fit best with what kind of stats, then look no further than here!
Damage focus When creating a character meant for combat, your first question should be this; "What kind of damage do I want to deal?" In essence, there are three 'classes' of damage-dealers
Main DPS The main DPS identifies itself by using attacks that inflict the Bleed or Burn injuries. These injures have straightforward effects and are focused on rapidly lowering the health of an enemy. If you don't want to get too deep into mechanics, or prefer simple fighting mechanics, this is your path. Swords, offensive magic and explosives generally do well in this aspect. It is adviseable for main DPS to have a fair balance between defensive and offensive capacities as far as stats go.
Debuff DPS The debuff DPS is quite separate from the main; Rather than drawing down the enemy's health, the debuff DPS uses the Break and Frost injuries to weaken the enemy and lower their overall stat-points. It's a bit more mechanically complex, but lends itself very well to those intent on taking on tougher foes. Debuff DPS will prefer blunt weaponry, shotguns, and defensive magic. A tankier distribution of stats and armour is advised, as debuff DPS characters will find their battles to become drawnout when alone.
Support DPS The support DPS is well-suited for those who prefer working in a team. Rather than inflict damage themselves, the support DPS softens up enemies or exploits present injuries for extra damage. They deal in the Critical and Shock injuries, primarily, and thus lend themselves especially well to weapons that give them some range. A support DPS will use spears, automatic weapons, sniper rifles and utility magic.
Mains There are four main classes to play. The fighter, the rogue, the mage, and the gunslinger. All other classes are essentially derivatives of these mains.
Fighter A fighter specialises in strong hard headedness. Sporting heavy armour, equipped with melee or short range weapons. Their can soak up damage and keep kicking. Not quite quick, nor smart. But it is their willpower and endurance that allows them to keep going. They are a balanced and easy-to-learn type, making them excellent points for beginning players.
Stat focus: STR, VIT, SAU Combat method: Melee weaponry, shields. Debuff DPS Passive method: Heavy armour and damage resistance.
Rogue Adept at the art of stealth and acrobatics. A rogue takes advantage of subterfuge and surprise attacks. But when faced with combat, they prove nimble and quick fighters. They however do not deal well with damage, as they prefer avoiding damage to soaking it. Best for players who prefer avoiding fights, and prefer the diplomatic route when faced with combat. From time to time, they'll make use of some utility-magic, but it is never really their sole study.
Stat focus: DEX, INT, EMO Combat method: Sneak attacks, melee weaponry. Main DPS. Passive method: Light armour, speechcraft
Mage Master of the arcane, a mage abuses the laws of nature to their advantage. Staying well clear from close conflict, they prefer to remain behind cover and use their destructive power to decimate opponents. Their magic allows them a wide range of creative solutions.
Stat focus: INT, EMO, SAU Combat method: Firing spells, healing allies. Support DPS. Passive method: Medium armour, enchanting
Gunslinger Why bother with getting up close and personal when you have guns? A gunslinger is nimble, accurate and steadfast. With an arsenal of special abilities, they can turn the tide of any battle with the simple pull of a trigger.
Stat focus: DEX, PER, VIT Combat method: Short ranged guns, long ranged guns. Support DPS. Passive method: Setting traps, crafting
Hybrids and specs Now its time for the wide array of (admittedly far more interesting) hybrid classes. These are derived from two or more mains, mixed together with a flair. Their specialization however comes with problems in adaptability. Specs on the other hand are existing mains taken to a specialized measure. They don't steer away much from their original main in terms of equipment or stats, but their tactics are far more heavily leaning towards a specific strength.
Hexblade A rogue skilled equally in stealth as in magic. They make use of traps, hallucination, and other advantages of magicks to perform their craft. These are often (holy) darkness mages.
Stat focus: DEX, INT, SAU Combat method: Utility magic (holy darkness/unholy light), melee weaponry. Debuff DPS. Passive method: Inflicting psychological injuries, poison
Spellblade A melee fighter that uses magic to get an edge in combat. These magical fighters have a wide array of buffing and destructive spells atop their arsenal of weaponry. Sporting medium armour to allow them a balance between weaponry and magic without sacrificing movement. They are by far the most versatile of classes, and often consist of pure mana, wind or fire mages.
Stat focus: VIT, INT, SAU Combat method: Offensive magic (fire/pure mana/void/light/wind). Main DPS. Passive method: Area control and buffing.
Bard A (mostly) melee fighter, though their focus lays on boosting the stats of their allies through magic and vocal skill. Bards are unique, as they have catalysts that boost the effects of skill slots as well as spell slots. Lending well to holy light magic, as well as a melee fighting style.
Stat focus: VIT, EMO, SAU Combat method: Instruments and holy light magic. Debuff DPS. Passive method: Healing and buffing.
Ranger A long range fighter, especially perceptive and accurate in their attacks though shy to close quarter combat. Be it with bow or rifle, they can take down just about any target before anyone even knows they're there...
Stat focus: DEX, heavy PER Combat method: Long range weapons. Support DPS. Passive method: Stealth
Brawler Brute force to the extreme. Using a risky tactic of "punch first ask questions later" they often incorporate heavy weapons like hammers or shotguns. They have a high vitality and strength, as well as the spirit to bite through damage and the dexterity to rush through enemy lines. Not quite known for their accuracy or temperament however...
Stat focus: STR, DEX, VIT, SAU Combat method: Short range weapons (shotguns/blunt). Debuff DPS. Passive method: Intimidation.
Spellslinger What happens when you hand a mage a gun? Simple, you get a gunslinger. Using enchantment to reinforce their bullets, these spellslingers tend to be more reliable in longer battles than mages are due to their lack of reliance on a fixed pool of mana.
Stat focus: PER, VIT, SAU Combat method: Projectile spells, buffing magic (pure mana/fire). Support DPS. Passive method: Crafting.
Summoner Why fight if you have minions? A summoner lends itself to this idea as they summon - be it through necromancy or pure magic - creatures to fight for them. This allows them to short on their physical attributes, assuming they never get attacked through the hordes of beasts at their side. It requires heavy stat investment in perks; but though summoners themselves tend to be weak, their numbers more than make up for it.
Stat focus: INT, heavy SAU Combat method: Summoning magic (unholy darkness/holy fire/unholy pure mana/holy earth). Support DPS. Passive method: Power in numbers.
Enchanter Runes; an art style of their own. But the same can be said for combat; so why not try to mix the two? Enchanters make heavy use of rune-crafting and magical items to buff themselves to the extreme. Sporting runic armour, with entire bandoliers filled with self-contained spell grenades, crystalline weaponry and runic tattoos from head to toe. They tend to have ridiculously high stats due to their DUI buff items. (Caution: Will drive you bankrupt in 0.2 seconds)
Stat focus: SAU Combat method: Any Passive method: Enchanting
Paladin Sometimes a simple shield just isn't enough. Sometimes, magic is the best protection you can have. Sometimes, you need a giant, buff plate-armoured knight to hold you close and kiss you goodnight while artillery shells pointlessly dissipate before they can reach you. These heavy warriors often feature light or earth magic to keep your entire party save, using a magi-shield to further enhance their abilities while letting their sword or mace do the rest of the talking.
Stat focus: STR, VIT, SAU
Medic Where would we be in the world without support characters like medics. Their healing magics, be they water or light, will turn the tide of battle when things seem most grim. Even capable of pulling you from the precipice of death, and providing you with that extra magic 'umpf' to really get through the thick of battle. Stat focus: VIT, EMO, INT
Hunter An honest profession, a deadly tactic. Hunters specialise in tracking and killing monsters, making use of (holy) wind magics to get the upper hand, whilst still relying heavily on their ranged weapons to hit their targets when they find themselves flying around. Stat focus: PER, VIT, INT
Abuser Not domestic. The abuser is actually an offensive support class, specialising in dealing out debuffs. They are often unholy light, water or air mages that really shine when wearing down their opponent over time. With reliance on poisonous methods, debilitating strikes and long-term damage... Again, not domestic. Stat focus: VIT, INT, SAU
Meta Time and space are fickle things. This incredibly specific build consists of malkovs using holy pure magic to play around with time itself. Their conversations are confusing, their whereabouts and combat even more-so. Stat focus: INT
Dragon Just burn everything to the fucking ground. stat focus: fuck you
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