New Class Idea?

Thinking of a new class or even a specialization for the rogue and sentinel. Maybe like a monk and samurai respectively. We have odachi’s/katana’s in game so I can see something like that, but for monk it would be harder to see but it would be a nice new weapon type to have with claws/fist weapons. The monk class can be its own class and have 3 masteries which I think would be better but I think this would be a cool idea.

Thank you for reading and and the off chance of considering this idea!

1 Like

I would prefer Monk to be a new base class rather than a rogue mastery. I don’t think it fits well with our current rogue.

1 Like

I was thinking that too, I through the rogue idea incase another class wasn’t something that can be done. But I def would love to see it happen, new weapon types new unique abilities. Now what i’ve been brainstorming about is the masteries for it. I want it to be different from the usual elemental monk like and typical staff using monks. Any Ideas?

I would not only go for different class-fantasies, but also look for varied playstyles.

Two ideas:

Stance-Monk - cycling/toggling between 2 or 3 styles or stances, influencing other skills that are used. The specialized skill tree could allow for stuff like “convert dodge to armour in earth stance”, “retaliate with a melee strike on dodge in wind stance”, “ward does not protect life in earth stance, but each attack builds X ward and it decays slower”, “you cannot gain ward in wind stance, but you take x% less damage while you have ward”. Depending on how players build their skill trees, they influence the different styles.

Combo-Reaction-Monk - depending on different events/triggers in the game, you can unleash combos in a short timeframe, based on skill sequences. You dodge, use skill-sequence ABC for example. You get critically hit, BCA. You land a crit: ACB. A successful combo creates some effect, maybe similar to runic invocations. But they should weave into the normal skill sequences, not interrupting them like manually casting runic invocation.

2 Likes

Yeah, I think that’s what I wanted to express too but I didn’t know the exact words. But definitely your two ideas there are honestly great. It’s not your normal monk play, y’know maybe outside of the stance monk but it sounds great.

Which may be a lot of work and intricate the class even more that has a passive that changes their combos depending on what weapon they use. Like most the blades would be one thing Axes/Clubs one thing staffs another and if willing fist weapons be one thing as well.

Which I hope im explaining it well, to create more of a more diverse class.

Though I wish to everyone else thoughts and idea’s as well, but honestly I’m really loving your two ideas.

Going off of the Monk Idea for a new class

Base: Fighter

focused around unarmed and/or fist weapons with kicks, punches, grapples, etc. Think Pugilist in FFXIV in terms of “style”.

Mastery 1: Monk

A spiritual fighter who augments their punches and kicks with holy power (fire and lightning damage if Paladin is anything to go by), can heal allies and harm enemies.

Mastery 2: Brawler

Doubles down on the “street fighting” feel with lots of grapples, bottle throws, pocket sand, etc. The “dirty” fighter who’s used to doing anything to win.

Mastery 3: Martial Artist

The Kung Fu fantasy we all know and love. Inner ki, ki blasts, Auras, etc. My brain goes to Avatar The Last Airbender style combat by weaving elemental attacks into their martial arts. But a pure fighter like Tai Lee could work too?

1 Like

An idea for the Ninja/Samurai options too:

Base Class: Swordsman/Swordswoman?

A class focused around the Mastery of swords in all their forms (1h, 2h, dw), ideally would need a new offhand since shields don’t really fit the theme of the masteries I’m going for, maybe “sheathe”?

Mastery 1: Samurai

Mastery focused on 1h swords and high damage attacks and combos. Not really sure how I’d make this work with skills?

Mastery 2: Ninja

Mastery focuses on the dual wield aspects of swords, lots of trap style attacks (I’d like to see shuriken and smoke bomb moved from Rogue, but similar skills aren’t necessarily out of the window either)

Mastery 3: Berserker

Mastery focused on 2H swords, large heavy hits that deal damage in huge areas, a bloodlust/Berserk style buff that makes you stronger the more you hit and more you get hit, maybe even a Death Seal style skill to emphasize low-life play.

Edit: conversely, we move Blade Dancer as a Mastery to this class and Ninja to replace Blade Dancer for Rogue?

Or we give every class a new Mastery as well as these new classes. Give Rogue Ninja, and give Swordsman/Swordswoman: Samurai, Berserker, Swashbuckler (sword/Shield), and Pirate! It can summon a pirate ship as a “transformation” skill like Lich (where you keep your main bar) and has a pirate crew for minions!

1 Like

Definitely both Monk and Samurai Idea’s would fit in for this games environment honestly.

Samurai also sounds great each mastery details how your playstyle and weapon style would like to be, the Berserker one sounds interesting to me. For the off-hand we can have something like a charm or like you said before a sheathe. Another thing we can do is make it to where 1h sword on the Samurai class gets extra benefits like a 2h or you can wield the 1h as a 2h if that makes sense. Of course a passive for it.

Though I agree with the Berserker and emphasis on the risk and reward gameplay. It would make for interesting gameplays and build.

Moving Ninja to Rogue and Blade Dancer to Swordsman(WIP) would make sense ideally, funny enough shuriken’s and umbral blades (which was Blade Dancer). There are already throwing builds for rogue so it would make more sense to make that change.

For the Monk idea’s personally it sounds perfect as is or the concept of it at least.

1 Like

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.