New Class : Muse

This is a suggestion for another class, muse.

Muse and Masteries (click me for pretty pics)

Muse (Primary class)
*muse is a magical archer that plays an instrument. Its a bard-like archer hybrid class. This class is intended on being a healer/support class with caster and archer elements. *

Ability 1: Melody
This enchanting song provides healing, speed boosts and mana regeneration to the caster and allies. Can be upgraded for stronger effects.

Ability 2: Harmony
This enchanting song provides additional spell casting and attack speed and cooldown rate. Can be upgraded to include damage.

Ability 3: Discord
This song causes enemies to be slowed and have their attack speed lowered. This can be upgraded to reduce the damage of enemies or prevent them from casting.

Ability 4: Magic arrow
This attack is a magic arrow attack. This attack can be upgraded to shoot more arrows, or penetrate. As well as remove buff effects on the target. can be converted to poison damage.

Ability 5: Play Harp
This is a channeled ability which causes the enemies to laugh and take necrotic damage over time as they die of laughter. This can be upgraded to make them dance, a longer type of cc that breaks on damage but does not require channeling.

Master 1: Monk
This is a monk class that uses unarmed, bow, or a brew barrel (fire magic). The basic concept of this class is that they use barrels to deal damage and weave other types of attacks (like archery or unarmed) between attacks. Barrels are used as a means to create slippery floors, explosive options, and can be drank for massive ward buffs.

Ability 1: Fire brew
Spit fire in an arc, what more do you need to ignore those barrels?! can be upgraded to provide more area/radius options or larger arcs.

Ability 2: Barrel of ale
Who does not like a good drink? Drink this fine beer from your favorite establishment for massive ward and healing over time buffs. Upgrade for stronger effects. Can trigger drunken state which makes you take less damage for a period of time.

Ability 3: Explosive barrel
Lets light one of those ale barrels on fire and throw it somewhere for massive aoe damage! Upgrades provide more damage, radius etc. These barrels can be upgraded to be laid down instead of throw so that fire brew can ignite them.

Ability 4: Aim Shot
Archer is a good monk skill. This attack is a channeled attack that enables you to channel an aimed attack the longer you aim, the more damage it does. Intended to do absolutely insane damage. Can be upgraded for penetration but lacks the circular aoe provided by barrels.

Ability 5: Flaming fist
This unarmed attack provides damage based on your health and fire damage. The most you have, the more damage you do. attack three times a cast and can be upgraded to being a channel while moving.

Mastery 2: Barbarian
This class was intended to be a massive melee damage class with some support options

Ability 1: Charge
Charge at your enemies dealing damage as you run through them and slash them. Can be upgraded to have no cd, deal more damage as you pass or upgraded to deal damage at the end of charge.

Ability 2: Throw weapon
This barb is a ranged weapon thrower. He throws his axes and does it well. by default he throws multiple weapons at once, upgraded to do more throws per a cast.

Ability 3: Shout
Shout! gaining health and movement speed. can be upgraded to reduce damage, increase armor and fear enemies.

Ability 4: Frenzy
This auto-activated buff enables the barb to deal more damage the more consistently he attacks. can be upgraded to provide more attack speed or damage than default. can be upgraded to take less damage making him an unstoppable killing machine.

Ability 5: rend
an ability that enables high damage over time bleeds. can be upgraded to be autocast, deal more damage and deal damage faster.

Mastery 3: Light bender
This is a priest like class. It uses light as its magic, which is a spell-physical type. Also has protection barriers that provide ward, and massive healing options. This class is intended to be a fully dedicated healing class

Ability 1: Heal
The title says it all, it heals… A lot. can be upgraded to heal the caster while heaing other targets or heal the party.

Ability 2: Chastise
This is an instant cast ability that deals fire damage to a location. Since this is the only damage ability of linger bender, this light wielding attack does large chunks of damage with ignite attached to it. This is the one top it does all single damage ability.

Ability 3: Protection
Summons a massive ward around the caster, or the party member. can be upgraded to summon wards around all party members or regenerate massive health per a second while on a target.

Ability 4: Bless
This ability improves all attributes on the target by 50% of their current values, or up to 50 if they are below 50. This buff lasts a long period of time (10 minutes). IT can be upgraded to improve all resists as well.

Ability 5: Sanctify
This ability enables a target to be blessed so they do not take damage for a period of time. Can be upgraded to be a zone effect, enabling multiple people to stand in it, or it can be upgraded to last longer or have a lower cooldown.

I really liked your ideas for the Wizard class and gave it +1.

But this one… uh… just doesn’t seem right. It’s a whole mess. How come a Muse can become a Monk, a Barbarian or a Priest???
I mean, if anything, the Muse sounds more like a Mastery option for some class than a base class itself, while all others are inherently base classes.
Would love to see what could come out of those three base classes. And Muse could be a mastery for Priest maybe?

I Really love the idea of a two handed, dual wielding class. So i really wanted to work barb, or a barb like class into this group just for the sake of trying to inspire something. It’s the odd-ball in this group for sure. Maybe it would of made more sense from a lore perspective to have monk as the primary and muse/light bender (priest) as the masteries. I thought about other concepts like herald for example, but it was to “plate-ish” and i wanted to keep this entire class in a generate them of archery, unarmed combat and support/healing. It seems odd, but if you think about it sentinel does not really have its classes fit well in lore either, so i think this is really an issue of how to blend the classes with passives.

On that note, I think they work very well together. Like the wizard class there is probably some working around which skills go at which level/tier (5,15, 25, skill points etc), so i think the basic concepts will just need to be tested and looked at alittle deeper to figure out how to make the masteries transient.

The intent behind these posts was to inspire something in sam/kain so they can maybe look at the validity of the class concepts. IF they want a full work-up of it i can spend more than an hour doing entire tree’s etc.

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