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Subclasses/Creative Builds
Posted: Fri Apr 13, 2012 11:41 pm
by w00tasaurus
Anyone want to share any creative builds or sort of "subclasses" you've made or think would be possible?
Example:
Monk/Ninja: Rogue with unarmed/dodge/throwing.
Ranger: Rogue with bows obviously.
Alchemist: Mage with earth magic, handles potion-making, throws all the bombs
Arcane Archer: Give your mage a bow.
Anything else?
Re: Subclasses/Creative Builds
Posted: Sat Apr 14, 2012 12:11 am
by Halk
The unarmed rogue is already possible, perhaps it's just not quite so visible because we're so used to them using bladed weapons/archery/throwing weapons. The game has unarmed as a primary skill for them.
The rogue with bows... same deal.
Alchemist... really that's just a mage, potion making isn't character dependent - it's just like putting stuff in a sack, and as far as bombs I don't think there's so many thrown that you need a character dedicated to it.
Arcane archer.. well, I give rocks to my mage so he has something to do if he's not doing magic, but there's no synergy there.
An interesting topic though. You've highlighted that perhaps we don't look at all the options for characters and stick to the typical cliches.
Re: Subclasses/Creative Builds
Posted: Sat Apr 14, 2012 12:22 am
by w00tasaurus
yeah I know the builds I've posted are already possible, that's actually the point is to see how varied we can make the existing 3 classes.
And for things like the alchemist, yeah the potion making isn't a skill, but it helps your characters feel a little more defined if you sort of roleplay and keep them in their roles for different tasks. :-p
Re: Subclasses/Creative Builds
Posted: Sat Apr 14, 2012 12:55 am
by Rorrik
My mage could be considered something of a cloistered cleric of a lightning god. He carries all the paper and has mostly air domain. He also throws the bombs, so I don't know...
Other than that I don't have much.
Re: Subclasses/Creative Builds
Posted: Sat Apr 14, 2012 1:46 am
by MoreDread
i think it would be great to be able to choose your own list of skills for a custom class:
viewtopic.php?f=3&t=1075
Re: Subclasses/Creative Builds
Posted: Sat Apr 14, 2012 1:51 am
by Halk
It'd be desirable, but I think it would make the game more difficult to balance.... desierable though.
I get the feeling this is a game franchise that has a long way to go. I think we're just at the start of things.
For now our characters can get meaningful skills within the span of a game from 2 skill trees, or 3 at a very tight stretch. So when there are several to choose from then we already have subclasses, to at least some degree - I do accept though that some are pretty mutually exclusive, you'd not pick sword and mace for example.
Let's hope that the franchise expands, and as it does so we see greater latitude in how we can build our characters - I just hope they manage it in a way that removes the min/maxing pitfalls.
Re: Subclasses/Creative Builds
Posted: Sat Apr 14, 2012 2:11 am
by MoreDread
yup.. right now you probably can't go much higher than lvl 15 unless you keep grinding for xp til your fingers bleed.
so, 60 skill points.. thats about it
its hard to even raise 1 of them to 50.
the next adventure might be in the range of 10-30 lvls
thats where class combinations would come in handy
...
let's hope for the best
about the balancing.. well its kinda odd already...
i found my 2 mages to be quite weak, the fighter only got good towards the end but the rogue was
dealing alot of damage and almost never got hit. he didn't die a single time and i was playing huge passages with everyone else dead.
he was still able to take on most enemies alone.
Re: Subclasses/Creative Builds
Posted: Wed Apr 25, 2012 2:15 am
by jamienuche
"I like this thread: Subclasses/Creative Builds.Thanks for sharing"
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Re: Subclasses/Creative Builds
Posted: Wed Apr 25, 2012 7:09 am
by Disasterrific
The shared unarmed combat thing between rogues and warriors gave me an idea - what if each class could take one skill from a different class? It would probably need careful balancing to avoid any one super build, but looking at Etrian Odyssey 3, each class had a clear and essential role to which you could throw on some extra utility, and there were a whole number of viable builds for your party (although maybe some bosses required a few specific skills to beat - hence the guild system).