Post by Variaz on Apr 19, 2011 22:02:51 GMT -5
The first revamped advanced class will be coming in the next release, and that is the Defender! Currently, CR2+ enemies are tough, but the real problem is CR3. They hit VERY hard, and it's very difficult to deal with them in the current release. Fighting a Mature Dragon = death in most cases, unless you are very geared, and have high level items, and high level yourself.
So here comes the Defender, which brings damage mitigation like never before! This new class has been made very defensive in nature, with it's abilities being exclusively defensive. No offensive abilities here: you're supposed to have them already when you started the game as a Warrior/Fighter.
The class is also compatible with many classes. While it clearly encourages the heavy armor + shield fighting style, it has abilities usable by all classes. In fact, the new requirements are this:
Con: 30+
Defense: 100+
No classes requirements, and no strength requirements. So if you play a Rogue, and wish to be a bit bulkier, the class has options for you!
In 0.5, as you know, AC reduces incoming damage. With this ability, it will become higher, so you will mitigate more damage, and also gain a bit of hp.
But the ability really becomes good when you place 5 points in it. At that point, half your AC is added to your Magic Defense, meaning a much higher magic damage mitigation.
Improves your chances to block, and also give you a bit more AC. Again, the real power of this ability comes when you place 5 points in it. It will now give you a chance to block magic attacks, and so you can now use your shield to block spells, and not just melee/ranged attacks anymore!
The next three abilities have essentially the same mechanics. Here's the explanations:
And the three abilities:
How these abilities works is that you first activate them. They remain active forever, until broken, or until you switch to a different one. While active, the next attack you take will be reduced by 80%, if it's the correct type of attacks. After preventing some damage, there will be a roll that you'll have to win to keep the ability active for the next attacks. However, it will always mitigate at least one attack.
The idea is to use the right ability against the right foe. Knowledge of your enemies helps here, and part of the challenge of using these abilities is figuring out which one is best to use for which situation. For this reason, you'll notice that their rolls is higher than usual, taking a lot of parameters in consideration, and also raise quickly for every points. That's because it's better to spread points between the three abilities, rather than focusing entirely on one. 5 points in a Mighty Defense makes it take no turn for using, and it becomes very useful, and something that should then be used at the start of every turns. Of course, nothing prevents you from focusing into one. In fact, it can be a good strategy in some cases, but they are made so that you can take all three of them.
Makes it easier to block and/or dodge attacks. And whenever you are successful, you get healed by a percentage of your maximum hp. This will help you last longer in battle, and make it even harder to kill you.
At higher levels, expect enemies to have a lot of attacks and spells per rounds. This is, of course, deadly, especially if you are surrounded. Therefore, this ability can be a life saver, reducing the number of attacks the foes will make every turns. After all, they won't deal damage if they don't attack, right?
Speaking of getting surrounded, nothing makes it happen easier than enemy summons. Summoners can be very powerful, especially if they summon other summoners. This ability will protect you against all their attacks, and even allow to stop summoners for calling any reinforcement. You will always at least prevent one summon when using this, so it can be very useful if you are facing a dangerous summoner.
A buff to constitution, defense and magic defense. You get more hp, and you take less damage. Best when combined with Heavy Armor Mastery.
The good old Great Guard, remade as the level 10 ability, and better than ever, with no chance of getting confused! This time, it will not only prevent the damage you're about to take, but also all other damage for that turn.
Instead of inducing confusion after using it more than once, the ability now a chance to fail that gets higher the more you use it. You begin each new dungeon or quest level with the maximum chance, and as you use it, you'll get less chance of it working. So you must use it wisely. However, no more confusion. This is now an ability that you can always attemps using!
And that's it. Hopefully this new class will allow us to face more difficult foes, and survive their attacks!
So here comes the Defender, which brings damage mitigation like never before! This new class has been made very defensive in nature, with it's abilities being exclusively defensive. No offensive abilities here: you're supposed to have them already when you started the game as a Warrior/Fighter.
The class is also compatible with many classes. While it clearly encourages the heavy armor + shield fighting style, it has abilities usable by all classes. In fact, the new requirements are this:
Con: 30+
Defense: 100+
No classes requirements, and no strength requirements. So if you play a Rogue, and wish to be a bit bulkier, the class has options for you!
1. Heavy Armor Mastery(Passive, level 1)
Effect: Makes hard armors and dragon armors more effective by having them
provide more AC. Also increases HP while wearing hard or dragon
armor.
Bonus to provided hard/dragon armor AC: +3%
Bonus to HP while wearing hard/dragon armor:
(3% of hard/dragon armor's AC)% to HP.
Extra points: +3% to provided hard/dragon armor.
+(3% of hard/dragon armor's AC)% to HP.
With 5 or more points, half of your AC is added to Magic Defense
for the purpose of mitigating magic damages when wearing hard or
dragon armors. Does not affect the chance to avoid spells,
however.
This ability makes hard/dragon armors more effective, and with only 5 points,
you get the benefit of being able to add half your AC to your Magic Defense for
the purpose of mitigating magic damage. Although 3% may not seem like much,
remember that this affects the provided AC of your armor. So let's say you
wear an armor with a base AC of 100. With 10 points in this ability, your
armor's base AC will be treated as 130. It will then be increased by your
Defense skill and your to_a bonus, making the bonus quite significant.
This in addition to the extra HP you're going to get, which helps with
all types of damage.
Effect: Makes hard armors and dragon armors more effective by having them
provide more AC. Also increases HP while wearing hard or dragon
armor.
Bonus to provided hard/dragon armor AC: +3%
Bonus to HP while wearing hard/dragon armor:
(3% of hard/dragon armor's AC)% to HP.
Extra points: +3% to provided hard/dragon armor.
+(3% of hard/dragon armor's AC)% to HP.
With 5 or more points, half of your AC is added to Magic Defense
for the purpose of mitigating magic damages when wearing hard or
dragon armors. Does not affect the chance to avoid spells,
however.
This ability makes hard/dragon armors more effective, and with only 5 points,
you get the benefit of being able to add half your AC to your Magic Defense for
the purpose of mitigating magic damage. Although 3% may not seem like much,
remember that this affects the provided AC of your armor. So let's say you
wear an armor with a base AC of 100. With 10 points in this ability, your
armor's base AC will be treated as 130. It will then be increased by your
Defense skill and your to_a bonus, making the bonus quite significant.
This in addition to the extra HP you're going to get, which helps with
all types of damage.
In 0.5, as you know, AC reduces incoming damage. With this ability, it will become higher, so you will mitigate more damage, and also gain a bit of hp.
But the ability really becomes good when you place 5 points in it. At that point, half your AC is added to your Magic Defense, meaning a much higher magic damage mitigation.
2. Shield Mastery(Passive, level 1)
Effect: Increases your chance to block with a shield. Your shield will also
provide more AC.
Bonus to blocking rolls: +15%
Bonus to provided shield AC: +3%
Extra points: +15% to blocking rolls.
+3% to provided shield AC.
With 5 or more points, you will get a chance to block incoming
magic attacks, using your usual block roll.
This passive ability will give you a better chance to block incoming attacks
with your shield, as well as giving a slight bonus to your AC. With 5 or more
points, however, you will now be able to use your shield to block magic attacks,
making the ability much more powerful and useful.
Effect: Increases your chance to block with a shield. Your shield will also
provide more AC.
Bonus to blocking rolls: +15%
Bonus to provided shield AC: +3%
Extra points: +15% to blocking rolls.
+3% to provided shield AC.
With 5 or more points, you will get a chance to block incoming
magic attacks, using your usual block roll.
This passive ability will give you a better chance to block incoming attacks
with your shield, as well as giving a slight bonus to your AC. With 5 or more
points, however, you will now be able to use your shield to block magic attacks,
making the ability much more powerful and useful.
Improves your chances to block, and also give you a bit more AC. Again, the real power of this ability comes when you place 5 points in it. It will now give you a chance to block magic attacks, and so you can now use your shield to block spells, and not just melee/ranged attacks anymore!
The next three abilities have essentially the same mechanics. Here's the explanations:
Mighty Defense: The Defender has access to several "Mighty Defense" abilities.
They provide great defenses against a specific type of attacks. Mighty Defenses,
once activated, will always provide their protective effect on the next
attack of the type they provide protection against. After defending against
the attack, there will be a roll between your Constitution + Defense skill +
Magic Defense vs the monster's stat and skill, which depends on what type of
attack was used. If you win the roll, the Mighty Defense is preserved and will
be able to defend against the next attack of that type. If you fail, it breaks,
and will have to be activated again.
If you are wearing hard/dragon armor, it's base AC will be added to the roll.
If you are using a shield, the roll will be increased by a percentage equal
to the shield's base AC. Both bonus applies before the percentile bonus given
by the ability's level, so though not mandatory, wearing hard/dragon armor and
using a shield is recommended.
Also note that Magic Defense is always added to the roll, even against
non-magical attacks. Finally, you can only have one Mighty Defense ability
active at a time.
They provide great defenses against a specific type of attacks. Mighty Defenses,
once activated, will always provide their protective effect on the next
attack of the type they provide protection against. After defending against
the attack, there will be a roll between your Constitution + Defense skill +
Magic Defense vs the monster's stat and skill, which depends on what type of
attack was used. If you win the roll, the Mighty Defense is preserved and will
be able to defend against the next attack of that type. If you fail, it breaks,
and will have to be activated again.
If you are wearing hard/dragon armor, it's base AC will be added to the roll.
If you are using a shield, the roll will be increased by a percentage equal
to the shield's base AC. Both bonus applies before the percentile bonus given
by the ability's level, so though not mandatory, wearing hard/dragon armor and
using a shield is recommended.
Also note that Magic Defense is always added to the roll, even against
non-magical attacks. Finally, you can only have one Mighty Defense ability
active at a time.
And the three abilities:
3. Mighty Defense, Melee(Active, level 1)
Effect: While this ability is active, reduce all melee damage you take by 80%.
Extra points: +20% to resist roll.
With 5 or more points, the ability no longer takes any turn
to activate.
This is the Mighty Defense against melee attacks. It works against all attacks
treated as melee, regardless of the elemental attribute they use. Very useful
if you fight in melee combat a lot, or when facing a monster with powerful
melee attacks. If you dodge a melee attack, this ability will not apply,
and will have no chance of breaking.
4. Mighty Defense, Ranged(Active, level 1)
Effect: While this ability is active, reduce all ranged damage you take by 80%.
Extra points: +20% to resist roll.
With 5 or more points, the ability no longer takes any turn
to activate.
This is the Mighty Defense against ranged attacks. Ranged attacks are attacks
like arrows, bolts and other things monsters can shoot at you, using their
Dexterity and Ranged Skill. It does not include magic spells, which are treated
as magic attacks. If you tend to keep your distance from enemies, yet have a
low AC, this ability can be very useful, as ranged attacks might be otherwise
very dangerous. If you dodge a ranged attack, this ability will not apply,
and will have no chance of breaking.
5. Mighty Defense, Magic(Active, level 1)
Effect: While this ability is active, reduce all magic damage you take by 80%.
Extra points: +20% to resist roll.
With 5 or more points, the ability no longer takes any turn
to activate.
This is the Mighty Defense against magic attacks. Magic attacks are the
monster's spells and effects, which includes standard spells, but also special
effects such as elemental auras and the like. It does not, however, protect
against indirect magic damage, such elemental fields. If you stop the magic
attack, this ability will not apply and will have no chance of breaking.
Effect: While this ability is active, reduce all melee damage you take by 80%.
Extra points: +20% to resist roll.
With 5 or more points, the ability no longer takes any turn
to activate.
This is the Mighty Defense against melee attacks. It works against all attacks
treated as melee, regardless of the elemental attribute they use. Very useful
if you fight in melee combat a lot, or when facing a monster with powerful
melee attacks. If you dodge a melee attack, this ability will not apply,
and will have no chance of breaking.
4. Mighty Defense, Ranged(Active, level 1)
Effect: While this ability is active, reduce all ranged damage you take by 80%.
Extra points: +20% to resist roll.
With 5 or more points, the ability no longer takes any turn
to activate.
This is the Mighty Defense against ranged attacks. Ranged attacks are attacks
like arrows, bolts and other things monsters can shoot at you, using their
Dexterity and Ranged Skill. It does not include magic spells, which are treated
as magic attacks. If you tend to keep your distance from enemies, yet have a
low AC, this ability can be very useful, as ranged attacks might be otherwise
very dangerous. If you dodge a ranged attack, this ability will not apply,
and will have no chance of breaking.
5. Mighty Defense, Magic(Active, level 1)
Effect: While this ability is active, reduce all magic damage you take by 80%.
Extra points: +20% to resist roll.
With 5 or more points, the ability no longer takes any turn
to activate.
This is the Mighty Defense against magic attacks. Magic attacks are the
monster's spells and effects, which includes standard spells, but also special
effects such as elemental auras and the like. It does not, however, protect
against indirect magic damage, such elemental fields. If you stop the magic
attack, this ability will not apply and will have no chance of breaking.
How these abilities works is that you first activate them. They remain active forever, until broken, or until you switch to a different one. While active, the next attack you take will be reduced by 80%, if it's the correct type of attacks. After preventing some damage, there will be a roll that you'll have to win to keep the ability active for the next attacks. However, it will always mitigate at least one attack.
The idea is to use the right ability against the right foe. Knowledge of your enemies helps here, and part of the challenge of using these abilities is figuring out which one is best to use for which situation. For this reason, you'll notice that their rolls is higher than usual, taking a lot of parameters in consideration, and also raise quickly for every points. That's because it's better to spread points between the three abilities, rather than focusing entirely on one. 5 points in a Mighty Defense makes it take no turn for using, and it becomes very useful, and something that should then be used at the start of every turns. Of course, nothing prevents you from focusing into one. In fact, it can be a good strategy in some cases, but they are made so that you can take all three of them.
6. Restorative Avoidance(Passive, level 1)
Effect: Whenever you block or dodge an attack(or stop a spell), you will regain
some HP. Also improves your block and dodge rolls, as well as magic
defense rolls for avoiding spells.
HP restored: 1% of maximum hp.
Bonus to block rolls: +10%
Bonus to dodge rolls: +10%
Bonus to magic defense rolls for stopping magic attacks: +10%
Extra points: +1% to HP restored, up to a maximum of 10% at 10 points.
+10% to block rolls.
+10% to dodge rolls.
+10% to magic defense rolls for stopping magic attacks.
This passive ability will allow you to regain some HP after successfully
blocking or dodging an incoming attack. It will also improve your ability to
avoid attacks. If you are very good at blocking and dodging, this can allow
you to last for a very long time, especially if combined with a Mighty Defense
ability.
If you have 5 points in Shield Mastery, this ability will apply to your new
block roll for magic attacks, but since the attack will then be negated, there
will be no Magic Defense roll for stopping the spell, and so this ability will
only apply once.
Effect: Whenever you block or dodge an attack(or stop a spell), you will regain
some HP. Also improves your block and dodge rolls, as well as magic
defense rolls for avoiding spells.
HP restored: 1% of maximum hp.
Bonus to block rolls: +10%
Bonus to dodge rolls: +10%
Bonus to magic defense rolls for stopping magic attacks: +10%
Extra points: +1% to HP restored, up to a maximum of 10% at 10 points.
+10% to block rolls.
+10% to dodge rolls.
+10% to magic defense rolls for stopping magic attacks.
This passive ability will allow you to regain some HP after successfully
blocking or dodging an incoming attack. It will also improve your ability to
avoid attacks. If you are very good at blocking and dodging, this can allow
you to last for a very long time, especially if combined with a Mighty Defense
ability.
If you have 5 points in Shield Mastery, this ability will apply to your new
block roll for magic attacks, but since the attack will then be negated, there
will be no Magic Defense roll for stopping the spell, and so this ability will
only apply once.
Makes it easier to block and/or dodge attacks. And whenever you are successful, you get healed by a percentage of your maximum hp. This will help you last longer in battle, and make it even harder to kill you.
7. Interrupt(Passive, level 6)
Effect: When you are right next to an enemy and it attacks you, you have a
a chance to interrupt a serie of consecutive attacks, shots or spells,
and prevent any attacks beyond the first from occuring.
Resist: Defense * 2(melee/ranged attacks) or Magic Defense * 2(magic attacks)
vs Monster's stat + skill(depends on attacks type)
Roll starts at 10% of your Defense/Magic Defense, and increases with
extra points.
Extra points: +10% to resist roll.
+10% to used Defense/Magic Defense, up to a maximum of 100% at
10 points.
When you are right next to an enemy and it attacks you with any kind of attacks,
after each of these attacks, you have a chance to prevent any further attacks
for that turn. This ability is particularly useful when facing high level
enemies with multiple attacks per turns, as interrupting their attacks prevents
a lot of potential damage you could otherwise take. May also make a great
crowd control ability. After all, if you are surrounded by eight enemies with
10 attacks each, having the potential to reduce 80 attacks to potentially
8 attacks sure sounds good!
Effect: When you are right next to an enemy and it attacks you, you have a
a chance to interrupt a serie of consecutive attacks, shots or spells,
and prevent any attacks beyond the first from occuring.
Resist: Defense * 2(melee/ranged attacks) or Magic Defense * 2(magic attacks)
vs Monster's stat + skill(depends on attacks type)
Roll starts at 10% of your Defense/Magic Defense, and increases with
extra points.
Extra points: +10% to resist roll.
+10% to used Defense/Magic Defense, up to a maximum of 100% at
10 points.
When you are right next to an enemy and it attacks you with any kind of attacks,
after each of these attacks, you have a chance to prevent any further attacks
for that turn. This ability is particularly useful when facing high level
enemies with multiple attacks per turns, as interrupting their attacks prevents
a lot of potential damage you could otherwise take. May also make a great
crowd control ability. After all, if you are surrounded by eight enemies with
10 attacks each, having the potential to reduce 80 attacks to potentially
8 attacks sure sounds good!
At higher levels, expect enemies to have a lot of attacks and spells per rounds. This is, of course, deadly, especially if you are surrounded. Therefore, this ability can be a life saver, reducing the number of attacks the foes will make every turns. After all, they won't deal damage if they don't attack, right?
8. Mighty Defense, Summons(Active, level 6)
Effect: While this ability is active, all damage from any attacks made by
a summoned creature will be reduced by 80%. Also, if you are right
next to an enemy that casts a summoning spell, you will counter
that spell.
Extra points: +20% to resist roll.
With 5 or more points, the ability no longer takes any turn
to activate.
This Mighty Defense ability deals with summoned creatures, and also the
summoners themselves. Note that when countering a summoning spell, a resist
roll for breaking this ability will still occur, based on the monster's
mind stats and magic skill. Like the other Mighty Defense abilities, if
you block or otherwise avoid the attacks of summoned monsters, this ability
will not break.
Effect: While this ability is active, all damage from any attacks made by
a summoned creature will be reduced by 80%. Also, if you are right
next to an enemy that casts a summoning spell, you will counter
that spell.
Extra points: +20% to resist roll.
With 5 or more points, the ability no longer takes any turn
to activate.
This Mighty Defense ability deals with summoned creatures, and also the
summoners themselves. Note that when countering a summoning spell, a resist
roll for breaking this ability will still occur, based on the monster's
mind stats and magic skill. Like the other Mighty Defense abilities, if
you block or otherwise avoid the attacks of summoned monsters, this ability
will not break.
Speaking of getting surrounded, nothing makes it happen easier than enemy summons. Summoners can be very powerful, especially if they summon other summoners. This ability will protect you against all their attacks, and even allow to stop summoners for calling any reinforcement. You will always at least prevent one summon when using this, so it can be very useful if you are facing a dangerous summoner.
9. Ultra Defenses(Passive, level 6)
Effect: Increases your Defense, Magic Defense and Constitution, based
on their base values.
Bonus to Defense, Magic Defense and Constitution: +15%(based on base values)
Extra points: +15% to bonus.
This passive ability increases your Defense, Magic Defense and Constitution,
based on their base values. This will allow you to mitigate even more damage,
and give you more hp thanks to higher constitution, and make the Mighty Defenses
more effective.
Effect: Increases your Defense, Magic Defense and Constitution, based
on their base values.
Bonus to Defense, Magic Defense and Constitution: +15%(based on base values)
Extra points: +15% to bonus.
This passive ability increases your Defense, Magic Defense and Constitution,
based on their base values. This will allow you to mitigate even more damage,
and give you more hp thanks to higher constitution, and make the Mighty Defenses
more effective.
A buff to constitution, defense and magic defense. You get more hp, and you take less damage. Best when combined with Heavy Armor Mastery.
10. Great Guard(Passive, level 10)
Effect: Whenever you are about to take damage from any attacks, you may activate
this ability to completely negate all damage for the rest of the turn.
The more you use it, however, the higher the chance to fail. The chance
is reset when entering a new dungeon level, or a quest level.
Base chance to work: 100%
Extra points: +10% to chance to work.
When you are about to take damage, you may activate this ability to prevent
all damage from all attacks for the rest of the turn. After that, the chance
to work will be halved. So with one point in this ability, you will have 100%
chance to prevent damage for a turn, but the next time you use it, it will only
have a 50% chance of working. If you succeed in activating it again, then the
chance will be 25%, and so on.
Putting extra points in this ability makes the base chance go beyond 100.
So with 10 points, you will be at 190% chance. Meaning that if you use it once,
then the chance will drop to 95%. Putting more points in this ability allow you
to use it more often, more reliably.
Note that if you fail to activate it, the chance will not go down.
Effect: Whenever you are about to take damage from any attacks, you may activate
this ability to completely negate all damage for the rest of the turn.
The more you use it, however, the higher the chance to fail. The chance
is reset when entering a new dungeon level, or a quest level.
Base chance to work: 100%
Extra points: +10% to chance to work.
When you are about to take damage, you may activate this ability to prevent
all damage from all attacks for the rest of the turn. After that, the chance
to work will be halved. So with one point in this ability, you will have 100%
chance to prevent damage for a turn, but the next time you use it, it will only
have a 50% chance of working. If you succeed in activating it again, then the
chance will be 25%, and so on.
Putting extra points in this ability makes the base chance go beyond 100.
So with 10 points, you will be at 190% chance. Meaning that if you use it once,
then the chance will drop to 95%. Putting more points in this ability allow you
to use it more often, more reliably.
Note that if you fail to activate it, the chance will not go down.
The good old Great Guard, remade as the level 10 ability, and better than ever, with no chance of getting confused! This time, it will not only prevent the damage you're about to take, but also all other damage for that turn.
Instead of inducing confusion after using it more than once, the ability now a chance to fail that gets higher the more you use it. You begin each new dungeon or quest level with the maximum chance, and as you use it, you'll get less chance of it working. So you must use it wisely. However, no more confusion. This is now an ability that you can always attemps using!
And that's it. Hopefully this new class will allow us to face more difficult foes, and survive their attacks!