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Rape Me Tender

PostPosted: Tue Aug 17, 2004 12:15 am


**Stares into space for a moment, blinking slowly**

So, anyone ever look over that Taoist class I submitted? sweatdrop
PostPosted: Tue Aug 17, 2004 9:01 am


*sigh* No one is ever here when I am. *throws pity party* Anyway, I need a new job to do stuff on. Someone PM me with one.

Nicholai Maxwell


Owle Isohos

PostPosted: Wed Aug 18, 2004 5:46 am


I'll yell at Flare to send me hers...she told me she PMed it to Song, but...
PostPosted: Wed Aug 18, 2004 9:06 am


...I think you guys enjoy making work for me. "I was bored so I made up another class." xd


Okay, I think the elemental Magi should probably have their own classes...that's a good idea, and allows for more details. I'll add in the suggested edits about weapons.

Swords can weigh more than 10 lbs...I mean, some people did use ungodly huge-a** swords. But most of the ones commercially pimped out today DON'T. The things they're pulling out of peat bogs in Europe aren't that much heavier...though they are cruder...than anything you'll see at a Ren Faire. So it all depends on your perspective. Most of the things you'll see at Ren Faires also have an incomplete tang and will fall right off the hilt, or shatter, if used in real combat.

Clueless people are dangerous with weapons because they are unpredictable. You can't anticipate their movements if you've actually been trained in a technique. But practice with a weapon builds up the appropriate muscles and reflexes.


regarding Rogue class -- that sounds almost exactly like the thief class. I don't think it needs to be a separate class.

regarding Dragoon class -- we do need a pole-arm class. Good thinking. But I'd like to see a little more on the dragon-person link. How does it work? Also, the jumping thing...you say under weaknesses that heavy armor restricts mobility, but this ability speaks to the contrary. I agree with TMJ that this ability seems a bit far-fetched.

regarding Scourge class -- lemme look at the Paladin class again and see if it specifically says they are beholden to only light-oriented gods...I mean, just because they are a holy warrior of something doesn't mean they can't be a holy warrior of dark. Nobody said dark mages had to be evil, and nobody said a Paladin had to have a lawful good alignment in WoG, as far as I remember. I could be egregiously wrong, though.

regarding Diplomat class -- I like it. blaugh I'm wondering a bit of it's been PMed to me as "Mediator" but I suppose I'll check my PMs later. You guys can figure out the weapons thing...I don't really care much when it comes right down to it. Decide it and let me know.

TMJ -- it's Leprosy. xp


Okay, I stopped reading somewhere around the Taoist class (bottom of page 3). I'll pick it up again later...I dun have class til 6 PM, but I think I need to go get some food. Wish I'd brought a book on campus with me...perhaps I'll see if the library has any good stuff.

Songjewel


Songjewel

PostPosted: Wed Aug 18, 2004 9:07 am


P.S. - Owle, yes, I have Flare's PM.
PostPosted: Wed Aug 18, 2004 9:26 am


Songjewel
regarding Scourge class -- lemme look at the Paladin class again and see if it specifically says they are beholden to only light-oriented gods...I mean, just because they are a holy warrior of something doesn't mean they can't be a holy warrior of dark. Nobody said dark mages had to be evil, and nobody said a Paladin had to have a lawful good alignment in WoG, as far as I remember. I could be egregiously wrong, though.


Gabby concurs here. I was actually thinking about this the other day, so I'm with you on this one. What may be holy to one person will typically be blasphemy for someone else, so meh.

Blas-f'-meeee, blas-f'-youuu...

Anduril

Thirteenth Prophet

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Nicholai Maxwell

PostPosted: Wed Aug 18, 2004 10:12 am


On the dragoon class, maybe we should just make it more Pole-Arm related, and just call it lancer. That way, we don't have to worry about people summoning some incredibly massive dragon that no one can kill, or having them use it to threaten people. Besides, if you specialize in the use of spears, then we have a definite pole-arm class, instead of just a pole-arm combination one, like the dragoon would have been. Just a rant.
PostPosted: Wed Aug 18, 2004 11:56 am


Song, did you get my PM?

I also posted them here, but I PMed them to you first.

EDIT: Also, I don't think pole-arms need to belong to a specific class. After all, knights could be trained in all sorts of weaponry.

There could be a group that uses only polearms, but limiting the use of them to one class is definitely a road to destruction. eek

P4lladiumShifted


OWNAGE TO NOOBS

PostPosted: Wed Aug 18, 2004 1:06 pm


Question about Paladins if the elementals are the sort of gods and beings of ifinitite power. Wouldnt that mean that they are the relegion? And if they are the relegion wouldn't Paladins be well i don't know Elementaly BAsed?

That being said >.> There would be no evil/good Paladins Just paladins of a certain order under a certain Element. But then again i could be mistaken.

@.@ and if you want to get technical there can be twp type of knights the good kind wich concetrates on defense and the agrresive kind wich goes for all out brute strength
PostPosted: Wed Aug 18, 2004 1:25 pm


If you want to get technical, knights could be a lot more varied than that. There is a lot of middle ground to cover. Every character is going to be unique, the classes are in place to create a framework of what the character can and can't aspire to.

I happen to agree that every Element should have its own paladins. This isn't a world of good vs. Evil, its a world that focuses on the Elements as theology. Therefore, making the Paladins good/evil doesn't make sense for the setting.

Fenrir SongMoon


Kairos

PostPosted: Thu Aug 19, 2004 3:14 am


VTMarik

Beast Master Class
Beast Masters are, in essence, Druids who don't have access to magic. Beast Masters are usually trained from a very young age, and usually have a predisposition to animals. They can communicate with certain types of animals ranging from insects, to fish, and even mammals. Beast Masters aren't a total class of their own, and usually are a secondary class to training in a combat art.

Weapons they can use: Any
Armor they wear: Any
Abilities: Call, Beckon
Strengths: Able to talk to animals and have them as friends and companions.
Weaknesses: A predilection to some animals (like cats) can put you off from other animals (like dogs).
Rank titles: N/A


Marik, I could hug you. ^^ Although, I am going to tweak it a bit on the thread here, so that I can get ranks down and everything, and spells and so on. Because contrary to what you originally thought (no magic) well... I prefer to think it's a different type of magic they have. In an essance, they are kinda like druids and they DO need to learn a combative skill.

More on the description...
The true title of "beast master" is reserved for those who have reached the height of their area of expertise, one who can tame any type of animal, regardless of species. A Tamer is usually one who has kindled a relationship with at least a single species. Most usually stop here, and take on specific names (all with Tamer rank) according to their area of specialization. (ex: Falconeer, Hawker, Dolphineer, Herdsmen (aka Horse Tamer))

rank titles
Beast Master (highest)
Tamer
Trainer
Vet
Caretaker

weaknesses: elemental magic and things of psychic nature
strengths: melee combat, spying, enhancement spells, illusions can be easily seen through or smelled out
weapons they're fond of using: Whip, Darts and animals of course

Abilities I have a bunch of these in a PM... would you like specifics?
Altering the beastmaster's shape to one of an animal, altering the size of an animal (larger or smaller)
PostPosted: Thu Aug 19, 2004 8:06 am


My things are your weakness Kai... twisted Or, at least that's what it looked like it said.

Psychotic Nature


Songjewel

PostPosted: Thu Aug 19, 2004 9:07 am


Many good points have been raised. I think we have concurred that Paladins are aligned with elementals.


We are NOT going to have a specific class for every weapon. *points to the warrior class* This is NOT going to be that detailed.


I AM working on putting these up on a website to make the classes easier to find and read, along with Other WoG stuff such as the backstory, the map, etc.


Last, sorry to do this guys, but it wont be for very long. I just need a chance to catch up and post all the updates so that people stop posting about things that have already been covered. I'll unlock the thread when I finish the update...a day or two should be enough time.
PostPosted: Sat Sep 04, 2004 8:07 pm


Just giving an example this palced is unlocked.

OWNAGE TO NOOBS


Nicholai Maxwell

PostPosted: Sat Sep 04, 2004 8:43 pm


Yay for new classes!! Let's all discuss!!

Alchemist
The Creator

Description: Alchemists are the bridge between magic and science, and are experts at creating items and endowing magical properties. Some alchemists even gain the power to endow life into certain things, such as dolls, golems, machines, and puppets. This ability makes the alchemist a powerful class, though they rarely fight themselves, and rather use their magical creations to do it for them. They are among the most ingenuous of all classes, seeing as their profession requires creativity and genius when creating and enchanting.

Weapons they can use: Alchemists are not advocates of fighting themselves, though they often employ staves and other magical weapons to magnify their powers. They rarely fight with these weapons, instead choosing to employ their servants. They are more physically competent than most general mages, but not up to snuff with melee classes.

Armor they can use: Alchemists are not as weak as mages, as stated before, and tend to wear light armor, if any at all. They tend to opt to wear normal clothes, seeing as they do not usually risk their own lives in the heat of battle. What they wear is usually up to their own preference, but heavy armors are not feasible for them.

Abilities: Alchemists are the bond between magic and science. They are master enchanters, varying from bringing life to inanimate objects to endowing magical properties to items. They also are expert inventors, with great ingenuity that gives them great inspirations and ideas for making the very best in machines and items. At times they will meld these two abilities to create magical servants, such as golems, puppets, dolls, and robots. These servants are usually used to fight for them, allowing the alchemists to stay out of the fray directly.

Strengths: They have powerful magical servants which can fight for them, which make them a low risk fighter. They also are masters of creating things, and can make a variety of handy devices. Also, they can endow magical properties in items, which allows them to have a livelihood in that if they choose to become more merchantlike than live as a fighter.

Weaknesses: Alchemists possess little or no innate fighting abilities, because they rely on their magical servants so heavily. If the servant should be destroyed they are next to helpless in battle. Also, the alchemist path requires a large amount of time and energy, so their lives will be fraught with stress.

Rank Titles: Master: Creator
Alchemist
Magic Scientist
Mech Mage
Inventor
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WoG v1.75 - Nostalgia

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