Concept Class: Sigilist

A place to post your add ons and ideas for them

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Choose your favorite response:

Call the class Sigilist, and get working.
6
55%
Call the class Runemaster, and get working.
3
27%
Call the class something else, and get working.
1
9%
This class doesn't make enough sense right now, fix it! (why?)
1
9%
The class is fundamentally broken, don't bother. (again, why?)
0
No votes
 
Total votes: 11

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Author
Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: Concept Class: Sigilist

#16 Post by Planetus »

Sradac, I like that concept, but there would be a LOT of effects I'd like to see somehow. Damage shielding (possibly with multiple mechanics, like raw vs probability vs proportional vs something else), elemental resists, effect resists, speed and power boosts, status effect inflicting, movement, teleportation (as separate from movement), and probably more. Many of those could be achieved through various combinations of multiple runes, like maybe a "ball" rune targeted on "self" creates some sort of shield (while "melee" would create a nova effect), and each damage type adds effects to it, but I'd still expect at least one more rune to differentiate between damage shields, elemental resist boosts, negative status effect resists, and positive status effect boosts. With all that, when targeting the enemy, each of those above can be reversed (damage, resists down, negative status effects, removing positive effects).

Still, though, that suggests 4 trees that the class would probably want to go 5/5/5/5 in, just for the versatility that would be the core of the class. That's 80 class points, unless you make one or more a generic talent. And that's without any passive boosts or other abilities. It may just mean a little blending of effects, though.

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