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Event: Archetype Dashing Design!

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Re: Event: Archetype Dashing Design!

Postby arisenpanda » Tue Apr 17, 2012 1:55 pm

Working on an idea for a more up-close-and-personal Arisen class. Lig version will be Kanians. Reserved. I want to draw pictures as well.

I won't have the time to draw pictures, sadly, anyway:

Cyborg (Arisen) /Enchanter (Kanian)

Energy class wearing leather armor, can use bows, crossbows, 1 and 2 handed weapons, dual weapons and shields. Both use items they create to enhance their performance depending on the situation. Item creation will work similar to the way warden's potion creation works - the characters enter a special zone, where they can farm materials (iron, oils, gas for arisens, butterflies, elemental dust, minerals for the kanians), and then create a nice supply of items.

It will be an all around class that can either go ranged or melee dps or tank, thus it will be really favorable.

Arisens will create various body parts that will enhance their current ones and allow them to use different abilities. It will be a buff, yes, but it should be visible. Like, if the arisen decides to put on their motored legs, we have to be able to see that as he breezes by us at 13 yards per second for a few seconds.

Tree names:

Static shot - a shot with 1sec cast time, so the player needs to stop moving while shooting, using a bow. Further down this tree, the player can unlock rubies that allow them to turn into a tower, or a turret, that can't move, has amazing amounts of hp and defense, immunity to stun, knockback and knockdown, and can attack at 50-60 yards range. Of course activating those will require items the players have gathered, and if they move, they can just do that and lose all the buffs they've stacked. This will be the ranged dps tree.

Quick cleave - the melee dps tree, this skill is just a quick cleave with about 160 degree cone range in front of the player, it's quick because it is spammable. This tree will focus heavily on the players being mobile, so they'll need to augment their feet to allow them to move around faster, provide immunity to knockback and knockdown, and arms to deal more damage, attack faster, reduce the cast times/cooldowns of melee skills.

Stone Wall - the tank build, this skill gives the player extra armor dependant on player level and skill rank. The tree itself contains rubies to enhance that, it has rubies to turn the player into a complete stone wall, that can fight back. When that happens, players can't move, but mobs can't pass through them. The player can still fight normally, pull agro from range so mobs come close, he will have the ability to just pull ranged mobs to themself, which will of course require a hook to be made, as well as turning into a wall will require iron plates or something.

Now I know tanking needs the players to move around to avoid area of effect damage, so when players are a wall, the wall itself will have it's own hp, or stacks, and when that comes down, players will need to cast it anew.

Like with all other classes, players can pick at least 2 ruby trees, and in this case this will give them the ability to switch between two roles, because their skills will depend on the augmentations they put on themselves, which on the other hand will depend on the situation.

Not sure if I translated my idea well, but it is to have a class that augments itself. That's it. A class that relies on self support, very little party support, deploying various contraptions to enhance their performance. The idea is that Arisen tech has very, very big potential in this game, it can make a class on its own, but there has to be a League counterpart - which is magic.
Last edited by arisenpanda on Sat Apr 21, 2012 7:20 am, edited 1 time in total.
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Re: Event: Archetype Dashing Design!

Postby physicalsumm » Tue Apr 17, 2012 2:33 pm

1. Archetype Name: Epic rainbow unicorn magic of awesomeness
2. Available Races: unicorn
3. Role: magical dps, tanky
4. Main Weapons: paired horse shoes
5. Armor Type: plate
6. Name of Three Ruby Grids: Light fountain, heavens calling, Godmode
7. Archetype Mechanics and/or Key Abilities:

Light fountain: Splashes holy water into the eyes of your foes damaging and causing splash damage for 5/15/25 seconds.

Heavens calling: Calls upon allod gods to grant you increased damage by 2%/3%/4%
stacks upto 5times can only be used when affected by ''godmode''

godmode: Creates a barrier around you that absorbs 5%/20%/35% damage you are unable to use abilitys or move when used.

8. Brief description of archetype/lore
before The Great Cataclysm allods was fulled with beautiful creatures different spieces
and races including unicorns, it is ment to believe that these mystical creatures
such as unicorns never existed but the arisens always thought differently and recently descovered..
the last unicorn, in attempts to clone this mystical beast scientist at the
asse teph temple have used and found a way to clone, this cloning device is simple to use,
''first we extract the soul and then we plant it into a living organism
such as a horse'', soon did they realise that what they were doing was wrong and angered the gods,
as punishment the gods banished the arisen scientist from the land of allods to live in the shards of the
astral to never be found again.

today adventurers have been going and leaving the astral in
search of golden bounty until they stumbled on what they thought was their reward instaid they found
the body of the az tec scientists buried deep with their belongings and woke them, the az tec scientist escaped using
old teleportation methods and is on the lose free traders urge everyone to stay inside until futher notice


This is not a warning, gear your people, this is WAR

Unicorns use the concept of baylife to defeat their foes, charging in like an animal (lol) disrupting the enemy with stuns/silences as well as looking good at the same time ;]

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Re: Event: Archetype Dashing Design!

Postby frooltace » Tue Apr 17, 2012 2:36 pm

1. Archetype Name: Jester
2. Available Races: Gibberlings, Kanians, Arisen, Xadaganians
3. Role: AoE Tank
4. Main Weapons: 2 1h-shields
5. Armor Type: Cloth Armor
6. Name of Three Ruby Grids: Bad Joke, Tomatoe Target, Jack-in-the-Box
7. Archetype Mechanics and/or Key Abilities:
[*]Bad Joke - Low Damage AoE attack that taunts enemies and allies to target the player for 10 seconds.
[*]Tomatoe Target - Damage is recorded over 10 seconds. After 10 seconds, total damage becomes a 10sec HoT.
[*]Jack-in-the-Box - Places a box on the ground. If stood upon for 2sec, enemies and allies within 5yard radius is feared. Once fear ends that entities becomes immune to Jack-in-the-Box until combat ends.
8. Brief description of archetype/lore Full AoE class that does not differentiate between friend or foe; player must have good spatial placement when playing class. The Jester taunts foes to attack him and uses tricks and traps to take/mitigate damage.
9. Design the archetype’s unique gear/trademark look with an image editing program or provide a screenshot of your in-game character representing the archetype using a combination of existing in-game armor/vanity items.
Image
Image
Baconfase's Astral EmporiumΣ███▀¯
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Re: Event: Archetype Dashing Design!

Postby i_kilz_you » Tue Apr 17, 2012 2:40 pm

I don't have a dog in this race, but just wanted to say that I think that "reserved" posts should be deleted by a GM/AS. If your post isn't ready to go, there's no reason why you deserve a place in the front of the line.
That we do not learn very much from the lessons of history is the most important of all the lessons of history.

-Aldous Huxley
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Re: Event: Archetype Dashing Design!

Postby hulokeruli » Tue Apr 17, 2012 3:14 pm

1. Archetype Name: Blue Mage
2. Available Races: Kanians, Elves, Xadaganians, Arisen
3. Role: DPS, Tank, Heals
4. Main Weapons: Dagger, Off-Hand, Staff, Wand
5. Armor Type: Cloth Armor
6. Name of Three Ruby Grids: Learn Offensive Abilities, Learn Defensive Abilities, Learn Support Abilities
7. Archetype Mechanics and/or Key Abilities:
  • Learn Offensive Abilities: The Blue Mage learns an offensive ability after analyzing an enemy (player or NPC) for 2/1/.5 seconds without being hit. They can use 10 learned offensive abilities at a time. After that, the oldest learned ability is forgotten. Offensive abilities are useful for DPS.
  • Learn Defensive Abilities: The Blue Mage learns a defensive ability after analyzing an enemy (player or NPC) for 2/1/.5 seconds without being hit. They can use 10 learned defensive abilities at a time. After that, the oldest learned ability is forgotten. Defensive abilities are useful for tanking.
  • Learn Support Abilities: The Blue Mage learns a support ability after analyzing an enemy (player or NPC) for 2/1/.5 seconds without being hit. They can use 10 learned support abilities at a time. After that, the oldest learned ability is forgotten. Support abilities are useful for healing.
8. The Blue Mage archetype was born out of the cataclysm of Sarnaut. Many races sought to control the abilities their enemies have. The Elves and the Arisen were the first Blue Mages, as they gleaned over how they can extend their mage skills into something more practical. By understanding the enemy can they become stronger. The Kanians and the Xadaganians later learned the skills necessary to become a Blue Mage.
9.
Image
This is just an approximate visualization

I came up with the idea because I am always interested by the idea of copying the enemy's abilities, since I am both a Kirby and a Final Fantasy fan.

Hulokeruli Nezeb League
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Re: Event: Archetype Dashing Design!

Postby PioPico » Tue Apr 17, 2012 3:16 pm

I don't have an issue with reserved posts simply because them posting in the beginning of the thread doesn't increase their chances on winning. The final results will be based on the content of submissions.

I do agree that it would be overwhelming if a whole bunch of people reserved their post.
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Re: Event: Archetype Dashing Design!

Postby zonyboy15 » Tue Apr 17, 2012 4:29 pm

1. Archetype Name: Astral Wizard
2. Available Races: (Elves, Arisen)
3. Role: (DPS)
4. Main Weapons: (Staffs, Off-Hands, Wands)
5. Armor Type: (Cloth Armor)
6. Name of Three Ruby Grids: (Call of the Astral, Astral Infusion, Blind Age)
7. Archetype Mechanics and/or Key Abilities:
(Lost Control - Fears the target and stuns it for 3 secs.)
(Astral Overdose - Target is pushed back and walks with no direction for 5 secs.)

8. Brief description of archetype/lore
Since the cataclysm the elves and the arisen secretly worked with the control over the astral and when they reached it they stood between their people in secret as normal mages until the day they saw what their people were looking for, what they have already reached, and stood up and showed their powers to the world. They have the ability to summon special astral demons, that each is different and with a specific role. But the only races that have achieved this control are the elves, that have lose their wings, and the arisen, that without astral dust will die.

9. Design the archetype’s unique gear/trademark look with an image editing program or provide a screenshot of your in-game character representing the archetype using a combination of existing in-game armor/vanity items.

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Re: Event: Archetype Dashing Design!

Postby veco » Tue Apr 17, 2012 4:33 pm

Race : Extraterrestrial
Class : All

Main skill : hidden beard attack

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Secondary skills

- Stare. Chuck stares at enemies, making them run in fear for 40 seconds, if its not dispelled on time, everyone affected by this skill dies. twice. Cant be dispelled.

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- Invisibility. Makes Chuck invisible to everyone, including himself. Able to use skills and remain in stealth mode until next maintenance. Can be used once per maintenance. Passive skill.

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Ultimate skill

Astral Kick Chuck kicks opponent into far far astral, making them stuck in one of 13 random astral islands for 1-3 days (random). Gains 400cc per person sent into astral by astral kick, caps at 4.000cc/hour. 2 hours cooldown, no cast time. Cooldown resets if GM rescues one or more persons stuck in astral.

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Re: Event: Archetype Dashing Design!

Postby moimee » Tue Apr 17, 2012 5:14 pm

1. Archetype Name: Jongleurs

2. Available Races: Kanian - Acrobat, Elf - Dancer, Arisen - Conjurer, and Xadaganian - Juggler

3. Role: Support, DPS

4. Main Weapons: 2-handed Staff, 2-handed Mace, 2-handed Spear, 1-handed Mace, 1-handed Spear, 1-handed Knife, off-hands

5. Armor Type: Leather Armor

6. Name of Three Ruby Grids: Call of Sprites, Soul Step, Grand Chant

7. Archetype Mechanics and/or Key Abilities:
Spirits – Generates spirits in battle used to perform higher skills in the Jongleur's arsenal. These spirits can be stacked up to five times only; additional spirits generated can be stored in the vessels or used in a powerful shadow burst attack against enemies. Only a maximum of two vessels can be filled.

Call of Sprites – Calls on sprites from nature that puts up protective spheres that can resist damage. The kind and amount of damage resisted varies on rank.

Soul Step – Evades succeeding successful hits while raising the damage done of the Jongleur and allies within 10 yards of the Jongleur. The number of succeeding hits evaded, the duration of the skill, amount of damage increased, and cooldown varies on rank.

Grand Chant – Uses existing spirits to do a powerful damage against targets within 10 yards of the AoE. This has the chance to reduce damage received by the Jongleur and the party. The number of spirits stored and the skill rank affects the damage done as well as the damage reduction.

8. Brief description of archetype/lore:
This archetype is a unique role to take on in the world of Sarnaut. Jongleurs give up high damage for great support and defense skills. They have support skills that increase a line up stats namely: agility, stamina, endurance, willpower, etc. They can raise attack power as well as decrease or negate incoming attacks. They may not be able to unleash tremendous damaging feats nor heal the deepest of wounds, but they are always welcomed in the battlefield. Because of these, it seems Jongleurs are equated to support. With lively performances and acts, Jongleurs can boost the morale of comrades in the battlefield. Truly, to have a Jongleur by your side is to be assured of victory.

9. Look:
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Character Name: Aofie
Server Name: Tensess
Faction Name: League
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Re: Event: Archetype Dashing Design!

Postby xxxdjroostaxxx » Tue Apr 17, 2012 5:17 pm

1. Archetype Name: Nyan Cat
2. Available Races: Gibberlings
3. Role: Support
4. Main Weapons: Rainbow
5. Armor Type: Fur
6. Name of Three Ruby Grids: Rainbow, Fly, Colourful
7. Archetype Mechanics and/or Key Abilities:
nyannyan - sends target to sleep
Rainbow poop - colourful effects fears enemies and heals party
Fly - it flys in space and poops rainbows :|
8. a flying colourul cat that can scare anyone and make people kill themselves :|
9. http://www.youtube.com/watch?v=AA5DsLzSVrk
Must i say more?
:idea:
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