It looks like you're new here. If you want to get involved, click one of these buttons!
Lets say you could either make up a new class for an existing mmo or just a completely different class for a *totally different mmo. What would it be?
*For instance, maybe a mmo outside the current rehashes. What about a mechanical class for instance? Or maybe you play a dragon or a tree?
Comments
Always wanted to play a giant.
When I say giant I mean 4 storey high, stomping giant.
Take the Magic: The Gathering 'What Color Are You?' Quiz.
a class kind of like redmage from fft except their magic is "weaved" through swordplay
Fencer/redmage(the elemental sword spells)/minor buffer
and all of the agility of the fencer
Trump 2016
A shape shifter... be able to transform into any creature or object... why or how this could be usful is another story,
Imagine i shape shift into a sword.. player run by "oh a sword,,, yoink" then when hes bragging to his mates at the tavern that he found this imba sword.. bam! i slice him in two.. morph into a cockroach and dissapear below the floor board.. now that is PvP.
A dinosaur
http://mmo-hell.blogspot.com/
http://www.mmorpg.com/blogs/rejad
This is something I posted on the WoW forums a while back. It is a Jester class
For TL;DR people: Read the "what rolls do jesters fill" section for the most abridged idea. The rest can be shrugged off and still get the main idea.
Here's an original idea for a new class: Jester. How so? Perhaps the most interesting is the method of becoming a jester: a server unlocks it. Similar to World events like unlocking Ahn'Qiraj and Naxxramas, obtaining the jester class will require cooperation. Once unlocked, any player on either faction can make a jester character, but I'll get to that later. First the "lore"
LORE: Founded as the a top secret elite school for Dalaran mages, the Aerotar School of Illusion offers are new discipline for aspiring magicians. Nestled on a remote peak in the Alterac Mountain range, only the selected few can enroll at this mysterious school. When the third war broke out and the plague swept through the lands, Aerotar and his nine apprentices fled the school and moved south. They were never heard from again. One of Aerotar's students, however, returned to his old school and found it in perfect condition, but unfortunately sealed. The student, who remains unnamed for now, realized he could start the school again if he found Aerotar, or his corpse, and the method to unlock the school. This is where the adventure begins, it is up to players to hunt down Aerotar, his books, and the 9 keys from his apprentices. Who knows where the kings could lie (perhaps revisiting old, classic raid instances are in store!)
WHAT IS A JESTER? Jesters are a magic class, but with strange qualities. Abandoning the rigorous training and studying of traditional mages, jesters aren't potent in pure magical damage. Instead, they use their limited magical knowledge to deceive enemies. Jesters use mana. They begin with cloth armor and learn leather at 40. They can use staves, wands, fist weapons, daggers, thrown weapons, and a new item called mirrors (rune slot, like totems, librams, and idols). The Jester is a hybrid class, but unique in that it has no power to heal. Instead, Jesters can choose to specialize in illusion magic, rune combat, and trickery.
As for the races: humans, gnomes, undead, and blood elves can be jesters. If this conflicts with the max 6 classes per race, then the list will be changed to gnomes, dwarves, undead and orc. The latter list is less appealing lorewise, but better for existing mechanics.
WHAT ROLES DO JESTERS FILL?
Illusion magic is a wand and thrown weapon based skill line, with many abilities requiring a wand or thrown weapon equipped. Therefore, illusion magic is a combination of ranged combat and limited debuffs. Illusionists can eventually learn the ability to dual wield thrown weapons, by sacrificing their off hand slot for a secondary ranged slot. Illusionists will be taken along as a primary damage dealing class and it will offer competitive damage.
Rune combat is the complete other direction, focusing on unarmed melee combat with magical supplements, called runes. Rune combatants will be purposely weaker than other melee classes, but their runes will provide completely unique buffs, such as armor enhancers that prevent durability loss (hmm... interesting combination for a class that focuses on thrown weapons, eh?) Rune masters, being weaker in combat, will not fill dps slots (and rune masters shouldn't complain if they aren't high on damage meters, its not their role). Instead, rune masters are primarily support. Shaman and paladins provide excellent buffs, but rune masters will provide the best.
Trickery is perhaps the most twisted tree of them all; its a tanking tree like nothing before! Other tanks work by building threat on enemies and then either mitigating the damage or trying to avoid it all together. Tricksters work in the opposite; their abilities trick the enemy into seeing less threat on party members. In other words, if a mage if going pyro happy, its no problem for a trickster because his abilities are blinding the enemy from all that threat! The trickster does this by using his mirrors (more specifically, his abilities that require mirrors). It projects his image on party members, confusing the enemy and making it think it was the jester attacking! This turns party member threat into jester threat. Jesters, being low armored, will not be physical tanks.Instead, they will be a new breed of tank: magic tank. Their mirror abilities range from reflecting spells to absorbing them, and most mirrors will provie high spell resistances on the item (similar to shields providing high armor). Indeed, mirrors will even be modeled after shields, just shinier and more reflective. While encounters will never require a trickster tank, some may be a lot easier with a tank that can absorb high magic damage. But since they are so specialized in to that one role, tricksters will never directly compete with paladins, warriors, and druids for main tanking and off tanking positions. They will be called upon for select fights. When not tanking, tricksters will be threat managers, still utilizing their mirrors, but this time projecting the main tank's image onto party members.
Instead, they will be a new breed of tank: magic tank. Their mirror abilities range from reflecting spells to absorbing them, and most mirrors will provie high spell resistances on the item (similar to shields providing high armor). Indeed, mirrors will even be modeled after shields, just shinier and more reflective. While encounters will never require a trickster tank, some may be a lot easier with a tank that can absorb high magic damage. But since they are so specialized in to that one role, tricksters will never directly compete with paladins, warriors, and druids for main tanking and off tanking positions. They will be called upon for select fights. When not tanking, tricksters will be threat managers, still utilizing their mirrors, but this time projecting the main tank's image onto party members.
A SPECIAL NOTE ABOUT JESTERS
Jesters can spec for any of the above roles, but all jesters will have limited range combat dps, limited buffing abilities, and limited tanking abilities naturally. So even a heavily spec illusionists could still tank magic mobs, and heavy rune combatants could still throw an axe or two, or fire a wand. Since jesters lack the ability to heal, they can utilize more of their hybrid potential without being overpowered. Other hybrids simply could not (fairly) do high damage and high healing at the same time. Jesters, on the other hand, have less limitations on doing good damage and great buffs at the same time, or vice versa, as it doesn't interfere as much on other classes. DPS classes may feel threatened, but jesters lack crowd control, which other dps classes excel at, making the competition less direct.
WHAT ARE SOME SAMPLE TRICKERY ABILITIES?
Quick note: All jesters get this base abilities. Heavy specced tricksters get typical protection-tree talents, like earning more threat for doing things, or more mitigation potential. Heavy specced tricksters also gain more abilities to manage the threat of their allies.
Mirror Image: Puts the jesters image on targeted party member, stealing all threat caused by them for 5 seconds.
Deceptive Glance: Spontaneously confuses the enemy by making it think the jester is the most intimidating target, forcing the enemy to attack the jester (taunt move).
Riddle: Shouts a riddle at the enemy and muddles its thought processes. Target's spells cost more mana to use. Riddle causes high threat. Stacks up to 5 times (sunder move).
Gazing Abyss: Quickly shines the mirror at the enemy, reflecting a powerful glare of light. This stops the enemy's train of thought, interrupting all spellcasting and silencing them.
Hall of Mirrors: Using illusion magic, several mirrors appear next to the jester, then float in a line to targeted party member. This gives the jester and the party member the "mirror link" buff, splitting threat evenly. Buff remains as long as the two stay near. (the line of mirrors disappear after the initial spell cast, to prevent outrageous graphical requirements)
Mirror Lance: Launches built up threat to targeted party member. Only useable when Hall of Mirrors is on. (primary abillty when not tanking. Allows jesters to transfer high aggro from mages, etc to himself, then to tank).
Glass Eyes: Tricks the enemy into thinking they have glass eyes, lowering the distance of their ranged attacks and spell casts by 50%.
Concave Mirror (passive, toggle): Bends the mirror with illusion magic, allowing it to absorb spell casts. Each successive spell cast on the jester improves the chance for absorption. Each absorption resets the counter back to a low rate. Concave Mirror can be toggled to convex mirror at any time without losing absorption rate. Absorbed spells do 50% damage to the jester, 10% heals the jester, and the remaining 40% disappears.
Convex Mirror (passive, toggle): Bends the mirror with illusion magic, allowing it to reflect spell casts. Each successive spell cast on the jester improves the chance for reflection. Each reflection resets the counter back to a low rate. Convex mirror can be toggled to concave mirror at any time without losing reflection rate. Reflected spells do 60% damage to the jester, 30% to the caster, and remaining 10% disappears.
Light Bend: Quickly amplifies absorption or reflective rate of mirror.
WHAT ARE SOME SAMPLE RUNE COMBAT ABILITIES?
Quick note: only one rune of each type can be used at once, similar to only totem per element being used at once. The rune types are comedy, tragedy, horror, and idiocy. Using rune abilities will have fantastic animations, as jesters will be doing showy maneuvers (remember, the runes have little magical power, its about deceiving others into thinking they do!) Using a rune invokes its cooldown on all the runes in the same category. In other words, using a high cooldown rune puts the same high cooldown on all runes in its category, while a short cooldown rune puts the same short cooldown on all runes in its category.
Amputation: Leg (horror): Slaps a rune on an enemy's leg, convincing them they lost it. Slows their movement speed.
Amputation: Arm (horror): Slaps a rune on an ememy's armor, convincing them they lost it. Slows their attack speed.
Amputation: Big Toe (horror): Slaps a rune on an enemy's big toe, convincing them they lost it. Causes the enemy to grieve in place for 3 seconds. Any damage received removes the grief.
Disguise Rune (idiocy): Places a rune on the jester's torso. The targeted enemy is convinced the jester is on his team and will no longer attack the jester. Has no effect on any player or "smart" monsters (monsters with mana). Disguise can backfire and build massive threat on target.
Camoflogue Rune (idiocy): Places a run on the jester's torso. Causes the jester to diseappear from the target's sight for a short duration (but only the target). Camoflogue can backfire and build massive threat on target.
Mercy Rune (idiocy): Gives the illusion that the jester is a poor and helpless woodland creature, causing monsters that would normally not attack to give up ("yellow" monsters disengage combat).
Countermercy Rune (idiocy): Slaps a rune on the enemy's torso, convincing them they are a small and defenseless woodland creature. Gives them a high chance to flee (run in fear)eon any melee attack for 5 seconds. Fear lasts for the rest of the duration of the rune.
Tragic Flaw (tragedy): Randomly lowers one of the target's skills by 100 points. No skill can be flawed twice, but more than one skill can be tragically flawed. (similar to the ability on shadowfang keep). If done for a school of magic, decreases spell damage for that school by 100. Can be cast on allies.
Tragic Hero (tragedy): Removes the tragic flaw of an ally and then reverses it, adding an additional 20 points (So initially lost 100, then gained the 100 back, then gained another 20). Cannot be cast on the same skill, but can be cast on multiple skills. If done for a school of magic, increases spell damage for that school by 20.
The Tragic Mask (tragedy): Makes the jester and a targeted ally impervious to debuffs for a short duration, but the jester and the target lose the potency of their buffs for the duration.
The Tragic Cloak (tragedy): Makes the jester and the targeted ally impervious to damage for a short duration, but the jester and the target cannot be healed. Remnants of the cloak remain after the duration, decreasing healing effects for another duration. Threat is not lost when this ability is used.
Pandora's Box (tragedy): Unleashes Pandora's box, swapping the buffs and debuffs of the jester with the target for a short duration. Afterwards, Pandora randomly curses (puts a curse debuff) either the jester or the target, lowering hit and spell hit.
The Comic Mask (comedy): Randomly doubles one of the target's buffs potency, but does the same to one of the target's debuffs (if any).
****s (Poops) and Giggles (comedy): The target enters a state of hysteria, randomly letting it shrug off damage (receiving only 50%) and randomly taking more (receiving 150%). Can be cast on allies or enemies. While ****s and giggles describes the varying good and bad effect of the buff, **** might be too offensive, so Poops could be an alternative, which isn't offensive enough to censor when there are multiple quests blatantly working with poo.
Laughing Armor (comedy): Long duration (30 minute) buff that prevents durability loss on armor, even when the cause is death. Does not apply to spirit resurrection durability losses. Party wide version is called Maniacal Armor and lasts 60 minutes.
Laughing Weapons (comedy): Long duration (30 minute) buff that prevents durability loss on weapons (melee and ranged), even when the cause is death. Does not apply to spirit resurrection. Laughing weapons receive a random enchantment animation (if there is none on the weapon). There is no party wide version. Laughing weapon overrides Laughing armor if the target has it.
WHAT ARE SOME SAMPLE ILLUSION MAGIC ABILITIES?
Quick note: Illusion is split between using wands and thrown weapons. Think of it as a warrior deciding between 2handers and dual wielding, but the decision is in one tree. I guess that's more like a shaman deciding, but whatever. Only thrown weapons can be dual wielded, to compensate for their lower mitigated damage, while wands do unmitigated magic damage. In this tree, the jester can also do circus tricks, gaining personal buffs, similar to hunter aspects.
Overload (wands): 1 second cast. Overloads the wands energies, doing 150% of the wands damage.
Firelash (wands): 2 second cast. Does regular wand damage plus an additional XX fire damage.
Frostwhip (wands): 2 second cast. Does regular wand damage plus an additional XX frost damage.
Sparkle Dust (wands): channeled. Shoots the sky with rapid fire wand attacks, hitting enemies in a small area.
Blooming Flower (wands): (note: this would be a very.. uh... purposely be very flamboyant looking) channeled. Does a small amount of damage in the beginning and slowly increases to higher damage at end of channel. If the channel completes, the target receives the illusionists flower debuff, increasing wand damage received.
Circus Training (passive, trained at 10): Allows a thrown weapon to be equipped in the off hand. The ranged slot thrown weapon is considered the main ranged weapon for attack purposes.
Circus Mastery (passive, trained at 30): Increases attack speed and damage of off hand thrown weapons (which start low, but after mastery and talents, almost identical to main).
Poison Dart (thrown): Throws the main weapon, doing weapon damage and poisoning the enemy. Poison targets slowly take nature damage and take more damage from thrown weapons. Can stack up to 5 times.
Sleepy Dart (thrown): Throws the main weapon, doing weapon damage and causing the enemy to be drowsy. Lowers the enemy's chance to parry.
Explosive Dart (thrown): Throws the main weapon, doing weapon damage plus additional fire damage.
Blade Dancing (thrown): Does a stylish maneuver while rapidly throwing weapons, doing 6 attacks, 3 per weapon.
Gather Audience: Party members become the jester's audience, increasing his ranged attack power while they are near. When the jester is near the audience, the audience gains the entertained buff, increasing their mana and health regeneration due to high morale.
Ward Critics: The target is warded from coming near the jester, slowing his movement speed the closer he walks to the jester, but speeding his movement speed the farther he is. Ward Critics and backfire, doing the exact opposite.
Trick: Ball Balance: The jester jumps in the air and balances on a magical (illusion) ball, increasing movement speed and granting the ability to walk on water. Any damage received pops the ball, causing the jester to fall, be stunned shortly, and take damage.
Trick: Hand Walk: The Jester begins to walk on his hands (this may be impossible for animations, so this may not make the final cut). Loses ability to use ranged weapons and attacks, but melee attacks do double damage do to stronger legs (good for rune combatants).
Trick: Ribbon Twirl: The jester rapidly begins to twirl for a short bit, spinning ribbon around himself. After stopping, ribbon surrounds him, increasing his spell resistance but slowing his attack speed.
Trick: Sparkling Flex: Does a show stopping flex, showing off his (illusion) muscles. Increases range when using thrown weapons since his stronger armors can throw farther.
Trick: Blindfold Impression: Puts on a blindfold, rapidly decreasing accuracy with thrown weapons, but has no effect on wands. Attacks done with wands and thrown weapons impress the audience, doubling the entertained buff for 15 seconds.
WHAT ARE SOME SAMPLE TALENTS?
http://talents.unleashedgaming.net/?p=vt&i=22702
ANYTHING ELSE ABOUT JESTERS?
An important concept about jesters is, new jester characters don't start at their racial starting ground. The loading screen background is also different, reflecting the refurbished school. As you can guess, new jesters start their career at the school. This is a small instanced section of Alterac Mountains, pvp free, for levels 1 through 6. After wards, the new jesters leave the instance and enter alterac mountains, where they will immediately see a goblin flight point. This will take them to either Storwmind (long flight, I know) or to the Undercity. Yes, on pvp servers is potential for abuse, as level 6 players will be momentarily exposed in Alterac, but thats the risk as jester will have to take! Jester trainers are found at the Undercity and at Stormwind.
The raid color for jesters will be dark green. No matter the spec, raiding jesters will alternate roles from managing threat to damage dealing to issuing weird buffs (including the above and much more, depending on the creativity of Blizzard). Guilds will want Jesters to make some magic based encounters easier, but the creating of Jesters should and will not be an excuse to mandate Jesters for certain bosses. Warriors, druids, and paladins will still be able to tank those bosses, but jesters will give healers an easier time, speeding up encounter learning rates. Illusionists and Rune combatants are ranged and melee, but will not strenuously compete with other DPS classes because they use primarily different weapons and provide different utility.
I hope you like the jester class and I think it would be a lot of fun to play as one and to play with one!
(All this is a detail, but each detail matter in the long run)
Each MMO should have an "EPIC" class.
What is an "EPIC" class?
- It is never the best at anything, someone out-dps it, another out-heal it, another out-tank it and so on.
- It is the most polivalent class, it can do everything.
- Maybe they have a weakness or an annoying factor, but in this case they gain many "nice tools", utilitary stuff.
- You can have many variants of epic classes, some been better in some aspects than other.
- They may have a special bonus in specific conditions, which are rare, but make you feels really good and epic.
- You access that class only after completing X or achieving level Y.
Since an epic character implies that you have already another significant character, you can lock/unlock it based on some stuff. Someone might have some restrictions applied as to if they can, or not, play their epic characters (take 3 days to recover from 1 death or cannot exit an area more than once per 5 days...or such other limitations). The character must be formidable and outstanding, but never replacing the right character. See, most MMOs have an holy trinity setting, where you want a precise set up. The EPIC character should be the ideal 4th character on this set up, once all needs are covered, it is decent dps with the option to heal the cleric, to tank if the tank died (on tops of been a good 2nd best tank, give him a short time "godmode" with an awfull refresh)...and if you have locked chest/doors, he might be able to unlock it but make it so that it doesn,t replace a rogue, maybe it take a lot of time...or some nasty consequences
The details of such an EPIC character could varies and are not really important, the stats and gameplays factors are.
- "If I understand you well, you are telling me until next time. " - Ren
D&D Bard.
http://mmo-hell.blogspot.com/
http://www.mmorpg.com/blogs/rejad
glass mage: primary abilities involve summoning glass(essentially moving magma from the earth, but not bring the heat with it). The glass can take on properties of other materials based on purposly imposed impurities, or even summon useful gadgets.
playstyle: force crafter, but has hybrid type gameplay.
GamePlay: the glassmage can only play as one type of character at a time warrior/ranger/rogue but has access to magic like abilities that carry over to all those classes.
for the crafting part of game play this is how the crafter determines his main class. essentially he needs to spend a few minutes(a piece) forming his armor and weapons. these weapons have a standard durability however they are unable to be repaired. and with specilization of skills durability doesn't decrease effectiveness(glass swords designed to slowly peel away to a fresh edge).
during fighting they play reletivly similar to the other archetypes(no mage archetype for this class), however they have the ability to summon very small concotions in battle: noise maker that causes everyone and the caster to flinch in the area, a self heal that stops poison and bleeding(by summoning glass around that area) at the cost of damage right away, ability to mend their broken bones, access to a temporary armor and weapon mending buff(all party members), and a few traps.
balance: DPS is below average, with higher survivbility than average in heavy status effect areas, and the abiltity to respec warrior/ranger/rogue archetypes without respecing.
I find it amazing that by 2020 first world countries will be competing to get immigrants.
Soul Collector. They collect the souls of those they kill and use them in weaving thier Dark Magic.
Anything overpowered. I think thats the class everyone wants to play=)
MMOS haven't touched insect classes and races yet. Wheres a good ol' Mantis Warrior like in D&D?
A robot with interchangable parts so I can do any role I feel like doing just by changing my arms, legs, and torso.
That or a ninja, ghost, werewolf, samurai, some sort of ESP user, or dashing swordsman.
"The liberties and resulting economic prosperity that YOU take for granted were granted by those "dead guys"
Concept I thought of off the top of my head:
Especially frail/vulnerable/weak spell-caster (as cliche as that may be), taking inspiration from the summon spells of Final Fantasy 7. The class accomplishes tasks by summoning various other beings, but rather than sitting back and commanding them to act while contributing himself, the caster's body, mind and spirit are temporarily absorbed into the creature he summoned, and he controls it as he would his own body.
When the spell fades due to duration, the caster is back in his normal form and perhaps momentarily stunned, or at least kept from another such "summoning" for a short time. If the "summoned" creature dies, the caster is back in his normal form and suffers significant damage and some interesting status effects based upon whatever creature he was.
/shrug
ninja!, the ones in FFXI are so badass
Man-Bear-Pig
Scout/Runner
Has quick running speed and devastating critical attacks if used at the right moment. The moment being obtainable through a variety of tracking and far sight skills, maybe a skill of smell to obtain some statistics about your target.
To give a rough idea some kindof cross between an assassin and a hunter, but that lacks stealth and have it replaced by fast speed.
A poop throwing chimp! He would have snare and root spells. He would have explosion poop and poison poop throwing skills.
Mind Bending/Elemental Material Spellcaster
Having the Ability to Mind control anything in Visible Range, Having to Control any mob within A certain Radius to control and do the Bidding for the Caster and even any Object such as Tree's,Barrels,Farm animals e.t.c has the Ability to Control Anything based on Lvl of SKill of Course and each different item has different effects such as either summoning a tree to fight for you or summoning the roots of the Tree to hold the Mob whilst counter summoning a wild Boar to deal Dmg and then backup dps elemental spells ftw. I think it Would be good to Manipulate your surroundings to your advantage and have totalcontrol of the Environment. Summoning different Spell attacks based on Weather in Game I.e when you see a storm coming summon the Lightning to your aid to shock opponent summon a Tsunami, e.t.c. On Windy days summon a Tornado e.t.c. i think you can see where im going with this.
My Class name for this type of char is: Mind Freak-A True Mind Artist with Powers to Scare even the Bravest Of Warriors.
Teenage Mutant Ninja Turtle
Witch hunter with a bow and several anti-mage shots and lots of absorb magic buffs
Trump 2016
Slayer
Health - medium
Damage - High
Armor - Light
Role - melee DPS, control
Slayers have been taught to survive in any kind of enviroment. They carry a knife and have master the art of stealth. They also can make and use traps.
Combat Skills
Slash - slash at the target causing damage
Thrust - a hard to dodge quick attack, but decreases range by 20%
Elbow - hit the target in the face with an elbow, causing minor damage and stunning them for 2 seconds
Kick - kick the opponent causing damage, has a chance to knock down the opponent
Throw Knife - throw your knife at you opponent causing high damage, but you have to go get your knife back
Focus Reflexes - for 15 seconds your ability to dodge and parry is increased
Assassination Skills
Grapple - grabs opponent, from any direction
Sever Jugular - slashes the throat, causing massive DoT and disabling the targets chat function
Slash Brachia - cuts the inside arm, causing DoT and causing the target to drop their weapon
Cut Femor - severs the inside thigh causing DoT and causing the target's movement speed to decrease for 10 seconds
Side Thrust - punctures the targets side, dealing 30% of attack power in damage and 20% attack power in DoT, paralyses the target for 3 seconds
Twist Knife - Decreases the effects of healing on the target for 10 seconds, can only use after Side Thrust
Stealth Skills
Distraction - you throw a rock to make noise to distract your target
Camoflogue - You can hide under foliage or in containers to avoid detection
Silent Hands - When sneaking, opening doors, picking up items and other actions make less noise
Disguise - You can put on the clothing of a slain target or other clothing you find as a disguise
High Ground - You can climb up and hang from the ceiling to avoid detection or to attack
Dispose of Body - You can pick up and hide bodies to cover your tracks
Trapping Skills
Snare - set up a snare that will hold a tarket upside down for 10 seconds is stepped on
Trip wire - string a wire that when touched will cause an explosion (requires bomb)
Spring blade - string a wire that when touched will cause a spring loaded blade to be lauched at the target
Snake pit - dig a small pit and put a snake it so when stepped in the snake will poison the target
Boulder trap - String a line that when touched will trigger rocks, or other object to fall on the target
Trapped corpse - place an explosive on a slain target that will detonate when there is an attempt to loot or heal
I think slayer would be fun
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
Cook/Chef/Foodie
It plays like an all-rounder. The class is based off massive loads of hunting and crafting. You craft:
- healing food for yourself and allies
- poisonous food to kill or debiliate mobs (which is plenty when you messed up your food fiasco)
- traps like banana skins and durian caltrops
- projectiles like pies and delicious CAEK
- temporary boosts and transformations from food made of magical beasts (turn into a furry!)
- certain delicacies that is required for quests (for greedy gourmets/gluttons)
Your equipment is a simple attire and your arsenal of cooking utensils. Upgrade your cauldron from iron to mithril to GOLD. You hunt recipes of food hidden all over the world, and also as boss drops.
There are events meant specially for this class only, cook-offs that are one-on-one duels, and huge contests with many tables held in civilian areas.
Lore-wise, it's easy to insert quests playing detective to find out who framed the royal chef and poisoned the Third Prince with a dish of surströmming. Or find all the ingredients to the legendary lost dish. Or create bulks of staple food to save a starving village (you get to kill the cruel landlord as a boss too).
Oh, the game with this class must also have an inevitable and honourary reference to Iron Chef.
I really would like to see an MMORPG that diversifies the sorc/wiz/mage classes so we can finally get stuff like Evokers, Summoners, Illusionists, Enchanters, etc. Not "mage" which is just a jumbled mix of all the most used spells from all the schools of magic.
"They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath
The Norn are a race of nine-foot-tall warriors who live in the northernmost Shiverpeaks. They revel in the harsh climes, leading dangerous lives among savage beasts. These mighty hunters are not organized into a single nation. Instead, those who display exceptional strength and prowess in battle establish homesteads, though they are certainly not considered "rulers". They often spend years at a time tracking a particularly strong or clever quarry; they never give up on a battle, a pursuit, or a friend. The Norn revere the spirits of nature—from the wolf to the snow lynx—but the most powerful of these is the Bear Spirit, who, according to myth, blessed the Norn with the ability to change shape and "become the bear".