Thank you for the PM suggesting I re-post this. I don't know why I originally posted in the Morroval class thread.
*************** WARNING LONG POST ****************
FREEP side has discovered an amazing synergy with the burg/hunter combo in the Moors. CREEP side has yet to come up with a way to counter the threat.
So just for fun, you know how the Orc has 2 classes (Reaver / Defiler) and the Uruk-hai has 2 classes (Warleader / Blackarrow), Well, pretending that the Goblin Sapper is a possible race/class combo then it should have 2 classes too.
"But all the roles are filled and CREEPS don't need another class" ...okaaaay. There will NEVER be another CREEP class and FREEPS will always be superior so no need to get anxious. It's just fun to make classes
I thought about making a Moors only FREEP too: What do you think about these: Man of the West class (Melee DPS/Off-Buffer), Silvan Elf Class (Ranged DPS/ Off-Healer) or Iron Hills Dwarf Class (Tank/Off-Debuffer)?
Back on topic: These Goblins are rather smallish so they should not melee. When you're small you survive by being clever and not bring attention to yourself so they should be stealthy.
Stealthy, ranged (medium), single target wargophiliac (for synergy)....BOOYAH!!!
"ANOTHER STEALTH CLASS!!! NO WAY!!" Does it really matter? This or another Warg. It's like the healer argument. If healers are nerfed then we'll just see more healers. If buffed we 'might' see less. IDK.
Anyway, I'm no salesman so here ya go.
GOBLIN* SCOUT (PROWLER, SKULKER, SNEAK...?) v2.0
Description: Cruel, calculating and clever you have been hardened by the harsh cold and hard existence of Mount Gram. You’ve been conscripted from your hunting and patrol duties to serve the Legions in the Ettenmoors… etc.
Active Skills:
R0: March - +25% run speed. Out of Combat only
R0: Shot: Medium range, Low-burst dmg.
R0: Caltrops: Trap, Low-dmg DoT, Similar to snare (BA skill). Lower dmg. Lower CD.
R0: Poisonous Arrow: Medium range, Medium damage DoT. If not cured then – xxxx
Finesse, -xxxx Resistance.
R0: Slashy slash: Melee medium damage bleed DoT
R1: Fettered Shot: Like BA Hindering Shot skill but medium range.
R1: Signal Torch: AoE increased morale / power regeneration. +4 stealth detection.
Similar to Hunter’s Campfire. (weaker… of course). ½ duration. ½ CD.
R2: Goblin Arrow: Medium ranged. Medium damage Bleed DoT.
R2: Shin kick: You kick at your opponent’s shin. Low dmg. 33% chance to stun. 10%
speed buff x 10 sec on crit.
R3: Impaling arrow: Like BA skill (punctured target) but mid-ranged. 10% chance to +2% morale.
R3: Hide ‘n seek: Stealth skill like Disappear and Sneak.
R4: Venomous Arrow: Medium dmg DoT. If not cured then -xxxx crit
rating, -xxxx crit defense.
R4: Shake-N-Bake: 33% melee, 66% ranged evasion x 15 sec. 2.5 min CD.
R5: Punji Stakes: 5 sec induction. Sets a trap that lasts 90 seconds. Causes low
damage DoT with “Impending poison” effect. +25% skill inductions, +25% attack
duration x 30 sec after 30 sec delay. 8s stun when it ends. (Disease - you don't want to know what they coat the punji stakes with)
R5: Sulfur Mush: Cauterizes bleeding wounds (Stops bleeds) with low HoT.
R6: Sapping Arrow: Very low morale DoT, Low Power DoT. +10% of power drained
returned to self. Long duration and stackable. Curable as poison.
R6: Virulent Arrow: Medium dmg DoT, if not cured then -xxx Agility, -xxx Strength
R7: Big Shot: High dmg when opponent is below 1/3 morale. (3/4 “Revenge” dmg).
(Stationary)
R8: Bushwhack: High dmg shot from stealth (only). Makes target “Susceptible
to poison” x 90 sec. (3/4 “VT” dmg). (Stationary)
R9: Heckle: You yell a deafening high-pitched shout. Low shadow damage DoT with
interrupt. -25% Tact damage output x 20 sec if Crit. Cannot BPE.
Unhorse. 30m range. 30 sec CD.
R11: Malinger: Like Minstrel “Still as Death” but 3 min CD instead of 2min 30 sec.
Drops all aggro. Not affected by Dots.
R12: Exudation: Breaks CC. Long CD. Resets skills.
Class Traits: Dances with Wargs: You have an affinity for Wargs. Mark one Warg.
While you are grouped the marked Warg gains 5% evasion. You do not have a
Disappear/HiPS skill but when your marked Warg Disappears/sprints so do you. You
match the speed of your marked Warg out of combat. Lasts while grouped.
Skill: Tuck-n-roll: 10 second fall immunity.
Deft footwork: You back peddle 50% faster. +XX stealth speed.
Hook up: You have friends in low places. The armorer has made you well
fitting quality armor in exchange for the hides you bring him from
hunting. +xxxx armor, +xxxx evasion, + xx stealth.
Black market: In exchange for fresh meat the weavers provide you with the
most concentrated venom. Miners provide you with the purest of
sulfurs. Poison debuffs last longer and increase the effect. Heal is
increased and CD is less.
Center mass: +crit rate, + finesse, + mastery
Enhanced Fettered Shot: +8 sec hinder, 50% chance to “Fear” if used on pets.
Advanced skill Scamper: +100% run speed, CC immune, + 50% evasion, + 50%
resistance x 10 sec. ½ speed and ½ duration of sprint but
1/3 the CD.
Enhanced Caltrops: increases duration of slow. +15% run speed x XX sec.
Compound Bow: + 5m on all ranged bow skills, bypass 5% armor on Shot, fettered
shot, Goblin Arrow, Big Shot and Bushwhack.
Racial Traits
Flustering: You can’t take the hits like the other minions but you are more difficult
to hit. +xxxx Resistance, +xxxx Avoidance.
Advanced skill: Squirm. If CC'd then can activate the skill: +2% morale
every 2 sec, +50% evade x 20 sec. 5 min CD.
Mob Mentality: You are bold with greater numbers. Increases in/out of combat
morale/power regen while in a war party. -x.x ranged / melee inductions.
Mischievous: +10 stealth detection, 25% chance to detect trap within 10m. (To
make up for no tracking ability).
Know Fear: Unlike your larger brethren you have a greater sense of self
preservation. +25% run speed when feared.
Sweat the Small Stuff: You notice the little things and quickly make adjustments.
+xxxx Crit protection, +xxxx mitigation.
Kora Blade: You’re proficient with curved blades. +10% dmg, crit chance and crit
mag, (melee skills only).
Wargophile: When in party with a Warg. +10% morale. +xxxx crit rating. 10%
chance to proc “Adaptation” for self and Wargs in party when CC
attempted. “Adaptation” is 10 sec CC immunity.
Elusive Coward: (no credit to me for this one, except I added the outgoing damage penalty)
+5% evasion when under 75% morale.
+10% evasion when under 50% morale. – 2.5% dmg. (outgoing)
+15% evasion when under 25% morale. – 5% dmg. (outgoing)
+20% run speed when under 10% morale. -7.5% dmg. (outgoing)
*Note: “Goblin” used to describe the Orc of the smaller variety. If you prefer you can call it a small Orc or little Orc or short Orc or whatever other name you prefer. “Goblin” is just easier and faster to type and say for me. I understand the terms are interchangeable per Prof. Tolkien. So instead of saying large Goblin, small Goblin, large Orc, small Orc, medium Orc, medium Goblin etc. I will just use the word Goblin for a small Orc. “Goblin”, “Orc” or “Ork” (sic) …. hmmm I wonder where the word Dork comes from? Maybe there is a ½ Orc and ½ Dwarf corrupted species. Dwarf + Orc = Dork? Dangit, where’s my Adderall?
**Note: Funny Goblin shouts, screams and sayings on devastating hits.
No bubbles, distracting shot, Daze, Barrage, Root, ranged AoE, Melee AoE, explosive arrow, change to tactical dmg like fire or shadow, no AoE heal, stance, multi-shot, knock-down (headshot), tangleshot, no active disappear/HiPS, no Fear skill on FREEP PC, no warband manuever. Single heal is not significant.
Looks like more cannon fodder to me but I'm sure someone will find it OP somehow.
Flame spray away
Regards,
CB
Last edited by Chicobandito; Dec 10 2017 at 04:45 PM.
Reason: Try to make it easier to read.