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Thread: New Class Idea

  1. #1
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    New Class Idea

    I started mulling around with the idea of a new class before the corona quarantine hit, and self-isolation has given me more time to work on the idea and expand the skills & concept to a large degree. Unfortunately, the class is still unnamed as I really couldn't think of something that wouldn't sound like a rehash of one of the existing classes, perhaps someone else could come up with a good name.

    I also obviously have no realistic expectation for the class to be implemented into the game, or even for SSG & the Devs to take the idea seriously, but just thought I'd share my isolation creation with you all. I know it was suggested/talked about at some point last year that there could be a prospect of a 'new' class, but I don't think it's quite in the forefront of the dev team, which is fine, there are plenty of other things to be worked on first, as well as problems with the existing classes.

    Anyway without further adieu;


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    Contents:

    • Class description & inspiration
    • Stat Contributions
    • Active Skills
    • Fury-Line Skills
    • Rage-Line Skills
    • Blue-Line Skills
    • Red-Line Skills
    • Yellow-Line Skills
    • Blue Traits
    • Visual Representation
    • Red Traits
    • Visual Representation
    • Yellow Traits
    • Visual Representation
    • Legaices



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    Class description & inspiration;
    Playable Races: Elf, High-Elf / Inspiration: Arwen, Cirdan, Glorfindel

    One of the most ‘important’ uniqueness’s about the [class] is my desire to only allow the player to wield 1-handed swords (thus meaning dual-wielding is not an option, and neither are 2-handed swords). This, of course, creates some… ‘issues’, the first of course being damage disparity, my solution for this would be to have any 1-handed sword wielded by the player to have the same ilevel DPS as an equivalent 2-hand, short of this being too difficult to code when deciding the formulae for the classes skills it could just simply be the case of awarding each skill a much larger modifier. In overcoming the stats that would be lost due to the classes inability to wield an off-hand – one of the capstone traits in each line will offer on-level contributions that make up for the missing off-hand, I will go more in-depth about those contributions further down. The class does not use a ‘ranged’ weapon either considering the fundamental idea is to use ‘tactical damage’ from range with your sword.

    The [class] could best be described as a light-armoured melee tactical class, something the game does not have, at least not as in-depth or on this broad of a scale that I have created in my design (as it could be argued the Captain & Minstrel do meet these criteria to some extent). The [class] uses primarily and predominately tactical damage but in a melee format, i.e. damage done by your melee skills will not draw their damage type from your weapon but rather from your trait line, of which I will go into more detail below. Each line of the [class] uses a different type of damage, almost similar/mirror to RK in that aspect (much more of an emphasis on how the RK worked pre-trait-trees however, with having skills that change in what they do, their effects depending on the line/damage type you are using). The original inspiration and idea for the class came from another Lord of the Rings game (The Third Age), those of you who are familiar with the game will know of the elf ‘Idrial’, I have tried to capture her essence with this classes design.

    The [classes] Blue or ‘healing’ line is centred around ‘water’ type damage, now I’m obviously aware that ‘water-type’ damage is not currently a thing in LotrO, but I imagine if it were to be developed it could just be built from the already pre-existing frost-type damage (not to suggest that frost damage should be replaced, but to use the same formulae in respect to damage & mitigations). The blue line contains a mix of ranged induction and melee healing abilities, the idea of a healer, especially a light-armoured one at that, is that they are obviously not meant to be in Melee range. The inspiration for this line stems from Arwen (yes, I am aware her use of ‘water magic’ is central to the films and not to the actual lore of the books, this can be changed, but the general idea of the blue-line role is inspired by her).

    The [classes] Red or ‘DPS’ line is centred around ‘fire’ type damage, my main issue with creating this line was not wanting to ‘copy’ the existing red-line for champion/rune-keeper, as I suppose this line would best be described as an amalgamation of the two. The line essentially offers the player 2-4 playstyles to choose from, just by virtue of the traits available, Melee-ST / Melee-AoE / Ranged-ST / Ranged-AoE, ultimately the [class] deals it’s most damage as Melee-ST, but this design allows the class to be extremely versatile in instances/raids where the fights are not always the same. This line takes its inspiration from Cirdan, the Elf-Lord who initially held one of the Three Elven Rings of power, the Ring of Fire before passing it to Gandalf.

    The [classes] Yellow or ‘Tank/Support’ line is centred around ‘light’ type damage, the biggest issue with this was, of course, the fact the class is light-armoured, how is it possible for it to tank? I did potentially mull around with the idea of allowing the player to wear medium/heavy armour if they traited Yellow, but I felt that would take one of the unique aspects away from the Class, as such I came up with two ways the class overcomes this issue – the line is designed very much in the way that it should only ever be considered as the ‘support or second’ tank in Raids (an inability to block, and fundamentally lower mitigations than other tank classes), and only an adept group would risk or desire to take the [class] as a main tank for 3-6man content, and ultimately choosing yellow awards the player a wealth of stat-enhancements to give them the ‘minimum’ required sturdiness in order to be able to Tank. This line takes its Inspiration from Glorfindel.


    --


    Stat Contributions;

    Might:

    Parry 2:1

    Agility:

    Parry 2:1
    Evade 2:1
    Critical Rating 1:1

    Vitality:

    Morale 4.5:1
    Tactical Mitigation 1:1
    Resistance 1:1
    Out-of-combat morale regen 7.2:1

    Will:

    Tactical Mastery 3:1
    Tactical Mitigation 1:1
    Evade 2:1
    Resistance 1:1

    Fate:

    Critical Rating 2.5:1
    Tactical Mitigation 1:1
    Resistance 1:1
    In-combat morale regen 1.5:1
    In-combat power regen 1.75:1
    Out-of-combat power regen 24:1


    --

    Active Skills;
    Level awarded skills that are not bound by trait-line. A combination of both tactical melee blade tactical skills as well as tactical ranged skills (that come from your blade). Included below are also descriptors of how specific traits change/alter/interact with said skills.

    • Lv 1. Gift of Rivendell (Tactical Skill, 0.5s Induction / 2s Cooldown): Average Single Target Heal.
    • Trait: Grace of Rivendell grants a +1% Crit Chance buff, the second point allows this buff to stack x3, 45s Duration.
    • Trait: Rivendell’s Light, Gift of Rivendell becomes useable on yourself only. +% potency on the heal (2/5/8/10). The final point removes the induction.
    • Trait: Elven Concentration, taking damage does not setback or interrupt inductions.
    • Lv 24. Gift of Lothlorien (Tactical Skill, 1s Induction / 5s Cooldown): Strong Fellowship Heal.
    • Trait: Grace of Lorien grants a +5% healing buff per point up to +25%.
    • Trait: Elven Concentration, taking damage does not setback or interrupt inductions.
    • Lv 20. Gift of the Valar (Tactical Skill, 2.5s Induction / 5m Cooldown): In-Combat Revival Skill, the target is revived with 25% Morale and Power.
    • Trait: Elven Concentration, taking damage does not setback or interrupt inductions.

    • Lv 10. Leeching Strike (Melee Skill (Weapon Damage), 5s Cooldown, 1 Target, 1 Attack, 5.2m Range): Medium Damage. Morale-Leech, DoT on Target, HoT on player.
    • Lv 70. Improved Leeching Strike: 3 Targets instead of 1.
    • Lv 22. Precise Strike (Melee Skill (Weapon Damage), 20s Cooldown, 1 Target, 1 Attack, 5.2m Range): Medium damage. Cannot be B/P/E’d, -10% Armour for 10s.
    • Lv 8. Stunning Strike (Melee Skill (Weapon Damage), 5s Cooldown, 1 Target, 1 Attack, 5.2m Range): 5s Daze. Medium Damage. 100% breakout chance on damage after 1s.
    • Trait: Fires of Beleriand will make Leeching Strike, Improved Leeching Strike, Precise Strike and Stunning Strike all deal Fire Damage.
    • Lv 16. Water/Fire/Light Strike (Tactical Skill, 1s Cooldown, 1 Target, 2 Attacks, 20m Range): Medium Damage.

    • Lv 4. Wind-Rider (Fast, Buff, 10s Duration / 1m Cooldown): +25% Run speed.
    • Lv 20. Cleansing Waters (Fast, Buff, 10s Cooldown): Clears 2 removable effects.
    • Lv 44. Dawns First Light (Immediate, Tactical Skill, 10s Cooldown, 20m Range): Interrupts the target, deals low Light Damage, also removes 1 corruption from the target.
    • Lv.12. Grace of Valinor (Immediate, Buff, 1m Cooldown): Breakout of CC.
    • Lv 62. Improved Grace of Valinor: Grants a -10% incoming damage buff for 10s.
    • Lv 46. Fortune of the Grey Havens (Fast, Aura, Toggle, Buff, 50m Radius, 1s Cooldown): Grants a 50% ‘Gift’ effect from your traitline as an aura bonus. Blue: +5% Outgoing Healing / Red: +5% Outgoing Damage / Yellow: -5% Incoming Damage.



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    Fury-Line Skills;
    The [class] has a similar divide to champions (which is divided between strike/blade skills), the division here is between Fury/Rage skills which are all variously impacted depending on how the player has traited.

    Lv 1. Haldir’s Fury (Melee Skill, 5s Cooldown, 1 Target, 1 Attack):
    • Blue: Water, Small AoE Heal.
    • Trait: Student of Arwen increases Fury-Line Healing by 5% per point, maximum +25%.
    • Red: Fire, Small DoT ticking every 2s for 8s.
    • Yellow: Light, reduces targets outgoing damage by -2% for 10s.


    Lv 10. Elrond’s Fury (Melee Skill, 15s Cooldown, 3 Targets, 2 Attacks, 5.2m Range, 5m Radius):
    • Blue: Water, Medium AoE Heal on each attack.
    • Trait: Student of Arwen increases Fury-Line Healing by 5% per point, maximum +25%.
    • Red: Fire, Medium DoT ticking every 3s for 9s. Second attack has a 50% chance to apply a second stacking DoT (same duration/ticks/strength).
    • Trait: Elrond’s Rage, removes one attack, but 100% to apply two DoT’s instead.
    • Trait: Rivendell’s Rage, Increases the damage by +3% up to +15%.
    • Yellow: Light, reduces targets outgoing damage by -3% for 15s.


    Lv 40. Gil-Galad’s Fury (Fast, Melee Skill, 30s Cooldown, 5 Targets, 3 Attacks, 5.2m Range, 5m Radius):
    • Blue: Water, Strong AoE Heal on each attack.
    • Trait: Student of Arwen increases Fury-Line Healing by 5% per point, maximum +25%.
    • Red: Fire, Strong DoT ticking every 4s for 12s. The second attack has a 50% chance to apply a second stacking DoT. The third attack has a 25% chance to apply a third stacking DoT (same duration/ticks/strength).
    • Yellow: Light, reduces targets outgoing damage by -5% for 20s.
    • Trait: Gil-Galad’s Ire, turns this skill into a force-taunt.
    • Trait: Gil-Galad’s Strength, +5% damage per point up to +25%.
    • Trait: Frenzy of the Elves, Reduce the cooldown by -2s per point up to -10s.



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    Rage-Line Skills;

    Lv 1. Celebrian’s Rage (Tactical Skill, 0.5s Induction, 5s Cooldown, 1 Target, 1 Attack, 20m Range):
    • Blue: Water, heals the target with aggro for 250% of the damage dealt.
    • Red: Fire, Medium Fire attack.
    • Trait: Celebrians Fire, successive uses of Celebrian’s Rage increase your Cirdan’s Rage skill damage +1% per rank up to +5% buff stacks to Tier 3.
    • Trait: Burning Rage, the skill becomes Melee with 5.2m Range, but gains +25% Damage.
    • Yellow: Light, Medium Light attack, Medium threat generation.
    • Trait: Rage of the Elves, Your Rage chain will deal more damage and generate more threat, Stacking +5% per point, up to +25%.
    • Trait: Elven Concentration, taking damage does not setback or interrupt inductions.


    Lv 30. Luthien’s Rage (Tactical Skill, 1s Induction, 15s Cooldown, 1 Target, 1 Attack, 20m Range):
    • Blue: Water, heals the target with aggro for 500% of the damage dealt.
    • Red: Fire, Strong Fire attack.
    • Trait: Luthien’s Student removes the induction.
    • Trait: Burning Rage, the skill becomes Melee with 5.2m Range, but gains +25% Damage.
    • Yellow: Light, Medium Light attack, Medium threat generation.
    • Trait: Rage of the Elves, Your Rage chain will deal more damage and generate more threat, Stacking +5% per point, up to +25%.
    • Trait: Elven Concentration, taking damage does not setback or interrupt inductions.


    Lv 50. Galadriel’s Rage (Tactical Skill, 2s Induction, 45s Cooldown, 10 Targets, 2 Attacks, 20m Range, 10m Radius):
    • Blue: Deals no damage, instead heals the fellowship for half of the missing morale % of the enemy target. For example, if the target is missing 10% of their morale, you will heal the fellowship for 5% of their maximum morale (Skill obviously grows in potency the longer the fight).
    • Trait: Galadriel’s Sorrow, +30s Cooldown. Each point increases the heal by +10% more per point. Target missing 10% morale = you heal fellowship for 10% of their max morale.
    • Red: 10 targets, 2 attacks, Fire, Strongest Fire attack, leaves a DoT effect ticking every 5s for 15s.
    • Trait: Rage of the Golden Wood increases damage by +2% per point up to +10%.
    • Trait: Galadriel’s Fury, Galadriel’s Rage becomes a Single Target skill, Galadriel’s Fury, +50% direct skill damage.
    • Trait: Burning Rage, the skill becomes Melee with 5.2m Range, but gains +25% Damage.
    • Yellow: 10 targets, 2 attacks, Light, Strong Light attack, Strong threat generation.
    • Trait: Rage of the Elves, Your Rage chain will deal more damage and generate more threat, Stacking +5% per point, up to +25%.
    • Trait: Elven Concentration, taking damage does not setback or interrupt inductions.



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    Post 1 of X

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    Continued - Post 2 of X


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    Blue-Line Skills;
    All skills are highlighted in the respective colour of their trait, specific trait modifiers to the skill are listed below.

    Auto-Bestowal:
    Gift of Arwen (Buff, Fast, 15s Duration, 30s Cooldown): +10% Outgoing Healing.
    Gift of the Gladdenmere (Heal, 2.5s Induction, 0s Cooldown): Out of Combat Revive.
    Fall of Rauros (Heal, Fast, 10m Cooldown): In-Combat Revive, the target is revived with 50% Morale and Power.


    15 Points Spent:
    Healing Tears (Buff, Fast, 90s Cooldown): Next single-target healing skill will apply the ‘Healing Tears’ HoT to the Target.
    Trait: Waters of the Celebrant adds a +% Incoming Healing Buff to the target.
    Trait: Waters of the Anduin adds a -% Incoming Damage Buff to the target.
    Trait: Waters of the Bruinen makes the buff and HoT apply to the fellowship.
    Trait: Waters of the Bruinen increases the HoT strength by +25%.

    Traits:
    Water dancer (Tactical Skill, Heal, Channelled 6s, 2s per tick, 90s Cooldown): Applies a +1% Damage and +1% incoming healing buff to all allies in 20m (Will stack x3), will also heal allies a small amount.
    Trait: Water Dancer increases the +% buffs from 1% to 5%.
    Rivers of Rivendell (Melee Skill, Water Damage, Heal, 1 Target, 1 Attack, 5.2m Range): Applies a medium heal to the target with aggro.
    Protecting Waters (Tactical Skill, Fast, Heal, 90s Cooldown): Applies a 10% maximum morale bubble to the fellowship.
    Arwen’s Flood (Tactical Skill, 4s Induction, Heal, Damage, 15s Duration 3m Cooldown): Summons a Water Stallion made of the waters of the Bruinen, will heal allies and damage enemies in 15m Radius every 1s for 15s.



    --


    Red-Line Skills;

    Auto-Bestowal:
    Gift of Cirdan (Buff, Fast, 15s Duration, 30s Cooldown): +10% Outgoing Damage.
    Fireblade of Eregion (Buff, Fast, 1minute Cooldown): Next Galadriel’s Rage is an instant cast.
    Cirdan’s Rage (Tactical Skill, Melee, Fire Damage, 1 Target, 1 Attack, 5.2m Range, 90s Cooldown): Sacrifice 15% of your maximum morale to deal your strongest Red-Line attack (Has high Crit Multiplier).

    15 Points Spent:
    Student of Fire (Buff, Fast, 45s Cooldown): 100% Crit chance on next damaging skill.

    Traits:
    Soothing Flame (Tactical Skill, 1 Target, 1 Attack, 20m Range, 30s Cooldown): Applies a DoT, 8s Duration, 4s Ticks.
    Trait: Healing Cinders each DoT tick will heal the player for 1% per rank of their maximum morale up to +3% per DoT tick.
    Soul on Fire (Aura, Toggle, Fast, 0s Cooldown): Deals fire damage every 5s to enemies in 5m radius to the player that are in combat.
    Trait: Soul on Fire successive points will increase the damage of the aura.


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    Yellow-Line Skills;

    Auto-Bestowal:
    Gift of Glorfindel (Buff, Fast, 15s Duration, 30s Cooldown): -10% Incoming Damage.
    Bathed in Starlight (Buff, Immediate, 15s Duration, 3m Cooldown): 2% Heal every second for the duration.

    Trait: Student of Light reduces the cooldown by -10s.
    Bathed in Moonlight (Buff, Immediate, 30s Duration, 3m Cooldown): Stacking +5% morale bubble every second for 10seconds, bubble lasts 30 seconds.
    Trait: Student of Light reduces the cooldown by -10s.

    15 Points Spent:
    Noldor’s Blessing (Buff, 50m Range, 0s Cooldown): Mark an ally and they will receive the benefits of your ‘Bathed in…’ skills instead of yourself.
    Trait: Noldor’s Grace, ‘Bathed in…’ skills, will apply their benefit to you if you have Noldors Blessing active (will apply the benefit to you at 25% and then 50% strength).

    Traits:
    Roar of Valinor (Tactical Skill, Taunt, 40m Range, 15s Cooldown): Single Target taunt.
    Trait: Roar of Valinor successive point will add +2 Targets.
    Bathed in Sunlight (Buff, Immediate, 30s Duration, 3m Cooldown): Stacking +% Damage and -% Incoming Damage every 2 seconds for 10 seconds.
    Trait: Student of Light reduces the cooldown by -10s.
    Spear of Gil-Galad (Melee Skill, Light Damage, 1 Target, 1 Attack, 5.2m Range, 10s Cooldown): Moderate light damage attack.
    Trait: Aiglos’ Anger will make the skill a taunt.


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  3. #3
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    Continued - Post 3 of X


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    Arwen’s Tear (Blue, Healing): Water based.
    Blade of Purity (Stance), sword glows blue.

    Auto Bestow the skills;
    - Gift of Arwen.
    - Gift of the Gladdenmere.
    - Fall of Rauros.

    Points Spent:

    5: Blade of Purity grants +10% Outgoing Healing.
    10: Blade of Purity grants +5% Max Morale.
    15: Gain skill ‘Healing Tears’.
    20: Fury + Rage chain deal water Damage.
    25: Fury + Rage chain gain additional affects.
    30: Blade of Purity grants +10% Healing Critical Chance.
    35: For every 10% Outgoing Healing you have, Blade of Purity grants +1% Physical and Tactical Mitigation.

    Line 1;

    Water’s Rage (0/5)
    +5% Water Damage per point spent (+25%).

    Healing Waters (0/6)
    +1% Outgoing Healing per rank, last point grants +5% Outgoing Healing (+1/2/3/4/5/10%).

    Line 2;

    Waters of the Celebrant (0/5)
    The skill Healing Tears also grants +2% incoming healing per point, 15s duration (+2/4/6/8/10%).

    Grace of Rivendell (0/2)
    Gift of Rivendell grants a +1% Crit Chance buff, the second point allows this buff to stack x3, 45s Duration.

    Grace of Lorien (0/5)
    +5% Healing for Gift of Lorien per point (+5/10/15/20/25%).

    Line 3;

    Healing Crit Chance (0/3)
    As the name states +1/3/5% per rank.

    Student of Arwen (0/5)
    Fury-Line Healing increased by +5% per point (+5/10/15/20/25%).

    Line 4;

    Waters of the Anduin (0/5)
    Built from Waters of the Celebrant, ‘Healing Tears’ also grants -2% incoming damage per point, 15s duration (-2/4/6/8/10%).

    Water Dancer (0/3)
    Gain the Skill ‘Water Dancer’.

    Line 5;

    Waters of the Bruinen (0/2)
    Built from Waters of the Anduin, Healing tears HoT and buffs apply to the fellowship, second point increases the HoT strength by +25%.

    Rivers of Rivendell (0/1)
    Grants the skill ‘Rivers of Rivendell’.

    Line 6;

    Galadriels Sorrow (0/5)
    +30s Cooldown. Each point increases the heal by +10% more per point. Target missing 10% morale = you heal fellowship for 10% of their max morale.

    Protecting Waters (0/1)
    Grants the skill ‘Protecting Waters’.

    Line 7;

    Arwen’s Armour (0/1)
    Because the [Class] does not use an off-hand or secondary/ranged weapon, their capstone will award them the missing stats. In this case (Healing Shield): +X Vitality +Y Will & Fate / +X Outgoing Healing / +X Crit Rating.

    Arwen’s Flood (0/1)
    Grants the skill ‘Arwens Flood’.





    --


    Cirdan’s Fire (Red, DPS): Fire Based.
    Blade of Flame (Stance) sword glows red.

    Auto Bestow the skills;
    - Gift of Cirdan.
    - Fireblade of Eregion.
    - Cirdan’s Rage.

    Points Spent:

    5: Blade of Flame gains +10% Fire Damage.
    10: +1 DoT pulses.
    15: Grants Skill ‘Student of Fire’.
    20: Fury + Rage skill chains now deal Fire damage.
    25: Fury + Rage skill chains gain additional affects.
    30: Blade of Flame gains +2.5% crit chance.
    35: Blade of Flame gains +25% DoT damage.

    Line 1;

    Will (0/5)
    +X value Will per rank.

    Crit Chance (0/5)
    +1% Crit chance per point up to +5%.

    Fires of Beleriand (0/1)
    Your strike skills (Leeching, Improved Leeching, Precise, Stunning) all deal Fire damage.

    Line 2;

    DoT Crit Chance (0/5)
    Built from Crit chance in Line 1, +2% Crit chance per rank up to 10%.

    Fate (0/5)
    +X Value Fate per rank.

    Line 3;

    Rage of the Golden Wood (0/5)
    +2% damage per rank for Galadriel’s Rage up to +10%.

    Luthien’s Student (0/1)
    Removes Induction of Luthien’s Rage.

    Line 4;

    Lingering Flame (0/2)
    Built from DoT Crit Chance in Line 2, +1 pulse per rank.

    Soothing Flame (0/1)
    Grants the skill ‘Soothing Flame’.

    Celebrian’s Fire (0/5)
    Successive uses of Celebrian’s Rage increase your Cirdan’s Rage skill damage +1% per rank up to +5% buff stacks to Tier 3.

    Line 5;

    Galadriel’s Fury (0/1)
    Galadriel’s Rage becomes a Single Target skill, Galadriel’s Fury, +50% direct skill damage.

    Soul on Fire (0/5)
    Your Soul burns hot, you generate an Aura of heat around you damaging nearby enemies that you are in combat with, successive points increase the damage of the aura.

    Healing Cinders (0/3)
    Built from Soothing Flame, each DoT tick will heal the player for 1% per rank of their maximum morale up to +3% per DoT tick.

    Line 6;

    Elrond’s Rage (0/1)
    Removes one attack, but 100% to apply two DoT’s.

    Rivendell’s Rage (0/5)
    Built from the corresponding trait in the same line, each point increases the damage by +3% up to +15%.

    Line 7;

    Cirdan’s Armour (0/1)
    Because the [Class] does not use an off-hand or secondary/ranged weapon, their capstone will award them the missing stats. In this case (Second Sword): +X Will / +X Tactical Mastery / +X Crit Rating / +X Finesse.

    Burning Rage (0/1)
    In sacrificing the range of your Rage chain skills (20m -> 5.2m) gain +25% damage.





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    Glorfindel’s Light (Yellow, Support / Tank): Light based.
    Blade of Righteousness (Stance) sword glows yellow.

    Overall Buffs:
    - 15% Maximum Mitigations.
    - +9% Parry Chance.
    - +17.5% Evade Chance.
    - +17% Critical Defence.
    - -10% Incoming Damage.
    - +100% Armour Value (+X Armour Value from Capstone).
    - +X Vitality from Trait & Capstone.
    - +25% Maximum Morale.

    Speccing into yellow gives the Player, +100% Armour value, +10% Maximum Mitigations.
    Sword gives +4% Parry like Wardens.
    Auto Bestow the skills;
    - Gift of Glorfindel.
    - Bathed in Starlight.
    - Bathed in Moonlight.

    Points Spent:
    5: +25% Maximum Morale.
    10: Blade of Righteousness grants +10% Evade Rating.
    15: Grants skill, ‘Noldor’s Blessing’.
    20: Fury + Rage Skill chain deal Light damage instead.
    25: Fury + Rage Skill chain gain additional effects.
    30: Blade of Righteousness grants +2.5% Physical & Tactical Mitigations, and +2.5% Evade Rating.
    35: Blade of Righteousness grants -10% Incoming damage and +10% Crit Defence.

    Line 1;

    Vitality (0/5)
    +X Value vitality per rank.

    Gil-Galads Ire (0/1)
    Gil-Galads Fury becomes a Force Taunt.

    Line 2;

    Roar of Valinor (0/2)
    One point grants the skill ‘Roar of Valinor’ (15s Cooldown), single target taunt, second point adds +2 additional targets.

    Gil-Galads Strength (0/5)
    This trait is built from Line 1 which turned the skill into a force taunt. Stacking +5% damage per point up to +25%.

    Bathed in Light (0/3)
    Stacking +5% Light damage per point up to +15%.

    Line 3;

    Rage of the Elves (0/5)
    Your Rage chain will deal more damage and generate more threat, Stacking +5% per point, up to +25%.

    Bathed in Sunlight (0/1)
    Grants the skill ‘Bathed in Sunlight’.

    Frenzy of the Elves (0/5)
    This trait is built from Gil-Galad’s Strength. Reduce cooldown by -2 seconds per point up to -10 seconds.

    Line 4;

    Strength of the Firstborn (0/3)
    Stacking Critical Defence buff, +1% / +4% / +7%.

    Elven Agility (0/6)
    Stacking +1% Parry chance per point up to +5%, last point grants +5% Evade chance as well.

    Line 5;

    Spear of Gil-Galad (0/5)
    Grant the skill Spear of Gil-Galad, 5s Cooldown. Additional points increase the damage by +2% up to +10%.

    Student of Light (0/1)
    Reduces the cooldown of all “Bathed in…” skills by -10 seconds.

    Rivendells Light (0/6)
    Gift of Rivendell becomes useable on yourself only. +% potency on the heal (2/5/8/10). The final point removes the induction.

    Line 6;

    Aiglos’ Anger (0/1)
    The skill Spear of Gil-Galad becomes a taunt.

    Noldors Grace (0/2)
    ‘Bathed in…’ skills, will apply their benefit to you if you have Noldors Blessing active (will apply the benefit to you at 25% and then 50% strength).

    Line 7;

    Glorfindels Armour (0/1)
    Because the [Class] does not use an off-hand or secondary / ranged weapon, their capstone will award them the missing stats. In this case (Shield): +X Armour / +X Crit Defence / +X Vitality / +2.5% Physical and Tactical Mitigations.

    Elven Concentration (0/1)
    Inductions cannot be setback or interrupted by taking damage.





    --
    Last edited by Hephburz-2; Mar 31 2020 at 08:20 PM.

  4. Mar 31 2020, 12:10 PM

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    Continued - Post 4 of X


    --


    Legacies:


    Sword:


    • Fire Damage: +0.5% per rank = +41.5% at Rank 83.
    • Cirdan’s Rage Damage: +1% per rank = +83% at Rank 83.
    • Cirdan’s Rage Critical Multiplier: +2% per rank = +166% at Rank 83.
    • Strike’s Skill Damage: +2% per rank = +166% at Rank 83.
    • Fury Skill Damage: +1% per rank = +83% at Rank 83.
    • Rage Skill Damage: +0.5% per rank = 41.5% at Rank 83.
    • Soul on Fire Damage: +2% per rank = +166% at Rank 83.
    • Spear of Gil-Galad Damage: +1.5% per rank = +114.5% at Rank 83
    • Light Damage: +0.5% per rank = +41.5% at Rank 83.
    • Gil-Galad’s Rage Damage: +0.5% per rank = +41.5% at Rank 83.
    • Gil-Galad’s Critical Multiplier: +1% per rank = +83% at Rank 83.
    • Strike’s Skill Critical Chance: +0.1% per rank = +8.3% at Rank 83.
    • Cirdan’s Armour Potency: +0.1% per rank = +8.3% at Rank 831.
    • Glorfindel’s Armour potency: +0.1% per rank = +8.3% at Rank 832.



    Class Item:


    • Water Damage: +0.5% per rank = +41.5% at Rank 83.
    • Gift of Rivendell Healing: +1% per rank = +83% at Rank 83.
    • Gift of Lothlorien Healing: +0.5% per rank = +41.5% at Rank 83.
    • Fury Skills Healing: +1% per rank = +83% at Rank 83.
    • Rage Skills Healing: +0.5% per rank = +41.5% at Rank 83.
    • Healing Tears HoT Healing: +0.5% per rank = +41.5% at Rank 83.
    • Bubble Potency: +0.1% per rank = +8.3% at Rank 83.
    • Arwen’s Flood Cooldown (Secondary +Healing/Damage): -1s Cooldown per rank, +0.1% Healing & Damage per rank = -30s Cooldown & +5.3% Healing & Damage.
    • Galadriel’s Rage Healing + Damage: +0.1% per rank = +8.3% at Rank 83.
    • ‘Bathed in…’ Skills Cooldown (Secondary being +Potency): -0.5s Cooldown per rank, +0.05% potency per rank = -20s Cooldown & +2.15% potency at Rank 833.
    • Wind-Rider Duration: +0.1s per rank = +8.3s at Rank 83.
    • Fortune of the Grey Haven’s Potency: +0.05% per rank = +4.15% potency at Rank 834.
    • Arwen’s Armour Potency: +0.1% per rank = +8.3% at Rank 835.
    • Gift of the Valar Cooldown (+% Revived Target Morale & Power): -1s Cooldown per rank & +1% Morale and Power per rank = -60s Cooldown & +23% Morale and Power at Rank 83.



    --


    1Stat contributions awarded by the trait ‘Cirdans Armour’ are increased by +8.3%.
    2Stat contributions awarded by the trait ‘Glorfindels Armour’ are increased by +8.3%.
    3Bathed in Starlight becomes a +4.15% Morale heal every second for 15 seconds, 2m 30s cooldown (with trait and legacy).
    Bathed in Moonlight becomes a +7.15% stacking Morale bubble every second for 10seconds, bubble lasting 30s after the last stack has been applied, 2m 30s cooldown (with trait and legacy).
    Bathed in Sunlight becomes a +7.15% damage and -7.15% incoming damage stacking buff every 2s for 10s, lasting 30s after the last stack has been applied, 2m 30s cooldown (with trait and legacy).
    4At base value the effects of the Aura are +5% Outgoing Healing (Blue), +5% Damage (Red), -5% Incoming Damage (Yellow), those effects would be increased to +9.15%.
    5Stat contributions awarded by the trait ‘Arwens Armour’ are increased by +8.3%.
    Last edited by Hephburz-2; Mar 31 2020 at 12:20 PM.

  6. #5
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    I am really impressed with the amount of work you have put into this. It sounds like a really interesting and unique idea.

    Name suggestions: Noble; Highborn; Adept; Cognoscente

    I can imagine playing as an elf noble - I think this could fit the class and also the three elves you have chosen as inspiration.

    I’m an alien, an illegal alien: I’m a Gondorian Captain in Rohan...

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    Quote Originally Posted by zaboch View Post
    No. They can't even balance the ones we got, somehow.
    Perhaps actually read what I wrote at the beginning of my thread, rather than just being in a race to reply without actually knowing what you're replying to.

    And also before I had even finished posting.

    Quote Originally Posted by TheArtilleryman View Post
    I am really impressed with the amount of work you have put into this. It sounds like a really interesting and unique idea.

    Name suggestions: Noble; Highborn; Adept; Cognoscente

    I can imagine playing as an elf noble - I think this could fit the class and also the three elves you have chosen as inspiration.
    Thank you for your kind words, isolation has given me more time than I know what to do with myself so consider this my 'creative endeavour'. Some nice name suggestions, although they sound more like 'social ranks' than class names, Cognoscente is an interesting one though.
    Last edited by Hephburz-2; Mar 31 2020 at 08:51 PM.

  8. #7
    Impressively detailed work. It's always refreshing reading about ideas on new classes. And the more fleshed out they read, the better. Congratulations!

    As i grow older i'm observing myself growing fond of those Tolkien's races closer to the faulty human nature (i wonder why), such as dwarves, hobbits and beornings, as opposed to the ever wise, ever charming, immortal elves. So i wouldn't see myself playing the class, but that's merely a personal preference, which doesn't mean to undermine your incredible work. Plus i'd be delighted to have that kind of a class lurking about and i think it would make for some excellent one-main-in-twelve-years-of-playing-only players.

    While reading a) i instantly thought of Gildor Inglorion for some reason -go figure, b) i put together an image of the class, which, again, is nothing but my personal interpretation: a fluid, evasive melee amalgamation of a wizard and a warrior that feeds on the grimmest of fighting circumstances, offering increasingly potent damage and support as the a fight's phrasing is prolonged, entering harder and harder mechanics of heavier damage dealt to the group. I can picture it combined with skills and mechanics that trade off damage dealt to him with fellowship/raid-wide healing skills, or defensive self-buffs based on evading attacks or managing to complete certain inductions uninterrupted**. Lore-wise such mechanisms would attribute to the profound calmness of the elves against all odds. Generally speaking, i believe it would add a lot of flavor to have a class depend on (regular) battle events, like having to cast an ability exclusively on the given aggro target of a mob* or automatically unlock another by simply loosing a chunk of morale, to gain access to a scaling arsenal instead of randomly rotating through it (e.g. yellow burglar, blue minstrel -i remember when using ballads was actually meaningful) or using unique enhancing bars (e.g. attune/gambit panels, fury, focus), which have also been dramatically simplified.

    The first class name that popped in my head when i finished reading was Herald, in the sense of a battle-hardened prophet, someone who has basically gone to Valinor and back again.


    *e.g. Rivers of Rivendell (Melee Skill, Water Damage, Heal, 1 Target, 1 Attack, 5.2m Range): Applies a medium heal to the target with aggro.
    **e.g. What if Trait: Elven Concentration, taking damage does not setback or interrupt inductions. would instead cause an equivalent self-bonus (non interrupted inductions) for a short while (e.g. 7s), which would tier up to a group wide equivalent bonus in case of -per say- dropping to 25% of morale or lower? This might make some minstrels and healing rks very happy .
    What if Bathed in Moonlight (Buff, Immediate, 30s Duration, 3m Cooldown): Stacking +5% morale bubble every second for 10seconds, bubble lasts 30 seconds. would have the stacking of the morale depend on the actual consumption of the bubble by damage dealt?

    Anyway, just playful thoughts. Congratulations yet again!
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    Yes indeed very impressive.

    Only thing I would object to or see as an issue with is the "only elf and high-elf" thing. It makes it so that I personally would ever consider playing it. I really do not like how high eleves ride or look in general. I don't like the elves neutral stance etc. This will make it a class that is a big no no for me. It's like when they limited the stout-axes so that that one can not play a Warden. Although You can play alot of other classes as stout-axe that is the only class I could have considered stil creating new as a dwarf. Since that was not possible I have not even bothered playinga stout-axe. Same with RK's as I can not chose human I feel no attachement with my RK and it's basically only a crafting alt that I never play much. I had to choese either Elf or Dwarf and again I don't like Elves look, and Dwarves I prefer to play some type of melee fighting character, preferrably with shield and wielding axes or hammers. Take Hobbits as an example too, same thing, they a big no no for me to ever crteate a hobbit and play in an serious capacity. Same with Asuras in GW2 for example. So limiting certain classes to certain race often end up exclsing them as an alternative for me and possibly others.

    Since Your class is inspired by Arwen, Cirdan and Glorfindel I understand why You limit the class to the two elven races, but still it would make it a no no class for me personally. It is possible that enough others do not have the same objection and as I said very impressive work put in to it. I tip my beanie to You for that.

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    Quote Originally Posted by Demosthenes11 View Post
    Impressively detailed work. It's always refreshing reading about ideas on new classes. And the more fleshed out they read, the better. Congratulations!

    I put together an image of the class, which, again, is nothing but my personal interpretation: a fluid, evasive melee amalgamation of a wizard and a warrior that feeds on the grimmest of fighting circumstances, offering increasingly potent damage and support as the fight's phrasing is prolonged, entering harder and harder mechanics of heavier damage dealt to the group. I can picture it combined with skills and mechanics that trade-off damage dealt to him with fellowship/raid-wide healing skills, or defensive self-buffs based on evading attacks or managing to complete certain inductions uninterrupted**.
    Quote Originally Posted by Lord.Funk View Post
    Yes indeed very impressive.
    Firstly, thank you for the kind words, I have been very apprehensive about putting this idea on the forums because of the way I was expecting some people to react, as Zaboch did above, so your words mean a lot! And secondly, the description you came up with, I think, perfectly encapsulates the class in all its elements and I could not have described it better myself!

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    I enjoyed reading your work it is a class idea I'd love to try out!

    Now, I'll admit I'm a sucker for symmetry, but while reading all I could think of was: then what do we do with the other hand?? xD I can't mentally have a swordman with 1 hand free... if it were a "blade dancer" kind it'd be lacking balance.. so in my mind I've filled this gap Witcher style: the non-sword hand could be animated to cast skills (like Geralt with his symbols).

    Ty for posting Heph

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    Quote Originally Posted by Lord.Funk View Post
    Yes indeed very impressive.

    Only thing I would object to or see as an issue with is the "only elf and high-elf" thing. It makes it so that I personally would ever consider playing it. I really do not like how high eleves ride or look in general. I don't like the elves neutral stance etc. This will make it a class that is a big no no for me. It's like when they limited the stout-axes so that that one can not play a Warden. Although You can play alot of other classes as stout-axe that is the only class I could have considered stil creating new as a dwarf. Since that was not possible I have not even bothered playinga stout-axe. Same with RK's as I can not chose human I feel no attachement with my RK and it's basically only a crafting alt that I never play much. I had to choese either Elf or Dwarf and again I don't like Elves look, and Dwarves I prefer to play some type of melee fighting character, preferrably with shield and wielding axes or hammers. Take Hobbits as an example too, same thing, they a big no no for me to ever crteate a hobbit and play in an serious capacity. Same with Asuras in GW2 for example. So limiting certain classes to certain race often end up exclsing them as an alternative for me and possibly others.

    Since Your class is inspired by Arwen, Cirdan and Glorfindel I understand why You limit the class to the two elven races, but still it would make it a no no class for me personally. It is possible that enough others do not have the same objection and as I said very impressive work put in to it. I tip my beanie to You for that.
    I would have no problem with the elven only concept. However I agree with you about the elf-stance and have posted about it several times.

    But think about it: the creation of an elf-only class would be the perfect opportunity for the devs to correct the stance at the same time so that all we elf players look more like Legolas and less legless

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    Quote Originally Posted by TheArtilleryman View Post
    I would have no problem with the elven only concept. However I agree with you about the elf-stance and have posted about it several times.

    But think about it: the creation of an elf-only class would be the perfect opportunity for the devs to correct the stance at the same time so that all we elf players look more like Legolas and less legless
    Eheh! Good one.

    Yes if they use this opportunity to make the male elf stance, model and posture look more like some of the NPC elves I would be all for making an elf character again. I might even start to acctually play my RK.

    I acctually found threads dating back to 2010 about people requesting male Elf stance to look more like male human stance, link: https://www.lotro.com/forums/showthr...le-Elf-Posture

    So if not much been done about since then I would not hold my breath for it to be fixed now.

    I did notice that at some point they kind of bent the legs apart a bit to make it look closer to male human stance, but it still looks silly. Shoulder armour becomes way oversized compared to the rest and often boots clip through hauberks and such and end up outside any chest piece that is longer than to the knees. It just overall looks siliy in my opinion. While male elf NPC's have quite a nice stance/posture.

    Like for example Magoldir



    But even other male elf NPC's dating back further had a nice looking posture/stance.



    Rather than the flimsy silly looking stance/posture/model our male elf and high-elf characters have.

    Even as You mention Legolas has a nice stance/posture in-game (to the left in the image below).



    Oh well, not exactly what the topic of this thread was all about, but at the same time related as to why I (and maybe others) would not play a class that can only be elf. Nothing to with the awesome class idea presented, but rather to do with the current art-work for the male elf stance/posture/model.

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    Hehe, thanks for re-using my screenshots I don't see that correcting the stance would take that much work. If they can do it for the RK satchel hand, then surely this is an easy fix? They don't need to change the fighting or running stance, only the standing still pose, so just one single change (no, I'm not a game coder, and I've no idea how long this would take, but surely if they just take an already-coded NPC model and apply it to the PC it would be straightforward for someone who is...). <waits for a slapdown from a coder>


    Anyway, back on topic: I would be all in favour of a class idea like this - it feels very elvish in concept, "magical" but much more lore-appropriate than the RK, and tbh I think the elves need some love in this game to make them feel like the noble, powerful, ancient beings they are. Elf-only would be more than fine, as I really don't think it would suit any other race in the game.

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    Quote Originally Posted by TheArtilleryman View Post
    Anyway, back on topic: I would be all in favour of a class idea like this - it feels very elvish in concept, "magical" but much more lore-appropriate than the RK, and tbh I think the elves need some love in this game to make them feel like the noble, powerful, ancient beings they are. Elf-only would be more than fine, as I really don't think it would suit any other race in the game.
    It was very much intended to be an elf-only class, just by virtue of design / inspiration, and yes, by far much more lore appropriate than RKs I guess :P

    I did like someone's suggestion of calling the class a 'Herald', I would be on board with that name, if it wasn't for the fact that Captain pets are called Heralds lol

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    I'm currently designing my vision of what a Lotro 2.0 would look like. (which you can read here: https://www.lotro.com/forums/showthr...or-a-Lotro-2-0 Fair warning its still very much a work in progress.)


    One of the issues I am having is with classes. I want to have 9 classes to match the 9 members of the fellowship. Burg, Captain, Hunter, Lore-Master, Minstrel and Wardens are locks, which leaves me with 3 classes left. (Im considering combining Champ and Guard, so 7/9.)

    Some changes would have to be made, for example I plan on only having 1 LI, however a class like this may be something that I'm looking for, since its a bit more lore friendly than the rk and even beorning.

    Anyway nice work!

  17. #16

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    Quote Originally Posted by Hephburz-2 View Post
    I started mulling around with the idea of a new class before the corona quarantine hit, and self-isolation has given me more time to work on the idea and expand the skills & concept to a large degree. Unfortunately, the class is still unnamed as I really couldn't think of something that wouldn't sound like a rehash of one of the existing classes, perhaps someone else could come up with a good name....
    I also like the idea of a brand new class. Lets see what you have here that can give it a name.

    Quote Originally Posted by Hephburz-2 View Post
    The [class] could best be described as a light-armoured melee tactical class, something the game does not have, ... The [classes] Blue or ‘healing’ line is centered around ‘water’ type damage, ...
    Soothing liquid water, yes very suiting to heal all wounds. & a ligh armour is just what you want on a person that lingers at the waters a lot. We don't want it to sink & drawn because heavy gear.

    Quote Originally Posted by Hephburz-2 View Post
    The [classes] Red or ‘DPS’ line is centered around ‘fire’ type damage, ...
    Hot boiling water, of course that is really going to hurt the enemies a lot. Ill timed vapor may hurt as much. & remember that boiling water also refer to the very strong rushing water of a stream that can hurt too!

    Quote Originally Posted by Hephburz-2 View Post
    The [classes] Yellow or ‘Tank/Support’ line is centered around ‘light’ type damage, ...
    Solid water (ice) can sometimes act as a prism breaking, filtering, & redirecting the light to persons advantage when manipulate.


    OK! I think you are up to something very fluid but well shaped already.

    Nymph
    It is a mythological spirit of nature imagined as a beautiful maiden inhabiting rivers, woods, or other locations. A nymph in ancient Greek folklore is a supernatural being associated with many other minor female deities that are often associated with the air, seas, woods, water or particular locations or landforms. Different from Greek goddesses, nymphs are generally regarded as divine spirits who animate or maintain Nature for the environments where they live, and are usually depicted as beautiful, young, and graceful maidens. They were not necessarily immortal, but lived many years before they died. Tolkiens universe is said to have many spirits that wander Arda & they are already present as NPCs at LOTRO.

    The Water Nymph
    It is more like what you described. In folklore and classical mythology is a nymph inhabiting or presiding over water. They are often divided into various broad subgroups, such as the Meliae (nymphs of ash trees), the Naiads nymphs of rivers and streams (may be the damage line), the Nereids nymphs of calm seas (may be the healing line & clean salty water is an effective desinfectant), and the Oreads nymphs of mountains (with its frozen mountain tops, may be the tanking line)

    Similar creatures used on other cultures: Mermaid, huldra, selkie, Heloi, siren

    So here are many possible names for your new class, trait tree & maybe even a new race.

    We can do this new class without risk going into a overpowerd ainur spirit of water new playable race. Just must use a similar logic as the one we used with beorning as Radagast gave to some men the knowledge of shape-shifting, some water spirits that already inhabit Arda, may teach the elfs how to use the power of water in exchange that the elfs help them protect the water bodies. This will not be hard to justify as the early elfs showed from the start a affinity to water. The valars found the 1st elfs singing to the nature right beside the shore. Now what names we could give them in Sindarin to make it fit the elven races? How you say Riverside elfs, Seaside elfs & Mountain elfs?
    Last edited by YamydeAragon; Apr 09 2020 at 12:46 PM.

  18. #17
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    Very cool concept, I appreciate the work that you put into it. Kind of makes me wish that, when high elves were implemented, a class such as this would have been given to them rather than just giving them captains. Not that I don't enjoy Captains, but they didn't do anything to adapt them for elves. So the quests, skill names, OB's animation, titles, and for the longest time heralds, are all tailored specifically to men. Because of that it kind of falls short of really giving a fully noble and uniquely high elf experience in the same way that the class provided it for men. That's something that I've found has been lacking in every class for me when concerning high elves in particular, and why I've struggled a bit at choosing a class for mine at times. Warden and Captain come the closest for me personally, but neither of them are quite there. Something like this would do a very nice job of accomplishing that, I feel. I also love the idea of using single, one handed weapons to set them apart a bit. I've wanted to be able to do that in game without gimping myself since forever, but alas. Swords of course would be a good fit, though I'd also say single spears wouldn't be a bad fit either. I love having shields and bows for my elf at times, but I could forgo them for this class.

    As far as a name for the class is concerned, seeing as it's a uniquely elf based class I feel that a Sindarin name would be appropriate. You wouldn't even have to get too complicated with it. I think simply calling it "Maethor", warrior in Sindarin, would be a good fit.

 

 

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