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View Full Version : Ranged/Tech Hybrid class ideas.



Kilich
Oct 3, 2013, 05:07 AM
Since that's the only combination left, I'd just thought that discussing it would be fun.

I personally, imagine it like DMC3's Vergil Force Edge, where he summons ghost swords in the air around him and they either shoot towards the enemy, spiral around you, or do many other things.

Edit: And it will have PAs with tech element that you will be able to change through the stances, or Shift action.

GradationAir
Oct 3, 2013, 06:01 AM
I'm more worried about the currently obsolete PAs, but what do you mean hybrid exactly? What other classes are hybrid? Techer and Braver?


ghost swords in the air around him and they either shoot towards the enemy, spiral around you, or do many other things.


ubw.jpg

yoshiblue
Oct 3, 2013, 06:07 AM
I want braver or techer to have a stance/gear that allows them to do magic attacks while attacking. Similar to the Warrior of Light in EX mode.

Kietsu
Oct 3, 2013, 10:07 AM
I'm more worried about the currently obsolete PAs, but what do you mean hybrid exactly? What other classes are hybrid? Techer and Braver?



ubw.jpg

Techer is Tech/Melee, Braver is Melee/Ranged.
Gunner used to be Ranged/Melee, but after all the buffs they're more of an SRoll/Clearentireroom hybrid.

GALEFORCE
Oct 3, 2013, 10:23 AM
I don't know, but I'd love to see a tech/range hybrid. It's what I originally planned to play pre-beta (before I realized techs were restricted to tech classes).

A PA or tech that acts like a bit/funnel whenever you attack would be cool, especially if you could cast multiple. Or you could even make it a skill with a short-ish cooldown, enough to maintain 3 or so at once.

Some kind of ability to imbue bullets with techs, so that they create an uncharged tech effect when they hit an enemy. Maybe you could assign techs on top of PAs in the palette menu.

I would like it if their weapon of choice were the tatk gunslashes that currently have little use. We could have to get more of them ofc. Tatk TMGs would also have potential. Though I'm sure SEGA would love to introduce another wep instead.

Gama
Oct 3, 2013, 12:49 PM
we currently need a subclass for braver, that could go Ranged/tech. and or have a similar mag skill tree but for tech.

making it.. the ultimate hibrid.

UnLucky
Oct 3, 2013, 03:09 PM
Te/Ra, a wand whacking zondeely trap user! The ultimate hybrid!

Gama
Oct 3, 2013, 03:33 PM
unlucky, you be scary.

but it makes sence.

MoronSonOfBoron
Oct 3, 2013, 05:07 PM
Key thing about Tech users is that they don't have PAs. Striking and Ranged classes rely on PAs for about all of their burst damage. The Techer class addressed this by having Tech usage build Wand Gear to augment its Striking-based Wand attacks. How might this work for Ranged attacks? Rather than porting Wand Gear over wholesale, we should think of various other ways the methods and mechanics can interact.

An important thing to consider is that each class is defined by its exclusive weapon types and the types of PAs available to that weapon. This Ranged/Tech hybrid needs an exclusive weapon type with attacks that play into its core gimmick, and defines the play style for the class (Gunners, for example, have lots of short range PAs and Skills that encourage close-range attacks; similarly, Techers need to remain close in order to make use of Wand Gear).

What kind of ranged weapon do you give to this new class, that not only sets it apart from other Ranged classes but also fits the "magic" themes of a Tech user?

It may be simple to assume that this hypothetical hybrid lacks PAs just like the Techer, but it doesn't add much to the Techer mechanic and discards the Ranged class' reliance on PAs.

Just as well, other parts of the classes don't mix: Techs are mostly about massive area damage, whereas Ranged attacks (save for Launchers) are largely single-target spike DPS affairs. Techers avoid this problem because Striking classes are always going to be in the fray with enemies, lending to Techers' AOE-based Gear and Techs.

...

So when thinking of your hypothetical hybrid, consider:
1. What kind of gun or projectile weapon does it use?
2. How does the weapon's Shift/Dodge/Gear interact with Techs?
3. Does the weapon use PAs or rely on Gear?
4. Does the weapon lend itself towards single-target or mob damage? Spike or sustained DPS?
5. What kind of active or passive Skills could encourage different play styles, based on the above?

Stuff for me and everyone else to think about. I'll post again once my current ideas are better formed.

MoronSonOfBoron
Oct 3, 2013, 06:36 PM
This is one of two concepts I had.

HEavy
The Heavy is a sustained damage specialist that complements their constant stream of fire with damage-amplifying Techniques and Photon Grenades. While suffering severe mobility and defense limitations, their nonstop attacks can cover for teammates against targets both large and small.

Weapon: Autocannon
The Autocannon is an extremely rapid-fire weapon that fires a constant stream of bullets with little to no swingtime between attack combos, no reload animation, and a moderate warmup/cooldown period when beginning or stopping attack. The Autocannon can be fired while moving and aiming at a severe movement speed penalty, allowing the Heavy to distribute damage amongst multiple targets or focus all firepower on a single point. This extremely rapid fire restores PP at an unprecedented rate.

Shift: Photon Grenade
The Autocannon's Shift action, the Photon Grenade, can be activated between combo attacks, creating an opening for JAs and transitioning between attack methods. The Photon Grenade is a concentrated area attack that is lobbed at mid-range to distant enemies, exploding on contact with a hostile or the ground; the explosion typically has the same element as the Autocannon. The Photon Grenade lingers for a short time, amplifying damage against enemies within its radius.

Passive: Autocannon Gear
When Autocannon Gear is unlocked, the Photon Grenade gains an additional elemental damage bonus, as well as the ability to change its elemental type to match Techniques being used. The Gear gauge has three "orbs" representing queued Photon Grenades; each orb changes color to the element of the last Tech used. Using the Photon Grenade depletes the oldest orb and moves the other two up the queue. You can push the queued orbs off by continuing to cast Techs. When an orb is empty, Photon Grenade defaults to the Autocannon's element.

If the Gear Gauge is depleted, the most recent orb expires and can no longer be filled.

Example: MAEv3 enters combat and casts Shifta, Deband, and Zondeel. Because she just started attacking, her Gear Gauge is empty, so none of her orbs fill with the elements she just used. After some righteous curtain fire from her Autocannon, her Gear Gauge is now level two, granting access to two orbs. She now casts Zondeel again, filling one orb. Her Gauge now shows Lightning and Empty. She casts Gifoie twice now, but her Gauge shows only Lightning and Fire; the third orb can't be filled because her Gauge is at level 2. When MAEv3 next uses Photon Grenade, it will have the Lightning element attached to it; her Gauge would then show Fire and Empty.

GradationAir
Oct 3, 2013, 06:42 PM
Techer is Tech/Melee, Braver is Melee/Ranged.
Gunner used to be Ranged/Melee, but after all the buffs they're more of an SRoll/Clearentireroom hybrid.

From how the TC says it it sounded more like a stat hybrid as in classes who actively try to increase both stats, which I didn't think is the case for both (many went with only 1 option instead of actually hybriding).

Laxedrane
Oct 3, 2013, 08:48 PM
All I care about from the hybrid of guns and magic is a new elemental tree which I am hoping is diga.:D

yoshiblue
Oct 3, 2013, 09:33 PM
Should just go invoker as the 2nd class. Choose your element combo, form several new combos.

Shadowth117
Oct 3, 2013, 09:39 PM
All I care about from the hybrid of guns and magic is a new elemental tree which I am hoping is diga.:D

Limit break nosdiga plx

...for those who didn't play JP PSU, that added 50% damage to nosdiga by the way. Yeah....