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Thread: Techmaster

  1. #11

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    Quote Originally Posted by psu dan View Post
    Should there be a Techmaster class like Fighmaster, Gunmaster, and Masterforce? I think there should be one like this:
    Req:
    Lv10 Acrotecher
    Lv10 Fortetecher
    S rank weapons:
    Whips
    Cards
    Rods
    Wands
    Specials:
    Can only use S rank Weapons and Line Shields.
    Casting speed slightly increased(15% faster).
    Card/Whip slightly speed increased(15% faster).
    PP consumption increased by 10%.
    Recovers slightly (40%) more pp. Instead of 10pp every 5 secs weapons gain 14. I meant 40% more.
    Stats at lv1 compared to other types:
    All arts can get to lv50, but support spells only go to
    Hp same as a lv 5 Acrotecher. +6 each level.
    Atp same as a lv 9 Acrotecher. Up 3 each level.
    Ata same as a lv 7 Acrotecher. Stays the same.
    Tp same as a lv 3 Fortetecher. up 3 each level.
    Dfp 20% less than a lvl 15 Acrofighter. Up 2 each level.
    Evp of a Fortetecher. Up 1 each level.
    Mst of a Fortecher. +2 each level.
    Sta of a Fortetecher. Stays the same but goes up 2 at lv 11.
    What do you think?
    Ok nevermind that 1how about some type of acromaster class, 2 of them, 1 for whips, slicers, handguns, and R-Mags. The other one for Single handed: sabers, claws, daggers, and (fists or something).

  2. #12

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    Lemme copy out the change list I had.

    Whip: Guntecher, Acrofighter - A rank
    Crossbow: Acrotecher - A rank
    Rod & Slicer: Wartecher - A rank
    Twin Daggers: Fortegunner - A rank
    RCSM: Fortetecher - A rank
    Card: Guntecher, Acrofighter - A rank
    Dagger & Twin Dagger - Fortetecher - S rank
    Whip, TCSM, Claw - Wartecher - S rank
    Double Saber: Protranser - S rank

    Saber & Pistol: Protranser - Remove
    Wand: Wartecher - Reduce to A rank

    Shield: Fortefighter, Wartecher, Acrofighter, Acrotecher - S rank
    Fighgunner, Fortetecher, Guntecher, Fortegunner - A rank

    PA cap increases
    Wartecher: Striking lv40, support lv40
    Guntecher: Striking lv20, attack techs lv40
    Acrotecher: Striking lv30, bullets lv30
    Fortegunner: Striking lv30
    Fortetecher: Striking lv20

    Fortetecher: attack & accuracy boost

    New GAS styles:
    Bloodlust Frenzy - Attack Style - gain a speed boost for melee equivalent to acro/masterclass for non-acro/master classes
    Trigger Frenzy - Attack Style - gain a speed boost for ranged weapons equivalent to Gunmaster for non-Gunmasters

    Acromaster: requires Acrofighter lv10, Acrotecher lv10
    Whip, Slicer, RCSM, TCSM S-rank
    Attack arts lv50
    Support arts lv50
    Attack techs lv1, not upgradable by GAS, not attachable to TCSMs, can't make it 0.
    Highest evasion of any type, lowest DFP and highest MST of fighter classes. Other stats comparable to Fighgunner. Also, highest speed boost to melee and techs, emphasising the acro roots and the Masterclass specialisation.
    Higher PP consumption, S-rank only, yadda yadda standard Masterclass rules.

  3. #13

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    maybe they should just add weapon custimization to gas as in
    u can add a weapon for 10 ap first upgrade adds c rank weapon then u can upgrade it to b,a,s for 10 ap a piece ofcourse masterforce would be an exception here as the really could not use this function but i think it would be cool to have knuckles on fighmaster and some other guns on a gunmaster like a bow for example

  4. #14

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    I think there should be a few new types of weapons and more class choices.
    Weapons:
    Boomerang-hits up to 4 times. You stay in one spot and throw it then it goes in a circle spinning to hit enemies. It locks on to one and goes around it hitting everyone around the unlucky creature. (Like a double saber that you throw).
    Boomerang/s would be controlled by the users hand movements.
    Twin Boomerang- same as the first one but the second boomerang does a 5th hit that knocks enemies down. Twin boomerangs would be a slightly weaker.

    Hammer- kind of like an axe but hits surrounding enemies with a 4-hit combo. First hit slams down on the ground making all enemies fall for small enemies or stagger on bigger ones, 2nd hit is just another slam 2 make them fall if the first misses, and the 3rd and 4th are a quick 2 hits like Anga Redda part 2 or 3 but the last hit sends enemies flying.

    Dual Whips- 5-hit combo. First hits are 2 whip lashes forward with each hand, next 2 you swirl them around, and the 5th you do a whip lash forward with both of them to do double damage and knock enemies down.

    Photon Artes:
    Idk names yet but here are the descriptions
    Boomerang- lv1-10 3 hits. the boomerang goes to an enemy does 1 spin hit then rises to form a tornado that does 2 hits throwing enemies in the air like the missle SUV. 11+ the boomerand slams down and does 2 powerful hits spreading enemies out.

    Twin Boomerang- lv 1-10 you send the 2 boomerangs out and they spin in a circle hitting enemies, 11+ they cross forming a X that hits all enemies in the area.

    Hammer- Lv 1-10 you throw the hammer in the air and it slams down hitting all enemies with a powerfull attacking knocking them down. 11+ you pick up the hammer and fall back slamming it again but not as powerful anddo a twirl kick like splendor crush lv 11 to get back up.

    Dual Whips- I think this should be a PA from Tonnio for 30 PA Fragments. lv1-10 you jump in the air and walk around slamming the whips on the ground for 3 hits like a wheel and the slams damage enemies. 11-20 you spin the whips like splendor crush lv 21 but forward for 4 hits. Lv 21 you do a dual whiplash forward that's photon charged to knock all enemies down.

  5. #15
    Peanut Emperor Darki's Avatar
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    I would add the GAS option to raise the rank of a weapon by lowering the rank of other, or even "turning off".

    So you're a Guntecher that doesn't use lazors or shotguns: you disable the use of them and gain the abbility to use S rank Cards and Rifles, for example. With this you wouldn't be able to add new weapons to your class, just to get higher ranks to the ones you can use.

    I would so pay money for them to leave Wartecher with support at 20 and striking at 40, just HATE the "FF with resta" theme.

  6. #16

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    FF with resta is better than FF with damdiga. That's what they want us to do, just stand there like a lemon doing those high risk short range techs and taking hits on the chest.

    WT needs support, support lv + needs to be available to everyone, not just Hamsterforce. I'd pay my 10AP for my lv31 Wartecher buffs, and I'm sure FTs would pay for 50s just like they can pay for their attack level 50s. Seems unbalanced that only AT gets support 50, and only WT can't get ANYTHING past 40.

    Adding weapons wouldn't be so bad, I had an idea of paying class levels to add weapon ranks, with the restriction that you couldn't add anything you had no PA levels for, or that your prerequisite classes couldn't use. So a Fighgunner couldn't have a rod, but it could have a shotgu-

    ...bad idea. Tornoobo dance and shotguns. Evil, evil, broken class doesn't need to be any more bent. All you other hybrids know how stupidly bent Fighgunner already is.

  7. #17
    Peanut Emperor Darki's Avatar
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    Well that's your opinion. To play FF with resta I prefer to play FM with trimates. I don't care about what "they want us to do", because I play how I, myself, wants to play, and since they added twin sabers to Guntechers instead of S rank cards, that pretty much told me that they don't have very clear what "they want us to do" anymore.

    But as I said, since they added twin sabers to Guntechers, they can perfectly add rods to Protranser and striking TECHs at level 50 to them, they demonstrate over and over that for them game balance is giving everybody Jabroga. In my opinion, it'd be nice that there was a strong techer hybrid (not Acro) and I believe Wartecher would be a good one there instead of Guntecher... Guntecher has always been more of a support gunner, and from my experience, being support witha WT is far more stressing than with a GT. With a GT, almost all the good weapons can be paired with a healing wand (in WT "they want us" to use two handed weapons, or so appears), and WT is a more "busy" class with combos and melee than GT with guns that don't have combos and won't ever lose time pulling a heal. I've found myself many times not being able to heal a partner because I was stuck in a whip combo as a WT and I always heal in time with my GT.

    But that's my opinion, of course.

    On the other matter, how would a Fighgunner use a shotgun? fG doesn't have shotguns, the prerrequisite class thing wouldn't make sense because thenall forces would use rods. Fighgunner would be able to use grenade launchers. NO, that's not a good idea, lol. AFs and ATs would be able to use many two handed weapons that in theory they shouldn't be able to use. But well, since they added cards to AF when the wep was supposed to be techer only, as I said, they told me they don't know what to do.
    Last edited by Darki; Dec 20, 2010 at 05:41 PM.

  8. #18

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    Quote Originally Posted by Darki View Post
    Well that's your opinion. To play FF with resta I prefer to play FM with trimates. I don't care about what "they want us to do", because I play how I, myself, wants to play, and since they added twin sabers to Guntechers instead of S rank cards, that pretty much told me that they don't have very clear what "they want us to do" anymore.

    But as I said, since they added twin sabers to Guntechers, they can perfectly add rods to Protranser and striking TECHs at level 50 to them, they demonstrate over and over that for them game balance is giving everybody Jabroga. In my opinion, it'd be nice that there was a strong techer hybrid (not Acro) and I believe Wartecher would be a good one there instead of Guntecher... Guntecher has always been more of a support gunner, and from my experience, being support witha WT is far more stressing than with a GT. With a GT, almost all the good weapons can be paired with a healing wand (in WT "they want us" to use two handed weapons, or so appears), and WT is a more "busy" class with combos and melee than GT with guns that don't have combos and won't ever lose time pulling a heal. I've found myself many times not being able to heal a partner because I was stuck in a whip combo as a WT and I always heal in time with my GT.

    But that's my opinion, of course.

    On the other matter, how would a Fighgunner use a shotgun? fG doesn't have shotguns, the prerrequisite class thing wouldn't make sense because thenall forces would use rods. Fighgunner would be able to use grenade launchers. NO, that's not a good idea, lol. AFs and ATs would be able to use many two handed weapons that in theory they shouldn't be able to use. But well, since they added cards to AF when the wep was supposed to be techer only, as I said, they told me they don't know what to do.
    Idk about all that but I just want 2 new classes. One so me and everyone else who wants to use uncommon 1 hand weapons(weapons that aren't S rank in many classes) with tech weapons. A class for S rank: whips, slicers, cards, wands, rods, tech mags, and longbows, and with A rank: handguns, spears, crossbows, and RCSM's. The other class for quick moves one with a very high evp and a high(high but a little lower than a fortefighter or the same) atp and a regular ata. The S rank weapons would be are daggers, twin daggers, sabers, twin sabers, claws, twin claws, slicers, and whips, A rank weapons would be, RCSM's, handguns, twin handguns, and crossbows. The striking weapons for this class would be slightly faster, pp consumption would be slightly less, and pp regeneration would be the same.

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