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  1. #1

    Default Just for fun, let's come up with ideas for the inevitable R-ATK+T-ATK class.

    I call my class idea Blaster.

    I haven't come up with a T-ATK weapon, but I did come up with an R-ATK one, called Options, sort of a mix between a Talis and a Rifle. Or like a Mag, kind of.

    Options would be throwing weapons, like a large ball or a disc that flies in the air, and will hang there much like a Talis. Their Shift action would lock them into place or release them from said place. Pressing the normal attack button when an Option is already thrown onto the field would cause the Option to fire extremely quick R-ATK shots, which wouldn't be terribly strong, but would regenerate PP extremely fast.

    Options would be able to fire Techs out from them, in a similar manner to a Talis, but they would also have their own set of Photon Arts, including:

    Territory Hunter - A thrown Option will automatically shoot piercing lasers at any enemies that come nearby as long as it is locked in place. It would be possible to perform normal attacks and cast techs during this PA's active time. It wouldn't consume any more PP than the initial usage, and would last for quite a long time before you would have to apply it again.

    Self Destruction - Causes the Option to explode, damaging all enemies nearby in a wide range and knocking them backwards. A new Option must be thrown after performing this PA.

    Spiral Shooter - Causes the option to fly around wildly (same height, but moving horizontally) while spinning and shoot dozens of rapid shots over several seconds.

    Hot Shot - A single red laser blast that has a high chance of causing burn.

    Electro Cannon - Begins to charge up energy and hangs in the air mostly inactive over the next several seconds. By casting Lightning techs through the Option, you will increase it's charging power. When it finally fires off a shot, the damage and range are determined by how high it's been charged.

    And that's all I've got so far. Feel free to come up with your own ideas.

  2. #2

    Default

    Photon Handgun:
    Chargeable attacks with techs instead of photon arts.
    Gear: Double Shot.
    Last edited by SilenWhisper; Aug 20, 2014 at 07:19 AM.

  3. #3
    Rappy Hugger :3 Gama's Avatar
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    Chaser

    Handgun-you can lace bullets with technics giving them diferent effects and elemental bonuses.

    Slicer-similar to jetboots where the last tech used gives the weapon a diferent element. pa's would be similar to psu.

    rifle- duh

    traps

    the class focuses on single target damage being a good bounty hunter styled boss killer, techs help him out in mob control.
    Graphics Designer/Product Designer/Illustrator/General handy guy/not taking any requests right now.

  4. #4

    Default

    Crosbows + Halos, because my Guntecher liked crosbows and because I can't think on a cool new tech weapon.

  5. #5

    Default

    I can't really picture SEGA making a ranged/tech hybrid class, since Ranged and Tech both feel redundant. I think a Gladiator class with Axes, Shields, and possibly Slicers could be next.

  6. #6
    Space Hobobo Bo Bobo yoshiblue's Avatar
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    Startech (Working Title):
    Weapon: Lasers/Cannon

    Fire slow homing orbs to attack your enemies or lay mines for a strategic advantage. Comes in ground and aerial builds.

    Aerial:
    Fires up to three shots per clip. Anymore causes the first to disappear. Orbs do R-atk and are about the size of a foie.

    Q:Why do they home slowly?
    A: They act as floating bombs. Casting a spell of your choice at it will cause the orb to explode in the element of your choice. Use spells like Ilbarta or Rafoie for instant explosions. Or use AoE spells like Zan or Rabarta for dual damage combos!

    Q: Whats the point of the Orbs doing R-atk then?
    A: The orbs will do constant damage as they travel. They don't disappear on the first hit. Startechers will have an ability that will allow them to detonate all the orbs and mines on the floor for major R-atk damage.

    Q: Can I do anything else with these orbs?
    A: Certainly. Wouldn't be a laser without well...lasers! If the startecher doesn't have a force to detonate these orbs, they can instead use a secondary fire to turn them into laser. These lasers will fly in the direction you face while keeping the same penetrating effects you know and love.



    Ground Build:

    Q: What can I do with a ground tree then?
    A: You can lay multiple mines on the floor to blow them up with R or T-atk damage. Like the orbs, they can be triggered by the Startecher or by a fellow Technique user.

    Q: Will this stack with Ranger Traps?
    A: Yes. Planting a trap on a mine will boost the effects and range of the trap as well damaging the enemies in it. Traps place on these mines will not be used up.

    Q: Can these mines do anything else?
    A: You bet. Support techniques used on these mines will trigger an AoE field that will last a few minutes. Shift and Deband will receive a 5x boost but will immediately go away should the field expire or is left behind. If you ever wanted your own healing zone, Startechers will become your new best friend.
    Last edited by yoshiblue; Aug 20, 2014 at 08:37 AM.

  7. #7

    Default

    Name it Spartan, give it a master chief costume with elemental plasma grenades, shotguns, and alien technology for it's t-atk.

    I am however only partially serious. I agree with redundancy, but give it more support traps, bring back shotguns and whips. Give T-atk based special bullets and the whip to switch to a casting role. (Sure Sega will figure that one out.) Yeah.

    "Don't look for the people in your past. There is a reason they don't exist in your future." - Riesz
    Ship 2 - ID: Chrysheight

  8. #8
    Wielder of the Neiclaws Ce'Nedra's Avatar
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    Default

    Quote Originally Posted by Sun Sol View Post
    I can't really picture SEGA making a ranged/tech hybrid class, since Ranged and Tech both feel redundant. I think a Gladiator class with Axes, Shields, and possibly Slicers could be next.
    Considering Braver is Strike/Ranged and Bouncer is Strike/Tech its kinda inevitable that we get a Ranged/Tech class next year. It would make no sense if they don't. Even if Ranger and Techer feel redundant, people will still play it and I guess PSU had Guntecher as well. I would be interested in seeing the hybrid myself even though I might never play it personally.

    Celestial Manager~
    Quote Originally Posted by isCasted View Post
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    He just copypasted the log, which is mostly SOHO talking, and then for the remaining pages he just went to psow and copied the ep4 thread salt.

  9. #9

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    Quote Originally Posted by Sun Sol View Post
    I can't really picture SEGA making a ranged/tech hybrid class, since Ranged and Tech both feel redundant.
    Yet it still existed in PSU. Also RAmarl in PSO.
    PSO2 Ship 6
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  10. #10

    Default

    Professor. An Explorer/Witch Hunter type vibe.

    Class weapons: Needle (Shotgun Crossbow for the uninitiated), and either PSN's Halo or a Book for tech.

    Halo with PAs as in Nova, and also the manoeuvrability that it affords. Book would be the summoning compendium able to partial-summon creatures to do an attack then dissolve, or fully summon them for a limited time as a cooldown ability.

    Heartseeker: Able to lock on to shielded weak points. Passive, perhaps starting at less than 100% damage but getting up to and maybe beyond 100%. Combo with Phantasmic Attack for straight damage, or Break Stance on Bouncer to get to the weak point the old fashioned way.

    Phantasmic Attack: Attacks pass through any obstacles and automatically hit the target, as long as it would be in range. Locked on to Vol's tail but he just decided to spin 180 degrees? No need to run 8 seconds out of your way to get to it, use an attack and it'll tunnel through the parts you didn't want to hit and connect where you did. Cooldown ability on a similar up/downtime as Rapid Shoot.

    Absolute Area: Lay down a large circular field in which things happen. Cooldown ability. Able to specialise into HP/PP regeneration or damage amplification. Similar to Territory Burst and Bouncer's Field skills but the Absolute Area stays where it is.

    Other traps and tools smiliar to Ranger's but different... Freeze Grenade, Zalure Trap, Burn Trap, Shock Grenade, Wound Bomb. Aim to get every status effect between Professor and Ranger.

    Probe Dart: load your Needle with a Probe Dart that displays the probed enemy's HP bar. Lasts about as long as a Weak Bullet but the Probe is a 1SP skill with a reasonably short cooldown.

    Earth Stance: A slow-to-start stance that gains in power the longer you are in contact with the ground. 1% per second (max 60% for 1min? Or 120% for 2min?) bonus to attack and defence as long as you don't jump, get knocked up, knocked down or use a flashy PA that lifts you from the ground. Could turn out really powerful... or an absolute lemon because of how maps are designed.

    Duel Stance: Damage dealt to and taken from targeted enemy rises, damage to and from any other enemy reduced. Fight a Fang Banther without worrying too much about being blindsided by the Banshee or errant gulfs.

    And lastly, Throw Atomisers. Throw it as far as you would a grenade.

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