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> Character Classes
Werewolf Link
 Posted: Aug 25 2015, 07:23 PM
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Character Classes are groups Characters are placed in based on their playstyle. Most commonly attributed to Dungeons and Dragons, Classes have become popular in MMOs and RPGs. Heroes Vs Villains uses a Class system as well, but a much more open one. Normally, Classes also marginalize a Character, forcing you to pick a stereotypical type of Character to play a Class. As long as you can come up with a creative way to do something, we welcome it. Maybe you wan't to play a little girl who has the ability to protect herself and her team by summoning a Shadow Bear as a tank. Perhaps you want to play a Rogue who supports his team by sneaking around and poisoning the enemy. Break the mold!

Types
There are 3 types of Classes. Damage, Tank, and Support.
The purpose of a Damage Class is to deal damage. They put the hurt on the enemy, but at the cost of their Defense.
The purpose of a Tank Class is to tank. They're on the front line of a fight, blocking for their damage dealers.
The purpose of a Support Class is to help their allies. They either shield, heal, or Buff their allies, or annoy the enemy by Debuffing or temporarily nullifying their enemies for a few rounds.

The following are the Character Classes offered. They will be broken down further down:
  • Blaster- Damage Class. A Ranged Character whose primary purpose is dealing damage at the cost of being frail.
  • Scrapper- Damage Class. A Melee Character whose primary purpose is dealing damage. Scrappers are nearly as frail as Blasters.
  • Tanker- Tank Class. Usually a Melee Character whose purpose is to take a beating so their team doesn't.
  • Brute- Hybrid Damage and Tank Class. A Melee Character that is a Hybrid of Scrapper and Tank. Designed to both deal damage and take a decent beating, they don't excel at either better than their specialized counterparts.
  • Defender- Support Class. A Character whose primary purpose is assisting their team through Buffs and/or Heals. Defenders are usually just as frail as Blasters and Scrappers.
  • Dominator- Support Class. A Character whose purpose is to Debuff the enemy, helping their team by weakening or temporarily interrupting their enemy through means such as stunning or putting to sleep. Dominators are usually just as frail as Defenders.
  • Mastermind- Damage Class. A Character who summons allies to fight for them. A Mastermind is normally a frail Character that stays outside of a fight, forcing the enemy to deal with his Summons.
Blaster
The Blaster is a Ranged Damage Class. They stay on the back-lines of a fight, dealing damage through means of guns, energy blasts, spells, and any other form of ranged attacks. Blasters want to maximize their Power and Accuracy at the cost of their Defense and Health. Being Ranged, Strength is a fairly useless Stat on Blasters.

-Stat Optimization-
Strength- Very Low
Power- High
Defense- Very Low
Evasion- Low
Accuracy- High
Health- Low
Stamina- Mid
Speed- Mid
Charisma- Optional
Wisdom- Optional
Intelligence- Optional

-Abilities-
Blasters will primarily have Offensive Ranged Abilities. In addition, Blasters should have a Defensive shield and/or a Travel Ability that allows them to reposition should an enemy get too close. Blasters may have a max of 1 Healing Ability if desired. Blasters may have a max of 1 Buff and 1 Debuff Ability if wanted. Summoning Abilities are usually reserved for Masterminds, but can be used if it fits your Character's Powers.


Scrapper
Scrappers are a Melee Damage Class. They're up front in a fight, or off waiting for an opportune chance to sneak in a fight. Scrappers can by unarmed, or use weapons such as swords, spears, maces, or any other from of melee. Scrappers should maximize their Strength/Power and Accuracy, as well as their Speed or Evasion, so they can get into the fray and survive while doing so.

-Stat Optimization-
Strength- High
Power- High or Low
Defense- Low
Evasion- Mid
Accuracy- High
Health- Low
Stamina- Mid
Speed- Mid
Charisma- Optional
Wisdom- Optional
Intelligence- Optional

-Abilities-
Scrappers will primarily have Offensive Melee Abilities. Scrappers may have an Offensive Ranged Ability or 2, but these should be minimal Abilities (such as a ninja throwing star). Scrappers should also have a Defensive shield and/or a Travel Ability that allows them to get into or out of a fight quickly. Scrappers may have a max of 1 Healing Ability if desired. Scrappers may have a max of 2 Buff and 1 Debuff Ability if wanted, but 1 of the 2 Buff Abilities must be a self only Buff. Summoning Abilities are usually reserved for Masterminds, but can be used if it fits your Character's Powers.


Tanker
Tankers are usually a Melee Tank Class. They're on the front line of a fight, in the enemy's face, forcing the enemy to hit them instead of the rest of their team. Tankers can use weapons, magic, or their bare hands. Tanks should maximize Defense and Health at the cost of their Strength/Power.

-Stat Optimization-
Strength- Low
Power- Low
Defense- High
Evasion- Mid
Accuracy- Low
Health- High
Stamina- Mid
Speed- Low
Charisma- Optional
Wisdom- Optional
Intelligence- Optional


-Abilities-
Tankers will primarily have Defensive Abilities. They'll want a few Offensive Abilities as well, but these won't deal as much damage as a Damage Class. A travel Ability or 2 is recommended. Tankers may have 1 Healing Ability, and up to 2 Buff and Debuff Abilities, but 1 of each can only affect a single target. Summoning Abilities are usually reserved for Masterminds, but can be used if it fits your Character's Powers.


Brute
Brutes are a Melee Hybrid of Damage and Tank Classes. They can be both on the front lines, or in reserves, staying with the Ranged for protection in case an enemy breaks through your defenses. Just like Scrappers, Brutes can use weapons or be unarmed. Brutes want to maximize their Strength/Power and Health and Defense.

-Stat Optimization-
Strength- High
Power- High or Low
Defense- High
Evasion- Low
Accuracy- Low
Health- High
Stamina- Mid
Speed- Low
Charisma- Optional
Wisdom- Optional
Intelligence- Optional

-Abilities-
Brutes will have a mixture of Melee Offensive Abilities and Defensive Abilities. A travel Ability or 2 is recommended. Brutes may have 1 Healing Ability, and 1 Buff and Debuff Ability. Summoning Abilities are usually reserved for Masterminds, but can be used if it fits your Character's Powers.


Defender
Defenders are a Support Class. They lack both damage and tankiness, but provide aid and utility to their team. Defenders specialize in Buffing their allies, either through shields, heals, or raw stats. Defenders can still carry a weapon with them; after all, it's a dangerous world, you'll need to be able to defend yourself slightly. Defenders want to maximize Power, which rather than increasing damage will improve the strength of their Buffs, and Stamina.

-Stat Optimization-
Strength- Low
Power- High
Defense- Low
Evasion- Low
Accuracy- Low
Health- Mid
Stamina- High
Speed- Mid
Charisma- Optional
Wisdom- Optional
Intelligence- Optional

-Abilities-
Defenders will primarily have Buff Abilities. Defenders should have a mix of single target Buffs, or Buffs that affect a single person, and team-wide Buffs. If your Defender uses shields, they'll have Defensive Abilities too. If they're a Healer, they'll have Healing Abilities. Defenders may have 1 Debuff Ability. Defenders may still have an Offensive Ability or two. Summoning Abilities are usually reserved for Masterminds, but can be used if it fits your Character's Powers.


Dominator
Dominators are a Support Class. They lack both damage and tankiness, but provide aid and utility to their team. Dominators specialize in Debuff Abilities, lowering their enemy's stats, or temporarily making them skip actions through stuns and Negation. Dominators can still carry a weapon with them; after all, it's a dangerous world, you'll need to be able to defend yourself slightly. Dominators want to maximize Power, which rather than increasing damage will improve the strength of their Debuffs, and Stamina.

-Stat Optimization-
Strength- Low
Power- High
Defense- Low
Evasion- Low
Accuracy- Low
Health- Mid
Stamina- High
Speed- Mid
Charisma- Optional
Wisdom- Optional
Intelligence- Optional

-Abilities-
Dominators will primarily have Debuff Abilities. Defenders should have a mix of single target Debuffs, or Debuffs that affect only one enemy, as well as enemy team-wide Debuffs. Stronger Debuffs should be single target (such as stuns). Dominators may still have an Offensive Ability or two. Dominators may have a Buff Ability, Healing Ability, and Defensive Ability. Summoning Abilities are usually reserved for Masterminds, but can be used if it fits your Character's Powers.


Masterminds
Masterminds are a Damage Class. Masterminds stay in the back of a fight, commanding Minions or Summons. Some examples of a Mastermind would be a Demon Summoner, a scientist with a robot army, or a Pokemon trainer. Masterminds are unique in that they don't tend to directly fight, though they might have a weapon or an Offensive Ability to help defend themselves. Masterminds Stats are unique in that their Minions/Summons scale with their Stats. Thus, the only Stat truly required is Power; after that, it's up to the Mastermind in what he'd like his Minions/Summons to scale with secondarily.

Strength- Low
Power- High
Defense- Mid
Evasion- Mid
Accuracy- Mid
Health- Mid
Stamina- Mid
Speed- Mid
Charisma- Optional
Wisdom- Optional
Intelligence- Optional

-Abilities-
Masterminds almost exclusive use Summon Abilities, which call forth their Minions/Summons (the name is interchangeable). Masterminds will also want a few Buff and Defense Abilities, but only for themselves or their Minions. Masterminds may have 1 Healing Ability, for them and their Minions. A Travel Ability is recommended to allow the mastermind to flee or reposition should their Minions not succeed.
Mastermind's Minions also have Abilities. These will have to be made at the same time as your Character's Powers. A Mastermind should have multiple Minions, each being 1 of the 3 Class types (Damage, Tank, Support).

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