phroggonalog
Dalayan Master
Premise: Classes get stacked, both in raids and in groups. Some classes (rogues) get stacked far more often than others (enchanters). I see this as an Issue, and I believe that my idea will both
A) Be fucking cool
B) address this issue
The idea is this: if you have 2x or 3x of a class in a group/raid, those classes synergize with each other and produce some cool (but not overpowered) effect
DISCLAIMER: I am an idiot when it comes to balance mechanics! The class ideas I'm listing are just off the top of my head and not thought out at all!!! If you have a BETTER IDEA, post it!!!!!!
TANK CLASSES:
Warrior ideas:
(1.) One warrior is an awe-inspiring sight in battle. Two or three of these armored beasts are terrifying to the enemy, while allies cannot help but feel their bloodlust rise. Having 2 warriors within X distance of each other in a group/raid produces a 1% chance for a mob to have 1 less attack in a round, while allies have a 1% chance for an additional attack a la "flurry". ***Maybe casters can have a .05% chance of "double casting"?*** Having 3 warriors within X distance of each other in a group/raid doubles this chance.
Shadowknight ideas:
(1.) They say one should face one's fears; when a shadowknight bars the way, it is difficult not to face such fear. When two or three of these living nightmares make their presence felt, it is all but impossible to ignore...yet the fear manifests itself in a different fashion. Having 2 shadowknights in a raid tears at the fabric of reality, resulting in a number of effects including: (a.)Time Is Slowed (as tends to happen in a nightmare), and all allies have their attack speed reduced by 5% and their cast speed similarly reduced, while chances to melee crit and spell crit are increased by 20%; simultaneously, mobs are slowed by 10% (stackable with spell slows, affected by mob resistance to slowing). (b.)Fear Of A Different Nature: All ally aggro is increased by 10%. Having 3 shadowknights in a group/raid increases the aggro% for allies, as well as the negative slowing effect for a mob.
Paladin ideas:
(1.) Much as one paladin tries to take all pain unto himself, 2 or 3 paladins seek to shield the rest of their group or raid from harm. Having 2 paladins with shields equipped and within x distance of each other in a group/raid have X% chance to block melee incoming melee damage to group/raid members within x distance. Having a 3rd paladin doubles this chance.
CASTER CLASSES
Magician ideas:
(1.)Any mortal seeking to harness the elements is undeniably seeking Power, and the magician is no exception. In contrast to the attuned natures of shamans and druids, beastlords and rangers, the magician's academic and empirical approach to the elements is more closely related to that of the wizard. As such, even the most CHAOTIC of magicians has, thus far, restricted his elemental rains to waves of Three, possibly out of a conservative fear of angering The Four. Yet even the most conservative individual learns to push the limit, and 2 or 3 magicians in close company feel the call of Power more strongly than ever. The presence of 2 magicians in a group/raid allows for a 5% chance of a 4th wave for their rains, while a 3rd magician doubles this chance.
(2.)Summoners extraordinaire, one night only:
Summoning is a difficult job, not everyone can do it. Well they can, but they lack a certain amount of...finesse. The tricks learned during a lifetime of magicking up even basic foodstuffs, among other more festive things, come in handy. Normally one mage is too swamped by their duties to do much other than offer extremely basic advice (Yes, I know your pet is crappy, you're a shadowknight. Yes, I know it's supposed to be crappy. But it would be a little less shithouse if you take the chicken you're sacrificing and make it walk COUNTER-CLOCKWISE. I mean this is very basic stuff ffs. Also, why is it wearing a tophat? On second thought...no, don't answer that). With the duties split however, all that expertise is starting to yield rewards.
With two magicians in the raid, all pets in the raid receive the effects of elemental mastery. Mage pets, who already have this, gain a further bonus % to hit and damage.
(3.)The sky is falling..bitches:
Timing is almost everything, what timing isn't being in the right place is, or in this case putting someone else in the wrong one. As experts in area effect spells and through a fair amount of coordination, the mages in the raid have managed to coordinate their spells to the extent that their adversary has nowhere to turn to mitigate their torment. With three magicians in the raid, all rains receive a % chance to doublestrike on a single target
Wizard ideas:
Necromancer ideas:
Enchanter ideas:
(1.)2 enchanters: the entire raid cannot fizzle spells. 3 enchanters: The entire raid cannot be stunned, charmed or mesmerized, and the potency of any rune spell cast in the raid is doubled. All curses add 1 additional tick.
(2.) Feel the wrath of my passive aggressiveness:
Versatility, while some consider it a dirty word, enchanters have long been known to embrace it. Slows for example, or debuffing resistances, while they may not necessarily have the biggest and best spells in a particular area, it doesn't stop them from having it. Just in case. Sometimes that decision pays off in spades. Another enchanter present has led to the workload being split between them, thus allowing them to focus on more noble pursuits, namely confusing and harassing the hell out of their opponent..indirectly. With two enchanters in a group/raid, all debuffs cast by the group/raid gain a %bonus to effectiveness. Bonus increases when 3 are present.
(3.)Mass Confusion
With the mass confusion and expert trickery enchanters are capable of subjecting their foes to, enemies lose their keen for spotting weaknesses amongst the ranks of their attackers. Agro generated by spell casting, or low hitpoints has X% chance of being ignored. The chance increases with a third enchanter present.
PRIEST CLASSES
Cleric ideas:
(1.)Schism
Being concerned with the dispute about the gods clerics have with their fellow clerics during downtime, they aren't quite as focused as they should be. For every cleric above 1 in the raid, all clerics get a 5% increased chance to fizzle any spell they try to cast.
Druid ideas:
(1.)Freebasing the Lifestream for fun and profit:
You're no stranger to the pulse of the planet, you feel it in your every step. Every waking moment spent painfully aware of the glorious nature of every living thing around you. After a while, you've just started to rely on all that energy to help give you that little bit of extra edge. Being a living conduit for the land has it's fringe benefits after all. The interesting thing is, as you get more druids together, others start to feel it too. As druids gather, the natural energies they draw on become a bit more concentrated, and partially accessible to other professions. The presence of two or more druids produces a small increase to mana and stamina conservation.
(2.)Natural Attunement:
Having walked along side the spirits of nature for your entire life, you have become attuned to their ways. As druids commune, your allies become aware of the ways of nature. 2% reduction for incoming cold/fire damage with 2 druids, 4% with 3. Or, 2%/3 or 4% increase in Cold/fire spell damage.
Shaman ideas:
HURTER CLASSES
Monk ideas:
(1.)The grace and speed of a trained monk is a wonder to behold. Monks acting in concert seem to defy the laws of nature and impart all who behold their skill with a feeling of lightness. Multiple monks grant added dodge and/or chance to hit.
Ranger ideas:
(1.)Often, rangers are praised for their finesse and fine marksmanship, the slow, precise, high penetration shot of doom. On the other hand, even rangers know that sometimes More is Better. For two rangers attacking the same target in a group/raid, the mob gets -10 to block, parry, and riposte, and for 3 rangers this becomes -20. This affect becomes amplified with the use of lower delay bows.
Beastlord ideas:
(1.)Beastlords silently shake their heads at the those who would ignorantly compare their companions with the mute elementals of the magicians. While the elements are forces to be reckoned with, every beastlord knows that true ferocity comes from the animal form. The presence of two beastlords within x distance of each other in a group/raid grants the FLURRY ability to their pets. The presence of a third beastlord grants the beastlord pets the halved Critical Chance ability of their owners.
Rogue ideas:
(1.) Rogues get dolar. The presence of two rogues in a group/raid produces a 1% increase in dolar drop. The presence of three rogues in a group/raid produces a 2(TWO)% increase.
(2.) Rogues are sneaky, chaotic braggarts. Always wanting the fame of having the biggest numbers to themselves, they are not keen to let competition hone in on their territory. When more than one rogue is attacking something, the rogues will deliberately trip each other up, attempting to sabotage each others' personal performances, the overall performance of the raid be damned, increasing the chance that each rogue's backstab will miss by 5% (absolute) per excess rogue.
(2.b.) ALTERNATIVELY (instead of the reduced backstab % for those of you who don't understand what an alternative is), Evil aligned rogues have a %chance to "accidentally" backstab a fellow rogue for 25% damage. Good aligned rogues have a % chance to knockback fellow rogues x distance
THING CLASSES
Bard ideas:
(1.)Amplification (Beneficial Songs)
Increase the range of any song multiple bards are playing at once, with the bard having the best instrument mod being the initial values for stats and range, and the increase being X% of the second best instrument mod-having-bard's range. Increases again by X%/2 or X%/3 of the range mod of the bard with the lowest instrument mod.
(2.)Chorus (Beneficial Songs)
Increase the effect of a random slot (seen as Slot 1, Slot 2, etc, in the parser) of any song multiple bards are playing at once, with the initial value being set by the bard with the best instrument mod, and the second best instrument mod increasing that random slot's effect by X% of what their mod would produce. For a third bard (lowest instrument mod) either randomly boost a second slot, or boost the same slot by a lower percentage than the second best instrument mod.
(3.)Orchestration (Beneficial Songs)
Any time songs of three different instrument types are effecting players, songs receive an overall bonus to their effect. This bonus increases again for four instrument types, and again for having all instrument types being played.
A) Be fucking cool
B) address this issue
The idea is this: if you have 2x or 3x of a class in a group/raid, those classes synergize with each other and produce some cool (but not overpowered) effect
DISCLAIMER: I am an idiot when it comes to balance mechanics! The class ideas I'm listing are just off the top of my head and not thought out at all!!! If you have a BETTER IDEA, post it!!!!!!
TANK CLASSES:
Warrior ideas:
(1.) One warrior is an awe-inspiring sight in battle. Two or three of these armored beasts are terrifying to the enemy, while allies cannot help but feel their bloodlust rise. Having 2 warriors within X distance of each other in a group/raid produces a 1% chance for a mob to have 1 less attack in a round, while allies have a 1% chance for an additional attack a la "flurry". ***Maybe casters can have a .05% chance of "double casting"?*** Having 3 warriors within X distance of each other in a group/raid doubles this chance.
Shadowknight ideas:
(1.) They say one should face one's fears; when a shadowknight bars the way, it is difficult not to face such fear. When two or three of these living nightmares make their presence felt, it is all but impossible to ignore...yet the fear manifests itself in a different fashion. Having 2 shadowknights in a raid tears at the fabric of reality, resulting in a number of effects including: (a.)Time Is Slowed (as tends to happen in a nightmare), and all allies have their attack speed reduced by 5% and their cast speed similarly reduced, while chances to melee crit and spell crit are increased by 20%; simultaneously, mobs are slowed by 10% (stackable with spell slows, affected by mob resistance to slowing). (b.)Fear Of A Different Nature: All ally aggro is increased by 10%. Having 3 shadowknights in a group/raid increases the aggro% for allies, as well as the negative slowing effect for a mob.
Paladin ideas:
(1.) Much as one paladin tries to take all pain unto himself, 2 or 3 paladins seek to shield the rest of their group or raid from harm. Having 2 paladins with shields equipped and within x distance of each other in a group/raid have X% chance to block melee incoming melee damage to group/raid members within x distance. Having a 3rd paladin doubles this chance.
CASTER CLASSES
Magician ideas:
(1.)Any mortal seeking to harness the elements is undeniably seeking Power, and the magician is no exception. In contrast to the attuned natures of shamans and druids, beastlords and rangers, the magician's academic and empirical approach to the elements is more closely related to that of the wizard. As such, even the most CHAOTIC of magicians has, thus far, restricted his elemental rains to waves of Three, possibly out of a conservative fear of angering The Four. Yet even the most conservative individual learns to push the limit, and 2 or 3 magicians in close company feel the call of Power more strongly than ever. The presence of 2 magicians in a group/raid allows for a 5% chance of a 4th wave for their rains, while a 3rd magician doubles this chance.
(2.)Summoners extraordinaire, one night only:
Summoning is a difficult job, not everyone can do it. Well they can, but they lack a certain amount of...finesse. The tricks learned during a lifetime of magicking up even basic foodstuffs, among other more festive things, come in handy. Normally one mage is too swamped by their duties to do much other than offer extremely basic advice (Yes, I know your pet is crappy, you're a shadowknight. Yes, I know it's supposed to be crappy. But it would be a little less shithouse if you take the chicken you're sacrificing and make it walk COUNTER-CLOCKWISE. I mean this is very basic stuff ffs. Also, why is it wearing a tophat? On second thought...no, don't answer that). With the duties split however, all that expertise is starting to yield rewards.
With two magicians in the raid, all pets in the raid receive the effects of elemental mastery. Mage pets, who already have this, gain a further bonus % to hit and damage.
(3.)The sky is falling..bitches:
Timing is almost everything, what timing isn't being in the right place is, or in this case putting someone else in the wrong one. As experts in area effect spells and through a fair amount of coordination, the mages in the raid have managed to coordinate their spells to the extent that their adversary has nowhere to turn to mitigate their torment. With three magicians in the raid, all rains receive a % chance to doublestrike on a single target
Wizard ideas:
Necromancer ideas:
Enchanter ideas:
(1.)2 enchanters: the entire raid cannot fizzle spells. 3 enchanters: The entire raid cannot be stunned, charmed or mesmerized, and the potency of any rune spell cast in the raid is doubled. All curses add 1 additional tick.
(2.) Feel the wrath of my passive aggressiveness:
Versatility, while some consider it a dirty word, enchanters have long been known to embrace it. Slows for example, or debuffing resistances, while they may not necessarily have the biggest and best spells in a particular area, it doesn't stop them from having it. Just in case. Sometimes that decision pays off in spades. Another enchanter present has led to the workload being split between them, thus allowing them to focus on more noble pursuits, namely confusing and harassing the hell out of their opponent..indirectly. With two enchanters in a group/raid, all debuffs cast by the group/raid gain a %bonus to effectiveness. Bonus increases when 3 are present.
(3.)Mass Confusion
With the mass confusion and expert trickery enchanters are capable of subjecting their foes to, enemies lose their keen for spotting weaknesses amongst the ranks of their attackers. Agro generated by spell casting, or low hitpoints has X% chance of being ignored. The chance increases with a third enchanter present.
PRIEST CLASSES
Cleric ideas:
(1.)Schism
Being concerned with the dispute about the gods clerics have with their fellow clerics during downtime, they aren't quite as focused as they should be. For every cleric above 1 in the raid, all clerics get a 5% increased chance to fizzle any spell they try to cast.
Druid ideas:
(1.)Freebasing the Lifestream for fun and profit:
You're no stranger to the pulse of the planet, you feel it in your every step. Every waking moment spent painfully aware of the glorious nature of every living thing around you. After a while, you've just started to rely on all that energy to help give you that little bit of extra edge. Being a living conduit for the land has it's fringe benefits after all. The interesting thing is, as you get more druids together, others start to feel it too. As druids gather, the natural energies they draw on become a bit more concentrated, and partially accessible to other professions. The presence of two or more druids produces a small increase to mana and stamina conservation.
(2.)Natural Attunement:
Having walked along side the spirits of nature for your entire life, you have become attuned to their ways. As druids commune, your allies become aware of the ways of nature. 2% reduction for incoming cold/fire damage with 2 druids, 4% with 3. Or, 2%/3 or 4% increase in Cold/fire spell damage.
Shaman ideas:
HURTER CLASSES
Monk ideas:
(1.)The grace and speed of a trained monk is a wonder to behold. Monks acting in concert seem to defy the laws of nature and impart all who behold their skill with a feeling of lightness. Multiple monks grant added dodge and/or chance to hit.
Ranger ideas:
(1.)Often, rangers are praised for their finesse and fine marksmanship, the slow, precise, high penetration shot of doom. On the other hand, even rangers know that sometimes More is Better. For two rangers attacking the same target in a group/raid, the mob gets -10 to block, parry, and riposte, and for 3 rangers this becomes -20. This affect becomes amplified with the use of lower delay bows.
Beastlord ideas:
(1.)Beastlords silently shake their heads at the those who would ignorantly compare their companions with the mute elementals of the magicians. While the elements are forces to be reckoned with, every beastlord knows that true ferocity comes from the animal form. The presence of two beastlords within x distance of each other in a group/raid grants the FLURRY ability to their pets. The presence of a third beastlord grants the beastlord pets the halved Critical Chance ability of their owners.
Rogue ideas:
(1.) Rogues get dolar. The presence of two rogues in a group/raid produces a 1% increase in dolar drop. The presence of three rogues in a group/raid produces a 2(TWO)% increase.
(2.) Rogues are sneaky, chaotic braggarts. Always wanting the fame of having the biggest numbers to themselves, they are not keen to let competition hone in on their territory. When more than one rogue is attacking something, the rogues will deliberately trip each other up, attempting to sabotage each others' personal performances, the overall performance of the raid be damned, increasing the chance that each rogue's backstab will miss by 5% (absolute) per excess rogue.
(2.b.) ALTERNATIVELY (instead of the reduced backstab % for those of you who don't understand what an alternative is), Evil aligned rogues have a %chance to "accidentally" backstab a fellow rogue for 25% damage. Good aligned rogues have a % chance to knockback fellow rogues x distance
THING CLASSES
Bard ideas:
(1.)Amplification (Beneficial Songs)
Increase the range of any song multiple bards are playing at once, with the bard having the best instrument mod being the initial values for stats and range, and the increase being X% of the second best instrument mod-having-bard's range. Increases again by X%/2 or X%/3 of the range mod of the bard with the lowest instrument mod.
(2.)Chorus (Beneficial Songs)
Increase the effect of a random slot (seen as Slot 1, Slot 2, etc, in the parser) of any song multiple bards are playing at once, with the initial value being set by the bard with the best instrument mod, and the second best instrument mod increasing that random slot's effect by X% of what their mod would produce. For a third bard (lowest instrument mod) either randomly boost a second slot, or boost the same slot by a lower percentage than the second best instrument mod.
(3.)Orchestration (Beneficial Songs)
Any time songs of three different instrument types are effecting players, songs receive an overall bonus to their effect. This bonus increases again for four instrument types, and again for having all instrument types being played.
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