The Retiarii
Ok, i got the idea from the discovery channel, go figure.
The Retiarii is a sea-fairing scallywag from the far off lands of cantha. In fact his wife is a xunlai agent in Lions Arch. He has come in search of new adventures in new lands.
This is a mid range melee magic class. The retiarii is the master of natural disasters.
The Retiarii can use a polearm or a net as their main weapons.
The Retiarii has 3 pips of energy regen and starts with 30 energy.
The Retiarii may have an AL of 60 - 70. Since they won't be as close as a warrior, they can use less armor.
The 4 attributes of the retiarii are polearm mastery, net mastery, weather mastery, and strike mastery.
Ok, the retiarii uses any type of polearm such as a trident, spear, scythe, etc.
They use a net in the other hand for defense. The types of net could vary from like a weighted net for faster skills, a big net for more defense but slower attack, and a barbed net for more damage.
Ok here we goooooooo.
Polearm mastery - This increases the effectivness of a Retiarii's polearm.
Net mastery - This increases the effectiveness of the Retiarii's net.
Weather mastery - This increases the effectiveness of a retiarii's weather based attacks.
UNDER CONSTRUCTION Agility - This will increase the evasivness and attack speed of the Retiarii. (Now i think every level you get +2% chance to dodge your opponents attacks. I think for the sake of balancing this should not stack with skills that offer similar bonuses. I also think that the speed bonus should cap at 25% at level 16, i believe that's the maximum)UNDER CONSTRUCTIONIf you would like to make a suggestion on how to fix agility, please post it.
Some skills.
Polearm Mastery:
Wind up strike- This skill takes 2 or 3 seconds to activate but adds an additional 10-35 damage.
Downward strike- Stab an enemy's leg to cripple them for 5-12 seconds.
Jump strike- Jump above an enemy and attack for an extra 5-20 damage. This attack cannot be interupted.
Angulated Strike- This attack ignores the defense of an opponent's secondary weapon. (i.e. shield, etc.)
Coule(ku-lay)- Block opponents next melee attack strike for a critical hit. {Elite}
Net mastery:
Imbue net- Imbue your net with a force field that negates the effect of the next hex cast on you. {Elite}
Net of reflection- The next attack your enemy casts is deflected back at them. 75% chance of failure with a net mastery of 5 or less.
Lend net- Target other ally recieves an extra 15-50 defense for 10 seconds an you lose the effects and defense of your net.
Strangle- The opponent is now choking for 2-6 seconds. (choking = health degen of 2 and move 25% slower)
Razorwire Net- (preperation) For the next 3-7 seconds when ever you strike with your net, you atack for an extra 7-13 damage.
Weather mastery:
Hurricane- All foes in that area are struck for 5-15 damage for 5-9 seconds and move 25% slower. After this skill ends wind continues to blow for 3-10 seconds.
Tidal wave- Attacks foes in that area for 10-60 damage. This attack leaves water on the ground.
Rain Dance- (preperation) Rain falls from the sky, leaving water on the field for 3-5 seconds.
Create swamp- If there is water on the ground a swamp is created in that area. All enemies in that area are poisened for 4-14 seconds.
Icy Ground- If water is in the ground it is turned into ice. All foes move 25% slower for 4-14 seconds. If struck by fire damage while on icy ground the damage is doubled.
Over bearing sun- this skill blinds a foe and weakens them for 4-14 seconds.
Summon The Wind- (preperation) Summon a forceful wind for 3-10 seconds. During this time Everyone moves 30% slower.
Smoke signals- Alert only your team to a position. If there is wind blowing your team is hidden from radar for 2-4 seconds. (the initial smoke signal skill is not restricted by the agro circle, but the second part must be cast near you or a team mate)
Agility:
Wind at your back- Move 25% faster for 5-13 seconds.
Invigorate- For 5 seconds attack 25% faster but afterwards you are weakened for 5-8 seconds.
Quick Dodge- For 5-20 seconds when an attack is directed at you it is redirected at someone else in your area, be it friend or foe.
And i even have some eye candy for you. check it out.
http://i9.photobucket.com/albums/a87...a/retiarii.jpg
edit: i added a new picture with a real retiarii helmet. it still looks stupid. (I was informed that that helm is wrong, but I'll still leave it up)
http://i9.photobucket.com/albums/a87...iarii2copy.jpg
edit again: Nevin provided a picture on the 4th page, but I thought I'd add it up here.
http://members.cox.net/studio-od/gladiator.jpg
If you didnt like it, well i expect it. As far as I can tell almost every class suggested is shot down for one reason or another. But i just wanted to share.
new class idea. The retiarii
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Originally Posted by benmanhaha
The Retiarii
Ok, i got the idea fromt the discovery channel, go figure. This is a mid range melee magic class. The retiarii is the master of natural disasters. He is a sea fairing scallywag from the far off land of Cantha. They use a polearm in one hand and a net in the other for defense. The 4 attributes of the retiarii are polearm mastery, net mastery, weather mastery, and strike mastery. Ok, the retiarii uses any type of polearm such as a trident, spear, scythe, etc. They use a net in the other hand for defense. The types of net could vary from like a weighted net for faster skills, a big net for more defense but slower attack, and a barbed net for more damage. Ok here we goooooooo. Polearm mastery- this increases the damage inflicted by the retiarii. Net mastery- this increases the defense of the retiarii when using the net and also the effectivness of any net skill. Weather mastery- this increases the effectiveness of a retiarii's weather based attacks. Agility- this increases the speed of a retiarii's attack. (not too drastically, but maybe a cap of 25-30%.) It aslo increases the effectiveness of agility skills. Some skizzles. Polearm Mastery: Wind up strike- This skill takes 2 or 3 seconds to activate but adds an additional 10-35 damage. Downward strike- Stab an enemy's leg to cripple them for 5-12 seconds. JUmp strike- Jump above an enemy and attack for an extra 5-20 damage. This attack cannot be interupted. Net mastery: Imbue net- Imbure your net with a force field that prevents any enemies from casting any hexes on you. This spell lasts for 5-17 seconds. Net of reflection- The next attack your enemy casts is deflected back at them. 75% chance of failure with a net mastery of 5 or less. Lend net- Target other ally recieves an extra 15-50 defense for 10 seconds an you lose the effects and defense of your net. Weather mastery: Hurricane- All foes in that area are struck for 5-15 damage for 5-9 seconds and move 25% slower. Tidal wave- Attacks foes in that area for 10-60 damage. This attack leaves water on the ground. Create swamp- If there is water on the ground a swamp is created in that area. All enemies in that area are poisened for 4-14 seconds. Icy Ground- If water is in the ground it is turned into ice. All foes move 25% slower for 4-14 seconds. If struck by fire damage while on icy ground the damage is doubled. Over bearing sun- this skill blinds a foe and weakens them for 4-14 seconds. Agility: Wind at your back- Move 25% faster for 5-13 seconds. Invigorate- For 5 seconds attack 25% faster but afterwards you are weakened for 5-8 seconds. And i even have some eye candy for you. check it out. http://i9.photobucket.com/albums/a87...a/retiarii.jpg If you didnt like it, well i expect it. As far as I can tell almost every class suggested is shot down for one reason or another. But i just wanted to share. |
I think Agility is the primary, since it has a passive effect. I'm not sure what happened to Strike Mastery. 
The weather thing... I dunno. It's not a logical extension of spear-and-net fighting, but then, nature rituals aren't really a logical extension of archery and trapping, either. I like it, I think it gives the class some character. Presumably, the hypothetical update/expansion introducing a class like this would also introduce a new area where the people fight in this way. It definitely has a more culturally specific feel than most existing classes.

The weather thing... I dunno. It's not a logical extension of spear-and-net fighting, but then, nature rituals aren't really a logical extension of archery and trapping, either. I like it, I think it gives the class some character. Presumably, the hypothetical update/expansion introducing a class like this would also introduce a new area where the people fight in this way. It definitely has a more culturally specific feel than most existing classes.
P
Definitely one of the more unique ideas, I really didn't see this class patched from other professions, except maybe the warrior, but thats what he is, really. A Magical Warrior <Like a natureqse paladin type>
It really rings important to me that the idea be unique.
my 2 cents
--The shim
/SIGNED!
It really rings important to me that the idea be unique.
my 2 cents
--The shim
/SIGNED!
Quote:
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Originally Posted by NatalieD
I think Agility is the primary, since it has a passive effect. I'm not sure what happened to Strike Mastery.
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