Alliance Food For Thought Pt. 1: Cross Classes

Gunnar

Virtuous
In going back and forth on build expenditure for the cross classes, Dan and I were having a discussion about what the setbacks are to playing them. My take on it is that while having more access to various skills, it makes it harder to have the spent build be worth it. Erego, I wouldn't bother playing a cross class when I can be more efficient with a pure class.

Barring the numbers game, I was thinking about what would make these classes more appealing to play, and came up with an idea. So herein lies the question:

Would you be more likely to play these classes if they had class locked skills? I.e. a new skill that is only obtainable by Scouts? Why or why not?

Let's not get hung up on the details of this, or small pieces, and lets all be civil please. :)

-Ali
 
I hate to bring this back to a popular theme on other threats. But it all comes down to magic items. Restrict them and pure classes are the ones that will feel the pain most. And cross classes will be made more popular. Too me this would help make them more appealing to play.

I don't think adding class locked skills will really help, unless they are very powerful. Something like adding high magic aimed at hybrids would probably be just as good if not better. Let Templars and Adepts buy daily spellstrikes or such. I guess you could do a class locked skill like this but it would be a big change to the system to have class only skills. I have known a lot of fighters over the years that can use alchemy or scrolls. It seems weird to suddenly stop people from getting whatever skill they want if they are willing to pay the inflated build costs.
 
If I could do something like spend build to turn a Parry into a Spell Parry as a templar, it might make the cross-class idea more tempting. It would make sense that someone able to both cast spells and rituals and fight would be able to do that.

Or make it high magic only available to templars. Although ritual ranks are expensive for templars to get, so I don't know how utilized it'd be...
 
There are some abilities already in the game that could be translated to templars and adepts. I can't think of anything.currently in the system that fits for scouts.
 
I think Scout is the best class in the game once it gets over 250 build. The versatility is amazing.
 
Dan Nickname Beshers said:
You have over 450 build, and are trying to forge from scout to scout. You're the 1%, Gary.

I'm comfortable with that.
 
phedre said:
If I could do something like spend build to turn a Parry into a Spell Parry as a templar, it might make the cross-class idea more tempting. It would make sense that someone able to both cast spells and rituals and fight would be able to do that.

Or make it high magic only available to templars. Although ritual ranks are expensive for templars to get, so I don't know how utilized it'd be...

Sure, but it would open the argument that some skills should be scholar-only, because they're ultra-specialized (I.E. Rebirth, Spirit Store).
 
...this is supposed to be a theoretical discussion of what *could* be done.

Not how spitball ideas would/could effect the current ruleset for the classless skills now.
 
zehnyu said:
In going back and forth on build expenditure for the cross classes, Dan and I were having a discussion about what the setbacks are to playing them. My take on it is that while having more access to various skills, it makes it harder to have the spent build be worth it. Erego, I wouldn't bother playing a cross class when I can be more efficient with a pure class.

Barring the numbers game, I was thinking about what would make these classes more appealing to play, and came up with an idea. So herein lies the question:

Would you be more likely to play these classes if they had class locked skills? I.e. a new skill that is only obtainable by Scouts? Why or why not?

Let's not get hung up on the details of this, or small pieces, and lets all be civil please. :)

-Ali

I would be more tempted to play a cross-class if there were class-locked skills, but they would have to be very attractive abilities. I would not play a cross-class as things stand now though. If I were forced to it'd be an Adept or Scout depending on whether or not I wanted to cast.
 
Kitaruen said:
I think Scout is the best class in the game once it gets over 250 build. The versatility is amazing.

A 25th level Dwarven scout can effectively "no effect" a wave battle once per day. They're just fine. :)
 
zehnyu said:
In going back and forth on build expenditure for the cross classes, Dan and I were having a discussion about what the setbacks are to playing them. My take on it is that while having more access to various skills, it makes it harder to have the spent build be worth it. Erego, I wouldn't bother playing a cross class when I can be more efficient with a pure class.

Barring the numbers game, I was thinking about what would make these classes more appealing to play, and came up with an idea. So herein lies the question:

Would you be more likely to play these classes if they had class locked skills? I.e. a new skill that is only obtainable by Scouts? Why or why not?

Let's not get hung up on the details of this, or small pieces, and lets all be civil please. :)

-Ali


My first thought is, how is my team build up? I play for the team not the individual. I would build a character based on what is best for the team not what items he has. The items are secondary and would go to whom will benefit from it, helping out the team. If I wanted to build for the individual I would have made a C scholar in a Golem with a +3 wacker and other toys. As a team player I would pick a class if it had picks at class locked skills if it benefited my team make up. I think people will pick this class because of it as well. Lets be honest, I feel that most (not all) people pick Rogues for the Dodges. Yes any class can get a dodge with build but its the rogue that gets it on the cheap.
 
Evades, Dodges, Resist Poisons, Resist Elements, Parries, Ripostes.

Past a certain build threshold Dwarven Scouts can attain a short term invincibility field.
 
Getting there implies you've got a few profs/backstabs. Defensively built characters are a valid life choice. ;)
 
Dan Nickname Beshers said:
That's a lot of build not spent on fighting back.

If he is talking a scout with RiposteS. Then said scout has at least 4 profs and 4 stabs. That's respectable damage.

Paolo is a similar build just replacing the resist element for a dodge. I'm a huge fan of the "tank" scouts.
 
RiddickDale said:
Dan Nickname Beshers said:
That's a lot of build not spent on fighting back.

If he is talking a scout with RiposteS. Then said scout has at least 4 profs and 4 stabs. That's respectable damage.

Paolo is a similar build just replacing the resist element for a dodge. I'm a huge fan of the "tank" scouts.

And if its an archery scout you can avoid the front lines and activate the force field if something breaks through the line. Throw some poisons/vorps on your arrows and this could get ugly.
 
For reference, my primary is a weapon master fighter and my secondary a weaponless scholar.

It all depends on the locked skill really, but yes, I'd potentially cross class for reasons other than "I want to cast my own magic armor and spell shield". I'm all for abilities that are high-build cost and locked to only certain classes, though it would make cross-classing again near impossible without a spirit forge.
 
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