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Warrior Idea

Current Warrior Skillset:

Level 1: axe, dagger, flail, mace, polearm, shield block, spear, sword, whip, enhanced damage, parry, rescue, recall, staff, two handed

Level 3: dirt kicking

Level 5: second attack

Level 6: hand to hand, fast healing

Level 8: kick

Level 10: disarm, blind fighting

Level 12: third attack, dual wield

Level 14: haggle

Level 15: bash, trip, shield disarm

Level 16: charge

Level 17: dodge

Level 18: berserk,meditation

Level 20: warcry

Level 21: lore

Level 23: dual parry

Level 25: counter

Level 28: pugil, weapon expertise

Level 33: offhand disarm

Level 35: fourth attack

Level 37: riposte

Level 39: weapon expertise

Level 40: double grip

Level 43: fired weapons

Level 45: weapon mastery

Level 50: warrior lore

Here are my ideas for warriors that I think gives them more playability

from more races and makes them less dependant on one lore.

At level 15 they would choose a Warrior Path and that would effect

what skills they aquired through their ascent.

Each path can naturally learn two weapons to 103% and thus get

only one expertise and mastery later on.

(B)rute: (axe, mace/club)

(V)aliant: (sword, polearm)

©unning: (dagger, spear)

Each path gets different skills all through the ranks.

lvl:15 B - Tackle, V - Bash, C - Evade

lvl:25 B - Dual Charge, V - Counter, C - Kick Arts

lvl:40 B - Knee Thrust, V - Iron Grip, C - Ambidextrous

lvl:50 B - Fifth Attack, V - Battle Savvy, C - Double Parry

Level 1: axe, dagger, flail, mace, polearm, shield block, spear, sword, whip, enhanced damage, parry, rescue, recall, staff, two handed

Level 3: dirt kicking

Level 5: second attack

Level 6: hand to hand, fast healing

Level 8: kick

Level 10: disarm, blind fighting

Level 12: third attack, dual wield

Level 14: haggle

Level 15: Warrior path, tackle/bash/evade, trip, shield disarm

Level 16: charge

Level 17: dodge

Level 18: berserk, meditation

Level 20: warcry

Level 21: lore

Level 25: dual charge/counter/kick arts

Level 28: pugil

Level 33: offhand disarm

Level 35: fourth attack

Level 37: riposte

Level 39: weapon expertise

Level 40: knee thrust/iron grip/ambidextrous

Level 43: fired weapons

Level 45: weapon mastery

Level 50: fifth attack/battle savvy/double parry

Tackle: Better than a bash or bodyslam.

Bash: The same as it is.

Evade: Chance to evade any bash/bodyslam/tackle/trip/grapple

Dual Charge: Speaks for itself (must be using two charge weapons)

Counter: The same as it is.

Kick arts: Two different kicks the warrior can choose from.

-Roundhouse Kick: high damage, chance to make dizzy, 0-1 ticks.

-Side Kick: low damage, chance of causing difficult concentration 0-1 ticks.

Knee Thrust: After three rounds of straight combat a brute works in

close enough to start kneeing you. Chance to hit automatically a

maximum of once a round.

Iron Grip: Valiant warriors are so used to fighting in all types of

situations they have truly mastered their strong grip making it

nearly impossible to disarm them if they are using one weapon.

They can also use any one or two handed sword, polearm, staff

or spear effectively with two hands.

Ambidextrous: Quick and nimble warriors, the cunning can hold any

one handed weapons they like in either hand regardless of weight differences.

Fifth attack: Duh.

Battle Savvy: Masters of the battlefield, the Valient warrior can focus so

well on what they are doing that their accuracy and damage greatly

improves and their efficient motion staves off fatigue. (+hit, +dam, lowers mv used per room)

Double Parry: A benefit to being ambidextrous is the ability to parry with both hands equally well.

The only problem I see is that the class of Warrior is supposed to be a basic, simple class. Nothing too crazy to spice it up. No paths to select from.

It also seems like a mix of BLM/Warrior/Assassin

The only problem I see is that the class of Warrior is supposed to be a basic, simple class. Nothing too crazy to spice it up. No paths to select from.

It also seems like a mix of BLM/Warrior/Assassin

Well I don't know what a warrior is supposed to be. They seem to come in all races, sizes, and styles in history and fantasy. I think paths would make them more diverse without changing them too much. Basically instead of having one lore seperate all warriors the paths give a little more distinction and allow more races to be potentially good. A warrior is something that can be played by just about any race and make rp sense so i'd like to see that reflected in the game and I think warriors are geared a little too much towards giants.

I like the evade idea for the normal/smaller sized warrior races.

I really like it.. Besides the Tackle = stronger bash for the obvious Fire giant (mace) choice.. Think that might be a bit rough if they are already that big Otherwise I like it alot.

I like this idea quite a bit. An easy fix for warrior simplicity would be to force each race to go a certain path. That way the player doesn't need to choose and you could actually balance ogres (and another race or two) with the rest of the warrior races, if you wanted. It also means you don't need to make complex racial adjustments or new classes to balance out the lesser melee races.

This idea could easily be expanded

The skills themselves (as proposed) would need some adjustment, but the idea core is wonderful.

a ranger-change-esque idea to the warrior problem. and a good one imo.

Sounds interesting. Not sure how I feel about it. Really neat ideas though, I think it could work for people who don't know how to play smaller races vs the giants in warrior vs warrior, and goodness knows I hate seeing ogre this, ogre that every time I turn my head. But in the end, it almost always comes down to equipment.

At level 15 they would choose a Warrior Path and that would effect

what skills they aquired through their ascent.

Each path can naturally learn two weapons to 103% and thus get

only one expertise and mastery later on.

(B)rute: (axe, mace/club)

(V)aliant: (sword, polearm)

©unning: (dagger, spear)

What if you want staff, flail or whip?

Each path gets different skills all through the ranks.

lvl:15 B - Tackle, V - Bash, C - Evade

lvl:25 B - Dual Charge, V - Counter, C - Kick Arts

lvl:40 B - Knee Thrust, V - Iron Grip, C - Ambidextrous

lvl:50 B - Fifth Attack, V - Battle Savvy, C - Double Parry

Tackle: Better than a bash or bodyslam.

Bash: The same as it is.

Evade: Chance to evade any bash/bodyslam/tackle/trip/grapple

Dual Charge: Speaks for itself (must be using two charge weapons)

Counter: The same as it is.

Kick arts: Two different kicks the warrior can choose from.

-Roundhouse Kick: high damage, chance to make dizzy, 0-1 ticks.

-Side Kick: low damage, chance of causing difficult concentration 0-1 ticks.

Knee Thrust: After three rounds of straight combat a brute works in

close enough to start kneeing you. Chance to hit automatically a

maximum of once a round.

Iron Grip: Valiant warriors are so used to fighting in all types of

situations they have truly mastered their strong grip making it

nearly impossible to disarm them if they are using one weapon.

They can also use any one or two handed sword, polearm, staff

or spear effectively with two hands.

Ambidextrous: Quick and nimble warriors, the cunning can hold any

one handed weapons they like in either hand regardless of weight differences.

Fifth attack: Duh.

Battle Savvy: Masters of the battlefield, the Valient warrior can focus so

well on what they are doing that their accuracy and damage greatly

improves and their efficient motion staves off fatigue. (+hit, +dam, lowers mv used per room)

Double Parry: A benefit to being ambidextrous is the ability to parry with both hands equally well.

5th attack AND tackle for your B? WAY overpowered. I like the evade idea for high dex warriors.

Hehe, I realize this is just an idea and might not be totally balanced. I always saw the brute as an offensive warrior. They lose dual parry, counter, and double grip so I figured a 5th attack would be kinda neat. Some of the current lores are also pretty powerful and with the loss of a lore I thought each path would need to make up for it. As for the weapons I chose two to give them auto expertise in based on my idea of what would most suit each path but since the warrior would still keep one expertise and one mastery they could easily dump those into flail or whip or staff or anything. This way they have some natural expertises that "makes sense to me" as well as having the choice to get better with two more weapons.

EDIT: Sorry, double post.

I have to disagree with the fifth attack. Why go a berserker at all if you can get five attacks with a warrior?

I also think the name tackle should be changed. This is minor, and I love the other ideas, but Tackling disables you in combat as much as it would anyone you tackle. A bash or bodyslam are a bit different (granted, in FL "disabled" just means no commands so it's basically the same) because they involve knocking down your opponent without falling yourself. A tackle automatically puts you on the ground with them.

Speaking of...we should let monks learn brazilian ju-jitsu. It'd be a blast to see people getting put in submissions or having limbs broken.

Okay, I'm confused again. Obviously warriors are geared to giants, as they are a high STR race...just like vokers go for the high INT races... why do we need to make all those races who are stronger in other categories even more viable as warriors, they can still be decent as is. Just leave it alone, guys. I'm all for spicing up warriors a bit and all, but the day I log on and die to a gnome warrior, I'm going to cry.

Okay' date=' I'm confused again. Obviously warriors are geared to giants, as they are a high STR race...just like vokers go for the high INT races... why do we need to make all those races who are stronger in other categories even more viable as warriors, they can still be decent as is. Just leave it alone, guys. I'm all for spicing up warriors a bit and all, but the day I log on and die to a gnome warrior, I'm going to cry.[/quote']

Mages require intelligence and wisdom. A low-int/wis mage simply wouldn't be work well because they wouldn't have the mental capacity (in an RP sense) to learn and cast spells.

When it comes to melee though, you don't need to be big, strong and slow to be a good brawler. Small, agile, weaker creatures can be just as good in fighting melee. Yet, that's not the case in FL when it comes to warriors.

You could argue that the fast, technical style that would be displayed by a competent small-build fighter is shown with the blademaster class, and that the Warrior is a little more of a 'rough around the edges' style that would suit the bigger build creatures, but I'm all for letting small agile races be just as viable choices as Ogre and FG (the two that people seem to love).

Giant stupid mages aren't the same as small, fast, weak fighters, and comparing the two doesn't make sense. Fast, agile, weak blows are just as effective as slow, powerful blows but again, not for the Warriors of FL.

And as for the Gnome Warrior comment, it'd make them a better option than they are now but they'd still be amongst the weakest Warrior races. You'd just likely see a lot more Halfling/Slith/Feral/Human/Avian warriors.

Dey

Very well put Dey, you are exactly right.

Your high offense, less defense warrior type is called berserker.

I personaly do not like this idea.

If you do change something, at least let people have the choice to keep the old Warrior skill set, by making this options as a sub class.

We already lost old RP bards that were very nice, for the new one that are PK ready.

Diversity is good, but killing the old ways to input new ones is not diversity.

Now the kick thing.

Roundhousing in combat is quite stupid. Its a great way to get your leg choped off. I imagine normal kicks are the frontal one to legs/genitalia/low torso.

The idea of kicking low is that they will not lower they weapons to cut your leg because it would open their defence in a way you could just behead them or something.

Leave kicks for monks/ninjas.

BJJ (Brasilian Jujitso) for monks is out of context. Monks are master of stand up fighting. Ninjas are the masters of grapple with push and grapple skills.

"Fast, agile, weak blows are just as effective as slow, powerful blows"

This is quite wrong. Anyone who had done some fighting (against resisting partners, not TKD or Aikido ) will know the wrong of this.

You people just watch to many Jet Li movies to think of this.

If the fighter are of the same skill then the bigger stronger one will win.

Just like in FL. One bash and the giant kills all of the halfling actions.

Of course this is for close quarters combat not ranged combat.

In modern fighting size/strenght is not a big factor because of ranged emchanizated weapons.

Roundhousing in combat is quite stupid. Its a great way to get your leg choped off.

Luckily FL doesn't think that way, else monks would be worthless. I can see it now... "Your first parry fails and your hand gets chopped off, leaving you unable to parry or punch ever again."

"Your first parry fails and your hand gets chopped off' date=' leaving you unable to parry or punch ever again."[/quote']

LOL