Pirate101 new class?

AuthorMessage
Gunner's Mate
Aug 08, 2010
288
(NAFP means not affected by poles, AFP means affected by poles)
So, if KI make a new class, what do you think it will be? Mine is.
The Engineer Class, Description:
Engineers are cunning, tricky and technical. They can cause major damage to a group, steal and remove enemy buffs, give companions and pirates Suits which double their health, damage and range for a certain amount of time, or use a cunning EMP pulsar to stun all enemies.
Weapon: A technical phone, ranged weapon.
Powers:
Lvl1: Terra Suit: Target gains +25% health, damage and range for 5 turns.
Lvl4: Terra Blast: Minor Damage Burst infinite range (nafp)
Lvl 5: Lab Rats: Summon 3 lab rats to attack under your control (they have no powers, cheap shot epic) infinite range
Lvl 7: Phony weapons 1: +2 damage with phony weapons
Lvl7: Denial: Remove 1 random positive buff, infinite range (afp)
Lvl 8: Spooky 1: +10% power effects
Lvl9: Genius: +50% Will for 5 rounds, adjacent companions/pirates.
Lvl 10: Killer Suit: Target gains +50% health, damage and range for 10 rounds
Lvl 11: Lucky 1: +4 resist
Lvl 12: Haltation: Immobilize target for 1 round
Lvl 13: Portalize: Teleport enemy to desired location, infinite range (nafp)
Lvl 15: (Quest) Killer Blast: Major Damage Burst, infinite range (nafp)
Lvl 16: Phony weapons 2 +6 damage when using phony weapons
Lvl 18: Golem Gang Summon 3 golems to attack under your control (infinite range nafp) golems have cheap shot 2 and explosive.
Lvl 18: Spooky 2
Lvl 20: Jelousy: Steal one random positive buff, infinite range (afp)
Lvl 20: Lucky 2
Lvl 21: True Genius: +50% will for 10 rounds,
Lvl 23: Strategic break: Target deals -25% damage, -4 movement to target.
Lvl 25 (Quest): EMP Pulsar: Stun all enemies for one round.
Lvl 25: Envy: Remove all buffs from target, infinite range (afp)
Lvl 27: Statistics: +25% Damage boost when you have more teammates then the enemy.
Lvl 30: Mega Suit: +100% Damage, health and range for 5 rounds
Lvl 32:Spooky rank 3
Lvl 35: Mega Blast: Superior Damage Burst, infinite range (nafp)
Lvl 35: Survival of the fittest: +25% armor/resist and when under 50% health.
Lvl 37: Greed: Steal all positive buffs from target
Lvl 40: Phony Weapons Rank 3: +12 damage with phony weapons
Lvl 40: Basalisk Crew: Summon 5 Basalisks to attack under your control, infinite range (cheap shot 3 (may immobilize) and repel borders 2, and explosive).
Lvl 42: Lucky rank 3
Lvl 45 Giga Blast: Epic Damage Burst, infinite range nafp
Lvl 47: Einstiens: +100% will 10 rounds
Lvl 50: Giga Suit: +100% Damage, health and range 10 rounds.
Lvl 52: Steely Resolve: Attack when attacked by
Lvl 55: Technological: Stun target for 3 turns. Target must be 6+ squares away from you.
Lvl57: Fix up: +25% Armor/resist for 3 rounds, whole team.
Lvl60: Mechanical Craze: Summon 8 basalisks, surround enemy (each have explosive)
Lvl 62: Steely Resolve 2: 3 per round
Lvl 65: Mainframe: Immunity to all adjacent 1 round.
Tell me what you think! More in next post!
Merciless Jean Percy 65

Lieutenant
Jan 18, 2011
133
DeathWiz101378 on Dec 1, 2013 wrote:
(NAFP means not affected by poles, AFP means affected by poles)
So, if KI make a new class, what do you think it will be? Mine is.
The Engineer Class, Description:
Engineers are cunning, tricky and technical. They can cause major damage to a group, steal and remove enemy buffs, give companions and pirates Suits which double their health, damage and range for a certain amount of time, or use a cunning EMP pulsar to stun all enemies.
Weapon: A technical phone, ranged weapon.
Powers:
Lvl1: Terra Suit: Target gains +25% health, damage and range for 5 turns.
Lvl4: Terra Blast: Minor Damage Burst infinite range (nafp)
Lvl 5: Lab Rats: Summon 3 lab rats to attack under your control (they have no powers, cheap shot epic) infinite range
Lvl 7: Phony weapons 1: +2 damage with phony weapons
Lvl7: Denial: Remove 1 random positive buff, infinite range (afp)
Lvl 8: Spooky 1: +10% power effects
Lvl9: Genius: +50% Will for 5 rounds, adjacent companions/pirates.
Lvl 10: Killer Suit: Target gains +50% health, damage and range for 10 rounds
Lvl 11: Lucky 1: +4 resist
Lvl 12: Haltation: Immobilize target for 1 round
Lvl 13: Portalize: Teleport enemy to desired location, infinite range (nafp)
Lvl 15: (Quest) Killer Blast: Major Damage Burst, infinite range (nafp)
Lvl 16: Phony weapons 2 +6 damage when using phony weapons
Lvl 18: Golem Gang Summon 3 golems to attack under your control (infinite range nafp) golems have cheap shot 2 and explosive.
Lvl 18: Spooky 2
Lvl 20: Jelousy: Steal one random positive buff, infinite range (afp)
Lvl 20: Lucky 2
Lvl 21: True Genius: +50% will for 10 rounds,
Lvl 23: Strategic break: Target deals -25% damage, -4 movement to target.
Lvl 25 (Quest): EMP Pulsar: Stun all enemies for one round.
Lvl 25: Envy: Remove all buffs from target, infinite range (afp)
Lvl 27: Statistics: +25% Damage boost when you have more teammates then the enemy.
Lvl 30: Mega Suit: +100% Damage, health and range for 5 rounds
Lvl 32:Spooky rank 3
Lvl 35: Mega Blast: Superior Damage Burst, infinite range (nafp)
Lvl 35: Survival of the fittest: +25% armor/resist and when under 50% health.
Lvl 37: Greed: Steal all positive buffs from target
Lvl 40: Phony Weapons Rank 3: +12 damage with phony weapons
Lvl 40: Basalisk Crew: Summon 5 Basalisks to attack under your control, infinite range (cheap shot 3 (may immobilize) and repel borders 2, and explosive).
Lvl 42: Lucky rank 3
Lvl 45 Giga Blast: Epic Damage Burst, infinite range nafp
Lvl 47: Einstiens: +100% will 10 rounds
Lvl 50: Giga Suit: +100% Damage, health and range 10 rounds.
Lvl 52: Steely Resolve: Attack when attacked by
Lvl 55: Technological: Stun target for 3 turns. Target must be 6+ squares away from you.
Lvl57: Fix up: +25% Armor/resist for 3 rounds, whole team.
Lvl60: Mechanical Craze: Summon 8 basalisks, surround enemy (each have explosive)
Lvl 62: Steely Resolve 2: 3 per round
Lvl 65: Mainframe: Immunity to all adjacent 1 round.
Tell me what you think! More in next post!
Merciless Jean Percy 65
No offense, but there's a flaw in your design:

Engineers shouldn't use phone weapons, they should use wrenches like Gracie
The battle suits could be a power up or a equipment that only those trained for certain level armor for it
Lab rats are for scientist and alchemist; ditch them for Golems and minor Clockworks
To fix some of your powers: an engineer should be able to build certain things during battle such as; A mechanical cannon (one that shoot enemies within range), some barricades better than musketeers can do, even build mines that explode when enemies approached. should i mention making almost everything that an engineer built have a self destruct feature if enemies get too close to it ... (but it may damage you if your too close to it)

oh, give an engineer the ability to rewire anything tech related. even armada clockworks ... (that's how they get arrested, they were messing with armada equipment)

Black Rose

Captain
Oct 15, 2012
539
winter goddess on Dec 7, 2013 wrote:
No offense, but there's a flaw in your design:

Engineers shouldn't use phone weapons, they should use wrenches like Gracie
The battle suits could be a power up or a equipment that only those trained for certain level armor for it
Lab rats are for scientist and alchemist; ditch them for Golems and minor Clockworks
To fix some of your powers: an engineer should be able to build certain things during battle such as; A mechanical cannon (one that shoot enemies within range), some barricades better than musketeers can do, even build mines that explode when enemies approached. should i mention making almost everything that an engineer built have a self destruct feature if enemies get too close to it ... (but it may damage you if your too close to it)

oh, give an engineer the ability to rewire anything tech related. even armada clockworks ... (that's how they get arrested, they were messing with armada equipment)

Black Rose
to qoute hoovy "GUT IDEA.
silver joseph vane

Gunner's Mate
Apr 09, 2011
261
I like the idea but i was thinking there weapon could be sledgehammer and gernade. Just like the sword and pistol.

Ensign
Oct 11, 2009
23
This could actually be implemented into the game because:
1.) Classes have no major effect on the existing plot.
2.) We have 6 character slots with only 5 classes.

Gunner's Mate
Apr 09, 2011
261
actually, sadly, this may not work because it has nothing to do with pirates, and you haven't included a starting companion.

First Mate
Oct 15, 2012
449
MightySwashbuckler... on Dec 24, 2013 wrote:
actually, sadly, this may not work because it has nothing to do with pirates, and you haven't included a starting companion.
He could make it pirAte like, it was just his first idea, and I like the effort he put in the post.

Lieutenant
May 24, 2009
160
To me, engineers sound a lot like privateers. Very creative idea though!

Have a Piratey Holiday! Lvl 65