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Witch Hunter - NEUT QCLASS (in development)

Class: Witch Hunter

Alignments: Neutral

Ethos: Chaotic

Races: Avian, Human

Skills

Level 1

dagger

mace

sword

dirt kicking

scrolls

wands

recall

flail

axe

Level 2

parry

dual wield

Level 4

enchanced dmg

Level 5

detect hidden **removed

Level 6

haggle

Level 7

dodge

kick

Level 8

fast healing

Level 9

hand to hand

Level 10

meditation

Level 11

second attack

Level 12

disarm

Level 14

bash

Level 15

trip

Level 17

detect traps

Level 18

dual parry

Level 19

defuse

Level 20

third attack

Level 22

sever tendon

Level 23

gut stomp

Level 27

stake

Level 35

call griffon

**added Level 37

Purge

Level 42

Charms

**added Level 50

Witch hunt

Witch hunt - adds 5 hit and damroll and -3 svspell when fighting target. Hunter will see (witch) flag on Target revealing removing all forms of stealth to the hunter. Hunter gets -3 hit and damroll against other enemies. Witch hunt cannot be cast targeting warriors, berserkers or thieves. Removed detect hidden and invis with addition of this skill.

call griffon - Similar stats to a mammoth without the extra defense, mountable pet, flying. 48 hour cooldown.

Charms - Selectable skill, this would be their trademark i suppose. would be able to select 2 types of charm they can make. Charms are items that are owner only that can be put into weapons to make them have special effects. (300 hour cooldown)

Red charm - Chance to cast silence, makes weapons burnproof.

White charm - Chance to cast calm, gives weapon cure light effect.

Black charm - Chance to cast dyssentry, +2 damroll

Green charm - Chance to cast roots, +2 hitroll (roots cause 2 rounds of lag)

**edit Mystic charm - Has chance to cast magical dmg (random light/drain life/holy)

** blue charm removed.

sever tendon - minus 4 dex from target, causes 2x move required when moving effect lasts 3 hours

gut stomp - does moderate damage, chance to cause target to vomit and make them unable to eat foot for 5 hours.

new Purge - at the cost of one of their runes dissolving the witch hunter purges up to three spells from their enemy. Using purge cuts 100 hours off of charm spell cooldown. This discourages people to just engage them to get rid of the runes. Purge ignores saves.

Spells

Level 10

identify

Level 15

locate object

Level 20

armor

Level 25

shield

Level 30

detect invis ** removed

Level 35

sanctuary

** this is a neut qclass i have been working on for a while, it is designed to be strong against casters/communers and some of the good/evil qclasses, not so strong against melee, weapon selection and lack of defenses/blind fighting make melees a pain for this class.

** their runes require a weapon that is already socketed, so this further limits weapons selection, in some cases they will have to chose between a nice weapon or using their runes.

let me know your thoughts and what i could change thanks!

I don't know where to begin, but I would start with the most obvious - charms are ****in' OP (especially the one with dispel).

Once again, creating a class just for the sake of it without making any comments on RP. I find such classes soulless. For a class to exist at first place you need RP. If there is no RP we might as well implement a power ranger or a pokemon.

That being said I like your work on some of the skills. Still I don't see anything unique about this class. There is only one new skill really - gut stomp.

Also, why are there such harsh restrictions on race selection?

I don't know where to begin, but I would start with the most obvious - charms are ****in' OP (especially the one with dispel).

Once again, creating a class just for the sake of it without making any comments on RP. I find such classes soulless. For a class to exist at first place you need RP. If there is no RP we might as well implement a power ranger or a pokemon.

That being said I like your work on some of the skills. Still I don't see anything unique about this class. There is only one new skill really - gut stomp.

Also, why are there such harsh restrictions on race selection?

I didn't want to release the backstory yet, but i have one. I promise its not soulless

You also have to consider the spells on the sockets can be saved against and they wont be casting but once every 4 - 5 rounds. Obviously spell level could be tweaked to balance them. Also consider that none of these sockets make your weapons cursed, disarming them could put them in a bad position, especially against a blademaster or dragon stance monk. The vast majority of the classes power lies in their weapons, destroy them or remove them and they are in a bad spot. Without those charms they have worse melee than a bard lol.

I didn't want to make too many new skills for the simple fact that i actually want it to exist in the next 3 years. Look how long psions took to develop. So instead, i tried to find ways to incorporate what we already have in a unique way.

Just curious, I'm not up on the whole balancing thing, have played a whole two classes at 50 so far. But, why Only Avians and Humans? Just curious why Werebeasts (stuck in neutral can't be a qrace/class except druid) were excluded.

I like it Sandbox, it looks good, however it also looks like a rough draft, and I understand you're in development. However. The only feedback I can give is this.

Take away your blue charm, give them an enhanced version of kick that has a chance to remove shields (Divine Retribution, Prot Shield, etc.). But lags the caster for two rounds. This would be extremely useful, however you aren't lagging the class you are against constantly with 'Blue rune proc, bash the crap out of them.'.

Also, give us a little teaser on the RP please, I am extremely curious now. It looks fun.

One more thing, you could replace the blue rune for the color wheel with something like Rainbow Charm-Chance to do random magic damage (including Holy/Light/Darkness). Also occasionally gives wielder bless.

Hitting a good vuln hit once in awhile but also chance to do nothing if they are immune.

The werebeasts would end up transforming and losing the charm skills associated with the weapons. Just a guess on my part. But I would have left them out for this reason alone.

The werebeasts would end up transforming and losing the charm skills associated with the weapons. Just a guess on my part. But I would have left them out for this reason alone.

that was my reasoning. The reason avians and humans were selected is in their lore, and also a few balance reasons.

new skill purge added, blue charm removed, mystic charm added, based on feedback. please continue to give more feedback.

detect hidden and bash?you have to be kiddin me

Sigh.

The werebeast always get the shaft

maybe add a skill where as the hunter declares someone a witch, similar to when a crusader sets out on crusader against someone, with different bonuses. For example, a bonus to save vs spell and an added bonus to hit and dam vs the witch balanced by a slight reduction to hit and dam vs anyone else, since the hunter is so focused on this particular witch. After all I did not see warcry.

maybe add a skill where as the hunter declares someone a witch' date=' similar to when a crusader sets out on crusader against someone, with different bonuses. For example, a bonus to save vs spell and an added bonus to hit and dam vs the witch balanced by a slight reduction to hit and dam vs anyone else, since the hunter is so focused on this particular witch. After all I did not see warcry.[/quote']

ya i was thinking about something like this, but i couldn't figure out a way to incorporate it. Thats an awesome idea and actually adds another element to the backstory i could branch out on. thanks!

detect hidden and bash?you have to be kiddin me I am with nightmare on this. Detect hidden??? Maybe just make it so declaring someone a witch allows the hunter to detect the witch. Not every hidden character. Just makes more sense.

Witch hunt added detect hidden and invis removed. To better balance.

Once the skills are done fleshing ill post the rp I've developed so far. The reason I'm doing them separate and in that order is so we can flesh each area individually and avoid confusion.

I just thought of something else. I kind of mulled it over the first time, but was wondering about giving them one selection of weapon expertise? Since Avian and Human don't get a weapon specialization, and with their limited defenses and the need to dual wield it seems like just one selection wouldn't totally break the class and give them a bit more of a punch against certain combos.

Not sure if it would give them too much though, I haven't played around with weapon expertise enough to know if it really does add a ton.

If you are not a communer you do not get to have Sanctuary.

Only Invokers have Sanctuary, and that is because at class creation they thought the class would never work without it. (It's probably still on the old Network 54 forum).

You have Wands, so collects Ankhs.

I find the class very underpowered. With Overpowering spikes in some skills.

You need to further expand on purge. I don't understand what it does.

Is it a dispel of 3 spells with no saves check? Overpowering.

Or is it a removal of Spells from the list? Also overpowering if no saves.

Also skills that remove protective shield are bad.

C/C are meant to be non-lagable. That is how those classes work. They need to cast, to have a chance in PK.

Just like meeles need their auto-attacks. If there was some skill/spell that made meeles not be able to auto-attack, just skills/spells it would be also utter gimpage.

I think you forgot Half-Elves.

I think perhaps you should try a Avatar Knight if you like a Which Hunter.

Also, if this is really a classs to beat Communer, then you should play some communers. They are not that hard to defeat, you just need the right saves. Then it's just a question of Chasing.

If you are not a communer you do not get to have Sanctuary.

Only Invokers have Sanctuary, and that is because at class creation they thought the class would never work without it. (It's probably still on the old Network 54 forum).

You have Wands, so collects Ankhs.

I find the class very underpowered. With Overpowering spikes in some skills.

You need to further expand on purge. I don't understand what it does.

Is it a dispel of 3 spells with no saves check? Overpowering.

Or is it a removal of Spells from the list? Also overpowering if no saves.

Also skills that remove protective shield are bad.

C/C are meant to be non-lagable. That is how those classes work. They need to cast, to have a chance in PK.

Just like meeles need their auto-attacks. If there was some skill/spell that made meeles not be able to auto-attack, just skills/spells it would be also utter gimpage.

I think you forgot Half-Elves.

I think perhaps you should try a Avatar Knight if you like a Which Hunter.

Also, if this is really a classs to beat Communer, then you should play some communers. They are not that hard to defeat, you just need the right saves. Then it's just a question of Chasing.

plenty of classes have spells that remove protective shields. In order to cast purge you have to sacrfafice one of the two runes that you have in your weapnons so you lose a big chunk of your offense to drop their spells. If this was affected by saves it would just be cleric fodder, which im sure you'd enjoy that, but some of us like balance.

NO class should be lagproof. Clerics have no bane up to this point. Where's the rock, paper scissors in that?

NO class should be lagproof. Clerics have no bane up to this point. Where's the rock, paper scissors in that?

Cleric Banes

Blademasters - Deny opener, high offensive output, crit strikes ignore saves (My BLM Londil, halfling BLM, destroyed clerics even before he became an Avatar, dual wielding swords held high with bladestorm)

Monks - lvl 3 chii negates protective shield, high offensive output, negate flight allowing lag (I have slain clerics with past monks, with full laglock from first blow to last in crane stance)

Invokers - can undo spellturning in one cast, high offensive output, can be immune to cleric's main damage source (ray/path) (my recent invoker had no trouble at all with clerics)

races...

Halfling + anything - tough combos for clerics always, magic resistance really goes a long way to negagte path/ray side effects.

Demon + anything - Demons can shut down a cleric easier than turning off a light switch.

LAG is not the end all be all of this game, learn to chase, learn to be fast..improve that thing called...skill.

Clerics may be able to resist the majority of lag attacks, but they also cannot lag effectivly themselves. Minister is potent for evil clerics, however it is not consistent by any stretch of the imagination if your opponent is prepared with some saves. Knowledge of the classes you go up against, as a cleric, also helps to properly prepare (do I frenzy, do I use steel wall, do I use my divine intervention). This is why you do not see ALL clerics as badass face stompers. It takes speed, both in chasing, and in evading to be succesful, combined with an indepth knowledge of what your enemy can throw at you.

I think your basing this on the performance of one or two active clerics. Ratther than looking at the entire picture. A Savant Temporum Cleric is going to be MUCH MUCH tougher than your common priest.

BTW, there is a class already with several save ignoring dispels. It is a qclass.

LAG is not the end all be all of this game, learn to chase, learn to be fast..improve that thing called...MEMORY DUE TO REPETITION.

  • fixed

I find this comedic considering the short time I've been here and the fact that my characters are rapidly improving. Give me a few more months and your 6-10 years won't mean a whole lot. There's a big difference between skill and knowing how to find elite items, game specific rooms and being able to go around the map with your eyes closed due to years of repetition. You may have ridden this bicycle for the last decade but I'm willing to bet I'll be lapping you soon enough.

Most players success on this forum can be directly attributed to gear and healing consumables.

Only Monks can remove protective shield.

All other classes have to Dispel through saves, with Zerkers Dispel being different because it bypasses saves. But Haymaker does not bypasses protective shield (which blocks the landing of the Haymaker), and is heavily affect by worn shields unless you have skull crusher (anger path). Although it may appear that Zerks can remove protection shield at will, great care was coded to prevent exactly that.

Monks were balanced by the fact that they can only use a weapon, Hand to Hand and know zero about Staff. All C/C know hand to hand and they all know Staffs which are the most defensive weapon in the game. This means that landing rates are small.

Cursed staffs prevented it's disarming, something that now is possible, and wrong in my view.

Ill will say that most of veteran players defeats is mostly due to over inflated Ego. Mine included.

Although years are interesting, all that you need is a few months worth of training playing your class, so that you master it. Coupled with Knowledge of EQ, areas,skills, and spells. The only thing that is really hard to get is the advantage that come with having played almost every class seriously and thus knowing by heart it's weakness, exploits and tatics (so that you may predict behavior).

Trying to change to game to settle your play style is a pretty much a null return thing.

Look how long I have been here and still Paladins do not have kick.

Still strong arguments (facts) can aid you fix somethings.

  • fixed

I find this comedic considering the short time I've been here and the fact that my characters are rapidly improving. Give me a few more months and your 6-10 years won't mean a whole lot. There's a big difference between skill and knowing how to find elite items, game specific rooms and being able to go around the map with your eyes closed due to years of repetition. You may have ridden this bicycle for the last decade but I'm willing to bet I'll be lapping you soon enough.

Most players success on this forum can be directly attributed to gear and healing consumables.

You wont lap me at all, if you think lag is the only answer.

Repetition begets skill.