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New Class Idea: Jedi/Sith Bestiary Class (Summoner :: Light Whip)


Kyexaiik

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NOTE: I'm just throwing this out there...

And I'd love to see where this concept could go with other peoples input :D

 

 

 

So what if there was a class in SWTOR that is able to summon. The following is what I am thinking:

 

They would be Sith/Jedi. (You could call them Jedi/Sith Bestiaries or something)

 

Their main hand weapon would be a Light Whip.

 

They could have Light armor, which looks very Earth like, involves animal parts like feathers, bones, fur. Close to Sorc/Sage armor, but a lot more nomadic or earthy looking, and not gaudy.

 

Advanced classes:

 

The first Advanced Class would be a DPS role that focuses on the Light whip end...

 

This would be focusing on the main hand weapon, the Light Whip. The damage entails stuns, knockback, and other motion inhibiting moves, since the whip would snare people and wrap around limbs and such. This can be taken in a million different directions...

 

Idea for the DPS Whip class trees could involve:

1: Snare Damage: burning, Snaring Dps, lots and lots of movement inhibitors.

2: Snap Damage: Something more on the burst spectrum...

3:Shared: Gives you a well rounded amount of actual Summon moves and a combination of whip attacks, but again more on the whip end

 

 

The second Advanced Class would be a composite role that focuses on the diverse summoning end...

 

This would be focusing on the Force end of the spectrum, summoning beasts/minions to aid you. From animating rocks with the force to create Rock Minions, to summoning beasts to embody offensive(DPS) or defensive(Tank) roles.

This class may also embody a healing roll. The Summoner could summon Bouncers (http://starwars.wikia.com/wiki/Bouncer) for example to heal people, or some other source...

 

I have not played World of War Craft, but I am assuming people would associate this with something like the Druid Class, just for reference.

 

Idea for the summoning Trees:

1: Tank: Summons larger damage resilient creatures that can attract agro. Also for "taunts" there can be mini minions to grab agro, sending out little creatures to grab attention from specific players. There could be a move that can whip your creature your tanking with and it roars loud and draws attention... you name it...

Your protect skill can be summoning Orbalisk (http://starwars.wikia.com/wiki/Orbalisk) armor.

2: Heal: This skill tree could be specific to healing/battle enhancing buffs. By summoning Telepathic creatures such as Bouncers, or maybe life sustaining Parasites/bugs/microorganisms to heal, or empower your allies/self.

3: (Shared) Damage: Summons more aggressive and more damage giving creatures. Also combines some Light Whip moves. If your apart of the Summon advanced class it accentuates the damage beast summoning moves.

 

Additional Summoner Advanced class comments:

It would be interesting for the Summoning Class to have perks for every single role it can switch into...

 

Role specific armor could also aid in a visual basis for seeing which role the summoner is in. For example: Healing could deal with feathers and fur, light. Scales for tanks. Horns/Antlers for Damage.

 

Additional Bestiary Class comments:

It would also be interesting if this class could summon their own mount, but be in the 20% movement speed range with weak knock back.

 

 

Thank you for reading :) Looking forward to others input and combining ideas

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I think that having the different factions Jedi and Sith summon different types is a good idea. Since the Jedi consulars use the earth to their advantage a rocky embodiment of the force for them while a lightning/storm one for sith. It would also be interesting of the sith were to use knives on chains and focused on slashing their targets with the knives while the Jedi used whips and attacked with that.

I think this is a great idea and it should really be included because it would add some pizazz to the idea of sith and Jedi.

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Yes, I was thinking that especially on the summoning side, the variation between the factions would be in how menacing the creatures would be. For example: The Jedi could animate inanimate objects to create their minions, where the Sith could literally summon some nasty force creature that serves the same purpose.

But the knife whip thing is good input. Thanks :)

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I really do like the sound of this. I think that the second class you mentioned could open up a nice avenue for support based roles. Something along the line of using one summon to debuff your opponents increasing the effectiveness of your group. Another would use minor heals and protective effects to ease the workload of your healers in damage intensive phases allowing for easier resource management. Granted this would require a lot of balancing to prevent it from making certain encounters EZ mode.
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Jedi Beast Controller

 

Sith Ghost Master

 

It could be replaced with Balance Sage / Madness Sorc as a new AC. It could be a nice way to start ERASING shared trees.

 

 

Whoever invented shared trees was a grade A idiot.

 

*glares at Stephen Reid*

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Don't think summoner classes work in a game with companions unless the summons replace said companions. Being a DPS with a tank summon and a healer companion would make current content even more faceroll then it already is.

 

So no, I'm against any kind of 'summon'-based class. And that's besides the fact that there'd have to be an entire piece of lore devoted to such a class, because I can't think of anything in canon SW that would relate to such a class.

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I think Defecter has a point. As much as I thought - yeah, that makes sense when I read about the class. Hmm. Divided.

 

EDIT: as a replacement to one of the Consular trees though - kind of balanced with some healing and summons instead of TK abilities. Summon beasts instead of rocks. It might work. Because at least in PvE on low levels Balanced Sage was not exactly a marvel of power.

Edited by DomiSotto
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NOTE: I'm just throwing this out there...

And I'd love to see where this concept could go with other peoples input :D

 

 

 

So what if there was a class in SWTOR that is able to summon. The following is what I am thinking:

 

They would be Sith/Jedi. (You could call them Jedi/Sith Bestiaries or something)

 

Their main hand weapon would be a Light Whip.

 

They could have Light armor, which looks very Earth like, involves animal parts like feathers, bones, fur. Close to Sorc/Sage armor, but a lot more nomadic or earthy looking, and not gaudy.

 

Advanced classes:

 

The first Advanced Class would be a DPS role that focuses on the Light whip end...

 

This would be focusing on the main hand weapon, the Light Whip. The damage entails stuns, knockback, and other motion inhibiting moves, since the whip would snare people and wrap around limbs and such. This can be taken in a million different directions...

 

Idea for the DPS Whip class trees could involve:

1: Snare Damage: burning, Snaring Dps, lots and lots of movement inhibitors.

2: Snap Damage: Something more on the burst spectrum...

3:Shared: Gives you a well rounded amount of actual Summon moves and a combination of whip attacks, but again more on the whip end

 

 

The second Advanced Class would be a composite role that focuses on the diverse summoning end...

 

This would be focusing on the Force end of the spectrum, summoning beasts/minions to aid you. From animating rocks with the force to create Rock Minions, to summoning beasts to embody offensive(DPS) or defensive(Tank) roles.

This class may also embody a healing roll. The Summoner could summon Bouncers (http://starwars.wikia.com/wiki/Bouncer) for example to heal people, or some other source...

 

I have not played World of War Craft, but I am assuming people would associate this with something like the Druid Class, just for reference.

 

Idea for the summoning Trees:

1: Tank: Summons larger damage resilient creatures that can attract agro. Also for "taunts" there can be mini minions to grab agro, sending out little creatures to grab attention from specific players. There could be a move that can whip your creature your tanking with and it roars loud and draws attention... you name it...

Your protect skill can be summoning Orbalisk (http://starwars.wikia.com/wiki/Orbalisk) armor.

2: Heal: This skill tree could be specific to healing/battle enhancing buffs. By summoning Telepathic creatures such as Bouncers, or maybe life sustaining Parasites/bugs/microorganisms to heal, or empower your allies/self.

3: (Shared) Damage: Summons more aggressive and more damage giving creatures. Also combines some Light Whip moves. If your apart of the Summon advanced class it accentuates the damage beast summoning moves.

 

Additional Summoner Advanced class comments:

It would be interesting for the Summoning Class to have perks for every single role it can switch into...

 

Role specific armor could also aid in a visual basis for seeing which role the summoner is in. For example: Healing could deal with feathers and fur, light. Scales for tanks. Horns/Antlers for Damage.

 

Additional Bestiary Class comments:

It would also be interesting if this class could summon their own mount, but be in the 20% movement speed range with weak knock back.

 

 

Thank you for reading :) Looking forward to others input and combining ideas

 

 

 

 

I just wrote pretty much the same thing except not as intelligent or cool sounding on another post.

I TOTALLY agree!

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  • 2 weeks later...
Don't think summoner classes work in a game with companions unless the summons replace said companions. Being a DPS with a tank summon and a healer companion would make current content even more faceroll then it already is.

 

So no, I'm against any kind of 'summon'-based class. And that's besides the fact that there'd have to be an entire piece of lore devoted to such a class, because I can't think of anything in canon SW that would relate to such a class.

 

Yes that makes sense. I wasn't thinking of a summon to completely replace companions, or even do the job of companions.

The summoning would be the attacks.

What you said makes sense, so instead of summoning a Rancor or something, "tank summon" would be a skill that summons something like obelisks (just an example) to help prevent damage.

 

I know a lot of people would compare this idea to the Druid class. I have never played WoW, so I have no idea. But I know that it does something similar. And to add, I believe Guild Wars 2 has two summoning classes, if I'm not mistaken (the mirage like class, and the necromaster I believe). Other games are doing it, and I personally know a lot of people who are leaving SWTOR to play these other games because they feel that there is not as much content and diversity with the classes such as WoW or Guild Wars. And don't pin lack of diverse content of the youth of the game. Guild wars 2 is younger and already has more interesting classes than SWTOR. So the point I'm making is that it has been done. Its doing in other games.

 

And about the there is nothing in star wars that is like this.... This game has a lot of inaccuracies.. And on top of that I believe Disney said that all of this extra content that diverges from the movies is deemed untrue and inaccurate.

Instead of looking at that saying its a downfall, you should take advantage of the new label "Star Wars Legends", contrary to "Star Wars Extended Universe", and create your own boundaries that extends the creativity, innovation, and uniqueness of the game. The game has no limits now that you don't have to conform to a dead label that is deemed inaccurate. And to add, I gave plenty of actual Old republic creatures and species that sticks to the actual game. The SW universe is so expansive and diverse anyway I don't see why not. And on top of that I see plenty of examples of summoning in the game already.

Edited by Kyexaiik
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