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  1. #1
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    Question Class Suggestion: Morgul Sorcerer

    http://forums.lotro.com/showthread.p...orgul-Sorcerer

    I probably should have put it in Suggestions from the start.
    EDIT: full post added as per request.



    What is this?
    For the past few days there have been various ideas for new Monster Play classes in the thread http://forums.lotro.com/showthread.p...ew-Creep-Class . I too am one of the contributors there, more specifically for a Sorcerer or Sorceress class à la Angmarim. I've gathered my thoughts and ideas more carefully, and decided to give it a go in a seperate thread of my own. It is highly unlikely that this idea will ever be implemented into the game, but I think it's worth a try anyway. If you have any ideas you'd wish to share that might seem fitting for this class, feel free to share them.

    It gives me great joy to present my first attempt at the Morgul Sorcerer.
    /bow




    Why a new Monster Play class?
    Three reasons, really.
    Firstly, because I find that currently the Monster Play side is lacking in variety. The roles that are missing are tanks, which aren't needed in PvMP anyway, true buff classes such as Captain, and Tactical DPS classes.
    The second reason is because the LOTRO population has a very high percentage of female players, especially compared to other MMORPGs. And yet there isn't really a Monster Play class to which women can relate as an avatar. It is true that the Spider Weaver is a female class, but science tells us 102% of all women are terrified of spiders. With a 2% margin of error. Okay, so that was tongue in cheek, but I have been told by some of my female kinnies and friends that they don't like Monster Play because of the big, ugly Orcs and Uruks that they have to be.
    The Sorcerer class would do away with that problem, seeing as one can choose between various skins to play as a Sorcerer or a Sorceress.
    Thirdly, the ammount of badassery emanating from Sorcerers cannot be denied. They just look cool.

    I am aware that currently the PvMP playing field is in favour of the Free Peoples and that some, perhaps most, Monsters Players would rather see the current classes being tweaked for better balance. But perhaps that adding a new class on one side also weighs in the scale.
    Furthermore, nearly all of the skins, animations and skills already exist, and there is even a playable Angmarim Priest during session play. So creating the class would not mean making it from scratch, it would be a great deal of copy/paste coding.



    What does the Morgul Sorcerer do?
    The role of the class is double, like most classes. It is a tactical light-armour DPS class, but also has a small variety of debuffs to weaken his targets, thus ensuring that his allies do more damage. To ensure that the Sorcerer does not become overly powerful, its DPS skills work mostly via removable DoTs, and the DPS has been kept on average lower than that of a Blackarrow. As compensation for the lesser DPS, it will rely on its debuffs and a small amount of healing and CC to survive and still do significant damage. To ensure the class doesn't become a Tactical-clone of the Blackarrow, some of the skills do not have inductions, but instead have their range reduced as a penalty, somewhat akin to a Rune-keeper's Lightning skills.
    The Sorcerer's weapon is naturally a staff, but I'm considering adding a crossbow to their arsenal for a ranged auto-attack (and auto-attack only). Throwing magic shadow-balls for an auto-attack looks a bit cheap , imho.
    One feature to the class is the ability to become more powerful as enemies around it die, somewhat akin to Orc Reavers. When surrounded by death, a Sorcerer can call upon a number of on-defeat skills to temporarily increase his strength, embolden allies, and even dabble in necromancy. Starting off their battles with moderate damage but becoming more powerful as the fight continues will make them a fine addition to any raid, and they can stand strong on their own by focussing debuffs on their victim.



    The Morgul Sorcerer


    Base R0 stats
    Morale: ~13000
    Power: ~3500
    Armour value: ~5000
    Critical Hit chance: ~6000
    Finesse: ~2000
    Block/Parry/Evade chance: ~1500 each
    Resistances: ~8000 each


    Appearance

    Rank skins first. As mentioned before, the rank skins have both a male and a female version, giving the player the choice to play as either Sorcerer or Sorceress. Some of the female ones are still missing as I haven't found any more in the game. However, they can be created by mixing and matching pre-existing helms, shoulders and robes. And heck, maybe even a completely new one.











    Here are also some ideas for Token skins. Right click and View Image to enlarge.









    Skills
    (please note, Power Costs not included)

    Initial skills:

    March!
    Induction: 0.5s
    To the front!
    +25% Out of Combat Run Speed
    Unable to Evade.
    Unable to Parry.
    Unable to Block.

    Toggle Skill

    Cimmerian
    Tactical Skill
    40m Range
    Resistance: Fear (85)

    You possess some sway over the darkness.
    438 Shadow Damage

    Sweep the Leg
    Melee Skill
    2.5m Range
    Max. Targets: 2
    Radius: 5m

    Even a quick swipe from your staff bears result.
    402 Common Damage
    -25% Run Speed
    Duration: 20s
    Cooldown: 10s


    Terrifying Wound
    40m Range
    Resistance: Fear (85)
    Your power is terrifying and will sap your target's Morale.
    207-289 Shadow Damage initially.
    207-289 Shadow Damage every 2 seconds for 20 seconds.

    Duration: 20s
    Cooldown: 20s


    Susceptibility
    40m Range
    Resistance: Fear (85)
    Your foes are full of openings, use them!
    Lowers Resistance by 15%
    Duration: 1m
    Cooldown: 30s


    Blood Pact
    40m Range
    Seal a blood pact with an ally to cure dazed, knockdown, knock-out, silence, and stunned effects. It will provide temporary immunity to dazed, knockdown, knock-out, and stunned effects. This skill has no effect on cowering or full disables.
    Duration: 45s
    Removes Dazed, Stunned, Knocked Down, and Knocked Out effects.
    Cooldown: 5s

    Chosen of the Eye
    Induction: 1s
    Channeled skill

    Take pride in being worth more than a lowly Orc, Mordor sees you as a useful maggot.
    But you are still a maggot.
    Heals 284-362 Morale initially.
    Heals 284-362 Morale every 1 second.

    Channel duration: 6s
    Cooldown: 3m


    Reap
    You gain power from those who fell to shadow. Each use of this skill improves your damage and critical hit chance, up to 5 uses.
    Requires a defeat response
    +2% Tactical Damage
    +1% Critical Hit Chance
    Duration: 1m
    Cooldown: 10s

    (This effect may tier up to Tier 5.
    Tier 5: +10% Tactical Damage and +5% Critical Hit Chance
    Tiering up refreshes the duration timer.
    Timer expiration makes it disappear? Or Maybe tier down? -- not sure yet)


    Rank 1:

    Blemish
    Melee Skill
    2.5m Range
    You channel the shadow through your staff and attack your foes to great effect.
    647 Shadow Damage initially
    150-225 Shadow Damage every 2 seconds for 10 seconds

    Cooldown: 20s

    Death's Grip
    30m Range
    Spirits clasp at your enemy's feet, holding them in place.
    10s Root
    50% Break chance on harm after 2s

    Cooldown: 1m


    Rank 2:

    To the Abyss
    30m Range
    Resistance: Fear (85)
    You are destined to bring doom to those who oppose The Eye. Knowing this provides you with a greater determination in your actions.
    703 Shadow Damage

    10% chance to apply
    +15% Tactical Damage

    Duration: 15s
    Cooldown: 5s


    Fear's Mark
    You make your enemies suffer at your hand, testing their strength.
    Range: 30m
    Resistance: Fear (85)

    +25% Skill Power Cost
    Duration: 15s
    Cooldown: 30s


    Rank 3:

    Improved Terrifying Wound
    40m Range
    Max. Targets: 3
    Radius: 5m

    Resistance: Fear (85)
    Your power is terrifying and will sap your target's Morale.
    197-279 Shadow Damage initially.
    197-279 Shadow Damage every 2 seconds for 20 seconds.

    Duration: 20s
    Cooldown: 20s

    (replaces Terrifying Wound)

    Flipside

    30m Range
    Reistance: Wound (85)

    Induction: 1s

    You face your enemy with a terrible choice lest they first cower away from battle.
    +5% Run Speed
    Duration: 15s
    Applied on expiration if in combat:
    -40% Outgoing Healing Modifier

    Duration: 15s
    Applied on removal if in combat:
    -40% Incoming Healing Modifier

    Duration: 15s
    Cooldown: 1m 30s
    (Basically this skill gives the opponent +5% run speed which they can use to flee and get out of combat OR to use it and chase you down instead. However, both the removal and expiration (in combat) have a negative effect, effectively forcing the opponent to choose between 3 outcomes: flee, reduce incoming healing or reduce outgoing healing. Obviously some classes will not or barely be affected by this, but the heavy self-healing classes will need to think carefully. This is a skill meant as a counter against for example Wardens and Lore-masters in 1v1, but it can also be used in raids as a sort of single-target Blight. Whatever the use, the target will need to choose the outcome of the buff/debuff that fits their class and situation best)


    Rank 4:

    Shadow's Touch
    40m Range
    Resistance: Fear (85)
    The Enemy is weak, weaken them further!
    +10% Incoming Damage
    Duration: 1m
    Cooldown: 30s


    Necromancer's Contract
    Induction: 1s
    After defeating an enemy, you may summon a Fell Spirit to aid your purpose.
    Requires a defeat response
    Cooldown: 1m
    (Fell Spirit is Normal and disappears after 30 seconds if not defeated.
    skill 1: Evil Presence: Fell Spirit gains a damaging aura around it. 142 Shadow Damage every 4 seconds to nearby enemies. Duration 28s.
    skill 2: Shadow of Doubt: Increases an enemy's incoming damage by 10% for 10s.
    skill 3: Midnight Shroud: +75% Evade Chance for 10s)


    Rank 5:

    Adumbration
    30m Range

    Resistance: Fear (85)
    Induction: 0.5s
    You have gained deeper knowledge of the darkness, bypassing some of your foe's defenses.
    Ignores 30% of your target's Mitigations.
    942 Shadow Damage
    Cooldown: 15s

    Night Terror
    30m Range
    Resistance: Fear (85)
    Seek out your enemy and sanction their demise.
    462-652 Shadow Damage initially

    209-303 Shadow Damage every 3 seconds for 15 seconds.
    Applied on expiration if in combat:
    5s Stun

    Cooldown: 15s


    Rank 6:

    Thrust!
    Immediate
    Melee Skill

    2.5m Range
    You thrust your staff forward at your enemy, knocking the breath out of them.
    604 Shadow damage
    Interrupts inductions
    Silences target for 10 seconds

    Cooldown: 45s

    Invoke the Eye
    You call upon the Dark Lord to aid you.
    +15% Tactical Damage
    -15% Attack Duration.

    Duration: 30m
    Cooldown: 1m



    Rank 7:

    Scorched Earth
    20m Range
    Resistance: Wound (85)

    Induction: 1s
    You leave burning cracks under your foe's feet.
    Enemies near the Scorched Earth suffer damage
    200-400 Fire damage every 2 seconds
    Duration: 30s
    Cooldown: 2m


    Fueled by Fear
    Range: 30m
    Resistance: Wound (85)
    Induction: 1s
    Using the fear of your enemy, you burn through their core.
    878 Fire Damage.
    Cooldown: 2m


    Rank 8:

    Fright
    40m Range
    Max. Targets: 3
    Radius: 7m
    Resistance: Fear (85)
    They will learn to fear you.
    -365 Will
    -365 Fate

    Duration: 1m
    Cooldown: 1m


    Cry of the Fallen
    Max. Targets: 6
    Radius: 20m
    Induction: 1s
    When an enemy is defeated, you may rouse the Morale of nearby allies with a victory cry.
    Requires a defeat response
    Heals 345-423 Morale initially.
    Heals 345-423 Morale every 3 seconds for 15 seconds.

    Cooldown: 45s


    Rank 9:

    Gift of Umbar
    10m Range
    Max. Targets: 3
    Radius: 5m
    Resistance: Wound (85)
    Induction: 1.5s

    The Black Numenorians have long studied under Sauron, and you have long studied under them.
    724 Fire damage
    6s stun
    Cooldown: 2m


    Mortal Terror
    Range: 20m
    Resistance: Fear (85)
    Induction: 2s

    Friend or foe, all have reason to fear you.
    742-812 Shadow Damage initially.
    742-812 Shadow Damage every 4 seconds for 32 seconds.

    Cooldown: 2m


    Rank 10:

    Fire of Udûn
    30m Range
    Channeled skill

    Induction: 1s
    Resistance: Wound (85)
    Burn the fools who dare stand against you!
    522-590 Fire Damage initially
    522-590 Fire Damage every 1 second

    Channel duration: 6s
    Cooldown: 30s



    Traits

    Racial Traits

    Rank 5:

    Sent by the Tower
    Your favour of the Eye gives you confidence in battle.
    +10% Morale.


    Rank 6:

    Cunning of Man
    Men serving the Dark Lord are not as strong as their Orcish brethren, but they are far more resourceful.
    +340 Physical Mastery
    +340 Tactical Mastery


    Rank 7:

    Racial Skill - Thrall of the Eye
    Your standing in the army of Mordor makes your presence a welcome one.
    Grants skill: Thrall of the Eye
    Increases damage of nearby allies.
    Max. Targets: 6
    Radius: 15m
    +5% Melee Damage
    +5% Ranged Damage
    +5% Tactical Damage

    Duration: 30m
    Requires: Racial Skill - Thrall of the Eye Trait Equipped
    Cooldown: 1m



    Rank 8:

    Knowledge through Death
    Your prowess in battle and dealings with the Dead have provided you with an eerily extensive knowledge of where to hit your enemies -- and where not to get hit yourself.
    +1717 Critical Rating
    +1730 Evade Rating


    Rank 9:

    Swirling Shadows
    Shrouded in shadows, you make for a difficult target.
    +1730 Resistance Rating
    +2125 Armour Value



    Rank 10:

    Subtelty
    Within the slavering ranks of Orcs and foul beasts, you can make yourself seem of little importance.
    -10% Threat from skills
    +1717 Finesse Rating



    Rank 13:

    There is Power in the Dark
    Decreases all skill power costs by 15%
    -15% Power Cost
    +343 In-combat Power Regeneration



    Class Traits

    Initial Traits:

    Avoidance Boost
    +687 Parry Rating
    +687 Evade Rating
    +687 Block Rating


    Armour Boost
    +1417 Armour Value

    Shadow Master
    Increases the effects of Susceptibility by 10%


    Rank 1:

    Resistance Boost
    +1030 Resistance Rating


    Rank 2:

    Fearmonger
    Increases the damage of Terrifying Wound, Night Terror and Mortal Terror by 10%


    Rank 3:

    Morgul Weaponry
    Your Melee skills have a chance to drain your target's power.
    50% chance to apply
    5% Maximum Power drained every 2 seconds for 10 seconds.


    Rank 4:

    Enhanced Skill - To the Abyss
    To The Abyss receives 10% chance to increase your tactical critical magnitude.
    10% chance to apply
    +15% Tactical Critical Multiplier


    Rank 5:

    Enhanced Skill - Fear's Mark
    You make your enemies suffer at your hand, testing their strength. If they cannot shake off this dreaded mark, they will soon lose heart while you bolster your own morale.
    Range: 30m
    Resistance: Fear (85)

    +25% Skill Power Cost
    Duration: 15s
    Applied on expiration if in combat: Fear's Mark becomes Fear's Grasp**
    Cooldown: 30s
    **Fear's Grasp
    You have suffered the consequences of 'Fear's Mark'.
    You will lose health as your enemy gains health.
    196 Morale drained every 2 seconds for 20 seconds.
    Enemy gains 196 Morale every 2 seconds for 20 seconds.



    Rank 7:

    Enhanced Skill - Necromancer's Contract
    You have become more adept at summoning spirits. Your spirits have increased Morale and damage, and will remain with you for longer.
    Fell Spirit is Signature
    Fell Spirit adds +1 Dread to nearby enemies
    +30s Fell Spirit duration


    Rank 11:

    Enhanced Skill - Gift of Umbar
    Removes Gift of Umbar induction time and increases Max. Targets by 2.


    Rank 12:

    Enhanced Skill - Mortal Terror
    Each time Mortal Terror damages your enemy, you regain some of your Power.
    +74 Power per damage tick from Mortal Terror


    Rank 14:

    Morgul Dark-fire
    Scorched Earth, Gift of Umbar, Fire of Udûn and Fueled by Fear will put the Dark Fire buff on you, which increases the critical hit chance for your next Shadow damage skill by 15%.
    (does not stack)


    Rank 15:

    Enhanced Skill - Fueled by Fear
    Fueled by Fear will deal additional damage for every active Fear on the target.
    Does 25% additional damage per Fear



    Animation examples
    Right click and View Image to enlarge.









    I hope you like the idea, and although it is unlikely it will get implemented, one can dream and hope. Enough positive feedback might make Turbine think about it, as F2Ps may want to dig in their pockets to play this. Not only that, but the removable fears would mean extra income from non-Captain players buying store Cure-potions. (Gee. Ain't I a stinker?)
    Last edited by BirdofHermes; Feb 04 2015 at 07:51 AM.
    [I]In the sea without lees standeth the Bird of Hermes.
    [/I][I]When all his feathers be from him gone, He standeth still here as a stone.
    Here is now both white and red, And all so the stone to quicken the dead[/I][I].
    The Bird of Hermes is my name, Eating my wings to make me tame.[/I]

  2. #2
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    I think you'd do a lot better if you posted the actual content here in Suggestions. Copy and paste?

    I really doubt that your suggestion will ever be put into play...sadly, Turbine and WB don't do much with Creeps. I've always wanted some kind of "evil human" class, and I love "magic" type rolls. I'd definitely roll myself a Sorcerer if they ever were put into play!

    Great suggestion, really great quality. I genuinely hope your ideas can be put into play someday.
    Tuorr - Elf Lore-master | Cauliflowre - Hobbit Minstrel
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  3. #3
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    Quote Originally Posted by Grimauld View Post
    I think you'd do a lot better if you posted the actual content here in Suggestions. Copy and paste?

    I really doubt that your suggestion will ever be put into play...sadly, Turbine and WB don't do much with Creeps. I've always wanted some kind of "evil human" class, and I love "magic" type rolls. I'd definitely roll myself a Sorcerer if they ever were put into play!
    There was another thread recently suggesting the same thing: being able to play an evil Man in the Moors. The immediate objection was: how are you going to tell a creep from a freep visually if they both look like Men?

    Darned if I know.
    Eruanne - Shards of Narsil-1 - Elendilmir -> Arkenstone

  4. #4
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    Quote Originally Posted by djheydt View Post
    There was another thread recently suggesting the same thing: being able to play an evil Man in the Moors. The immediate objection was: how are you going to tell a creep from a freep visually if they both look like Men?

    Darned if I know.
    That's easy to do. Put the evil Man in the garb of the Angmarim Sorcerer, with more evil-looking armor/robes (a la Mordembor and the stronger NPC sorcerers) as alternative skins as players rank up.
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  5. #5
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    Quote Originally Posted by djheydt View Post
    There was another thread recently suggesting the same thing: being able to play an evil Man in the Moors. The immediate objection was: how are you going to tell a creep from a freep visually if they both look like Men?

    Darned if I know.
    That's a good point, I hadn't thought of that. Of course they'd be wearing Angmarim garb, but besides that I really don't know how else to differentiate them.
    Tuorr - Elf Lore-master | Cauliflowre - Hobbit Minstrel
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  6. #6
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    Quote Originally Posted by Grimauld View Post
    That's a good point, I hadn't thought of that. Of course they'd be wearing Angmarim garb, but besides that I really don't know how else to differentiate them.
    Trust me, you'd know one from any freep class if you see it. Click the link.
    [I]In the sea without lees standeth the Bird of Hermes.
    [/I][I]When all his feathers be from him gone, He standeth still here as a stone.
    Here is now both white and red, And all so the stone to quicken the dead[/I][I].
    The Bird of Hermes is my name, Eating my wings to make me tame.[/I]

  7. #7
    This is terrific. I'd play one.

    But Thrust! must be classified as Immediate rather than Melee!
    [CENTER][SIZE=3][FONT=Franklin Gothic Medium][COLOR=black]Valahn[/COLOR][/FONT][I][FONT=Franklin Gothic Medium][COLOR=black]
    [/COLOR][/FONT][/I][/SIZE][FONT=Franklin Gothic Medium][SIZE=3][COLOR=black]=Wolves=[/COLOR][/SIZE][/FONT][I][FONT=Franklin Gothic Medium][SIZE=5][COLOR=black]
    [/COLOR][/SIZE][/FONT][/I][/CENTER]
    [CENTER][FONT=Century Gothic][COLOR=Black][SIZE=2][I]Feast like a sultan, I do
    On treasures and flesh never few.[/I][/SIZE][/COLOR][/FONT][/CENTER]

  8. #8
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    Quote Originally Posted by BirdofHermes View Post
    Trust me, you'd know one from any freep class if you see it. Click the link.
    Well, that photo makes it look as if it doesn't have a head. One would notice that, all right. DOES it not have a head? Or is it just bending forward and wearing a peculiar hood?
    Eruanne - Shards of Narsil-1 - Elendilmir -> Arkenstone

  9. #9
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    You did all the job for Turbine, now they just need implement the class.
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  10. #10
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    Quote Originally Posted by djheydt View Post
    Well, that photo makes it look as if it doesn't have a head. One would notice that, all right. DOES it not have a head? Or is it just bending forward and wearing a peculiar hood?
    Not much point in commenting on it if you don't read it nor look past the first picture. :s
    [I]In the sea without lees standeth the Bird of Hermes.
    [/I][I]When all his feathers be from him gone, He standeth still here as a stone.
    Here is now both white and red, And all so the stone to quicken the dead[/I][I].
    The Bird of Hermes is my name, Eating my wings to make me tame.[/I]

  11. #11
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    /signed x9001
    "I should call that a heavy loss, if it was not a wonder rather that in his great age he could still wield his axe as mightily as they say he did, standing over the body of King Brand before the gate of Erebor, until the darkness fell."
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  12. #12
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    Quote Originally Posted by djheydt View Post
    There was another thread recently suggesting the same thing: being able to play an evil Man in the Moors. The immediate objection was: how are you going to tell a creep from a freep visually if they both look like Men?

    Darned if I know.
    Isn't that kind of the point though?
    Re-ni-AN-nen - strayed (ppt. of renia- 'to stray')
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  13. #13
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    can you say unfair advantage? probably not they would almost have to have some super stunningly obvious difference that would make recognization immediate in order to maintain "balance" . We see a an awful lot of Undeads in game they would be a potential PVmP creep playable mob with out the potential for abuse.

  14. #14
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    Quote Originally Posted by Vandellia View Post
    can you say unfair advantage? probably not they would almost have to have some super stunningly obvious difference that would make recognization immediate in order to maintain "balance" . We see a an awful lot of Undeads in game they would be a potential PVmP creep playable mob with out the potential for abuse.
    I'm not sure I understand you correctly. Do you mean this class would have an unfair advantage? If so, how?
    [I]In the sea without lees standeth the Bird of Hermes.
    [/I][I]When all his feathers be from him gone, He standeth still here as a stone.
    Here is now both white and red, And all so the stone to quicken the dead[/I][I].
    The Bird of Hermes is my name, Eating my wings to make me tame.[/I]

  15. #15
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    Added full text.
    Added all skills and traits.
    Updated old skills and traits.
    Reworked appearance skins.
    Added male and female skin per rank, as per suggestion. Yay.
    Unfortunately, not enough female skins currently exist for all ranks. Aww.
    Added animations.





    [I]In the sea without lees standeth the Bird of Hermes.
    [/I][I]When all his feathers be from him gone, He standeth still here as a stone.
    Here is now both white and red, And all so the stone to quicken the dead[/I][I].
    The Bird of Hermes is my name, Eating my wings to make me tame.[/I]

  16. #16
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    No offence man but you're wasting your time and talent. Even if they decided to add a new class they would do the skills themselves, they will not (and I think they can not) pick yours.
    Re-ni-AN-nen - strayed (ppt. of renia- 'to stray')
    Aeled Reniannen, Defender of Middle-earth ~ Nendhiniel, Forge-Warden : Captain and Wardenette from [EN-RP] Laurelin
    Fluffrash, Blade of Barashish ~ Nathraen, Conqueror of Towers : Warg Puppy and Spider Tailor from the darker side thereof
    Faradwen, Swift-Arrow : Huntress from [EN-RE] Landroval


    As if in answer there came from far away another note. Horns, horns, horns. In dark Mindolluin's sides they dimly echoed. Great horns of the North wildly blowing. Rohan had come at last.
    ~~~~~
    Kári was a little Dwarf. / Smaller than you or me. / And wherever Kári went / He took his axe… or three.

  17. #17
    Join Date
    Jun 2011
    Location
    Slough,UK
    Posts
    1,024
    i think with some refinement by Turbine this idea for a new MP class would have merit. Well done OP
    "The internet is a bubble dominated by the loudest, most unrepresentative voices; an infinitesimally small minority of a minority which, deaf to reason and the opinions of others, deludes itself that somehow it is the voice of the majority. An infinite echo chamber of shrieking, witless banality."

  18. #18
    Join Date
    Jun 2011
    Location
    Middle-earth
    Posts
    1,700
    Thank you all for the support and suggestions to the class. I have many new ideas and been given suggestions begging to be implemented, but since a new level cap, new creep skills and a new enhanced skill system are just around the corner, I'll have to put this on ice for now. Again, many thanks and maybe I'll pick this thread back up when RoR hits.
    [I]In the sea without lees standeth the Bird of Hermes.
    [/I][I]When all his feathers be from him gone, He standeth still here as a stone.
    Here is now both white and red, And all so the stone to quicken the dead[/I][I].
    The Bird of Hermes is my name, Eating my wings to make me tame.[/I]

  19. #19
    Join Date
    Jun 2011
    Location
    Germany
    Posts
    10
    /signed!
    Well thought-out idea. I'd play one
    +Rep

  20. #20
    Join Date
    Dec 2008
    Posts
    912
    Nice Work! Well thought out and great presentation of your ideas - one of the better class suggestions I've seen.

    I dont (or havent yet) play PvMP - so i really dont know how it stacks up in that regard but, it is an entertaining read and seems to be on par with the other creep classes and has the Tolkien-ish/Turbine feel to it.

    I may have missed it but I really didnt see anything about the lore behind this class other than it is based on current Mobs in the game - might be a nice addition if you could give a little info on that and to also stress that any "Magic" the creep has comes from Sauron or the witch king and not from Arda or its stewards - just to keep the lore heads quite.

    I dont know if the 'moores needs a new creep class or not - but if they do, I hope this one at leasts gets some attention for the sake of the work you put in to this...

    Again - Nice Work! +1

    D

  21. #21
    Join Date
    Jun 2011
    Location
    Middle-earth
    Posts
    1,700
    Quote Originally Posted by Dwarendele View Post
    Nice Work! Well thought out and great presentation of your ideas - one of the better class suggestions I've seen.

    I dont (or havent yet) play PvMP - so i really dont know how it stacks up in that regard but, it is an entertaining read and seems to be on par with the other creep classes and has the Tolkien-ish/Turbine feel to it.

    I may have missed it but I really didnt see anything about the lore behind this class other than it is based on current Mobs in the game - might be a nice addition if you could give a little info on that and to also stress that any "Magic" the creep has comes from Sauron or the witch king and not from Arda or its stewards - just to keep the lore heads quite.

    I dont know if the 'moores needs a new creep class or not - but if they do, I hope this one at leasts gets some attention for the sake of the work you put in to this...

    Again - Nice Work! +1

    D
    Thank you for the kind words.
    As for the lore part, Sauron was known to have instructed various of his followers, most of them evil men, in the art of necromancy and a limited form of magic. However, the only ones that seemed to be able to use this magic to a fine degree were the Numenorians, both the good ones (Aragorn for example has healing hands which are more than just knowing his herbs) and the Black Numenorians (the Witch-king being the most well-known and most powerful of examples).
    Turbine has chosen to have a lot of 'lesser' Sorcerers around in the game, probably not instructed by Sauron personally, but certainly instructed by his pupils in the ways of magic.
    But when I say magic, you must understand that I mean Middle-earth's form of magic, which is not exactly in line with today's common understanding of the word. It's not uttering spells for instant effects or throwing lightning bolts around, Middle-earth magic is far more subtle than that. In the case of these evil Men, it is using spirits and making deals with them to influence the world around them. In short, contracting unseen forces to affect the material world in a variety of ways.
    For a better understanding of it, I refer you to a thread in which magic in ME is explained and discussed by several posters who could sum it up much better than I ever could. (english is not my best language)

    http://forums.lotro.com/showthread.p...n-Middle-Earth
    [I]In the sea without lees standeth the Bird of Hermes.
    [/I][I]When all his feathers be from him gone, He standeth still here as a stone.
    Here is now both white and red, And all so the stone to quicken the dead[/I][I].
    The Bird of Hermes is my name, Eating my wings to make me tame.[/I]

  22. #22
    /signed

    Anything new at this point would be great for the moors. And something so thought out and well-designed as this would just make it even better. Although I have no faith in turbine, I still hope they implement this as almost all of the work is already done.

  23. #23
    Join Date
    Oct 2010
    Location
    Ettenmoors
    Posts
    2,324
    I don't recall if this fits into lore because I'm not sure if any angmarian sorcerers were used in fighting in the Ettenmoors. While they were in Angmar that doesn't guarantee they helped in this part of the war. The most powerful creature that ever went to the Ettenmoors was the Witch King of Angmar.

    Other than that I have wanted to see this class put into the Ettenmoors on Creepside simply because, well, it's an angmarian and this is a war involving Angmar and the Dunedain/Free Peeps.

    So, umm yeah. /signed

  24. #24
    Join Date
    Jun 2010
    Location
    CZE, Europe
    Posts
    1,736
    Quote Originally Posted by Graycient View Post
    I don't recall if this fits into lore because I'm not sure if any angmarian sorcerers were used in fighting in the Ettenmoors. While they were in Angmar that doesn't guarantee they helped in this part of the war. The most powerful creature that ever went to the Ettenmoors was the Witch King of Angmar.

    Other than that I have wanted to see this class put into the Ettenmoors on Creepside simply because, well, it's an angmarian and this is a war involving Angmar and the Dunedain/Free Peeps.

    So, umm yeah. /signed
    What's going on in Ettenmoors is based on the Lore very, very lightly
    Re-ni-AN-nen - strayed (ppt. of renia- 'to stray')
    Aeled Reniannen, Defender of Middle-earth ~ Nendhiniel, Forge-Warden : Captain and Wardenette from [EN-RP] Laurelin
    Fluffrash, Blade of Barashish ~ Nathraen, Conqueror of Towers : Warg Puppy and Spider Tailor from the darker side thereof
    Faradwen, Swift-Arrow : Huntress from [EN-RE] Landroval


    As if in answer there came from far away another note. Horns, horns, horns. In dark Mindolluin's sides they dimly echoed. Great horns of the North wildly blowing. Rohan had come at last.
    ~~~~~
    Kári was a little Dwarf. / Smaller than you or me. / And wherever Kári went / He took his axe… or three.

  25. #25
    I normally avoid 'new class' posts because they're usually either bonkers or repeats of the previous days 'new class' suggestion - but this is a really nice idea IMHO:
    - we already have sorceror types in the LOTRO canon (Angmarim, the blue guys in the new region).
    - the creeps could definitely still do with a bit of love to balance things up, and maybe a new tactical-based class would help.
    - and as you say it's probably the only class that wouldn't look ugly as hell for people (men or women) that want to play a baddy but still look cool.

    Whether the developers ever take up your suggestion is of course very much debatable, but maybe you've given them something to thing about.

    Kudos to the OP.

 

 
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