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GodlessHeretic
12-18-2007, 11:45 PM
I've seen other sub-forums with the same thread idea, so i thought i'd plaster one on here (If it's been already i'm sorry. I'm still a bit new :???:).

I'm not 100% on my Warhammer Lore, so if anything mentioned doesn't fit, then by all means call me on it.

Damage Path: Focused on either a 2-handed weapon or 'Sword n' Board' strategy, the KoTBS's primary abilities involve wading into the thick of combat with everyone else and dealing damage at the same time. While doing so, passive abilties are gained through certain objectives being met (Crits, Capturing Control Points, inflicting a certain amount of damage on the target). These buffs/abilities would be more offensive in nature.

Defensive Path: This path walks into a fight with every dirty trick in the book. While clad in heavy armor and weilding heavy weapons, the KoTBS understands that not everyone is geared the same way. As such, he isn't above cracking an enemy in the back of the head to keep the Bright Wizard alive. Like the path mentioned before, performing certain objectives (Stunning, Blinding, Incapcitating the target in general) would activate certain passive buffs. These are mostly defensive in nature, with perhaps some light healing involved.

Tactics/Strategy Path: A buff/debuff for every occasion. Other than that, i'm not sure what else to include. Perhaps melee abilities that work in conjuntion with other Empire careers? Or vise-versa?

Anyway, more input would be great.

Gemini
12-19-2007, 12:19 AM
Well, I personally hope there is no "damage" path for tanks, I think they can be a lot more creative for that. One path might obviously be better for damage, but it should be deeper than just hitting people with their stick that much harder. But to go with yours, the third path could the "command" path, since that is they're gimmick after all. I fail at coming up for ideas myself though for now though. I expect I'll think of some later.

ChosenOne
12-19-2007, 02:02 AM
One definately needs to be a command path. Command shouts have timers. Thus one of the abilities in the command path would be to extend these timers. That would be huge as it would allow you to do more of the other tanking abilities. So while that wouldnt directly increase tanking skills, it would make you a better overall tank as you dont have to spend as much ap on commands in the long run and you spend less time reshouting.

Megha
12-19-2007, 02:28 AM
I like these threads, they make me feel creative and such.

Path of the Tactician: Increases the KoTBS ability to support an individual rather than a group. Lots of improvements and new single target buffs and abilities.

Path of the Commander: Increases the KoTBS ability to support the group. Increases the effectiveness of AoE buffs and abilities.

Path of the Charlatan: Focuses on the more direct support aspect of the KoTBS. Gives new and improves existing physical abilities that focus on increasing damage and damage mitigation of your group.

I called the last one Charlatan because the talent names would focus on the "dirty" side of the KoTBS, so there would be abilities like In the Face! - An attack that increases the enemy's miss chance greatly and reduces their dodge chance.

Gemini
12-19-2007, 02:53 AM
Okay, my 1:30am ideas for KotBS careery mastery maths, even though I only have a vauge idea of one path as I type these words.

Path of Heroism: This path has the best commands for keeping your allies and yourself alive, as well as taunts, guards, and other such abilities to protect your allies. Houses some reactive abilties based off of shield-blocks, parrys, and dodges. Specializes in shields and has morale and tactics related to making your group's survival easier. Also known as the "Healers love me" path.

Path of Leadership: This path has commands for every situtation, but has a focus on on offensive commands. All about keeping the morale of the group up and the swords of the group swinging hard and fast. Also leads by example with strong 2-handed attack skills. Has morale and tactics relating to offensive shouts as well increasing the effectiveness and duration of shouts while reducing the AP cost and cooldown. It is essentially the Commander path.

Path of Valor: This path is focused on making the Knight himself a better combatant. It has self-survival abilties as well as the positionals Paul promised us, assuming they do indeed still exist. Can use any sort of weapon the Knight gets and use it well, and has tactics and morale abilties that have nothing to do with the Knight's allies. This is the path that people will take and max out completely thinking it will transform them from a tank to a heavily-armored melee dps class, and end up very unhappy, because they will still be a tank.

Okay, that took waaaayyyy too long, because, as I said, I had no idea what I was gonna write except one path had to have the positionals and there had to be some sort of command path. How'd I do?

Vimes
12-19-2007, 05:38 AM
I sure like hell hope that there´s NO damage-path for any class in this game. Ever.
If there´s such a thing there´ll be a healing/tanking path for those who are capable of it, and that means there´ll be a huge chunk of people demanding the players to take exact this path. And then we´re at a point that lets many broken promises behind (aka Healers having to do damage to heal and such ;-) )...

Anyway, here´re my ideas:

Path of Leadership
(Sorry for taking the Name, but it´s so fitting ^^ )

This is the path responsible for the most of the Knight´s shouts and aura-buffs. Those affect both the Knight and his teammates, with the Knight gaining a slightly bigger effect of his Buffs thanks to this Path.

The Buffs used here are both of offensive (Increasing Damage or Attackspeed for example) and defensive (Reducing Damage taken, maybe some HP-Buff or such), of course with one or annother "glorious" Sword or Shield attack thrown in, which are stronger while under the effect of certain buffs.

Path of Chivalry

The "knightly" path, affecting both his offence and defence directly.

This path also offers improvements to many Buffs of him, like taking some of his allies damage instead of him or increasing his power while guarding and defending his allies (attacking faster and stronger and being tougher for every ally in range for example).

Path of Warfare

The path of those who have seen the terror on the field of battle, improving his more sinister shouts and attacks.

This path would increase dirty fighting skills, like knockdowns, blinding and such. In here are some shouts that affect the enemy when attacking the knights allies (like letting everyone with a buff instantly counter when attacked for example).



With these every path would have both offensive and defensive abilities, and a reason for the enemy to attack the knight (Leadership improves his allies the most, with himself still being able to kick ; Chivalry lets him become stronger when he fights for his allies, becoming a major threat when left alone; Warfare lets every attack become a double bladed sword, damaging the attacker as well as long as the Knight is alive
, and lets the Knight become a major annoyance with his knockdowns and combat related debuffs).

Well, that´s what I´d wish for anyway.

Remis Mormegil
01-17-2008, 08:26 PM
Hmm I'm really just gonna wing it here for fun.


Will of the Vanguard: This path will focus on outright fortitude and tactics that stop your opponents and saves your buddies in heavy combat. Using either a 2 hander or the old sword a board, this is the dude that protects his front-line. Essentially seeing this guy fight is like watching the Clutches of Death vs the Jaws of Life... ON PAY PER VIEW! ORDER NOW! This path will feature abilities like stuns, disarms, disables, knockback, and reactive burst damage from parries, shield blocks and in some cases from damage, his will defies damage taken and he may counter with a vicious blow of his own.

Sword of the Faithful: This path will focus on being a total shock troop. Using yourself as an armor piercer against the enemy front-line. Using either a 2 hander or a sword and shield, this is the guy that sets a living example of what a bowling ball does to a set of pins. This path will feature abilities like devastating bull rushes, shield shattering whirlwinds, and showing off the fact that a shield can make for a pretty dangerous off hand weapon. He'll also take advantage of what the opponent thinks is a good defense as his burst damage is triggered by enemy parries, dodges, and in some cases shield blocks.

Voice of the People: This path will focus on making your unit act as one with you as their voice. Both defensively and offensively. You'll be using greater commands for battles that demand your unit to fit the flow of battle equipped with better damage, defense, resistance, and higher action point and morale generation. Rather then specify for one role your given the tools to fit many. As your unit is now one the pain of your comrade is your pain, his anger is your anger. This path will feature synergy effects within the unit. As some members in the unit become injured the rest carry his weight and strike harder and faster in his stead.

NewKid
01-18-2008, 12:53 PM
Hmm I'm really just gonna wing it here for fun.


Will of the Vanguard: This path will focus on outright fortitude and tactics that stop your opponents and saves your buddies in heavy combat. Using either a 2 hander or the old sword a board, this is the dude that protects his front-line. Essentially seeing this guy fight is like watching the Clutches of Death vs the Jaws of Life... ON PAY PER VIEW! ORDER NOW! This path will feature abilities like stuns, disarms, disables, knockback, and reactive burst damage from parries, shield blocks and in some cases from damage, his will defies damage taken and he may counter with a vicious blow of his own.

Sword of the Faithful: This path will focus on being a total shock troop. Using yourself as an armor piercer against the enemy front-line. Using either a 2 hander or a sword and shield, this is the guy that sets a living example of what a bowling ball does to a set of pins. This path will feature abilities like devastating bull rushes, shield shattering whirlwinds, and showing off the fact that a shield can make for a pretty dangerous off hand weapon. He'll also take advantage of what the opponent thinks is a good defense as his burst damage is triggered by enemy parries, dodges, and in some cases shield blocks.

Voice of the People: This path will focus on making your unit act as one with you as their voice. Both defensively and offensively. You'll be using greater commands for battles that demand your unit to fit the flow of battle equipped with better damage, defense, resistance, and higher action point and morale generation. Rather then specify for one role your given the tools to fit many. As your unit is now one the pain of your comrade is your pain, his anger is your anger. This path will feature synergy effects within the unit. As some members in the unit become injured the rest carry his weight and strike harder and faster in his stead.

very nice, and you found some really good names for them