View Full Version : What classes are there ?
sparky
08-25-2011, 08:56 PM
So what classes are there so far/ going to be ????
And how does the class skill tree work ?
is it anything like TQ??
Where you conbined the clases together and become a class?
Or is it more like diablo, where you pick a charater of that class.
eisprinzessin
08-25-2011, 11:24 PM
I myself am dying to know what final classes will be. :p
Right now I am pretty committed to the soldier and demolition classes. Those two are pretty far along in development. We'll definitely have a caster but I'm not certain what direction ill go in with it yet. I have an assassiny type class started but haven't touched it in a while - will have to revisit and decide what to do with it. 5th class? [...]
Soldier, Demolition and Occult classes
The assassiny type class (http://www.grimdawn.com/screenshots/2010-05-26_necropolis01_lrg.jpg)
I'm currently designing the masteries to include 24 skills, as opposed to TQ's 20 per mastery. Also, skills tend to have more levels. Most skills in Grim Dawn have 12 or more levels with some going up to 20. All skills, regardless of their normal cap, also have an ultimate cap 10 levels higher, as opposed to TQ where the ultimate caps were generally only 4-6 levels higher than the normal cap.
Each mastery has 8 tiers at the moment but I've reserved space in the UI for a 9th tier. I may either add in 1 additional master skill to each mastery that will boost all essential stats and damage (to help boost power at very high levels) or I may save it to add in some future high-level skills in an expansion. [...]
from the Feature List (http://www.grimdawn.com/about_featurelist.php)
Combine any of five distinct skill classes each with multiple skill trees in which to specialize. Advance your class mastery up to 75 levels to unlock dozens of powerful skills and synergistic modifiers. New classes will be periodically released through downloadable content.
We are indeed carrying on the dual-class system.
Read about masteries (http://www.grimdawn.com/forums/tags.php?tag=masteries) and classes (http://www.grimdawn.com/forums/tags.php?tag=classes).
sparky
08-26-2011, 01:53 AM
Thanks for that, was very helpful how about a seeker class, i don't know i just made it up ?
it devours things, and can raise things off the ground and blow them to peices, and has souls as pets that devour enimies ??? no idea where i'm going with this one XD.. but seeker sounds okay :) not the usual hunter, rogue etc ha.
Bissrok
08-26-2011, 03:55 AM
Very cool. As long as one class can use a sword and shield and another class can use a bow or spear, I'm happy.
I love that we can take a skill over the level cap, too. That was always one of my favorite things about TQ.
matthewfarmery
08-26-2011, 07:04 AM
bows are in the game, :D
Yggdrasil
08-26-2011, 08:10 AM
Bows or only crossbows ?
eisprinzessin
08-26-2011, 08:19 AM
No, bows were removed. We will have guns and crossbows.
matthewfarmery
08-26-2011, 08:03 PM
whoops sorry
I thought bows were in, but crossbows are cool
DragonWolf
08-27-2011, 01:32 AM
I love Repeating Crossbows. No reloading required after every shot because of the cartriage they all had.
matthewfarmery
08-30-2011, 11:32 AM
I love Repeating Crossbows. No reloading required after every shot because of the cartriage they all had.
not very accurate mind, quantity of quality, but they are fast, there is no doubt about that,
medea fleecestealer
10-06-2011, 07:27 AM
Sorry to hear that bows have gone as I really enjoy TQ's Hunting mastery. Still, we'll see how the crossbows do. Must say I find the ones in Sacred Gold annoying because they're better damage-wise, but much slower to fire than an ordinary bow and my wood elf tends to get mobbed if she tries to use crossbows. If GD's are repeating crossbows hopefully they'll be faster.
Tiptoe
10-07-2011, 06:12 AM
Hmm no bows, that's the first negative thing I've read about Grim Dawn :(
I just hope modders will have the ability to add them to the game at a later stage.
MadWasp
10-07-2011, 06:54 AM
Hmm no bows, that's the first negative thing I've read about Grim Dawn :(
I just hope modders will have the ability to add them to the game at a later stage.
Maybe some very rare ancient(legendary) bows would be good.....;) easter egg
ElectroJack
10-13-2011, 06:36 PM
guns>bows IMO i just hope it plays out super nice
CraigJ
04-20-2012, 02:59 AM
Personally I've begun to move away from the idea of a 'class' system as you might have from a rpg like Dungeons and Dragons or the various computer equivalents.
Everyone likes to build a character that fits their play style and concept and you tend to get rail roaded with classes into fitting someone else’s concept of what they should be.
You can alleviate this problem somewhat by then broadening those classes and allowing variants but this seems like a retrospective act which would not be necessary had the options at the start not been as restrictive.
Diablo 2 did this.
You picked a class and then your skills.
Titan Quest did it the other way around.
You picked your masteries and that defined your class.
This is a much more flexible option allowing more creativity in character creation but to be truly flexible in defining a ‘character’ you would break it down even more.
Defining your character comes down to several things.
Your attributes.
Your skills.
Personal Traits.
Equipment.
Appearance.
I rather like the idea of being able to mix and match the skills freely without being restricted by the idea of a class.
You add various traits to that mix which adds a certain flavour to the build and modifies the application or effect of the chosen skills and you have endless options for character concepts.
Ultima Online is a good example of this.
While it was widely accepted that you would take certain skills to be a certain ‘class’, ie. To be a full on mage you really wanted master skills a, b, c, d and e; you could mix and match your selections to really give your character the feel and concept you wanted and the idea of a class was really a title or theme that you ended up fitting into.
So all that said, if it’s possible to bring in more masteries that fit the genre, I can only think that it would expand and add more value to the game and I'm really looking forward to the Grim Dawn release.
medea fleecestealer
04-20-2012, 05:50 AM
Two Worlds was similar. It was entirely up to you what skills you put points into, whether it was melee, ranged or caster. As you started off with two caster masteries available you could work on increasing those along with other skills from melee and/or ranged or look for someone to train you in the others. So my toons were always mainly melee with a bit of bow and earth magic backup.
Mind you I could never get to grips with Two World's magic system, which was a shame as I would have like to try out a caster in the game. I much prefer TQ's system of passive and active buffs plus spells.
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