Maxxius said:
Personally I"d rather see the tri-class make a comeback. If you cant fill all your group needs that way then you never will. But please oh please Curt don"t continue this "needed" healer/tank system because as for me I refuse to get involved in another game that forces me to waste half my playing time trying to find one just to do some content.
I"m okay with tri-classes too. There are like 54 combos or something given the 8 archtypes -- just pick 15 or so of them and go with it.
Of course they can try and think out of the box and get rid of the Diku archetypes. No clue what they"d replace them with. You can go pure-itemization (the MTG/CCG route. You are what you wear and what spells you"ve got) or skill (UO). Though I think skills have group-formation problems already identified in this thread.
As for Dragen"s comments above re: Hybrids:
Here"s a first pass. Assume OT/DT exists in this game so our Pally can heal his DT while he"s beating up a_random_giant.
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All tanks have Area and Target Taunts.
Tank/DPS - Monk. Tanks via evasion and dodge. Leather or cloth only. Highest DPS of tank classes. Feign Death (no timer). Dual wield.
Tank/Healer - Paladin. Tanks via armor/shield. Group
HoTs and flash heals of specific targets. Diety specific buffs. Can turn undead. Weapon+Shield (no dual). Rez.
Tank/ADPS - Mageknight. Tanks using magic (magic shields, magic bone armor, summoned weapons). Can summon weapons for other PCs. Melee weapon buffs (fire/frost). Porting. Limited illusion abilities.
Tank/Buff - Barbarian. Tanks via high resists (frost/fire/poison), highest stamina in game and weapon blocking (no shield -- dual wield). Chain only. Haste, Stamina and Morale buffs. His Self-Buffs improve as he takes damage (e.g. the more damage he takes the higher his resist buffs go). SoW.
Tank/Debuff - Shadowknight. Tanks via plate armor/shield. Target Slow and DoT debuffs (including a life drain transfer). Can target the mob life drain to himself or other members of group/raid. Can charm/lull undead (diety specific?).
Tank/CC - Inquisitor. Tanks via plate armor/shield. 10 sec AoE Mez on a 2-min timer. Lull for splitting/pulling. No charm ability. Immune to mez/stun (10min timer).
Tank/Pet - Beastlord. Tanks via plate armor/shield. Can tank with permaPet A or dps with permaPet B. Charm animals (1 mob at a time) for mez or temp pet.
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All healers have Rez.
Healer/CC - Druid. Leather armor. Heals via HoTs/Flash heals. CC via 10-sec AoE Mez. Charms elementals (mez or temp pet). Sleeps humanoids. Entangles Demons and undead. Elemental pets can port for the Druid. Limited Illusion abilities/tree-form.
Healer/ADPS - Bloodmage. Cloth armor. Heals via Blood transfer (his health to yours) and DoTs on mobs (group lifedrain). Can use parts from corpses of dead mobs to graft buffs including regen onto group. DPS via DoTs and Nukes. Porting.
Healer/DPS - Disciple. Cloth armor. High Evasion. Feign Death (longer timer than monk). Heals via Ki. DPS to enemies builds up energy which is channeled for healing (HoTs/Flash or group). Very large fast heals after some energy is builtup. Can channel energy for melee damage buffs instead of healing for the player/group instead of healing.
Healer/Pet - Shaman. Chain armor. Heals via HoTs, Pet and Flash heals. Choice of pet: 2ndary healer (Hot/regen for group), additonal DPS or cheap-ass tank. Diety specific buffs.
Healer/Buff - Cleric. Plate armor. Heals via HoTs, Flash and group heals. Buffs to stamina, dex and str. Diety specific buffs to melee or arcane damage. Diety specific turning/charm ability. E.g. Cleric of good diety can turn undead. Cleric of evil diety can charm undead.
Healer/Debuff - Shadowpriest. Cloth armor. Heals via group damage redistribution (tank -> rest of the group), group regen/HoTs and Nuke/lifedrain on mobs. In addition to the nuke/lifedrain has slow, armor, arcane dps debuffs. Diety specific debuffs as well.
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DPS/CC - Ninja (couldn"t resist). Cloth armor. DPS via ranged(shruikens/arrows) or daggers/poisons/bombs (melee). Nerve strikes for 30-sec stun (humanoids, demons, animals). Stun bomb (Ninja onlyl) for 10-sec AoE stun (all). High evasion (but not as high as the monk). Dual-wield natch. Feign (fast timer). Self-rez (2hr timer/item dependent). Hate-table vanish (rogue-equivalent). Lockpicking (not as good as rogue). Limited illusion abilities.
DPS/Buff - Chaoswarrior. Chain armor. DPS via swords + bow for ranged. Haste and dps buffs. Diety specific buffs (Sta/Int/etc). Dual wield. SoW or similar.
DPS/Debuff - Rogue. Leather armor. Debuffs via dagger poisons. DPS via Daggers or swords. Dual-wield. Hate-table vanish. Combo Debuffs+DPS should make rogues highest average DPS in game. Lockpicking.
DPS/Pet - Ranger. Leather armor. DPS via Bow/Sword. Diety specific perma-pet or pet via charm-animal. Example. Eagle pet adds damage buff (self-only) for ranged combat. Bear pet adds damage buffs for melee combat (self-only and not as good as Eagle self-buff) and can act as a weak tank. No dual-wield. Ranger is only melee unit whose primary DPS is Ranged (Bow).
DPS/ADPS -- degenerate class, skipping.
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All Arcane units have porting abilities.
ADPS/Buff -- Sorcerer. Cloth armor. Arcane DPS buffs. Group Int/Wis/Cha buffs. ADPS mainly via AoE nukes. Morale buff linked to damage done.
ADPS/Debuff -- Necromancer. Plate armor. Arcane DPS through DoTs and corpse explosion. Debuffs to mob armor, arcane dps, int and wisdom. Feign (longest timer of those with feign abilites). Can explode dead mobs for additional AoE damage. Only non-healer with Rez. Of one only two classes with Self-rez (1hr timer/item dependent).
ADPS/Pet -- Summoner. Cloth Armor. Demonic and elemental pets. ADPS via pet, DoTs and nukes. Can charm demons or elementals (single target only).
ADPS/CC -- Enchanter. 20-sec AoE mez (longest aoe mez in game but longer timer. 10-sec AoE same timer as the rest). Nukes and DoTs. Lull/Charm (humanoids, demons). Stun (humanoids, demons, elementals, undead). Limited mez of animals (e.g. AoE only). Illusion abilities.
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Buff/Pet -- Beastmaster. Chain armor. Buffs via pet. Widest choices of pets as they determine buffs (e.g. Hawk for +ranged/arcane damage.).
Buff/CC -- Bard. Plate armor. Dual wield. Buff via song. Best Haste buff. Melee dps buffs. Diety specific songs. SoW. CC via song -- long lasting lull songs (humanoids, animals and demons(maybe)) for pulling. Hate-table reduction songs.
Buff/Debuff -- degenerate.
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Debuff/Pet -- Hunter. Chain armor. Debuffs + pet. Exercise left for the reader.
Debuff/CC -- Jester. Leather armor. Debuffs and CC via song. Bard"s evil twin. Songs of madness (mobs attacking wildly), AoE slow, debuffs to Dex, Str. Long lasting Lull (demons, undead, elementals) for pulling.
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CC/Pet -- Psionicists. Cloth armor. 10-sec AoE Mez. Charm or lull (humanoids, animals). Stun (elementals, animals, undead). Charm for temp pet. Doppelganger. Limited mez demons.
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Got a little lazy towards the end. Didn"t get into crap like who has snare or inviz. But I think, for the most part, there is minmal creep and yet most of the classes are distinct. Ninja is due to Gin"s earlier comment.