149686-new-class-for-wildstar-the-pirate

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Okay,
 
Been thinking about this, and I feel like sharing this idea with the community.
The idea is based on the class from Final Fantasy XIV : Namely the Rogue.
I've been looking at it's implementation, and the upcoming theme for the new raid : Redmoon
So why not add a new class for players that requires a specific question to be completed and grants your account the ability to create a new character with this class.
 
sources:
http://ffxiv.consolegameswiki.com/wiki/Rogue
http://wildstar.gamepedia.com/Warrior
 
Class Description
The class, like warrior, medic and stalker, is considered to be a melee class.
Unlike the previous three classes, the range for abilities on the Pirate is going to be on a way closer ranger then the abilities of the previous classes.
This is to bring an increased difficulty level on the class that has as goal to provide a challenge for the people playing it.
Now before you all jump on the Hardcore™ bandwagon again, the class is not ment to be for the dedicated few only.
Everyone should be able to unlock it, but it will take quite some skill (and good programming from Carbine) to master the class.
 
Weapon
Like any class in WildStar, the Pirate will have a dedicate weapon assigned to him: The dual daggers
The play style will feel similar to stalker in that he will be dual wielding the same weapon in each hand, focusing on stabbing and slashing one or multiple opponents.
However, the Rogue will focsu on building up combinations with a limited amount of abilities to increase and augment his own combinations.
 
Roles
Unlike where classes have access to DPS/Tank/Healing combination, I would like to see the class as a DPS/Support role.
The DPS abilities from the class will focus on dealing damage, with the main focus being single target, adding in a few area of effect abilities, whereas the support role will focus on adding or removing empower and weakening effects on the party as well as on the enemies that parties can encounter in instances or solo play.
 
Abilities
Below are the various abilities I'd like to see on the class. I have not included any numbers, because I cannot come up with some mathematical fomula's on the fly.
This is something I'd leave to people who are more deeply involved with theory crafting and Carbine who has the current fomula's for the classes.
 
Assault Abilities
Spinning Slash : The Pirate spins around, slashing one enemy with both knives. A successful crit gives enhances the Gut Skill.
Mutilate : The pirate unleashes a quick flurry of stabs on the target. Leaves a damage of time effect.
Gut : The pirate stabs the closest target with both daggers in the gut. When used after Spinning Slash, the attack crits.
Assassinate : Similar to the Spellslinger assassinate, but close melee range.
Mug : Single strike against the target. Increased drop rate of items when used as finishing blow.
Sneak Attack : The target is rendered unconscious
Ankle Slash : The target is snared and slowed.
Poisonous Blade : When toggled makes all attacks poisonous, leaving a Damage of Time effect (20% chance)
Blade Dance : The Pirate spins around, dealing damage to up to 5 targets around him.
Knife Toss : Hits up to three target, up to 20m away.
Support Abilities
Health Tonic : Heals one target
Healing Balm : Small heal and removes root/Snare
Detox : Removes damage over time effects
Black Magic : Blinds the target
Dual Toss : Heals all targets in path, damage all targets in path
Concentration : Restores x% of Focus on the target
Adrenaline Shot : Ressurects one target in Combat
Poison Mine : Places a mine, on detonation poisons the entire area, adding dots to all targets entering
Freeze Mine : Places a mine, on detonation freezes the entire area, adding root and snare to all targets entering
Flash Mine : Places a mine, on detonation stuns all targets in the area.
 
Utility Abilities
Find Weakness : When applies to a target, reduces armor, stacks multiple times
Flash Bomb : Disorients up to 5 targets in the affected area
Freeze Bomb : Roots up to 5 targets in the affected area
Pirate Brew : Put an empower on the targets in the affected area (similar to void pact, but area based)
Flurry : Prevents ranged hits from hitting for up to 2 seconds in a 5m area around the Pirate
Decoy : Reduces the threat of the target
Taunt : Taunts a target and slows it for 5 seconds
Poisonous Jab : Guaranteed Damage of Time, with cooldown
Smoke Bomb : Puts the Pirate in stealth
Slick Boots : CC Breaker
Innate Ability
Lucky Charm : When activated, resets all cooldowns. On every crit, gain one stack of "Lucky", increasing crit and crit severity. Lasts for 8 seconds.Well that's more or less it.
I'd add artwork if I could, but that's still a bit beyond my skills right now.
 	
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			I'd love the pirate class. My suggestion for the support role would be to change those abilities around a bit and offer more in combat affects. If you take a look at the bard or archon from rift, I would throw my money at carbine if they made a class/spec like those two. My idea for a class would be something reminiscent of the fire mage in WoW where the dps role focus on critical strikes and maybe the support role could be very archon like. Pirates though,... sounds dope.	
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Maybe we already have the artwork :)	
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			Arrrrghhhh mate!!!! me like the pirate!!!!  ;)	
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			I would think sabers would be more on the nose fore a pirate than daggers and more visually appealing. A class with a more support (buff/debuf) focus would be fun. Though a class focused on the metagame may sell to hardcore players its not good to draw paying newcomers. Personally after years of melee or static ranged in almost every other mmo, the run and gun style of Wildstar makes the ranged style so much more fun than melee. 	
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			We can reduce their movement speed by 20% due to their peg leg. :PPossible other Abilities:Parley - Forces an opposing players to sit down and discuss the situation.Backstab - Follow up to Parley: double-cross your opponents by summoning pirates behind them and dealing a guaranteed critical hit. Damage reduced for each target beyond the closest target hit with Backstab.Davey Jone's Locker - Execution(targets below 20%); traps the opponent in a watery cageParrot - Temporary Pet - claws out the eyes of the opponents causing blind.Monkey - Temporary Pet - Steals money from the opponent and has a chance to cause disorient.
			
				
	Edited February 15, 2016 by CRB_Meerkat	
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We can reduce their movement speed by 20% due to their peg leg. :P
 
 
Possible other Abilities:
 
Parley - Forces an opposing players to sit down and discuss the situation.
Backstab - Follow up to Parley: double-cross your opponents by summoning pirates behind them and dealing a guaranteed critical hit. Damage reduced for each target beyond the closest target hit with Backstab.
Davey Jone's Locker - Execution(targets below 20%); traps the opponent in a watery cage
Parrot - Temporary Pet - claws out the eyes of the opponents causing blind.
Monkey - Temporary Pet - Steals money from the opponent and has a chance to cause disorient.
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			also immune to blind because they have the eye patch. also enhanced night vision for when you guys add those realistic day night cycles.	
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A Pirate with no rum based attacks? I purpose a bottle of spirits come with every Pirate akin to the warrior's arm cannon.
 
More abilities:
 
Fire Breath - Take a swig, light a match, and blow a cone of fire.
Light'em Up - Can be used twice. First hit douses up to 5 targets in alcohol, Second sets them on fire causing an initial explosion then some burn damage over time.
 
Sanitize - Poor some alcohol on it. Removes defuffs.
Numb the Pain - Take a long, slow, sip of spirits and come to terms with your past transgressions and slowly start to recover your HP.
Downpour - Shower your allies with the "finest" of wines. 10 allies in the shower recover HP.
 
Drunken Sway - Raises evasion for a bit.
Rank Burp - Belch. Disorients up to 2 targets.
Who did it? - Some spilt your rum (and it wasn't you), increase damage against first 5 targets in sight.	
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Weapon should be an anchor.
 	
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			I'd LOVE another Melee class. My main is Warrior, absolutely love it, rotation and any build feels good to execute (,maybe except WW builds) good move skillset, innate, utility abilities, perfecft class for me, but stalker doesn't really feel the same way as Warrior. This class sounds awesome, but another class seems highly unlikely for the game at the monment sadly	
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			Really, all I want are giant magitek fists. Somehow Tera got to them first.	
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			Taking this topic a little more seriously, I think that dual daggers is not the best armament for a pirate class.  I'd prefer to see a mixed armament that was pistol-and-dagger.  That's more fitting to this theme, and also less cliche.	
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Taking this topic a little more seriously, I think that dual daggers is not the best armament for a pirate class.  I'd prefer to see a mixed armament that was pistol-and-dagger.  That's more fitting to this theme, and also less cliche.
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			Pistol and sword was the typical armament of a pirate. Having this class could bring a whole new aspect into this game like the side of seafaring additions like ships, sea combat, hunting sea monsters etc etc. Expanding the reach of the players by having islands where you could have your guild base. Etc etc. Also how come we dont have guild bases?	
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I'm not personally into pirates in general :)
However I don't mind new classes, so why not?
Add a ranged dps option (pistol, rifle) and even I might be surprised :P	
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Chua not mind making new ideas for game ;)	
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			Like I said before if they devs want to expand the game a seafaring expansion could be awesome with underwater cities etc etc	
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New class: Pirat (Mercenary/ Bounty Hunter)
 
 
Their HQ is Mercenary Camp and they work for both sides. 
 
 
Let the imagination flow.... :D
 
Can be: DPS, Tank and Healer.
			
				
	Edited February 16, 2016 by Funkyplum	
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			Don't look up "The Angry Pirate" whatever you do..... :lol:	
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no paid classes whatsoever.
Available for all through quest unlock/expansion or not.
Paid classes leads too fast to pay 2 win situations where they get buffed to reel in more cash.	
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A paid class (which this would have to be to be feasible for them to sink resources into)  would need to have more options than the standard class to draw as much as possible. So having the class have viable ranged and melee builds via LAS would help with that.  I also love the idea of temp pets that some one mentioned. Weapon ideas:Cliched:Pistol/Saber (would be kinda close too War unless they made it a ranged class with melee utility essentially inverting it) 
daggers thrown for rangedRifles with bayonets 
More unique
Harpoons
Hook hands that can shoot out for ranged and utility (think Baymax from big hero 6)Cannon (probably too close to engi though but with shot animations like ignite from ss)Anchor (suggested above totally +1 but would likely feel like a war clone)
Ball bombs/nets Ship steering wheel  	
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{| class="blockquote"
no paid classes whatsoever.
Available for all through quest unlock/expansion or not.
Paid classes leads too fast to pay 2 win situations where they get buffed to reel in more cash.
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A paid class
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While I would like that they need money to keep the game up and running. Their F2P model is very friendly to free players. Making a new class would require a lot of work new art meaning:
Models and textures from 1-50 for weapons and gear
Animations for all the skills
programming 
balancing/testing
 
Those things are not cheep. I would rather the new class be fleshed out and worth spending money on than recycled to fit current budget. 
 
I do agree P2W is horrible though and the class should be balanced. But there isn't a huge pvp scene in WS ATM so as long as its not overly outperforming on dps charts it should be fine personally while I don't think it would sell having it a meta class with boosts to the whole party would definitely make it a great party addition for every one even those who don't want to pay or play it. Obviously it would need to also come with a character slot unlock. 
 
And you should be able to purchase it with omnibits and or Ncoins to make it unlock able via free gameplay just make the omnibit price High enough to merit also spending actual money if you want it quicker. 
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I agree with Kampalo. Going with the stereotypical pirate, I think flintlock pistol and cutlass... with some rum and explosives.
 
 
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Weapon should be an anchor.
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Why does everyone but me want new classes in every MMO? I just don't get it...^^ Classes are merely game mechanics. And pirate is something I would rather call an occupation, not a class. Maybe I don't like them because I never saw a new class make a game better, rather the opposite... It's too much hassle, plus work and they have to keep working on it, and class balance becomes harder as well.
 
I would rather be more interested in the path system developed further, new paths could be introduced (and be learned/changed by an existing character as well) and every path could have 1-2 spells you can put into your action bar as an actual combat-usable ability (being very similar than an existing one just changing animations to the style of the path or something). And pirate could be such a path. Pistol+sword could be a weapon skin that changes your combat animations. As I said, classes are merely mechanics, which maybe doesn't need to change to make such fun modifications.
			
				
	Edited February 16, 2016 by Strayhand	
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No, plain and simple no.
This kind of stuff should not be purchasable in a cash shop because you're going to upset more people with it then attract.
This kind of stuff will hurt your game way more then you think.
And we don't need wallet warriors in WildStar.
 
Carbine should stick to their promise : everything is obtainable in game.
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Because the pirate class could be launched as part of a new expansion, maybe a have to pay expansion? This expansion could introduce sea as part of a new area, with underwater cities.
 
Lets start with a little bit of history, some of the exile/dominion people when landing in Nexus fall into a desert island with an ancient harbor, ships and everything in them. This island have access to an underground city by a tunnel or by underwater access to a tunnel or entrance to a complex underground of different city parts connected by underground tunnels. This could open a whole new area and make the game more interesting.
 
Right now when you go exploring on the edge of the maps you find a lot of underwater elements that could be incorporated to this new city or cities.
 
Pirate could be a new class with ships, submarines etc	
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I'mma just leave this here...  
 
I suppose I end up being more of a traditionalist in the end though...  
 
{| class="blockquote"
Why does everyone but me want new classes in every MMO? I just don't get it...^^ Classes are merely game mechanics. And pirate is something I would rather call an occupation, not a class. Maybe I don't like them because I never saw a new class make a game better, rather the opposite... It's too much hassle, plus work and they have to keep working on it, and class balance becomes harder as well.
 
I would rather be more interested in the path system developed further, new paths could be introduced (and be learned/changed by an existing character as well) and every path could have 1-2 spells you can put into your action bar as an actual combat-usable ability (being very similar than an existing one just changing animations to the style of the path or something). And pirate could be such a path. Pistol+sword could be a weapon skin that changes your combat animations. As I said, classes are merely mechanics, which maybe doesn't need to change to make such fun modifications.
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Its funny there are sooo many "is this game dead" "will it die" threads due to low pop/money coming in.
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Conceptually, I want to say I'm on board with doing an Omnibit-accessable class.  I think that model worked really well for Lord of the Rings Online.  They introduced two classes with the Moria expansion, and Moria was by far the best expansion they had.  Free players had to do quite a bit of grinding to get those classes for free, but it was ultimately possible, and gave people a really-long-term goal.  Right now, I feel like Wildstar needs something like that.  There's not a lot of long-term thinking within the community right now, and it would be nice to get into that.
 
Also, regarding the idea of "topping choices," I actually think the current game doesn't have enough of it, as it stands.  Between all 6 classes, there are not a lot of complex / unique shapes for telegraphs.  Almost all of them are either cones, circle, or rectangle variations, occasionally double/tripled, occasional with movement addons.  Whereas, enemies get starbursts, webs, snaking S telegraphs, and all sorts of more interesting things.  I'm not even talking about bosses, just free-spawning primes.  I think there's a lot of unexplored design space for cool looking effects.  And I think if done correctly, it would merit an actual purchase.	
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I'mma just leave this here...  
 
 
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