A quick and dirty overview of the idea; Classes are organized into 3 categories, which are Basic, Advance and Special. Basic Classes are the classes that we have access to right now, the original 6 at launch. Advance Classes are classes that are either HQ or elite units on the tabletop. These classes come with prerequisites in order to unlock and the requirements vary amongst the classes. Last but not least, are the Special Classes. These are secret hidden classes that have lengthy requirements that are rewarded to the dedicated player. That is the gist of the idea, now I will go into detail on what these classes are and how they play.
So, let us begin with more additional Basic Classes.
Skirmisher
The Skirmisher is probably my least impactful class since they are not providing a unique role, but a mix of two existing classes imo. They are based off of the Incursor unit. They are a mid-range harasser, that excel at stalking their prey. Through Multi-spectrum Array, they can track (highlight) enemies that they've attacked. This alone in PvP is a really interesting feature where the Skirmisher doesn't need to rely on the Tactical for field information. In PvE perks can enhance this unique feature to increase damage to Extremis and higher enemies. Their special ability is the Haywire Mine. This mine is the love child of the Meltabomb and the Shock Grenade, a shock bomb if you will. In PvE the meltabomb had to be nerfed against Exterminatus enemies for a reason and in PvP any crowd controlling effect is crucial in changing the tide of a skirmish. Along with this release, Smoke Grenades can also be introduced where they obscure and screen allies. The combination of the Multi-spectrum Array, Smoke Grenades and the Haywire Mine can be lethal in any setting.
Armor Rating- 2 (Phobos)
Weapons- Occulus Bolt Carbine, Stalker Bolt Carbine, Instigator Bolt Carbine, Marksman Bolt Carbine, Bolt Pistol and Combat Knife
*I'd try to differentiate the Vanguard from the Skirmisher by granting the Vanguard Paired Combat Blades and making them a more a melee oriented hit-and-run playstyle as opposed to the Skirmisher's shoot-and-run tactics. Even if this delineates away from the tabletop, it will further enhance their roles in the game.
Support
The Support is the little brother to the Apothecary and is based off of the Helix Adept model. They provide cohesion like support through Infiltrator Comms Array by providing a passive cooldown reduction to allies. This unique feature can be further enhanced in PvE by providing further utility, defensive or offensive buffs. Their unique ability would be the use of the Helix Gauntlet where it serves as a Medicae Stimm that can be used on others and yourself. In PvE perks can also add more effects such as damage reduction, increased damage or movement speed for a period of time after the use of the Helix Gauntlet. I'd like to see the release of different stimms that provide various benefits besides healing in the future.
Armor Rating- 2 (Phobos)
Weapons- Marksman Bolt Carbine, Bolt Carbine, Bolt Pistol, Chainsword and Combat Knife
*Not the biggest fan with the automated self-healing feature in PvP. Maybe the introduction of stimms, support equipment and a true support class can overhaul this? I suppose it depends on what the majority of people want after all.
Specialist
The Specialist goes boom. This class utilizes that long awaited flamer as well as rocket launchers. They are demolition experts based on the Infernus and Desolation units. Similar to the Heavy in terms of fire power, they deviate in the defensive department. They are true glass cannons that provide devastating AoE effects and damage. While the Heavy may prove devastating with a charged melee attack through their Gravis stomp, the Specialist may utilize a charged shoulder bash that can be used to close in on enemies or to make space. Their unique passive is Incendiary Terror where explosives have a chance to leave a Burn DoT on those that originally survived the initial impact. Their unique ability is Targeter Optics that marks the selected enemy (or the nearest) and grants automated locked on aiming for a brief period of time. Killing a target will refund the remaining time towards the ability cooldown. Remember, they go boom and they do it well.
Armor Rating- 3 (Tacticus)
Weapons- Pyreblaster, Vengor Launcher, Superfrag Rocket Launcher, Heavy Bolt Pistol and Bolt Pistol
* This class seems like a nightmare to balance. I think having a higher entry skill level seems like the way to go, however. They should be a glass cannon to differentiate them from the Heavy and due to their low ammunitions for Primary Weapons, I believe the Heavy Bolt Pistol would be excellent for them. Also, the Vengor and Superfrag have grenade launcher capabilities. Also, the difference between the Vengor and the Superfrag should be elite single target damager vs AoE wave clear respectively.
This should wrap up the Basic Classes. Considering that this post is long enough I think I'm going to have to make 2 other posts explaining the Advance and Special Classes in detail. Well ladies and gents tell me what your thoughts on these classes were and if you'd play them. Until the next one.
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