View Full Version : Neutral City: What Classes?

05-11-2007, 02:25 AM
Ok, so we know Sarnak-Town is going to be a neutral city, and I have to wonder how the devs will handle classes around this.  The way I see it, there are three ways classes could be handled here: 1.) All Classes.  Probably one of the easier options, but seems somewhat unbalancing for this one city to have 24 classes where all other cities have 16.  Could work, but just seems too much. 2.) Neutral Classes.  They get Warriors, Sorcerors, Bards, and Druids.  Again, probably among the easier possiblities, but this time just doesn't provide enough options, in my opinion. 3.) Pick and Choose.  They get the neutral classes, and then pick the classes they think fit best with the city (eg. maybe deciding the Monks fit better than Bruisers, but choosing Inquistors over Templars, that type of thing). Might take a bit longer to plan out, but seems the best option for me.

05-11-2007, 02:31 AM
Everything would be all screwed up with PVP then.

05-11-2007, 04:14 AM
<p>Crafting classes <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>Seriously though I think option <b>B</b> would be the way they go, but who knows.. They may add a few more classes <img src="/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" /></p>

05-11-2007, 12:49 PM
From the article on Allakhazam, I definitely got the impression that it was neutral classes, i.e. classes that can start in either Freeport or Qeynos, that don't require a good or evil allegiance.  I would guess, then, no necromancers, no conjurors, etc.  But Scott even said then that that was the way the were leaning, and that neutrality was where they were headed at the moment but that it could change. 

05-11-2007, 01:06 PM
<p>If that is the case, then it means that the only classes a Sarnak could be EVER would be Zerk/Guard, Warden/Fury, Dirge/Troubie, Wiz/Warlock.</p><p>They could NEVER be any of the other classes, because even through betrayal, you cant choose a new subclass at all.</p><p>So, I'd have my doubts that neutral classes would be the only choices avaliable.</p><p>I'd think the starting town may be more along the lines of Majdul where different factions control different parts.  So there would be a "good" section, "evil section" and "neutral" section of town, with the appropriate class trainers located in each.</p>

05-12-2007, 07:07 AM
er yah as above poster

05-12-2007, 10:06 AM
<p>Duh.  Yes, I see your point.  However, he did say something that made me think that.  Here is the exact quote: </p><p>"Gethani:  And it's going to be neutral? Scott:  Neutral is pretty much what we're going with right now, we might tweak that so you don't get to call me a liar if that turns out to not be the case.  And when I say neutral I don't mean all races.  I mean the races that can start any place.  Plus Sarnaks.  So it's not going to be a place where anyone can start, this is going to be a place where some subsets can start and the subset that we're working with right now is the neutral ones."</p><p>So, what is absolutely clear is that it is not a starting city for all races, at least at the moment.  And that they intend it as a neutral city--again, at the moment.  So I guess it is more racially based--the pure good races (high elves, frogloks, etc.) and the pure evil races (trolls, ratongas, etc.) will not be able to start there.  It makes me wonder, I guess there will be a need for a "betrayal" quest to move to the neutral city.  Makes me wonder, what kind of betrayal would a betrayal to neutrality be, lol?  I mean, if you are good and change to evil, you have to kill things.  How do you craft a quest that expresses neutrality?  Have fun with that, devs, hee hee. </p>

05-12-2007, 12:12 PM
i really hope they allow exiles to go there and not lose our masters, that would be [Removed for Content].  but im aslo very curious how they would do the classes especialyl with some of the extremes like paladin/sk where they are so good or so evil. 

05-12-2007, 06:03 PM
<p>I remember reading some where a dev saying that they don't accually have to have the "good/evil" split for starting cities as far as classes go and infact this is something they are going to explore going forward. My guess for classes</p><p><u>Fighters</u></p><p>Brawler - yes both 'Monk' classes as the Iksar have thier own school of Monks The Swift Tails so I would think the Sarnak would want to fight fire with fire as it where.</p><p>SK - As I think the Sarnak are more into revenge then Justice so that would apeal more to the SK</p><p>Zerker - thats right no Guardian, the Sarnaks are taking the fight to the Iksar so they would rather have offence then someone hungered down in defence</p><p><u>Mages</u></p><p>Sorceror - as nukes are good AoE or Single target doesn't matter</p><p>Necro - War means lots of Dead bodies, dead bodies means lost of raw materials for Necros</p><p>Coercer - again I think Coers fit better into the mindset of the Sarnak then Illusionist</p><p><u>Scouts</u></p><p>Preditor - yes both pred classes, Through Backstabing or Ranged I don't think the Sarnak care how you kill as long as the killing is done</p><p>Brigand - the more offencive of the two Rouges, wich to me again fits better into the Sarnak view.</p><p>Dirge - They are at war they would not have much use for "happy" music but alot of use for Dirges</p><p><u>Priests</u></p><p>Druid - because really I think this is the only 2 priest classes that can get along</p><p>Inquizator - because like the Pally I don't think a Templar would support the reason for the fight</p><p>Mystic - I think because the Sarnak seem to have a respect for thier dead so they would no defile thier sprits with a Defiler</p><p>these are just my guesses but hey they could totaly be off base, for example maybe both shammies as lots of dead means lots of power for those that call on the Dead for Help or force help from them. While a Warden would not have much power in a War zone as it destories what there power source.</p>

05-12-2007, 08:35 PM
Ke'la's ideas mirror mine to some degree.  I think the primary lore to keep in mind when looking at possible Sarnak classes is that they have been involved in war throughout nearly all of their existance.  With that in mind, here's what I'm thinking for each of the classes: All Neutral classes- No reason not to include them in my opinon. <u>Fighter</u> Brawler- Of the two options, I'd go with Monk.  I'd think the philosophy of self-discipline would work better for a military culture than the Bruisers Crusader- tough one, but I think I'd agree with Shadowknight. <u>Mage</u> Summoner-  Another tough one.  On one hand, war does leave a lot of dead, perfect for Necros; on the other hand, that type of culture would tend to breed a lot of respect for the fallen, so maybe a Conjuror would be more appropriate. Enchanter- I'd agree with Coercer.  Using magic to destroy the enemy's mind seems more fitting for Sarnaks than creating illusions. <u>Scout</u> Rogue-  They do live on islands, so I could kinda see Swashbucklers there; but I can't really see the sort of swaggering persona for Sarnaks, so I'm going with Brigands as well. Predator-  While the Sarnaks likely wouldn't have scruples about using Assassins, I'd think a tracker and a scout would come in more useful on the battlefield, so I'm going with Ranger. <u>Priest </u>Cleric-  I see the Sarnak having a harsher view on religion, so Inquisator Shaman-  Coning back to the whole honor to the dead thing, I'd agree with Mystic. -------------------------------------------------------------------------------------------- So, this would give Sarnaks all neutral classes, and one good and one evil class for each archetype.  I rather like the symetery <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />.