Introduction:
My Fellow Americans, Also My Fellow Navians. HAPPY LABOR DAY! Today I present to you a class that in design Counters Mages, Foot Fighters, Tamers, And Mounted Combat Warriors.
Description:
The Mounted Archer, deals less damage then a standard Archer, instead trading that extra damage for extra mobility. Often Wearing Heavy Plate Armor designed to counter pierce damage. They are the stand alone best PVE Class in the game, with Headshot they are even better.
HOW DO THEY COUNTER OTHER CLASSES?
FOOT FIGHTERS: Cannot do a thing, In MO2 Dex is nerfed a ton, no longer do they even have a chance against us, and with the introduction of Horse Armor, we no longer fear their arrows should they spec into archery as a primary. This is because it's harder for them to hit us, so while trading damage any arrow we land is worth 2 of theirs. This is because we are 2 targets, some of their arrows will miss us, some will hit the horse which has 315 hp plus armor. The enemy will never have 315hp and can't outland shots on us. We have all day, we can run to safety and engage again with another arrow to the back, and then dart away to safety or land a few more hits. And if they do not have archery they are just a sitting duck.
MAGES: Have a 60% chance of any damage they take interrupting their current spell, because mages are split into 2 categories a Dex Mage or a Fat Mage we know our options against both. Fat Mages are often encountered on a Mount, their cast time is increased and we can out trade them in damage. They are often in Hornscale Armor and our pierce damage deals more damage then their spells, or armor can tank. We also retain our chance of interrupting their spells even when the enemy is on horse. Dex Maxes are Faster and like to stay on foot, but they get all that move speed for the trade of the HP the Fatmage offers. Their Build counters Foot Fighters, who aren't Dex fighters themselves, but their build trades into us even worse. Elves the favored Dex mage has the least amount of Hp in the game.
TAMERS: They have pets, but if it isn't a Bear it is a weak ass pet anyway. If it is a Bear it can never catch us so there is nothing to worry about. You Simply run in circles and shoot at it, or run a straight line and turn and shoot at it. If we run enough distance the bear can lose command range of the tamer controlling it. In addition the mage has to stand to charge spells, we also have the option of shooting them during this time, or ignoring the Pet entirely and going for the enemy mage. With the addition of the Spider Queen Pet they now have a ranged option, the Spider Queen However has a 3rd of the Hp of a Bear and still isn't a threat to us. And Once we get the option of Molvas/Bull Horses our Mounts will have Vastly more Hp then any ranged pet they have, with the exception of a Troll or Dragon, then we are fucked.
Mounted Combat Warriors: Fast like the Mounted Archer, however they require melee to hit us. This Fight is a little annoying, but as long as you can turn to get your shots off you can hit them. Or Run a Straight Line and try shooting them, it requires a specific angle though. Sometimes you need to turn the opposite direction in quarter circles to hit them. The most important thing is to manage your stamina, if you run out you can actually lose this fight. But as long as you are patient you always win.
So Why Is this Class Barely Played?
♦ It's Boring Plain and Simple, for all the good things that it does, it suffers in all the areas where it is lacking. People usually play this class for it's PVE capabilities until they burn out. I'll explain it's Cons.
♦ It has no additional Primary Skills Akin to it's own class. Head Shot can be acquired by a foot archer as well as a Mounted Archer.
♦There is no extra weapons, a Foot fighter has many choices, and a Mage down the road will have many different types of magic to choose from. Foot Archers and Mounted Archers both have bows, and that is all. No Crossbows, no Throwing Weapons, No Fire Arrows, Poison Arrows, Ice Arrows, Serrated Bleed Arrows, Thunder Arrows, Lightning Arrows, Slowing Restraining Rope Arrows, No Bolas, No BlowDart Guns, Toxic Darts? or Castle Climbing Grappling Hooks.
♦Foot Fighters will receive special attacks with their weapons in the future, mages will receive a ton of new magic schools. But Foot Archers and Mounted Archers can't Double Shot, or Triple Shot? Snipe Shot? They don't get any special attacks or abilities. Some of the things above have been confirmed by the Devs, Crossbows, Throwing Axes, and Throwing Poison Potions. But nothing right now, or for release of the game in October. So how long until Archers get some love, months? years?
A Solution: Class Specialization
I've taken notice that due to the primary points system it may prove difficult to add in new skills to Mounted Combat, without it becoming a secondary skill
that any smuck could take advantage of, then we would see Hybrid classes and nothing but Hybrid. So I came up with Specializations to make it so players could only choose 1 Spec and be different from each other, so if you want to be a Archer for Example you could further your role in that area with a specialization.
Archer Class Specialization: Require all current archer and mounted archer primaries and secondary's unlocked and maxed. before a specialization can be chosen.
Sniper: Gives the Long Shot Ability, Arrows Fired From Bows can travel 200% Further and deal 2x damage. Gives the use of Serrated Arrows to bleed opponent. And the arrow rain ability. (Can shoot arrows into the air, which have a trajectory which travel slowly towards the ground)
Mounted Demolitionist: With the Use of Heavy Mounts, (Compodons, Molvas, Bears,) Mounted Archers can carry Ballista and other heavy ranged weaponry akin to mini versions of siege equipment. These weapons are very powerful, have a long reload time, slow down your mount considerably and cannot deal damage to player houses/keeps. Only can deal damage to players/monsters.
Assassin: Gives Eye Shot ability: Arrows aimed at opponents head have a chance to blind the opponent for a few seconds. Also Deals additional damage if aimed at head. Can use 1 Handed Crossbows and Daggers in Other hand and use the Back stab ability, opponents hit by dagger from behind when blinded take double damage. Can use the Bola: A throwing Weapon that can tie up opponents feet making them unable to move.
Infiltrator: Allows the use of Grappling Hook Ammunitions: Which allows you to climb buildings, Slowing Restrain Rope Arrows which when fired at players feet slows them, Caltrops Trap: Can place spikes on ground to slow opponent and deal pierce damage. Can use the Blow Dart Gun. (Has Sleep Darts and Toxic Dart Frog Darts) Toxic is stronger then poison and last longer.
Elementalist: Can use Fire Arrows, Ice Arrows, Thunder Arrows, Lightning Arrows, Poison Arrows. (Thunder Arrows Cause Disorientation, making your character not hear for a few seconds and stumble for .5 second) Lightning Arrows, Add +10 lightning burst damage and a 1 in 10 chance to paralyze opponent. Ice Arrows, deal more damage to Demons and have a 1 in 5 chance to freeze opponent for 3 seconds, as well as cause frost bite lowering melee attack damage by 10 and move speed by 5% for 20 seconds. Fire Arrows can burn opponent for a % of their Hp, very strong vs bosses. Poison Arrows can Deal 7 damage a tick for 30 seconds.
Trick Shot: Can use the Triple Shot and Double Shot. Has Access to the repeater cross bow for rapid shot.
My Fellow Americans, Also My Fellow Navians. HAPPY LABOR DAY! Today I present to you a class that in design Counters Mages, Foot Fighters, Tamers, And Mounted Combat Warriors.
Description:
The Mounted Archer, deals less damage then a standard Archer, instead trading that extra damage for extra mobility. Often Wearing Heavy Plate Armor designed to counter pierce damage. They are the stand alone best PVE Class in the game, with Headshot they are even better.
HOW DO THEY COUNTER OTHER CLASSES?
FOOT FIGHTERS: Cannot do a thing, In MO2 Dex is nerfed a ton, no longer do they even have a chance against us, and with the introduction of Horse Armor, we no longer fear their arrows should they spec into archery as a primary. This is because it's harder for them to hit us, so while trading damage any arrow we land is worth 2 of theirs. This is because we are 2 targets, some of their arrows will miss us, some will hit the horse which has 315 hp plus armor. The enemy will never have 315hp and can't outland shots on us. We have all day, we can run to safety and engage again with another arrow to the back, and then dart away to safety or land a few more hits. And if they do not have archery they are just a sitting duck.
MAGES: Have a 60% chance of any damage they take interrupting their current spell, because mages are split into 2 categories a Dex Mage or a Fat Mage we know our options against both. Fat Mages are often encountered on a Mount, their cast time is increased and we can out trade them in damage. They are often in Hornscale Armor and our pierce damage deals more damage then their spells, or armor can tank. We also retain our chance of interrupting their spells even when the enemy is on horse. Dex Maxes are Faster and like to stay on foot, but they get all that move speed for the trade of the HP the Fatmage offers. Their Build counters Foot Fighters, who aren't Dex fighters themselves, but their build trades into us even worse. Elves the favored Dex mage has the least amount of Hp in the game.
TAMERS: They have pets, but if it isn't a Bear it is a weak ass pet anyway. If it is a Bear it can never catch us so there is nothing to worry about. You Simply run in circles and shoot at it, or run a straight line and turn and shoot at it. If we run enough distance the bear can lose command range of the tamer controlling it. In addition the mage has to stand to charge spells, we also have the option of shooting them during this time, or ignoring the Pet entirely and going for the enemy mage. With the addition of the Spider Queen Pet they now have a ranged option, the Spider Queen However has a 3rd of the Hp of a Bear and still isn't a threat to us. And Once we get the option of Molvas/Bull Horses our Mounts will have Vastly more Hp then any ranged pet they have, with the exception of a Troll or Dragon, then we are fucked.
Mounted Combat Warriors: Fast like the Mounted Archer, however they require melee to hit us. This Fight is a little annoying, but as long as you can turn to get your shots off you can hit them. Or Run a Straight Line and try shooting them, it requires a specific angle though. Sometimes you need to turn the opposite direction in quarter circles to hit them. The most important thing is to manage your stamina, if you run out you can actually lose this fight. But as long as you are patient you always win.
So Why Is this Class Barely Played?
♦ It's Boring Plain and Simple, for all the good things that it does, it suffers in all the areas where it is lacking. People usually play this class for it's PVE capabilities until they burn out. I'll explain it's Cons.
♦ It has no additional Primary Skills Akin to it's own class. Head Shot can be acquired by a foot archer as well as a Mounted Archer.
♦There is no extra weapons, a Foot fighter has many choices, and a Mage down the road will have many different types of magic to choose from. Foot Archers and Mounted Archers both have bows, and that is all. No Crossbows, no Throwing Weapons, No Fire Arrows, Poison Arrows, Ice Arrows, Serrated Bleed Arrows, Thunder Arrows, Lightning Arrows, Slowing Restraining Rope Arrows, No Bolas, No BlowDart Guns, Toxic Darts? or Castle Climbing Grappling Hooks.
♦Foot Fighters will receive special attacks with their weapons in the future, mages will receive a ton of new magic schools. But Foot Archers and Mounted Archers can't Double Shot, or Triple Shot? Snipe Shot? They don't get any special attacks or abilities. Some of the things above have been confirmed by the Devs, Crossbows, Throwing Axes, and Throwing Poison Potions. But nothing right now, or for release of the game in October. So how long until Archers get some love, months? years?
A Solution: Class Specialization
I've taken notice that due to the primary points system it may prove difficult to add in new skills to Mounted Combat, without it becoming a secondary skill
that any smuck could take advantage of, then we would see Hybrid classes and nothing but Hybrid. So I came up with Specializations to make it so players could only choose 1 Spec and be different from each other, so if you want to be a Archer for Example you could further your role in that area with a specialization.
Archer Class Specialization: Require all current archer and mounted archer primaries and secondary's unlocked and maxed. before a specialization can be chosen.
Sniper: Gives the Long Shot Ability, Arrows Fired From Bows can travel 200% Further and deal 2x damage. Gives the use of Serrated Arrows to bleed opponent. And the arrow rain ability. (Can shoot arrows into the air, which have a trajectory which travel slowly towards the ground)
Mounted Demolitionist: With the Use of Heavy Mounts, (Compodons, Molvas, Bears,) Mounted Archers can carry Ballista and other heavy ranged weaponry akin to mini versions of siege equipment. These weapons are very powerful, have a long reload time, slow down your mount considerably and cannot deal damage to player houses/keeps. Only can deal damage to players/monsters.
Assassin: Gives Eye Shot ability: Arrows aimed at opponents head have a chance to blind the opponent for a few seconds. Also Deals additional damage if aimed at head. Can use 1 Handed Crossbows and Daggers in Other hand and use the Back stab ability, opponents hit by dagger from behind when blinded take double damage. Can use the Bola: A throwing Weapon that can tie up opponents feet making them unable to move.
Infiltrator: Allows the use of Grappling Hook Ammunitions: Which allows you to climb buildings, Slowing Restrain Rope Arrows which when fired at players feet slows them, Caltrops Trap: Can place spikes on ground to slow opponent and deal pierce damage. Can use the Blow Dart Gun. (Has Sleep Darts and Toxic Dart Frog Darts) Toxic is stronger then poison and last longer.
Elementalist: Can use Fire Arrows, Ice Arrows, Thunder Arrows, Lightning Arrows, Poison Arrows. (Thunder Arrows Cause Disorientation, making your character not hear for a few seconds and stumble for .5 second) Lightning Arrows, Add +10 lightning burst damage and a 1 in 10 chance to paralyze opponent. Ice Arrows, deal more damage to Demons and have a 1 in 5 chance to freeze opponent for 3 seconds, as well as cause frost bite lowering melee attack damage by 10 and move speed by 5% for 20 seconds. Fire Arrows can burn opponent for a % of their Hp, very strong vs bosses. Poison Arrows can Deal 7 damage a tick for 30 seconds.
Trick Shot: Can use the Triple Shot and Double Shot. Has Access to the repeater cross bow for rapid shot.
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