The Soldier class

The Soldier class

Design thoughts: The soldier is the melee combatant drawing his strength from being one of many. Standing shoulder too shoulder they together grind down their enemies. They are the back bone of armies and serve as town guards. In game terms they are approximated into being Vexers in AF (if they stay on the “main” path). If not they can become hybrid boosters and controllers as well. They reduce their targets abilities to defend and attack (while still doing melee damage) and trusting in an ally to finish off the weakened foe. Archetype of a Vexer but there are to be spell caster classes like the Curser as well.

T1 Soldier

Design thoughts: The basic vexer. Have the possibilities to lower the targets defense and to reduce his offensive power. Works best against when allies are near. Skills set as for a someone living in armed service; endurance, intimidation and perhaps gambling.

Combat role: Vexer “Flavor”: Melee

Combat cards: 21 and 22

Roleplay: Endurance and intimidation, perhaps gambling as well.

L2P: Hit the most dangerous target to vex it and do damage, let your friends kill it and hit the next target. Since you have pretty good defense challenge the biggest and most dangerous targets, however, you are in melee and will get hit, not much to do about it.

T2 Hoplite

Design thoughts: The fighter that is specialized in fighting monsters preferably in single combat as many enemies in the same are is not the forte of this class.

Combat role: Vexer “Flavour”: Melee

Combat cards: 48, 49 and 58

Roleplay: Endurance and intimidation, perhaps gambling as well.

L2P: Hit the most dangerous target to vex it and do damage, let your friends kill it and hit the next target. Since you have pretty good defense challenge the biggest and most dangerous targets, however, you are in melee and will get hit, not much to do about it.

T2 Guard

Design thoughts: The soldier holding rushing enemies at bay or killing them.
Combat role: Vexer-Controller hybrid “Flavour”: Melee
Combat cards: 48, 88 and 89
Roleplay: Endurance and intimidation, perhaps gambling as well.
L2P: Hit the most dangerous target to vex it or hold an approaching enemy at bay, allowing your allies the opportunities to kill. You are in melee and will get hit, not much to do about it.

T2 Leader

Design thoughts: The soldier turning into a leader for a unit or party. Will get a different skill set and roleplaying tasks and become more of a support role in combat by boosting others and also being able to attack morale.
Combat role: Vexer-Booster hybrid “Flavor”: Defensive Melee
Combat cards: 49, 96 and 97
Roleplay: Leadership and intimidation, perhaps gambling and bargaining as well.
L2P: Boost your allies or hit the most dangerous target to vex it allowing your allies the opportunities to kill. You are in melee and will get hit, not much to do about it.

T3 Legionary

Design thoughts: The continuation of Hoplite.
Combat role: Vexer “Flavor”: Melee
Combat cards: 59, 92 and 95
Roleplay: Endurance and intimidation, perhaps gambling as well.
L2P: Hit the most dangerous target to vex it and do damage, let your friends kill it and hit the next target. Use your retaliation if an emery hits an ally instead of you. You are in melee and will get hit, not much to do about it.

T3 Master Guard

Design thoughts: The soldier holding rushing enemies at bay or killing them.
Combat role: Vexer-Controller hybrid “Flavor”: Melee
Combat cards: 59, 90 and 93
Roleplay: Endurance and intimidation, perhaps gambling as well.
L2P: Hit the most dangerous target to vex it or hold approaching enemies at bay, allowing your allies the opportunities to kill. You are in melee and will get hit, not much to do about it.

T3 Keeper

Design thoughts: A body guard class keeping others out of harm in addition to being a continuation of Guard.
Combat role: Vexer-Controller-Booster hybrid “Flavor”: Melee
Combat cards: 90, 91 and 94
Roleplay: Endurance and intimidation
L2P: Move an ally from harms way, protect an ally from harm but also try to hit the most dangerous target to vex it and do damage, let your friends kill it and hold approaching enemies at bay. You are in melee and will get hit, not much to do about it.

T3 Commander

Design thoughts: Next step for the Leader
Combat role: Vexer-Booster hybrid “Flavor”: Defensive Melee
Combat cards: 59, 98 and 94
Roleplay: Leadership and intimidation, perhaps gambling and bargaining as well.
L2P: Boost your allies or hit the most dangerous target to vex it allowing your allies the opportunities to kill. You are in melee and will get hit, not much to do about it.

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