Brawler Archive
Thread: Ideas for Hybrid and Advanced Brawler Professions
The more I look at it, the more annoyed I get that there isn't some uber specialpreofession associated with getting master brawler or really even a hybrid profession that uses the skills gained in Brawler. Since its relatively easy to add more skill boxes (i.e. 18 boxes for a new proffession) compared to other games we might as well compile a list of professions with a basis of brawler behind them. Please keep the ideas fairly clear and concise so don't need to have 50 replies to figure out what someone's "nmer assissn who keels ting wit spikes and nets and swords" really is about. Some ideas...
*snazzy named* Hunter
Pre-requisites: Trapping 4, Hunting 4 (scout); Master One-Handed Sword Specialization (brawler)
Description: An up close and personal hunter who utilizes stealth, cunning and resources to hamper his/her prey and deliver quick and accurate blows quickly to disable his/her target. Basic idea is mixing Traps (under utalized) and fast 1-handed sword attacks. Give bonus to hit/affect targets not in combat (kinda like a sneak attack move/backstab) and confusing AE traps (mostly PvE but make mobs that would normal aggro from being social or just from being aggressive not enter combat for a few moments, enough time to kill something and leave aggro range. Like a smoke bomb only you can see though, so you can fight with a target unharrassed for a few moments. The mob that is attacked is able to still attacka nd defend itself)
Tera Kasi Weapon Master
Pre-requisites: Master Unarmed 4, Master 1-hand (or 2-hand or Polearm, whichever one) sword (brawler)
Description: A Martial artist which uses a weapon as an extentionof him/herself. Basic Idea: Mixing Unarmed with Weapons. Various abilities would include a double hit (swing with a weapon and then a kick/elbow/punch, but as the same combat action. The punch/kick would be doing unarmed damage using unarmed mods of course) and combat trance (like berserk but an attack speed increase instead of a damage increase)
*blah blah blah melee* Dancer
Pre-Requisites: Master (brawler tree skill, depending on what could be placed in here for RP reasons/story); Dancing 4
Description: A graceful fighter (okay, I think everyone knows what I mean by this combo, I just don't know enough of the Star Wars "history" to relate it to anything). Basic Concept: A good mix of non-combat and combat. While fighting skills themselves would be subpar to a Fencer there would be availible downtime dances and perhaps combat "jigs" to upset the opponent/cause status penalties.
Weapon Master
Pre-requisites: Master Brawler
Description: A Master at up-close and personal combat. Majority of Modifiers would be +General Melee (Speed, Accuracy, Toughness). The different trees within Weapon Master require different weapon XP (Unarmed for Toughness Abilities, 1-handed for Speed, 2-handed for Accuracy, Polearm for Melee/Ranged Defense). Instead of just having general Combat Styles (like how Overcharge short works for Marksman) there are just a mass of different combat styles for each weapon, encouraging to switch weapons to do different "combos".
Anyone like to add anything, critisism or ideas? These are pretty generic ideas here but it would be great to get the devs started on some sort of class that related to our generalized melee skill.
Well, you want some suggestions:
Bodyguard : Master pistol, Master either unarmed or one hand (as you need to be somewhat unobtrusive in this role for high profile clients), not sure about adding in something from scout, but likely. Give the rangers ability to rescue, special bodyguard only armor that looks like a normal suit (light protection only), small bonuses to the ham bars. Give the exp for rescuing groupmates, and an exp bonus for being the only one in a group to take damage, if possible.
Sentinel : Master brawler, master scout. This should touch on the force, just not require the force sensitive slot. The books are full of people who have a small trace of ability with the force, but nowhere near enough to go for jedi. Give huge bonuses to defense, including an outright dodge percentage (10-20% max, ability to sense faction standing in others, and examine similar to that used on creatures, but on players.
Berserker : Master one hand and/or two hand, master explore and survival, perhaps throw in master dancer (tribal dances anyone). Going with the preconception that most berserkers come from what is considered classical barbarian settings. Huge bonuses to damage, medium bonuses to hit, nothing for defense, perhaps even penalties. Give them an ability that significantly boosts their damage (2-3 times), but makes them aggressive and autorun/autoattack at the nearest thing for the duration of this ability, (perhaps players as well), make it last for at least 5 minutes, and of course cant be healed during this time.
Cyberwarrior : Master brawler, master marksman, engineering 4. They've shown that cybernetics are available in star wars, lets take it to the next step. Internal weaponry, ham and attribute enhancements, built in armor, bonuses to hit from integral targeting systems, you get the idea. Of course, a doctor isn't going to be able to do much for you, you'll need an artisan to make you some repair kits. As for mental wounds, well mental gets reduced significantly as your doing all this on a permanent basis, and healing mental wounds and BF is at best 1/10 as fast, as your dealing with not being human (or whatever race) anymore. Plus you might get to the point where jawa's are hunting you, mistaking you for a droid.
Just some quick suggestions, I'm going to go play now.
honestly
those were all really, really cool
i especially liked sentinel and cyber warrior, but they that's just me
the dancing4 one is a pretty good idea too![]()