Classic World needs to fix the mistake of having only one support job by introducing way more supports in the game, and having brand new never seen before jobs added into the game will have Classic World fun and exciting for the long term to have players keep coming back.
~ And a big aspect for supports is...
1. Have them deliver on their support fantasy by actually making them powerful enough and meaningful enough for their support skills to have impact.
2. Deliver way more supports so that support players have choice of playstyle.
3. Deliver engaging and fun support playstyle and that play a lot differently to what a damage dealer experiences.
- Once the support job pool is deep enough, you then balance supports among each other instead of making the mistake of trying to balance supports among damage dealers where supports are inherently more useful than a damage dealer job, and by balance meaning buff up the overlooked supports so that there is more/less a healthy play rate balance between support jobs.
FLAME ENGINEER CONCEPT:
~ This will be a Pirate class type.
~ This will use Knuckles for the weapon of choice, making it a very mobile, but very low damage job with of course very high support utility. The playstyle brief summary is zooming around the map to help other hunt monsters either easier and/or better. Since this is a melee type of job, getting off damage will be hard to do which makes the damage you deal even lower on average.
~ Most attacks will be fire elemental and does a mix of physical damage and magical damage depending on the effect and the skill, allowing for a non-mage magical damage dealer. (Scales with STR, DEX, and Weapon Attack.)
Job 1:
Flaming Knuckles:
Active: Perform a rocket punch, dealing fire-attribute physical damage to the first monster struck and causing an explosion of flames behind the monster, dealing fire-attribute magical damage to up to 3 monsters and setting them Ablaze for 5 seconds.
Passive: Ablaze monsters deal 20% less damage and take 10% more Final Damage.
Blast Boots:
Shoots flames from the bottom of your boots to perform a short jump vertically, this can be used while airborne.
Fiery Slam:
Halt all vertical momentum to slam your fist into the ground, this can be used while airborne, and deal fire-attribute physical damage to up to 1 monster and set it Ablaze.
Constant Fuel:
Active: Drain 20% of your Max MP to supply an equal amount to nearby party members over 5 seconds. Cannot use if you have less than 20% MP.
Passive: While any effect or buff is currently applied to at least one party member, excluding self, regenerate 20 plus 1% MP every second to self.
Job 2:
Rocket Engine:
Hold: Drain MP every second to rocket forward equal to 500% of your current Speed.
You can use Blast Boots and Fiery Slam while Rocket Engine is active.
While rocketing forward, lay down flame trails on the ground behind you for 2 seconds, dealing fire-attribute magical damage every 0.5 second and setting monsters Ablaze.
Ignited Feet:
Active: Monsters set Ablaze will gain 500% increased movement speed and become Taunted to you.
Cooldown: 5 seconds.
Passive: Self takes an additional 20% less damage from Ablaze monsters.
Cauterize:
Fire off a heat gun forward that spreads out in a wide cone as it travels, healing struck party members between 300% Recovery down to 10% Recovery, the closer the target is, the greater the healing, and receive a healing buff for 5 seconds healing for 20% Recovery every 1 second. This can damage ice-attribute monsters, dealing magical damage.
Self heals for maximum healing.
Job 3:
Flame Turret:
Place down a flame turret at your location for 15 seconds, spewing forth a constant flamethrower, dealing fire-attribute magical damage to up to 3 monsters and setting them Ablaze, the further away the target is, the less damage it deals.
Up to 2 Flame Turrets can be in play at one time.
Chemical Fire: [Activates and Rank Up Alongside Flame Turret.]
Toggle: Cycle between different types of chemical flames with every skill usage, causing the next placed Flame Turret to spew flames of that colour, applying a different buff to struck party members and self for 5 seconds.
Orange Flames: Grants the target 20% increased healing from skills and potions.
Yellow Flames: Grants the target +50 Speed and +35 Jump.
Red Flames: Grants the target +15 Weapon Attack and +45 Magic Attack, but takes 10% increased damage.
Green Flames: Grants the target the ability to apply Corrosion on their attacks, reducing monster movement speed by 45% and defense by 20% for 3 seconds.
Blue Flames: Grants the target +20% Weapon Defense, +40% Magic Defense, and +20 Evasion.
White Flames: Grants the target immunity to blind and +30 Weapon Attack, but reduces Accuracy and Evasion by -20.
Suction Furnace:
Place down a furnace that sucks in surrounding monsters to its location over 5 seconds, rapidly dealing fire-attribute physical damage to monsters within the confines of the furnace, but is unable to execute monsters. This can damage boss monsters if a boss monster is making direct contact with the furnace.
Afterwards the furnace explodes, marking all struck monsters with a gold flame for 8 seconds, granting party members 50% increased EXP if they execute a gold flame monster and if a party member executes the monster, then self gains 120% increased EXP.
Cooldown: 18 seconds.
Cleansing Burner:
Place down a large burner at your location for 10 seconds, self and party members standing on it will cleanse all abnormal status effects once every 1 second and their attacks will now deal fire-attribute damage. If the attack already did fire-attribute damage, then Final Damage is increased by 20%.
Cooldown: 11 seconds.
Job 4:
Super Heated Furnace:
Toggle: Prolong the life cycle of Suction Furnace indefinitely to increase the size of the furnace, the suction range, greatly increase the damage, and apply gold flames to struck monsters inside, but consume [600-200 MP based on rank] every second while Suction Furnace is active.
Suction Furnace will explode if you have insufficient MP or turn off Super Heated Furnace.
Heated Flaming Knuckles:
Passive: Flaming Knuckles will deal increased damage, and will always create an explosion of flames and can now hit up to 6 monsters.
The explosion of flames will be a random flame colour with every skill usage, granting the buff effect of that Chemical Flame to struck party members.
Rocket Engine:
Passive: Will now accelerate over 2 seconds, up to 999% of your Speed. At maximum speed, Blast Boots will launch you at quadruple the height.
Flame trails will now deal increased damage and last for up to 4 seconds.
Mega Flame Turret:
Place down a giant Flame Turret that spews 3 flamethrowers of 3 random Chemical Flames on one side and 3 flamethrowers of 3 random Chemical Flames on the other side, each flamethrower is an unique colour, for the next 15 seconds.
Cooldown: 37 seconds.