Welcome to Gaia! :: View User's Journal | Gaia Journals

 
 

View User's Journal

Report This Entry Subscribe to this Journal
Random Musings of a Jailbait Bunny Shota This is where I'll post random snippets of random events in my life I'd like to share. Most of it will make no sense whatsoever, furthering my random personality.


CrazyBunnyShota
Community Member
avatar
0 comments
Trapmeister/Mine Trickster/Panzer Child: Update 1.01
After thinking about it, I've had time to update my Mecha Musume-themed Flyff Class Concept. Changes are denoted in red.

Class Name: Trapmeisters

Description: A class whose combat style revolves around the use of two kinds of traps--pure offense traps and set-up traps. For direct attack, Trapmeisters use steampunk-esque heavy weaponry, be they melee or ranged.


Armor Design

Hats: Helmets based off of both steampunk and WWII styles.
Suit: WWII-era uniform jackets with backpacks that have a steampunk look. Due to the nature of Trapmeister "Boots", the suit lacks actual pants and thus Trapmeisters wear swimsuits underneath their uniform jackets: Females wearing one-pieces and males wearing something along the lines of the Red Speedo CS suit (only that they're the color complementing the uniform jacket). Why? Because it's wrong enough to be funny. rofl
Gaunts: Claw-like arm parts that attach to the backpack that's part of the Suit. (Note this backpack remains visible even when wearing CS suits and gaunts.) They are also strapped to the forearm.
Boots: Mechanical-looking leg parts based off of tank-like leg designs.


Weapons

Maschinenkern: This is a massive, ultra-heavy, two-handed weapon exclusive to Trapmeisters and their advanced counterparts. The basic design for the Maschinenkern is a large, two-handed modular weapon whose core is composed of a "trigger" handle in the rear of the weapon that points the knuckles downwards, a support handle on the top of the weapon closer to the front of the main body (held with the palm facing down), and some sort of cylindrical boiler + generator attached on the bottom, slightly to the left. (It's held in the same manner as the Heavy's Minigun in TF2) Vents can be seen on the sides of the weapons' body as well along with clamping ports for the claw arm parts (Gaunts) to support the Maschinenkern's great weight. It's name is German for "Machine Core".

What makes the Maschinenkern different is that even though it is the only weapon available to Trapmeisters, Mine Tricksters, and Panzer Children, it can be equipped with various modules of varying production quality as the level of the one using it increases. They fall into three categories.

"Livens" Module (INT Based): The Livens Module consists of a periscopic claw-like contraption built around a large barrel. This barrel houses at its base (where it attaches to the front of the Maschinenkern) a revolver-like drum that contains the Traps it will launch. The claw is used to place Traps one-by-one on the ground or even on an enemy's back whereas not using the claw allows for ranged Trap delivery, thus making the "Livens Maschinenkern" a more tactical weapon. Livens is a reference to the WWI-era British Empire chemical warfare mortar of the same name.

"Holz Schraube" Module (STR Based): Made up of a broad-headed Pike that thrusts in and out with the aid of the weapon's boiler + generator, the Holz Schraube is essentially a Piledriver. Like ranged weapons such as Bows and Wands and unlike most other melee weapons, the Holz Schaube can be charged up with higher charge stages meaning a faster thrusting rate for the Pike itself. Holz Schraube is German for "Wood Screw", which is what lower-level versions of this weapon essentially are.

"VCN-61" Module (DEX Based): Strangely a more "traditional" Part for the Maschinenkern, the VCN-61 is a gigantic, 6-barreled rotary cannon that when attached to the Maschinenkern, makes the weapon much bigger than it already is. For gameplay purposes, it acts like a Bow with one major difference--charging up the charge meter is essential since the longer the charge, the more shots fired, and thus the more damage done. VCN-61 is a reference to the M61 Vulcan and, unsurprisingly, is a steampunk take on the real-life aircraft gun. Ammo for this weapon comes in boxes of 9,000 rounds each and are much more expensive then the arrows an Acro, Ranger, or Bow Jester will use as the VCN-61 burns through ammo extremely fast.

Traps: These short, thick, cylindrical "explosives" serve as ammo for the Livens. They are not traditional explosives, but instead are containers that a Trapmeister and his advanced counterparts can cast a Magic Skill on to element the Trap about to be fired, said Magic Skills corresponding with the various elemental attributes already in Flyff. On top of that, Traps can be casted with variants of such spells that will either output more raw damage, increase the chance of status effects (depends on the element), or switch Trap detonation to AoE mode. Note that all traps eventually detonate after a set period of time and only six traps per Trapmeister/Mine Trickster/Panzer Child can be in a given area at any time. Also, if the one who lays down these traps strays too far from them, they will self-destruct without dealing any damage.




Advanced Derivative Classes (LVL. 60+ of course.)

Mine Trickster: A Trapmeister who specializes in unconventional warfare. With various Trap planting and elementing Skills, Mine Tricksters make for great AoErs, for the most part being able to operate in the same manner as Elementers and Rangers of various builds. Their armors are mostly the same as their basic counterparts but sport more of a steampunk tank-like theme to them more in line with their backpack designs.

Panzer Child: A Trapmeister geared for more direct combat, Panzer Children can fill the role of a tank easily (no pun intended) in addition to boss hunter. With their Skills based around high-damage attacks utilizing the Holz Schraube and VCN-61 parts for the Maschinenkern, a Panzer Child should have no trouble taking down smaller targets one-by-one while being able to deal more damage to giant targets in a short period of time. Like Mine Tricksters, Panzer Children have armors mostly the same as the basic-level Trapmeisters but unlike the other advanced Trapmeister derivative, Panzer Children sport backpacks and leg parts that have more of a WWII tank-like look to them thus making their armors the closest thing to pure Mecha Musume in Flyff...in addition to making them the class with the absolute slowest evade and block rate in the entire game.


Build Strategy: Trapmeister Builds use a curious mix of INT, STA, DEX, and STR and is one of the few classes where pumping stat points into all four stat categories is necessary for some builds. INT is required to take advantage of elemental nature of Traps by increasing Trap damage and likelyhood of inflicting status effects. STR is required for Holz Schraube-specializing Trapmeisters while DEX is required for increasing attack speed of both Holz Schraube and damage output of VCN-61. STA is necessary for any Trapmeister planning to tank alot.




 
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum