Chapter 6.3 Trinity and Combat Support
Trinity Roles
Tanks
Tanks use huge shields to block damage, they are able to move faster than others with this carried weight
By channeling their ability to manipulate protection spells, they can feed damage into shields, and spit it back out
Or they can use that stored power on mounted weapons or chains to attack or capture
They can draw monsters with the ruins on their shields, and their roaring taunts
Massive shields can be set down and used as defenses
Single, or stacked in rows with strategic planning
Tanks can carry up to two shields without being over encumbered, one on their backs, and one to hold in front
Either to protect themselves or to drop in the battle ground
Healers
Healers use vials of potions as arrows, bombs, and darts to cause heal, create healing pools
They will often have a cart nearby to help replenish their stocks, or are self claimed, or use skills to keep loads on hand
To further specialize, it is a good idea to gain speed proficiency at rendering aid on downed players
Fighters (Close-Range DPS) and Rangers (Ranged DPS)
Warrior
Warriors swing their weapons or fists and focus on the fight ahead
They maintain simplicity between attacks and mobility, focusing on anything that makes them stronger
These players just want to fight, and don't need anything complicated to get the job done
It just turns out that the stronger they get, the more impressive they appear
Some use bucklers, trading some power for defensive balance
Some are berserkers, allowing themselves to get hit, in order to buff their next attacks
Berserkers may intentionally allow themselves to be attacked, or merely use it as a tool when in a pinch
Their roars of anger and pain instil fear in their enemies
Ranger
Rangers fight from a distance
They can use bows, crossbows, sling shots, or chained weapons
Rangers can draw, and shoot much faster, and more accurately than others who don't focus in archery
Combat Support Skills
Jumper
They jump the highest when springing from tank jumps, and can double jump.
Players can make long cuts on monster, or cause stuns if tanks can give them enough height (they jump on their shields and are flung up)
Minimizing fall damage, or carrying something to help you land (paraglider/flying NPC) is a must
Combat Tamer
These players can command their animal to attack, draw, guard or flee
Perhaps they join you in battle, or perhaps they will defend nearby wagons, and alert the team of impending danger with their reactivity radius
Rider
These players fight on horseback, or other creatures large enough to ride
They using long weapons, or long range weapons to clear the size of their monster for maximum efficiency
Mechanic
These players repair constructions, traps, shields, wagons, and turrest mid battle, while the enemy is distracted
This player can repair them faster, to get them back into the fight
They must also consider strategy on how to get resources on the field
Perhaps by self claims, skills, or merely a cart with tools and resources, that can double as a distraction in emergencies