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