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ROBLOX Forum » Game Creation and Development » Game Design
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Re: JackOfMostTrades's Collection of Class Ideas for Strife!

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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:37 PM
This forum is purposed to be a collection of all of my class ideas I made for the roblox game Strife! by Fenrier. That way it is easier to find my ideas out of the bunch of other ideas on the other class suggestion forum. These ones also include updated/improved versions of previously posted classes on that forum.

If you want to suggest a class idea for the game, please post the details on this forum:
http://www.roblox.com/Forum/ShowPost.aspx?PostID=154929827

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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:38 PM
Offensive Class: Aero
Weapon Name: Windbreaker

Description: An agile swordsman who wields a double-pronged pole sword that harnesses the power of wind. Aero is an extremely agile class that uses the power of wind for quick movement and strong attacks. He focuses on dealing fast damage and chasing down weakened enemies before they escape. However, enemies with high defense will only be left with mere scratches from Aero before he gets cut down. Aero is also vulnerable to ranged attacks.

Posture: When unequipped, Aero’s Windbreaker will remain on his back. When Aero equips it, he will reach behind him with one hand, grab the windbreaker and pull it out to his side. While idle, Aero will have his hand with the Windbreaker slightly in front of him and his empty hand by his side, his legs will assume the posture very similar to the Abyss. While moving, Aero will have his hand with the Windbreaker behind his torso in a position similar to how to Commander walks with his weapon. His other hand will be in front of him as if he is ready to block an attack with it.

Standard Attack Combo: Aero will start his combo by slashing diagonally to his upper right, hitting the enemy with the upper blade on his double-pronged pole sword. He will follow up by stabbing the foe in front of him with the lower blade. Then he will do another diagonal slash to his lower left while hitting his enemy with the upper blade again. Finally, he will start to rapidly spin his Windbreaker at his enemy that will hit up to 8 times with both the upper and lower blade, dealing very light damage with each hit.

[PASSIVE] Tailwind - Aero's speed changes based on how high his health is. At full health Aero will walkspeed will be at 1.5 and will steadily become slower as he loses health. Upon losing 85% of his health, Aero's walkspeed will drop to 0.8 and remain at that speed until he dies.

[E] Updraft - Aero will use up some of his energy to create a strong wind updraft that launches him backwards into the air as he does a backflip. Upon landing, Aero will remain idle for a second to recover from the fall. (Consumes 20 mana, 5 second cooldown)

[Z] Gale Barrage - Aero does numerous rapid slashes in front of him that create sharp blades of air that fly forward and slash enemies in front of him, increasing Aero's movement by 0.2 for a couple seconds, rapidly damaging enemies with multiple hits, and decrease the defense of any enemies hit by 0.03 each hit for a couple seconds (adds up to -0.24 defense if all slashes hit). (Consumes 30 mana, 15 second cooldown, 8 hits total)

[X] Vortex Field - Aero creates a large, stationary vortex column of air around him that increases his movement by 0.4, constantly damages enemies over time and decreases their movement by 0.4 as long as they remain in the vortex. The stat changes will linger on only for a couple seconds after leaving the vortex. (Consumes 35 mana, 30 second cooldown)

[C] Whirlwind Disc - Aero will rapidly spin his double-pronged pole sword, creating a disk of strong wind, which he will then launch towards the location the mouse is pointing at and increase his speed and attack by 0.2 for a couple seconds. Any enemies hit by the disk will be stunned and have their speed decreased by 0.4 for a couple seconds. (Consumes 25 mana, 20 second cooldown)

[V] Cyclonic Turbulence - Aero will charge up for a few seconds and then produce a powerful cyclone that traps enemies in the wind for a few seconds then creates a strong outward burst of air that pushes enemies away, inflicting powerful damage, heavy stun and decreasing the movement of his enemies by 0.6 for a while. (Consumes 60 mana, 50 second cooldown)
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chimmihc is not online. chimmihc
Joined: 01 Sep 2014
Total Posts: 17143
25 Feb 2015 03:39 PM
that game suks

i played it and nothing worked at all

i dont like broken games
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:39 PM
Defensive Class: Terra
Weapon Name: Gaia’s Wrath

Description: Terra is a tough warrior that wields a large war hammer into battle. Terra’s main specialty is dealing powerful area damage to groups of enemies while enduring their attacks with high defense using the power of the earth to his advantage. However, his base damage is not as high as other classes and can be conquered fairly easily by foes with high defense.

Posture: Prior to equipping, Terra will have his hammer slung on his back. When he equips it, Terra will grab the handle of the hammer with one of his hands and pull it over his shoulder, grabbing the upper part of the handle with his other hand after it is over his shoulder. When idle, Terra will have his weapon in front of him, gripping the handle with both hands. When moving, Terra will let go of the hammer with one hand and rest it on his shoulder similar to how Obsidian carries his weapon.

Standard Attack Combo: Terra will begin his standard attack by swinging his hammer to the left with both hands, then swinging it to the right. After that he will raise his hammer over his head and slam it down hard in front of him, creating a very small shockwave capable of dealing light area damage. Finally Terra lifts his hammer back up and hits the ground with the end of the handle, causing a small stone spike to quickly rise from the ground in front of him and then quickly sink back into earth immediately after.

[Passive] Natural Cure - Terra recovers from stat decreases faster than others. Any buffs Terra has will also last longer than normal. Terra will recover from status ailments faster.

[E] Earth Wall - Terra uses some of his mana to create a temporary wall that rises from the ground in front of him that increases his defense by 0.1 for a couple seconds. Enemies and allies alike cannot pass through or jump over these walls, but can walk around them. These walls are invulnerable and will stagger enemies that strike it and block projectiles. These walls only last for a while and will eventually collapse. Terra can have up to four walls up at a time. (Consumes 10 mana per wall, 2 second cooldown, 15 second duration)

[Z] Boulder Rush - Terra grabs the earth and pulls a boulder out of the ground, which he then throws when the mouse is clicked in the direction the mouse is pointing. Upon contact, the boulder will explode, dealing area damage and decreasing movement and attack by 0.2 for a couple seconds. (Consumes 20 mana, 10 second cooldown)

[X] Tremor - Terra lunges forward a considerable distance and slams the ground with his hammer, creating a shockwave that pushes enemies back, inflicting damage and stun. Terra’s defense will increase by 0.2 and his movement decreased by 0.2 for a couple seconds and any enemies within the shockwave will have their attack decreased by 0.2 for a couple seconds. (Consumes 30 mana, 25 second cooldown)

[C] Land Spike - Terra stomps the ground with incredible strength, summoning 5 large stone spikes around him that rise from the ground and stab the foes around him, increasing his defense and attack by 0.2 for a couple seconds. Enemies hit will be pushed back and staggered for a short time. The spikes will descend back into the ground after a second or two; however Terra will not be able to move until they do. (Consumes 35 mana, 30 second cooldown, 3 second duration)

[V] Earthquake – Terra stabs the earth with the handle of his war hammer, causing the ground around him to shake violently and triples his defense while the earth shakes. Any foes within the radius of the quake will be staggered for a moment while taking constant damage. After a few seconds, Terra will then create a giant explosion that deals damage, pushes enemies back, and leaves them stunned. Upon creating the explosion, Terra’s defense will decrease back to normal and his attack will increase by 0.2 for a few seconds. Foes hit by the explosion will have their movement lowered by 0.2 for a while. Terra cannot move while using earthquake until after the explosion goes off. (Consumes 50 mana, 50 second cooldown, 4 second duration)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:40 PM
Support Class: Eco
Weapon Name: Walking Stick

Description: Eco is a mage that wields what seems to be an ordinary stick, but truly it is imbued with the powers of nature. Eco main role is to provide healing and buffs to allies while summoning minions to fend off attackers. Eco does a good job at withering down the health of defensive foes but is easily cut down by hard hitting attackers.
(The color of Eco’s Walking Stick will change depending on the color of the user’s torso. The colors the Walking Stick can be will range from a variety of light and dark shades of brown.)

Posture: When Eco’s weapon is unequipped, his walking stick will rest on his back. When he equips it, He reaches with one hand over his shoulder, grabs the staff and pulls it over his shoulder. While Idle, Eco will stand as the Commander class would, except with a walking stick. When moving, Eco will walk using his walking stick for support as if he was hiking.

Standard Attack Combo: Eco will start his combo by smacking the enemy with his staff in a horizontal swing. He will follow up with another hit with a vertical swing. After that he will grab the staff with both hands and jab the enemy with the front of his staff. Finally, Eco will stab the ground with the end of his staff, creating a small burst of sharp leaves in front of him.

[Passive] Aromatherapy - Eco constantly produces an aroma that strengthens himself and his allies in either defense or attack based on his health. If Eco’s health is over 50, his aroma will provide defensive buffs. If Eco’s Health is under 50, he will provide offensive buffs. His defensive aroma increases defense by 0.3 at 100-90 health, 0.2 at 89-70 health, and 0.1 at 69-50 health. His offensive aroma increases attack by 0.1 at 49-30 health, 0.2 at 29-11 health, and 0.3 at 10-1 health.

[E] Konjure Kactus - Eco will consume a good portion of his mana to summon a Kombat Kactus minion from the ground. Kombat Kactuses will follow Eco around and attack enemies that approach him. Kombat Kactuses each have 50 health, deal 1-3 damage per hit, and inflict light stun (they fight with fists similar to how Ichor fights). Kombat Kactuses will remain in the battle until they are either defeated or the match ends. If Eco dies, any surviving Kombat Kactuses will immediately target the nearest enemy and attack them until they die or the target dies, where they repeat the same action again until they do die. Kombat Kactuses are not affected by buffs or debuffs, and they cannot be staggered/stunned. Eco can only have up to 2 Kombat Kactuses alive at the same time. (Consumes 50 mana, 1 second cooldown, max 2)

[Z] Root Lash - Eco creates a whip-like root from the top of his staff that extends out and ensnares a selected foe. The ensnared victim is left unable to move as the roots consistently leech health off him every second until the root breaks off shortly after. At the same, Eco is consistently healing himself every second with the leeched health stolen from his victim. Just before the root breaks apart, the victim will have their attack decreased by 0.2 while Eco’s attack increased by 0.2 for a few seconds. Eco is unable to move while using Root Lash, leaving him vulnerable to attack. (Consumes 25 mana, 15 second cooldown, ensnares for 4 seconds)

[X] Photosynthesis - Eco summons a holy ray of sunshine that radiates down on himself and those around him. Eco and Allies within the area of the light will gain consistent buffs that increase their movement and attack by 0.2, for a couple seconds, every couple of seconds. They will also receive a slow regeneration in health while in the light. Enemies will take consistent damage every second while in the light. Eco will also generate mana faster while in the light. However, Eco will suffer from a decrease in defense by 0.4 that lasts until the light dissipates. (Consumes 40 mana, 30 second cooldown, 15 second duration)

[C] Leaf Guard - Eco creates a gust of razor-sharp leaves that surrounds him and acts as a shield. Eco can freely move around and attack while leaf guard is active, and gains a defensive buff of 0.3 until he dismisses leaf guard. While leaf guard is active, projectiles will have no effect on him and enemies will take damage and have their attack decrease by 0.05 every time they strike him with leaf guard active. Enemies will still be able to harm Eco. Leaf guard will remain active until either the key is pressed again or 8 seconds has passed, where Eco will then dismiss leaf guard. When leaf guard is dismissed, numerous leaves are shot outward in all direction from Eco, damaging enemies around him. Any enemies hit will be inflicted with stun and have their defense decreased by 0.2 for a couple seconds. Any allies hit will have their defense increased by 0.2 for a couple seconds. (Consumes 40 mana, 25 second cooldown)

[V] Yggdrasil - Eco drops a magical seed into the ground that will immediately grow into a huge tree a couple seconds later. Any enemies that are by the seed when the Great Tree sprouts will be flung away a short distance, dealing medium damage and leaving them staggered. The Great Tree will produce a tranquil aura around it that provides major health regeneration for Eco and allies around the tree. They will also have their defense increased by 0.3 as long as they remain nearby the tree, while enemies will have their attack decreased by 0.3 as long as they are in the tree’s AoE. After a while the tree will eventually sink back into the ground. Any stat changes caused by the tree will linger on for a couple seconds after it is gone or if the fighter leaves the tree’s AoE. (Consumes 60 mana, 60 second cooldown, 12 second duration)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:41 PM
Offensive Class: Viper
Weapon Name: Venom Shiv

Description: Viper is a deadly assassin that wields two daggers covered in potent poison. His main strong point is dealing a lot of damage over time that will break down foes with strong defense, and finish off those who run from him with his poison. His attacks have a chance to poison his enemies, dealing constant damage over time. He does not fare well with those who strike fast and hard.

Posture: While having the weapons unequipped, Viper will have his Venom Shiv daggers on both sides on his waist, while he will grab each one with its respective hand when he equips them, holding the left one normally and the right one backwards. While idle, Viper will hold both arms out in front of him with his daggers as if he was in a fist fight (but with knives). While moving, Viper will have both arms drag behind him as he runs.

Standard Attack Combo: Viper will first use his left dagger to slash his enemy in a horizontal motion, followed by using his right dagger to slash his enemy in an upper-left diagonal motion. The he will proceed to use his right dagger again to stab the enemy in a lower-right diagonal motion. Finally, he will bring up both daggers with his arms crossing each other, and then proceed to horizontally slash the enemy with both daggers.

[PASSIVE] Venom Glands - Viper’s basic attacks have a small chance of poisoning the target. Using Poison Dip will greatly increase the probability of poisoning the target. (Basic attacks 10% chance of poisoning target)

[E] Venom Dip – Viper covers his weapon in potent poison, filling up his venom bar to the top. With this his standard attacks have a far greater chance of poisoning the target than his passive ability gives. (Consumes 40 mana, fills up venom bar 100%, each hit drains 25 venom, 75% chance of poisoning target)

[Z] Famine Fang - Viper will pull out and throw a throwing knife covered in poison in the direction the mouse is pointing, any victims hit will take damage, have their movement decreased by 0.2 for a couple seconds and have a high chance of being poisoned. (Consumes 20 mana, 10 second cooldown, 90% chance of poisoning target)

[X] Poison Spill - Viper stabs the ground and creates a medium-sized pool of poison on the ground, increasing his attack by 0.2 for a couple seconds, damaging foes around him over time and poisoning those who step in the poison. (Consumes 30 mana, 20 second cooldown, 5 second duration, 50% chance of poisoning target)

[C] Vital Stab - Viper preforms a quick and powerful stab in a vital area on his victim with a poison covered dagger, leaving him poisoned and heavily bleeding. This strike will decrease the foes defense by 0.2 for a couple seconds and will severely poison the target. (Consumes 40 mana, 30 second cooldown, 100% chance of poisoning target)

[V] Venomshank - Viper’s daggers extend to become duel Venomshanks, the famous blades said to be covered in lethal poison, which he can use in combat for a while. These blades will increase Viper’s attack by 0.5 and his movement by 0.2 for the duration of the skill, and each standard strike with these blades will always severely poison the target. Viper cannot use any of his other skills while the Venomshanks are active. (Consumes 60 mana, 60 second cooldown, 15 second duration, 100% chance of severely poisoning target, ignores severe poison resistance and immunity).


Poisoned: Poison is a negative status condition. When a victim is poisoned, they will take constant damage over time for a set duration. The poison will inflict 1-4 damage every second for about 5-7 seconds. The damage inflicted will not be affected by the victim’s defense (however, in the juggernaut mode, the juggernaut will suffer from much less damage than normal if poisoned and being poisoned by the juggernaut will inflict much more damage than normal; juggernaut may also be more resistant to poison, meaning the normal probability of a move inflicting poison on its enemies will decrease). Some classes are immune to poison, which makes them invulnerable to being poisoned by most attacks. Others are more resistant to being poison, decreasing likelihood of being poisoned by a poison-inflicting attack. Poison can be cured by some classes. The probability of inflicting poison varies with each skill. Some powerful attacks that inflict poison can ignore immunity and resistance to poison, but most of these attacks will inflict severe poison rather than poison. Pretty much any class that is resistant or immune to severe poison will also be resistant or immune to normal poison. Natural health regeneration will be paused while the victim is poisoned.

Severely Poisoned: Severe poison is a negative status condition. When a victim is severely poisoned, they will take constantly take higher damage over time for a longer duration than being normally poisoned. The severe poison will inflict 4-8 damage every second for 6-8 seconds. Defense does not affect the damage severe poison inflicts on its victims (however, during the juggernaut mode, the juggernaut will suffer less damage from poison and inflict more damage on its victims with the poison than normal; juggernaut may also be more resistant to poison, meaning the normal probability of a move inflicting poison on its enemies will decrease). Some classes are immune to being severely poisoned, others being more resistant to being severely poisoned. Severe poison can be cured by some classes. The probability of inflicting severe poison varies with each skill. Some powerful attacks that inflict severe poison can ignore immunity and resistance to severe poison. Generally most classes that are immune/resistant to poison will also be immune/resistant to severe poison. Natural health regeneration will be paused while the victim is severely poisoned.
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:42 PM
Support Class: Telect
Weapon Name: Telekinesis

Description: Telect is a supportive unit that can use his mind to manipulate his surroundings with telekinesis, telepathy, and teleportation. He has two crescent blades that telekinetically float by him for attacking. He can play both offensively and defensively but excels in providing support in his own unique way. While he can give buffs to allies, he specializes in moving others around and messing up any advantages his enemies have. He can also teleport himself to distant enemies and teleport distant allies to him. He is a bit fragile and does not fare well without any teammates.
(Color of Telect’s telekinetic aura can change depending on torso color. Anything being controlled by Telect’s telekinesis will have the aura around it. Telect’s hands will also have that aura around them when he is using his telekinesis. Any waves or ripples Telect produces will also be that color)

Posture: With telekinesis unequipped, Telect will have his two crescent blades by his side. When he equips telekinesis, Telect will spread his arms out at about a 45 degree angle and use his telekinesis on those blades, detaching them from his back as they rise and levitate over Telect’s shoulders. Telect will keep this his arms spread out like that and have his legs spread out a little bit when idle, and will have his arms drag behind him as he runs. Telect will have his telekinetic aura around his hands and the two crescent blades that float on his shoulders when he has them equipped.


Standard Attack Combo: Telect’s combo consists of slashing his arms in various directions (similar to mechanic), however the crescent blades levitating over his shoulders will mimic the slashes his arms make. He will start by with a horizontal slash to his right with his left arm, and then his right arm doing a horizontal slash to his left. Then he will repeat those two slashes except creating diagonal slashes instead of horizontal. Finally, he will finish off with a downwards cross-chop, the crescent blades mimicking all of the actions his arms make.

[Passive] Mental Drain - Every time Telect is hit by a standard attack, the attacker will have 5 mana drained from his mana bar and Telect will gain 5 mana. Telect will not gain any mana if his mana bar is already full.

[E] Teleportation - Telect uses some of his energy to either teleport distant allies to him or teleport himself to a distant enemy. This process takes a second to charge before the actual teleportation occurs. By using this while the mouse is pointing at an ally, the ally will be teleported to Telect’s location and will increase the ally’s defense by 0.2 for a couple seconds. By using this while the mouse is pointed at an enemy, Telect will teleport to the enemy’s location, increasing Telect’s attack by 0.2 for a couple seconds. (Consumes 30 mana, 5 seconds cooldown)

[Z] Shard Storm - Telect plants his right hand on the ground, creating a light ripple on the ground around his hand with his telekinesis that causes five shards to rise up from the ground and levitate around him. Allies within the area of the small ripple will have their defense increased by 0.1 for a couple seconds. Telect will then proceed to point in the direction he is facing, launching all of the shards in that direction at fast speeds. Foes hit by those projectiles will take some damage from each shard and have their defense decreased by 0.04 for each shard that hits them for a couple seconds (adds up to -0.2 defense if all projectiles hit). Shards that do not come in contact with anything after 5 seconds will leave Telect’s telekinetic range and fall to the ground. (Consumes 20 mana, 15 second cooldown, 5 hits total)

[X] Moral Mend - Telect will connect to the minds of those around him through telepathy, giving inspiration and strength to nearby allies and disrupting the focus of surrounding enemies. Allies within the range of Telect’s telepathy will gain a 0.1 boost in both attack and defense for a while and have any current debuffs on them removed. Any enemies caught in the telepathy will have their attack and defense decreased by 0.1 for a while and take moderate damage. Telect will also gain 0.1 attack and defense for a while. This telepathic attack will ignore the defense of the enemies in its range. (Consumes 35 mana, 20 second cooldown, ignores defense)

[C] Force Palm - Telect focuses his telekinetic power into his hands and then thrusts both of his palms forward at the same time. Any enemy that comes into contact will telekinetically be sent flying backwards with enough force to put a large distance between Telect and the flung enemy. The enemy will take good damage, have their speed decreased by 0.2 for a while, and be stunned. Telect’s attack will decrease by 0.1 for a couple seconds if he successfully hits an enemy. (Consumes 30 mana, 30 second cooldown)

[V] Dement – Telect will spend a couple seconds focusing his energy, having both hands on his forehead. Then he will spread both arms out, creating a darker-colored wave of telepathic energy around him that spreads outward. Any enemies caught in the wave will all have their mind telepathically demented, driving them insane and mentally destroying them. This will deal heavy damage, remove all current buffs the enemy has, and drain half of the victim’s current mana. This mental attack ignores the defense of its victims when dealing damage. (Consumes 70 mana, 60 second cooldown, ignores defense)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:43 PM
Support Class: Majelody
Weapon Name: Keys of Creation

Description: A very talented musician that plays a variety of melodies with floating piano keys he can summon for different effects. He mainly focuses on healing and strengthening his allies with his music while weakening his enemies at the same time. However, a majority of his abilities will increase and decrease random stats, which can be either a gift or a curse depending on the situation. He also has some dependence on his allies in combat, putting him at a disadvantage alone.

Posture: With the weapon unequipped, Majelody will seem to be armed with nothing, but when he equips it, a set of floating piano keys that form a half circle around him will materialize out of thin air. When idle and moving, Majelody will have his hands on the keys, pressing some keys to play a quick tune whenever his passive ability activates.

Standard Attack Combo: Majelody’s standard attack will consist of him swiping his hand in front of him, having a fan of piano keys that act as blades to follow them. After 4 different swipes, Majelody will finish by pressing down with both hands on the piano keys, creating a sound wave that will damage the enemy and decrease a random stat by 0.1 for a couple seconds.

[PASSIVE] Sacred Songwriter – Every 5 seconds a random buff will be given to Majelody and allies around him that increases a random stat by 0.2 for a couple seconds.

[E] Mystic Melody - Majelody begins to play calming music that soothes the soul of those around him. While he plays his music, his attack and defense will decrease by 0.4 and his speed will be halved. However, both Majelody and nearby allies will have their mana and health regenerate twice as fast, and will gain consistent defensive buffs that increase defense by 0.2 for a couple seconds. Enemies will have their attack consistently decreased by 0.1 for a couple seconds if they are nearby. Majelody is more vulnerable to stun while playing. Majelody must wait 5 seconds after he starts playing before he can stop. (5 second minimum duration)

[Z] Key Chain – Majelody will play a song with a fast rhythm, summoning a storm of musical notes that rush forward and pelt enemies in the way (roughly 8-10 notes). Enemies hit will take light damage and have a random stat decreased by 0.05 from each note that hits them for a couple seconds. Allies hit will recover 2-3 health and have a random stat increased by 0.05 from any note that hits them. (Consumes 20 mana, 15 second cooldown, 8-10 hits total)

[X] Piano Pulse - Majelody plays a sharp note by pressing down on the keys with force, creating a sound wave powerful enough to make the earth shake. Enemies hit by it will be flung back by the force, taking moderate damage and stun. Majelody’s attack will increase by 0.2 for a couple seconds upon playing the note. Enemies hit will also have a random stat decreased by 0.3 for a couple seconds. (Consumes 25 mana, 15 second cooldown)

[C] Undine’s Lullaby – Majelody plays a soft, mythical tune for a couple seconds, which will summon the graceful spirit of an undine. This spirit will rapidly heal Majelody and nearby allies while rapidly increasing their defense by 0.1 for a couple seconds. Enemies around the undine will take light damage over time while in the undine’s area of effect. (Consumes 30 mana, 20 second cooldown, 10 second duration)

[V] Siren Symphony - Majelody plays a very influencing song with powers similar to that of a siren. This song can be heard from a good distance away, drawing in foes that hear it. For 4 seconds, all enemies that are in the range of the song are forced to walk in the direction Majelody is at. After that, Majelody then proceed to play the last 3 notes of the song with sudden forcefulness, creating 3 powerful shockwaves of sound around him that spread outward. Those hit will be pushed back by the force, taking good damage from each wave. Additionally, for each wave that hits an enemy, the foe loses 30 mana from his mana bar (90 total if all hit) and attack, defense, and speed will all be reset to their base stats. Upon playing those last 3 notes, Majelody will also gain a stat boost from each note. The first one will increase his defense by 0.2, the second one his attack by 0.2, and the last one his speed by 0.2. These buffs will last for a couple seconds. Majelody is invulnerable while playing Siren Symphony, but cannot move as well. This attack ignores the defense of those hit. (Consumes 60 mana, 60 second cooldown)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:43 PM
Offensive Class: Grenator
Weapon Name: EPL-V32 (Explosive Projectile Launcher Version 32)

Description: Grenator is an experienced grenadier that wields a grenade launcher that fires a variety of explosive projectiles. His specialty is dealing powerful area damage to groups of enemies at a safe distance. Additionally, he does possess some melee attacks to deal with enemies closing in. However, unlike the Trooper, his shots travel slower and not as far, and lack accuracy and stopping power. He can’t hit evasive targets easily and deals little damage to high defense targets, which will lead to his downfall.

Posture: With his grenade launcher unequipped, he will have it resting on his back, where he pulls it over his shoulder when he equips it. When idle, he will hold the launcher with two hands as you would with a rifle, having his arms sway a bit when he moves.

Standard Attack Combo: Grenator’s standard attacks consist of him slamming those in front of him with his grenade launcher. His first who hits will have him swing his launcher left and right, slamming the launcher into whoever is in front of him, following that he will slam the butt of his launcher into the enemy and end it with firing a quick fused grenade that will explode on contact or exactly 1 second after being launcher if it doesn’t hit anything, creating a small explosion that deals area damage.

[PASSIVE] Flak Jacket - When Grenator is stunned or staggered, the damage his enemies deal to him will be halved until he recovers. Additionally, attacks that fill the stun bar will only fill it by half the original amount, making him harder to stun.

[E] Firing Stance - Grenator gets into his aiming stance, ready to fire a grenade. By clicking the mouse, Grenator will fire a grenade that travels along an arc to the location your mouse is pointing if it does not exceed his firing range. Each grenade will consume 15 mana. Grenades will explode on contact and deal moderate area damage.

[Z] Seeker Shot - Grenator readies his grenade launcher and fires a missile that locks on to targets. If the mouse is pointing at an enemy when he fires, the missile will lock onto him and head straight for the enemy. If not, the missile will fly forward and will automatically lock onto an enemy target if they come near it. The missile will detonate into a medium sized explosion that decently damages anyone hit by the explosion and decreases their defense by 0.2 for a couple seconds. (Consumes 20 mana, 15 second cooldown)

[X] Implosion - Grenator fires a special grenade that travels along an arc at a set distance away from him. Rather than detonating on impact, this grenade will detonate a few seconds after being launched, allowing it to roll if on an incline. When the grenade detonates, it creates an implosion that forcefully sucks in enemies around it for a bit. This deals constant damage over time that increases the closer the enemies are to the center of the implosion, while decreasing their speed by 0.2 for a couple seconds. Enemies caught in the suction cannot escape it as it drags them into the implosion. (Consumes 25 mana, 25 second cooldown, 5 second duration, 3 second fuse after physical contact)

[C] Point Blank - Grenator jabs the barrel of his grenade launcher into the enemy in front of him, firing a close-up explosive at the enemy. The explosive will detonate immediately, dealing moderate damage to the enemy, inflicting stun, sending them flying a moderate distance, and decreasing defense by 0.2 for a couple seconds. (Consumes 30 mana, 25 second cooldown)

[V] Heavy Rain - Grenator aims his grenade launcher above him and fires a large cluster grenade, which explodes into a storm of smaller explosives that will rain down and explode at random spots around him. Roughly 20-30 projectiles will fall from the sky at random spots around him and explode on contact, each projectile dealing good damage and stun. (Consumes 40 mana, 50 second cooldown, 20-30 max projectiles)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:44 PM
Offensive Class: Anarch
Weapon Name: Bane of the Sane

Description: Anarch is a madman that carries around a huge great sword into battle. He feels as though his only ally is his sword, and tends to stay away from allies. He can annihilate foes with ease, often picking off those who stray from the group, but he can be overwhelmed with numbers. Stat decreases the enemy inflicts will have the opposite effect, and stat increases from allies will also have the opposite effect. He is the living evidence to prove that kindness can kill you.

Posture: With his weapon unequipped, Anarch will have it on his back, pulling it over his shoulder when he equips it. When idle, Anarch will hold is sword in one hand, letting the end of the blade rest on the ground. When he is moving, he will drag the weapon on the ground behind him as he walks.

Standard Attack Combo: Anarch’s standard attacks involve striking the enemy in front of him with slow, effortless swings from his sword using only one hand. He will first swing right and then left horizontally, and then following with slamming the sword down from over his head. Finally he will lift the sword up and lunge forward with it. Any enemies stabbed by his lunge will take increased damage from it.

[PASSIVE] Contrary - All stat changes that are not self-inflicted will have the opposite effect, positive buffs decreasing his stats and negative debuffs increasing his stats.

[E] Blood Taint - Anarch uses up his energy to negate the wounds he burdens. By doing this, Anarch drains his mana bar entirely to heal himself based on how much mana he had. For every 10 mana he had, he will recover 3 health (30 health max if mana bar was full, always round down if mana is not evenly divisible by 10). Anarch cannot use this if he is at full health, and must have at least 30 mana to be able to use it. (Consumes ALL mana)

[Z] Mad Massacre - Anarch effortlessly swings his sword in front of him, lightly damaging a single enemy that is hit and staggering him. While the foe is staggered, Anarch will watch as 3 sudden powerful slashes appear and hit the enemy, one red, one blue, and one green. The damage each slash does is based on Anarch’s current stat value x10 (ex. If Anarch’s defense is at 1.4, the blue slash will deal 14 damage), the red slash’s damage is based of his attack stat, blue his defense, and green his speed. Anarch’s stats will all be reset to their base values after that attack. This attack will be cancelled out if Anarch fails to hit anyone with the beginning swing. (Consumes 40 mana, 40 second cooldown time, 4 total hits)

[X]Dementia Drive - A dark aura begins to radiate from Anarch as he prepares for this attack. He will face the direction the mouse is pointing and attack once an enemy is clicked on with the mouse. When he attacks, he will dash to the enemy at speeds so fast it seems as though he teleported there, then slashing the enemy with a powerful swing once he reaches his target. This attack pushes the enemy back a bit, deals good damage, and decreases determined stat by 0.2 depending on the opponent’s class for a while. If the enemy is an offensive class, their attack will decrease, if they are a defensive class, their defense will decrease, and if they are a support class, their speed will be decreased. Pressing the key again will cancel out the move, but Anarch will gain no refund in mana. (Consumes 35 mana, 25 second cooldown)

[C] Mirrored Malice - Anarch blankly stares at whatever appears to be in front of him, vulnerable to attack. If an enemy strikes him, the attack will be blocked and the enemy will be staggered as a sudden mirror appeared in front of him. If this mirror successfully appears, the enemy’s health, mana, stun, and stats will be swapped with Anarch’s. This skill will be cancelled out if Anarch is not hit with a melee attack within 5 seconds after using it or he is hit by a projectile. (Consumes 35 mana, 30 second cooldown)

[V] Ascension to Anarchy - Anarch charges for a couple seconds with a dark red aura. Then he will proceed to point his sword skyward and proceed to launch himself into the air. After reaching a certain height, he will proceed to descend, preparing to stab the ground with his sword. Once he lands, a huge explosion will go off around him, dealing heavy damage and sending enemies hit flying. Anarch’s attack will increase by 0.4 for a couple seconds after using this attack. (Consumes 80 mana, 90 second cooldown)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:45 PM
Offensive Class: Spectre
Weapon Name: Ghostwalker

Description: Spectre is a spiritual person whose spirit can move freely outside the body, even interact with physical beings. He wields a sword that is partially made of real matter and spiritual at the same time, allowing him to attack his enemies physically, and sometimes, spiritually. He deals great damage with his attacks and skill, while keeping them from escaping. However, they do not give many debuffs and cost large amounts of mana, allowing stat boosted foes to get the better of him. He does not work well with low mana.

Posture: Spectre will have his weapon on his back to begin, and will pull it over his shoulder when he equips it. While idle, he will hold his sword with two hands in front of him, and will run with his weapon in one hand pointing outward with the hand carrying it spread out. Also, when Spectre equips his weapon, a ghostly aura will radiate from him, and as he walks a shadowy figure seems to separate from his body and follow his movements shortly behind him and merges back into him when he stops.

Standard Attack Combo: Spectre’s attack combo will begin with a horizontal slash with his sword, then a vertical one to follow, and then a diagonal one heading to the upper right. After that diagonal slash, his spirit (armed with shadowy claws) will suddenly jump out of his body, lunge at the enemy in front of him and perform a cross cut with his claws, then quickly hops back into his lifeless body before it collapses onto the ground. The final attack involving the spirit in his combo will ignore the enemy’s defense.

[PASSIVE] Spiritual Energy - Spectre’s mana regenerates 1.5x faster than normal, however his skills cost a little more mana.

[E] Phantom Form - Spectre’s spirit leaves his body and heads into combat in the form of a shadow armed with claws, leaving his body behind as he fights. While outside of his body, he is able to engage enemies without being harmed if the enemy strikes his spirit, as physical attacks have no effect on a spirit. However, his claws are able to strike physical targets, and his strikes ignore the target’s defense. His body will be left in the spot where he transferred to his Phantom Form, vulnerable to attack. His spirit will take damage if the enemy strikes his physical body and will deal twice the damage while he is in Phantom Form. While in Phantom Form, Spectre’s mana bar will drain until he deactivates it or he runs out, using up 5 mana every second he is in that form. He must have at least 50 mana to go to his phantom form. His spirit cannot gain buffs or debuffs while in this form, and skills will be disabled. (Minimum 50 mana required, drains 5 per second)

[Z] Ghastly Grip - Spectre points his hand out in front of him, summoning his spirit’s arm to stretch out to grab a selected target to drag him in. The key must be pressed while the mouse is pointing at someone for it to work, and they must be within a set range from Spectre. While Spectre’s arm does go through walls and other objects, the person it grabs doesn’t, therefore if the target bumps into a wall while being dragged, Spectre’s spirit arm will be forced to let go. Upon grabbing a target, moderate damage will be taken as well and continuous damage every second while the victim is being dragged. If Spectre successfully reels in a victim, his attack will increase by 0.3 for a couple seconds. (Consumes 40 mana, 15 second cooldown)

[X] Ominous Matter - Spectre pressed both hands on the ground, creating what seems to be a distortion in dimensions, a field that is part real world and part spirit world. In this field, Spectre’s attack and defense increase by 0.2 and his mana will regenerate faster. Allies gain no benefit from this field, but enemies will take constant damage while in the field. (Consumes 50 mana, 25 second cooldown, 8 second duration)

[C] Possessed Palm - Spectre thrusts his palm forward, sending part of his spirit a small distance in front of him to possess any enemy within range. The enemy will lose control over his body and collapse for a while. The enemy hit will be inflicted with moderate damage, heavy stun, and have their defense decreased by 0.2 for a couple seconds. (Consumes 55 mana, 25 second cooldown)

[V] Soul Strike - Spectre will grab an enemy in front of him and proceed to deeply stab them with his Ghostwalker. Instead of physically injuring the victim, the victim’s soul gets pierced by the weapon, tearing the soul apart, killing the enemy’s soul that inhabits the body, while leaving the body intact. This attack deals extremely heavy damage (possibly killing the victim instantly) and leaves them heavily stunned if they survive. (Consumes 100 mana, 60 second cooldown)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:45 PM
Support Class: Libre
Weapon Name: Ancient Text

Description: Libre is an intellectual genius who spends the half of his time reading and the other half actually fighting. His skills often provide buffs to his allies and debuff to his enemies, but the stat that is changed is determined by what chapter Libre is on. While superior in intelligence, he lacks the strength to fight enemies alone. He often relies on mana and may be at risk when his mana is low.

Posture: Libre will begin holding the book closed in his hand, lifting it up and opening it to read when he equips it. While idle, Libre will be looking as his book that he is holding with two hands, turning a page every once in a while. Even while moving he will still seem to have his attention glued to the book, holding it with one hand as he walks.

Standard Attack Combo: Libre will first attack by closing his book and swinging the cover diagonally at the enemy, followed by slamming it vertically. Then he will quickly open his book with one hand and use his other hand to create 3 small bursts of energy in an arc motion. Finally he then creates a larger burst of energy that decreases the enemy’s stat by 0.1 for a couple seconds based on what chapter he is on (see Chapter Change).

[PASSIVE] Aether Guard - Debuffs inflicted by the enemy are less effective on Libre. Debuffs will only decrease Libre’s stats by half the original amount.

[E] Chapter Change - Libre will jump to a different chapter in the book he is carrying, altering the elemental magic he uses. There are three different chapters in his book, one changes his attacks to fire-based attacks, one changes his attacks to ice, and another to lightning. This affects his standard attacks and most his skills. Some of his skills will change with each chapter. This also changes what stats his buffs and debuffs alter. The fire chapter alters attack stats, the ice alters defense, and lightning alters speed. Libre will start out on the lightning chapter when he spawns.

[Z] Flame Shot/ Ice Shard/Arc Shock - Libre gathers some magic in his hand and then releases either a lightning bold, a fireball or a shard of ice where the mouse is pointing, not even bothering to look up from his book. Enemies hit will take decent damage and have a specific stat decreased by 0.2 depending on what chapter Libre is on (See Chapter Change). Allies hit will have a specific stat increased by 0.2 depending on chapter. (Consumes 25 mana, 15 second cooldown)

[X] Tome Terrain - Libre raises his open book above him with both hands, releasing aura that creates a stationary field around him. The color of the aura differs with each chapter. Libre and allies in the aura will get a chapter-based stat consistently increased by 0.2 for a couple seconds. Enemies in the aura will have that same stat consistently decreased for a couple seconds. (Consumes 30 mana, 25 second cooldown, 15 second duration)

[C] Page Purge - Libre swipes his open hand over his open book, causing the pages to rapidly turn. Then he will point forward with that same hand, creating a vortex of pages in front of him that lasts a couple seconds. The vortex will damage enemies hit, push them away, and decreases a chapter-based stat by 0.3 for a couple seconds. (Consumes 35 mana, 35 second cooldown, 3 second duration)

[V] Forbidden Text - Libre begins to read through forbidden text that conjures powerful energy. As he reads, his open hand will begin to have a dark aura around it. After a second or two, he will close his book with one hand and thrust the dark aura hand upward, creating a huge burst of energy that pushes nearby enemies back and deals good damage. Those hit by the burst will have all stats decrease by 0.2 for a while. (Consumes 55 mana, 60 second cooldown)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:46 PM
Defensive Class: Orbit
Weapon Name: Lunar Sphere

Description: Orbit is a hybrid defensive class with some supportive capabilities, using orbs that orbit around him to fight. His skills use up the orbs that he can summon instead of mana. He is good at enduring fights and slowly lowering the enemy’s health in a lengthy battle. His attacks do not deal very much damage, giving other defensive classes superiority over him.

Posture: To begin he will seem to be empty handed, but when Orbit equips his weapon, the Lunar Sphere will materialize out of the air right in front of him, levitating with him. He will have both hands surrounding the orb, not holding it, but as if he was making it levitate. He will continue to do this when he walks.

Standard Attack Combo: Orbit will attack by moving his Lunar Sphere around to slam into enemies in front of him. His hands will move around as he attacks to direct the orb to slam into the enemy. He will swing his right arm to the left, directing the orb to the left, and then swing his left arm to his right, directing the orb to the right. Then he will raise both hands, directing the orb to fly upward, followed by him lowering both hands to the ground, causing the orb to crash into the ground. Lastly, with one hand, he will swipe horizontally, directing all of the Lunar Orbs that are orbiting around him to slam into the enemy in front of him in a chain attack. The number of hits the last attack deals is based on how many Lunar Orbs he has active (maximum 4). If he has no Lunar Orbs active, his last attack will do nothing.

[PASSIVE] Orbital Drive - Instead of using up mana, Orbit’s skills will use up the Lunar Orbs he can summon. Orbit must have a certain amount of Lunar Orbs in order to use certain skills, and replicating more orbs will use up mana. Orbital Drive also makes him more resistant to being stunned.

[E] Duplicate - Orbit will use some of his mana to duplicate his Lunar Sphere to create Lunar Orbs that will orbit around him. For each Lunar Orb he has orbiting around him, his defense will increase by 0.05 until they are used. Orbit can have up to 4 Lunar Orbs orbiting around him at a time. He will use up Lunar Orbs in order to activate skills instead of mana, the number of orbs required varying with each skill. All of his orbs will shatter if he is stunned, but the shards from the orbs will damage enemies around him. (Consumes 20 mana, maximum 4 Lunar Orbs active at same time)

[Z] Spherical Shot - Orbit pulls one of his Lunar Orbs from orbital ring around him and into his hand, then thrusting forward to launch the orb in the direction the mouse is pointing at. The orb will shatter into dozens of razor-sharp shards if it comes in contact with an enemy or surface, moderately damaging the enemy hit and those around him. Enemies hit will also have their attack decreased by 0.2 for a couple seconds. (Uses 1 Lunar Orb, 8 second cooldown)

[X] Gravity Field - Orbit directs two of his Lunar Orbs outward. These orbs will then begin to glow blue and rotate in a circle around him, creating a stationary field where gravity is altered. While in this field, Orbit will have his defense consistently increased by 0.2 and his speed increased by 0.1 for a couple seconds. Allies in the field will have their speed consistently increased by 0.2 for a couple seconds. Enemies in the field will take constant damage and have their speed consistently decreased by 0.3 for a couple seconds. (Uses 2 Lunar Orbs, 20 second cooldown, 15 second duration)

[C] Triangulate - Orbit directs three of his Lunar Orbs to in the shape of a triangle around him. These orbs will start to glow yellow and create chains of electricity that connect the orbs to form a triangle. This electric triangle will begin to rotate around Orbit, acting as a barrier that moves around with him. His defense is increased by 0.3 until the triangle dissipates. Any enemies hit by the spinning triangle will take moderate damage, have their speed decreased by 0.1 for a couple seconds, and be pushed back a little bit. Orbit can use standard attacks and duplicate orbs while the triangle is active, but cannot use any other skills. The triangle cannot block projectiles unless the projectile directly hits one of the orbs. (Uses 3 Lunar Orbs, 25 second cooldown, 6 second duration)

[V]Super Nova - Orbit will direct all four of his Lunar Orbs to form a large square around him. He will then focus most of his energy on his Lunar Sphere a few seconds, causing his sphere to glow bright red (as if it was extremely hot). The Lunar Orbs will also glow bright red and shake uncontrollably a bit. Once charged, Orbit will expel all of the energy from his Lunar Sphere to create a nova star that fills the area around him (boundaries are marked by the Lunar Orbs). Those who are within the area when the nova is created will be trapped within it. Enemies will take good constant damage and have their attack decreased by 0.1 every second from the intense heat similar to the heat produced by an actual star. After a while the nova will implode on itself and the Lunar Orbs will dissipate. (Uses 4 Lunar Orbs, 60 second cooldown, 5 second duration)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:46 PM
Defensive Class: Titan
Weapon Name: Titanium Edge

Description: Titan is a powerful class that wields a huge sword that is extremely wide so it can operate as a shield. His attacks focus on brute strength, sending enemies flying (allies too) when they get in the way. He can be rather slow and easy to outrun, additionally he has little to no ranged attacks, making him a sitting duck to ranged units.

Posture: Titan will start out with his sword on his back, pulling it over his should when he equips it. While idle, he will have the weapon resting on his shoulder with one hand. While moving, titan will have the weapon in both of his hands in front of him.

Standard Attack Combo: Titan’s standard attacks are slow but powerful. He begins with a horizontal slash, followed by upward diagonal slash, and then a slash downward. He ends by smashing the enemy with the flat surface of his sword, pushing the enemy back and giving moderate stun.

[PASSIVE] Determination - When Titan gets staggered, his attack will increase by 0.2 for a couple seconds. If Titan gets stunned, his attack and defense will increase by 0.2 for a couple seconds.

[E] Counter - Titan will raise his sword and use it as a shield, blocking attacks that hit him. If an enemy physically hits Titan with a standard attack while he has his guard up, Titan will bash his “shield” at the enemy, staggering him. Titan will quickly follow up by lifting his shield up and slamming it down as a sword, moderately damaging the staggered enemy. Having Counter active will constantly decrease his shield bar, and successfully staggering an enemy will fully drain the shield bar. Titan must have his shield bar 70% full before he can use Counter. Titan’s shield bar regenerates slower than Frigost’s and Omega’s shield bars.

[Z] Sucker Slab - Titan readies his giant slab of a sword and slashes the enemies in front of him 3 times with sudden speed. Enemies hit take decent damage and will have their attack decreased by 0.1 for every slash that hits them (-0.3 attack if all hit). (Consumes 25 mana, 25 second cooldown)

[X] Epicenter - Titan slams his sword onto the ground with extreme force, creating a huge shock wave that flings everyone high up into the air, allies and enemies alike. Allies will not take damage, but enemies will take damage and have their defense decreased by 0.2 for a couple seconds. Titan will have his defense increased by 0.2 for a couple seconds. (Consumes 25 mana, 20 second cooldown)

[C] Heavy Swing - Titan gets his sword ready to swing, but instead of slashing with the bladed side, he swings with the wide and flat surface of his sword, slamming the enemy in front of him and sending him flying (like he was using his sword as a baseball bat). The enemy will take good damage and heavy stun, and will soar a good distance away from Titan. (Consumes 30 mana, 25 second cooldown)

[V] Quarantine - Titan quarantines himself with 4 slabs of rock, isolating himself from the fight for a bit. His defense will increase by 0.5 for a while. After a couple seconds, he will thrust both of his hands outward, breaking the quarantine and sending each slab flying in a different direction. Any enemies hit by the slabs will be carried by them for a while and take good damage from the hit. They will be inflicted by heavy stun and have their speed decreased by 0.2 for a while. (Consumes 50 mana, 55 second cooldown, 5 second duration)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:47 PM
Offensive Class: Yumi
Weapon Name: Yabusame

Description: Yumi is a sharpshooting archer that rarely misses his mark. He also isn’t too bad with melee, having bladed edges on his bow. Yumi specializes in hunting down those are weakened and dealing strong hits from a distance. Being knocked down and left vulnerable to the enemy spells doom for Yumi.

Posture: Yumi will begin having his bow and quiver on his back, pulling the bow over his shoulder when he equips it. While idle, Yumi will have his bow in one hand lowered in front of him and the other reaching over his shoulder ready to grab an arrow at moment’s notice. He will grab onto his bow with both hands while he moves.

Standard Attack Combo: Yumi will attack by slashing the enemy with his bow, which has very sharp bladed edges. His first strike will be a descending diagonal slash, followed by a horizontal slash. Then he will shove the enemy back with his bow, dealing less damage than the two previous attacks. His last strike will involve quickly loading an arrow and firing a point-blank shot at whatever is in front of him.

[PASSIVE] Hawkeye - If any of Yumi’s arrows manage to strike the enemy in the head, they will deal 2.5x normal damage and decrease their defense by 0.1 for a couple seconds.

[E] Draw Bow - Yumi will ready his bow for firing, loading an arrow and then proceeding to pull back on the string, firing in the direction the mouse is pointing upon clicking. The process takes a while for Yumi to be able to actually fire, needing his accuracy bar be filled to the top before he can actually shoot. However, in return, his arrows fly straight unlike trooper’s bullets, deal greater damage, and fly by super-fast. Yumi cannot move while in drawing his bow. (Consumes 15 mana each shot)

[Z]Carrier Shot – Yumi readies a special arrow and fires in the direction the mouse is pointing, letting the arrow swiftly soar to its destination. If this arrow is fortunate enough to hit an enemy, the arrow will create a sudden flash of light and Yumi will teleport to the enemy. Yumi will then kick the enemy over, staggering him. The arrow will deal moderate damage and decrease the enemy’s defense by 0.1 for a while. Yumi’s following kick will also deal moderate damage and stagger the enemy. (Consumes 30 mana, 25 second cooldown)

[X] Back Bash - Yumi will perform a sudden powerful slash with his bow. If he successfully hits an enemy, the enemy will take moderate damage and be stunned. After hitting the enemy (if he hits one), he will do a strong jump backwards and fire an arrow at the stunned enemy while in the air, dealing good damage and increasing Yumi’s speed by 0.1 for a couple seconds. If Yumi fails to slash any enemies, this attack will be cancelled out and do nothing. (Consumes 35 mana, 30 second cooldown)

[C] Piercing Pulse - With lightning speed, Yumi quickly loads his bow with an arrow and immediately pulls back and fires the arrow with perfect accuracy, sending the arrow flying at Mach 3, leaving a shockwave in its wake. This arrow will pierce through any enemy it hits and will keep going until it collides with a wall or hits the ground. Enemies hit will take good damage and have their defense decreased by 0.2 for a couple seconds. This attack will ignore the defense of enemies hit when dealing damage. (Consumes 30 mana, 30 second cooldown)

[V] Carpet Rain - Yumi loads his bow with what seems to be a bundle of arrows tied together. He will then aim upward at a 60 degree angle fire the bundle. The bundle will tear apart while in the air, scattering out the arrows that will rain down in a line traveling outward from in front of Yumi. Enemies that are in the way of the rain of arrows will be hit multiple times by arrows, and be left heavily stunned. (Consumes 55 mana, 55 second cooldown, 7 total hits)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:48 PM
Offensive Class: Tridon
Weapon Name: Retiarius

Description: Tridon was a skilled spear fisher who excels at trapping his foes and leaving them vulnerable to his attack. He is able to throw nets at his enemies which can leave them immobile for a while; allowing Tridon to finish off the wounded that are fleeing and catch up to ranged units trying to keep their distance. Tridon’s trident has the ability to sometimes ignore defense, allowing him to take down heavily armored foes. However, he is quite fragile himself, so those who can hit hard can take him down with ease.

Posture: Tridon will begin by having his net by his waist and his trident on his back, pulling the trident over his shoulder and grabbing the net when he equips it. While idle, Tridon will have his trident by his side and his net on the other side, letting the net hang and touch the ground. While moving, Tridon will have his trident in front of him as he walks and have his net dragging behind him.

Standard Attack Combo: Tridon’s combo will begin by having him stab whatever is in front of him in a straight motion, followed up a diagonal slap to the upper right with the net he is holding, which will deal less damage than his trident’s attacks. This attack will follow with an upwards slash with his trident and then end with a powerful downwards stab.

[PASSIVE] Puncture - All of Tridon’s attacks have a chance to ignore the opponent’s defense when inflicting damage. If the opponent is trapped in one of Tridon’s nets, all of Tridon’s attacks will ignore the opponent’s defense while they are in the net. (50% chance of ignoring defense, 100% chance if caught in net)

[E] Net Toss - Tridon throws out a net in front of him, travelling a short distance at an arc before hitting the ground. Any enemies caught by the net will have their speed set to 0 and left immobile for a couple of seconds. Enemies will also be unable to use their skills while trapped in the net, but can still perform standard attacks. (Consumes 15 mana, 5 second cooldown, 3 second duration)

[Z] Barbed Netting - Tridon throws out a special type of net armed with barbs right in front of him, travelling a much shorter distance than his standard net. Those caught in it will be trapped and left immobile for a couple seconds. The opponent will also take constant damage from the barbs while he is trapped every second. The victim cannot use his skills while trapped, but can still perform standard attacks. However, the victims attack will be halved while he is trapped in the barbed net. Once the foe escapes the net, his speed will be decreased by 0.2 for a while. (Consumes 25 mana, 20 second cooldown, 5 second duration)

[X] Geyser - Tridon hits the ground with the bottom of the handle of his trident, calling forth a large pillar of water to rise from the ground from under his feet and carry him some distance into the air and then falling back down shortly after. This allows Tridon to access higher up platforms he cannot reach by merely jumping. Enemies around him will take damage and be staggered when the pillar rises. (Consumes 25 mana, 25 second cooldown, 3 second duration)

[C] Shield Skewer - Tridon raises his trident over his shoulder and swiftly stabs the enemy in front of him with incredible force capable of piercing through shields and armor. Enemies hit by the stab will take heavy damage and have their defense decreased by 0.2 for a couple seconds. Shielded enemies cannot block this attack. If a shielded enemy is hit by this, their shield will be cancelled out, dealing heavy damage, draining their shield bar entirely, and leaving the shielded foe stunned. This attack also ignores the defense of the enemy hit. (Consumes 30 mana, 30 second cooldown)

[V] Whirlpool - Tridon raises his trident skyward, summoning a huge whirlpool around him that damages enemies and pulls them towards Tridon. Tridon’s attack will increase by 0.3 for a couple seconds after summoning the whirlpool, and he is free to move around while the whirlpool is active. Enemies within range will take constant damage every second they are in the whirlpool and be pulled in towards the center (where Tridon is) with incredible force that enemies cannot outrun. (Consumes 50 mana, 45 second cooldown, 6 second duration)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
25 Feb 2015 03:48 PM
Supportive Class: Sapper
Weapon Name: Gravedigger

Description: Sapper is a hybrid support strategist who also excels at defensive combat. Sapper has the ability to set down stationary traps or equipment that will trigger when someone is nearby. This allows him to effectively execute defensive strategies involving fortification and luring the enemy in. Sapper lacks the attack power and skills for direct combat, putting him at a disadvantage when enemies close in.

Posture: Sapper will begin with his shovel over his shoulder, pulling it over his shoulder when he equips it. While idle, Sapper will have his shovel resting on his shoulder, keeping it on his shoulder as he walks around as well.

Standard Attack Combo: Sapper’s standard attacks are fairly weak and deal minor damage, but they fill the stun bar more than other standard attacks. He will hold his shovel with both hands when he strikes. First, Sapper will swing his shovel horizontally to the left, and then to the right. After that he will raise the shovel up and swing it diagonally to the lower left. Lastly, he will end by raising the shovel over his head and slamming it down in front of him.

[PASSIVE] Fortification - Every time Sapper places down a trap or equipment, his defense will increase by 0.1 for a couple seconds (buffs are stackable).

[E] Anti-Personnel Mine - Sapper digs into the ground a bit and plants an anti-personnel land mine into the ground, leaving only a small bit of it visible. If an enemy steps within the mine’s detection radius while it is active, it will detonate and cause a medium sized explosion, dealing good damage and stun. The mines deal a fixed damage and the damage amount is not affected by Sapper’s current attack stat. These mines, if untouched, will last until the round ends, even if Sapper dies. Sapper can have up to 3 landmines active at a time. If he plants a 4th one, the oldest mine he planted will automatically self-destruct. After planting a mine, the mine will remain inactive (will not detonate) for a couple seconds before it arms itself. If a mine is triggered by the enemy, it will make a beep or click sound before detonating a second later. Mines will also detonate if hit by a ranged attack or an attack that deals area damage. (Consumes 20 mana, 3 second cooldown, 3 second arming process, maximum 3 mines active at a time)

[Z] Sentry - Sapper sets up a stationary turret that automatically targets nearby enemies within its range and rapidly fires projectiles at them. The sentry will fire about 3-5 shots every second while it is active, each bullet dealing light damage to the enemy. The bullets will travel about as fast as trooper’s bullets. After a while the sentry will malfunction and self-destruct. Sentries have 20 health can be easily damaged and destroyed by enemies. Sapper can have only one turret active at a time. The damage the sentry deals is not affected by Sapper’s current attack stat. (Consumes 30 mana, 15 second cooldown, 15 second duration)

[X] Energy Field - Sapper sets up a temporary stationary device that radiates dense energy around it that can revitalize those within it. While Sapper and/or allies are in the field, their natural health regeneration and mana regeneration speed will double. This device however, is very fragile, having a max health of 10 and can be destroyed by enemy attack. (Consumes 30 mana, 25 second cooldown, 20 second duration)

[C]Shovel Smash - Sapper swings his shovel hard and slams the flat head of his shovel into the enemy in front of him, dealing moderate damage and heavy stun. The enemy will also be flung a short distance away from Sapper. The enemies speed will also decreased by 0.2 for a while. (Consumes 40 mana, 30 second cooldown)

[V] Bubble Shield - Sapper charges for a second, and then creates a huge stationary bubble shield around him. Enemies around him will take moderate damage and be pushed back, while allies will be shielded within the giant dome. This bubble shield is impassable for the enemy, but allies can freely enter and exit as they please. While in the shield, any damage dealt to Sapper or his allies will be blocked, and their health will rapidly restore while it is active. If an enemy strikes the shield with his standard attack, he will be left staggered. (Consumes 50 mana, 45 second cooldown, 10 second duration)
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nitrosteele72 is not online. nitrosteele72
Joined: 20 Jun 2012
Total Posts: 18
25 Feb 2015 08:48 PM
Aero is based off of aero ninja, mechanic is based off of TG, Obsidian maybe enma, Ichor maybe brawler, and frigost vlance, I like this idea.
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Gabestone3000 is not online. Gabestone3000
Joined: 15 Sep 2012
Total Posts: 738
25 Feb 2015 09:25 PM
My god, are you really this bored of life?
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chimmihc is not online. chimmihc
Joined: 01 Sep 2014
Total Posts: 17143
25 Feb 2015 10:18 PM
i must say, if you find that game fun then you are probably missing out on most of what real life has to offer
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chimmihc is not online. chimmihc
Joined: 01 Sep 2014
Total Posts: 17143
25 Feb 2015 11:16 PM
3 ghost bumps?

wow that must be a record
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TheBiigDaddy is not online. TheBiigDaddy
Joined: 30 Dec 2014
Total Posts: 258
25 Feb 2015 11:23 PM
I like your ideas. Personally I've had one myself and it resembles your Titan class idea. I approve of all of these and hope to see them in-game. Keep up the good work Jack!
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
27 Feb 2015 04:26 PM
Offensive Class: Feral
Weapon Name: Steel Claws

Description: Feral is a brutal warrior who possesses the ferocity of a wild beast, attacking his foes with his sharp claws (not literal claws but gauntlets that have 3 steel blades that resemble claws). He is great at hunting down retreating prey and finishing them off, and taking down those who stray away from the group. Powerful attacks on him may prove lethal with the little armor he bears, and being stunned can give his foe a huge advantage over him.

Posture: Feral will begin with his steel gauntlets with the claws retracted into the gauntlets. When he equips his weapon, the blades of his claws will slowly extent from his gauntlets. While idle, Feral will have his left arm in front of him pointing to the right sort of, and the left one will be in the position as if he was ready to stab someone with the claws. While moving, Feral will have both arms with his claws drag behind him.

Standard Attack Combo: Feral’s standard attack consists of a high amount of rapid hits. He will first slash his right claw upwards in a diagonal motion to the upper-left, and then slash his left claw in a diagonal motion to the upper-right. Next he will perform two horizontal slashes with each claw, one slashing heading left and one to the right. Then he will raise and cross both arms and create an X-shaped slash using both claws with a diagonal downwards motion. Finally he will lunge both claws forward and stab whatever is in front of him, dealing greater damage than the other slashes.

[PASSIVE] Natural Instinct - When Feral is nearby another player, ally or enemy, one of his stats will increase by 0.1 based on what class that player is. Offensive classes will increase his attack, defensive will increase his defense, and support will increase his speed. These buffs will last until Feral leaves their vicinity. These buffs are stackable if Feral is nearby multiple players.

[E] Predation - If this skill is used while the mouse is pointing at any nearby “prey”, Feral will set his sights on this soon-to-be victim and observe his condition. Feral’s speed will then increase based on how low the prey’s health is, allowing him to hunt down wounded foes and finish them off. For every 1% of lost health of the prey, Feral’s speed will increase by 0.01 for a while (ex. an enemy that has lost 78% of his health would increase Feral’s speed by 0.78, maximum speed gain being +0.99). If the victim is killed, either by him or another player, his speed will return to normal. His speed boost will also be lost if he strays too far away from the targeted prey or he attacks a different target. These buffs are not stackable, and if used predation is used again while the previous speed buff is still active, that buff will be replaced with the new speed buff. (Consumes 15 mana, 5 second cooldown)

[Z] Pounce - Feral crouches down, preparing to jump. By clicking on a spot within the Feral’s range, he will pounce and perform a fast jump to that spot. If Feral clicks on nearby prey, he will quickly pounce to the foe and tackle him to the ground, heavily stunning him and dealing some damage. If Feral successfully pounces on his prey and stuns him, he will then proceed to deliver a barrage of rapid slashes from his claws at the enemy (roughly 8 hits total) while he is stunned. Feral’s speed will increase by 0.2 for a couple seconds after he finishes slashing the enemy. (Consumes 25 mana, 20 second cooldown, 8 total hits)

[X] Tearing Top - Feral will cross his arms for a second, while his claws begin to heat up and turn yellowish-orangish/red from the blazing heat. He will then proceed to extend his arms straight out and rapidly spin around like a top for a couple seconds, rapidly damaging nearby enemies with the heated claws. Feral can freely move around while spinning and can take damage from enemy ranged or area attacks. If Feral is staggered or stunned while spinning, the skill will be cancelled out and he will fall over. (Consumes 30 mana, 30 second cooldown, 4 second duration)

[C] Leer - Feral glares at the potential prey (enemies) in front of him, delivering a frightening and intimidating image of him to those victims. Enemies affected by the glare will be intimidated and have their attack and defense decreased by 0.03 for a while, but they will also become frightened and have their speed increased by 0.2 for a while. (Consumes 25 mana, 25 second cooldown)

[V]Carnage - Feral stabs the ground with one of his steel claws, sinking it deep into the earth and causing a field of tall steel spikes to suddenly shoot out from under the ground around him. Enemies hit by this will take good damage, heavy stun, be pushed back, and have their defense decreased by 0.2 for a while. Feral will remain idle in his current position with his claw dug into the earth for a couple seconds. After that he will pull his claws out of the earth while the spikes descend back into the earth in sync. (Consumes 60 mana, 65 second cooldown, 3 second duration)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
09 Mar 2015 08:35 PM
Defensive Class: Aegis
Weapon Name: Arms of Aegis

Description: Aegis is a powerful defender equipped with gauntlets with large blades that extend all the way up to the shoulder. When combined, these blades then form a huge shield capable of blocking pretty much everything from hurting him and allies behind him. Aegis is great at repelling enemy attacks and then beating the attackers down into submission so they can’t retreat. However, Aegis bears heavy armor that limits his mobility, allowing enemies to escape his grasp and ranged units to keep their distance while they slowly chip down at his health.

Posture: Upon starting, Aegis will have his gauntlets on his arms with the huge blades sticking out while standing in the standard Roblox pose, actually getting into proper posture upon equipping it. While idle, he will have his arms kind of in a boxing position, moving his arms more by his sides when he runs.

Standard Attack Combo: Aegis will begin attacking by slashing his left blade to the right, then his right blade to the left. Then he will slash with his left blade again, except this time to the left, hitting the enemy with the back end of the blade. After that he will cross both arms and perform a cross chop. Finally, he will create his shield with the 2 blades like he does when he uses Obstruct and then does a quick bash forward before breaking the shield back into the two blades. The last strike inflicts more stun than the other strikes (perhaps even having a chance of staggering him if you like).

[NEW BAR] Shield – This bar will quickly regenerate on its own over time. Once this bar exceeds 80, Aegis can use his Obstruct ability. While Obstruct is active, this bar will quickly drain until Aegis stops using Obstruct. Obstruct will automatically cancel out once this bar is empty. If Aegis is hit by a physical attack that staggers the attacker, his bar will drain by 50. Other attacks will not drain the shield bar.

[PASSIVE] Impenetrable - Each time Aegis is hit by a physical attack, his defense will increase by 0.05 for a couple seconds. These buffs are stackable and can add up to huge increases in defense against rapid attacks (R.I.P. Proto). Ranged attacks and area attacks will not increase his defense.

[E] Obstruct – Aegis puts both arms in front of him right next to each other, connecting the large blades on his gauntlets to form a huge shield. While this shield is up, attacks on Aegis will deal no damage and no stun. If Aegis is hit by a physical attack, the attacker will be staggered and his attack will decrease by 0.2 for a while and Aegis’s shield bar will drop by 50. If this physical attack is a skill, the skill will be cancelled out. Ranged attacks will also be blocked. If a projectile hits Aegis head on (hits the front of his shield), it will be reflected and sent flying back the opposite direction it was heading, dealing damage and whatever other secondary effects the projectile inflicts on the attacker. Allies can hide behind Aegis’s shield and be protected from ranged attacks. Aegis is not damaged by area attacks either, but allies hiding behind him are still vulnerable. While shielded, Aegis cannot move.

[Z] Soaring Stone - Aegis grabs the earth with both hands and pulls out a giant stone slab, which he will carry over his head. Aegis can walk around while holding the slab, but his speed will be cut until he throws it. By activating this skill again or clicking the mouse, Aegis will throw the slab in the direction the mouse is pointing. Aegis will also be forced to throw it after holding it for a while or if he is staggered or stunned. This slab is affected by gravity and will begin to arc as it flies. When it hits a surface, it will change the direction it is heading (Basically let Roblox physics determine its movement). If the slab hits an enemy, it will deal good damage and heavy stun, and the slab will then continue its journey (multiple enemies can be hit by it). After a couple seconds the slab will break into small pieces cease moving. The stone will not damage enemies that touch it if it is not moving or just moving extremely slow (friction will cause the stone to decelerate over time). (Consumes 20 mana, 20 second cooldown, 5 second carrying time, 5 second stone duration)

[X] Barrage - Aegis pulls both arms back and then begins to launch of storm of jabs to pelt any unfortunate enemy in front of him. Aegis will launch a total of 6 blows over the course of 3 seconds. Each strike will deal moderate damage, decent stun, and decrease the enemy’s speed by 0.05 for a while. Aegis can move freely while Barrage is active but his speed will be cut until he stops. This skill can be cancelled out if Aegis is staggered or stunned while using it. (Consumes 25 mana, 30 second cooldown, 3 second duration, 6 total hits)

[C] Uppercut - Aegis delivers an uppercut blow with one is his arms that will send any enemy hit by it flying into the air. The enemy hit will take good damage, heavy stun, and have his speed decreased by 0.1 for a while. The enemy will also be launched upward, traveling upward a far distance, but landing not too far away from Aegis. Using this attack on already stunned enemies will not fling them into the air. If this attack does not hit a target it will fail and nothing will happen. (Consumes 30 mana, 35 second cooldown)

[V] Giga Bash – Aegis creates a shield with his gauntlets like he does when he uses Obstruct, but however, this time he crouches a bit and readies himself. Then, with most of his strength concentrated in his feet, he launches himself forward, propelling himself and his giant shield in the direction he as facing. Any enemies that are in the way will be smashed by the shield and either be sent flying in the direction Aegis was heading, or carried along with the shield until it stops (you can choose), where the enemies will then be flung a shorter distance, taking major damage and heavy stun. Aegis will travel a moderate distance before he suddenly stops and goes back into his normal form. If Aegis rams into a wall, his dash will immediately stop and he will be put him back into his normal form and be left staggered. However, when he hits a wall, enemies being carried by the shield will take even more damage, extremely heavy stun and have their defense decreased by 0.2 for a couple seconds, but they won’t be flung at all. (Consumes 65 mana, 60 second cooldown)
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JackOfMostTrades is not online. JackOfMostTrades
Joined: 13 Dec 2009
Total Posts: 184
11 Mar 2015 03:14 PM
Offensive Class: Polymorph
Weapon Name: Polymorphism

Description: Polymorph is an offensive being who can detach his limbs to fly around or be rearranged to attack and perform a variety of stunts. Polymorph’s various skills allow him to assure his targets are always within arm’s reach, while making sure he can make an escape if his target gets out of hand. He does not mix well with widely open terrain and defensive foes.

Posture: Polymorph will begin armed with nothing in the standard Roblox posture. When he equips his weapon, he will go into a pose with his legs out a little bit and his arms will detach and float unattached from his torso a little (kind of like Rayman, but only for the arms). While idle, these arms will float in front of him in a boxing stance. When he runs, his body will run leaning forward a bit, and his arms will be dragging behind him, floating after his body but catching up when he stops.

Standard Attack Combo: Polymorph will start by punching forward with his right arm, sending the arm flying straight forward a very short distance away from him before retracting back to his side (he has a larger melee reach than others). He will then do the same thing with his left arm. Then with kick upward with his left leg, sending his leg flying a short distance forward but at a small angle diagonally to have it retract back to him. Lastly, he will punch both arms forward at the same time, launching them a short distance forward. However, this time instead of his arms retracting back to him, his body gets pulled to his arms.

[NEW BAR] Grapple - This bar must be at least halfway full before Polymorph can use his Grapple Grip. When he uses that skill, the bar will drain based on how far the limb travels, each stud (or every 2 studs if a max range of 100 studs is too short) of distance decreasing the bar by 1. If the bar is fully drained while he is using Grapple Grip, the skill will cancel out and fail. This bar regenerates rather slowly.

[PASSIVE] Particle Evasion - Polymorph has a small chance of “dodging” an attack inflicted on him, negating all damage, stun, and debuffs it would have inflicted on him. If Polymorph “evades” an attack, instead of a number indicating the damage inflicted on him, either the text “Evade” or “Miss” will appear (you can pick), kind of like how the text “Block!” appears when a defensive class blocks an attack. This chance will begin at 10% and increase as his health decreases, reaching up to 40% when he only has 10% or 5% of his health left. Polymorph cannot evade some attacks (mainly ultimate skills and skills that grab the opponent).

[E] Grapple Grip - Polymorph will launch one of his arms in the direction the mouse is pointing. The limb will travel in a straight motion in that direction, draining the Grapple bar as it travels. If the limb comes in contact with a surface, Polymorph will be dragged to that location. The range his limb can travel is based on how full his grapple bar is (100 studs max [200 if too short]). If Polymorph’s limb latches onto an enemy, he will fly into the enemy, staggering him and decreasing his speed by 0.2 for a while (possibly dealing light damage); however, if this enemy currently has his shield active, Polymorph will be staggered instead. If Polymorph’s Grapple bar completely drains while his limb is still in the air, this skill will cancel out and fail, forcing Polymorph to waste a second retracting his limb back to him. Polymorph cannot move while using Grapple Grip and the skill will be cancelled out if he is staggered or stunned while using it, completely draining his Grapple bar. Polymorph needs to have at least 50% of his Grapple bar filled before he can use this skill.

[Z] Limb Lance - Polymorph points both arms forward, ready to shoot both of them at distant enemies. He will face the direction the mouse is pointing and will fire his limbs in that direction. By clicking the mouse, he will fire one of his limbs (first the left one) in the direction the mouse is pointing and he will fire the other limb when the mouse is clicked again. Polymorph will fire both limbs at the same time limb if the key [Z] is pressed (firing the remaining limb if one limb has already been fired). Polymorph will be forced to fire any remaining armed arms after 5 seconds has passed. If he is stunned or staggered, this skill will be canceled out and any remaining limbs will not be fired. Polymorph can move at normal speed while he aims. His limbs will fly in a straight direction once fired until they hit a surface/enemy or travel too far away from Polymorph, where they will then retreat back to him. If a surface is hit, a small burst of pure force will be created that deals good damage and moderate stun to nearby enemies before retracting. If an enemy is hit directly, the burst of force will be created and the enemy that was directly hit will take greater damage and stun, while having his defense decreased by 0.2 for a while. Even after Polymorph fires both arms, he cannot attack or use skills until both arms return to him. Leaving him to run around armless for a second or two where he is vulnerable to attack. (Consumes 25 mana, 20 second cooldown)

[X] Arm Saucer - Polymorph will detach his two arms and duplicate them twice, giving him 4 additional arms. He will have all 6 arms form a small circle around him with the arms pointing outward. Then the arms will start to rapidly spin, damaging enemies within a small area around him. Enemies hit will take some damage, be pushed back and have their defense decreased by 0.1 for a couple seconds every time they come in contact with the rotating limbs. Polymorph can still move freely while the arms are rotating around him, and his speed will not be reduced by it, but he cannot jump. After a couple of seconds the arms will stop rotating, having the 4 duplicates dissipate into the air and the two real arms reattach to Polymorph. If he is stunned while using this skill, it will be cancelled out. (Consumes 35 mana, 30 second cooldown, 4 second duration)

[C] Crash Stomp - Polymorph will crouch down and jump some distance into the air. While he is in the air, he will detach his legs and send them flying downward, stomping the ground with a powerful force and creating a moderate-sized shockwave. Enemies hit will take decent damage, decent stun, and light pushback. Polymorph will have his speed increased by 0.2 for a couple seconds after launching his legs. Polymorph will float in the air while his legs are gone, immobile. After his legs hit the ground, they will fly back up and reattach to Polymorph. Then he will begin to fall back down. (Consumes 25 mana, 25 second cooldown)

[V] Shatter Storm - Polymorph will detach all of his limbs and have them fly extremely fast in random directions around him, creating a storm of flying appendages to rapidly damage enemies around him. His body will remain floating in the center of the storm. While the storm is active, Polymorph cannot move, but his defense is increased by 10 until the storm ceases. This storm will last 5 seconds, dealing damage to enemies within range every half of a second (10 total hits), and decreases their speed by 0.05 with every hit. (Consumes 60 mana, 50 second cooldown, 5 second duration, 10 hits total)
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