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Re: "Strife!" Collection of My Class Ideas
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 22 Apr 2015 08:20 PM |
| [NOTE: I made a new "Strife!" class idea thread because my first immediately had a heated discussion I would rather not further mention.] This is a collection of all my "Strife!" class ideas that I have made, Jack paved this road and set up signs every couple feet for me. Without further ado, I present to you my class ideas for the ROBLOX game "Strife!": |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 22 Apr 2015 08:21 PM |
Class Name: Celestius
Role: Mage
Sub Role: Tank
Weapon: Nebula Gloves
Description: The Celestius is a Mage/Tank class that uses the makings of the universe to its advantage. Its weapon, the Nebula Gloves, helps it harness the power of Matter to aid it in battle. It has naturally high defense and is more agile than other Tanks, but its own damage is mediocre, making it susceptible to large amounts of quick damage.
Posture: When the Nebula Gloves are not equipped, the Celestius will walk normally with the Gloves on its hands. When they are equipped and the Celestius is standing still, its arms are at its side with the back of its hands facing forward and its right leg a little farther forward than its left leg. However, when the Celestius is moving, its right arm is slightly behind its torso, like the Ichor, and its left arm is slightly in front of its torso.
[Passive] Matter- Celestius has an additional bar named "Matter". Matter slowly regenerates over time, and if there is enough Matter in your Matter bar it gives additional buffs or effects to moves.
Standard Attack Combo: Celestius hooks left, then hooks right, uppercuts, then creates a small asteroid above the opponent and brings it down on them.
[E] Drain- Celestius kneels down and places one hand on the ground, slowly draining Mana from anything nearby- including players- and converts it into Matter.
[Z] Shockwave- Celestius slams both Gloves together with considerable force, creating a shockwave in front of itself that deals 5 damage and lowers movement by .1. If Celestius has 25 or more Matter, Shockwave drains 25 Matter and the shockwave goes behind Celestius, too. Mana Cost: 10 Mana | Cooldown: 5 Seconds
[X] Suffocate- Celestius drains all oxygen around it in a 15-stud radius, damaging everyone but itself for 2 damage a second for 10 seconds. If the Celestius has 45 or more Matter, Suffocate also drains 45 Matter and lowers nearby players' defense by .2. | Mana Cost: 15 Mana | Cooldown: 20 Seconds
[C] Solar Flare- Celestius erupts into a small solar flare, dealing 15-20 damage. If Celestius has 60 or more Matter, Solar Flare drains 60 Matter and also lowers Attack by .2. | Mana Cost: 30 Mana | Cooldown: 20 Seconds
[V] Supernova- Celestius creates a small star that pulls in nearby players and then explodes, dealing damage based on how much Matter was in your Matter bar when you activated the ability. This skill drains all of your Matter. | Mana Cost: 40 Mana | Cooldown: 40 Seconds
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 22 Apr 2015 08:22 PM |
Still the wrong sub-forum.
I script -~ chimmihc |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 22 Apr 2015 08:24 PM |
Class: Dusk
Role: Hexer
Sub Role: Support
Weapon: Sol & Luna (Sol is a golden orb, and Luna is a pearl-white orb.) Dusk is a Hexer/Support class that is forever stuck between the power of Sol, the sun, and Luna, the moon, only able to use one at a time. Dusk can turn to Luna and play extremely offensively by debuffing its enemies left and right, or it can play in a supportive manner, buffing itself and others while allied with Sol. However, Dusk's defense is below average, so challenging a fast-striking or hard-hitting enemy can be quite dangerous for it.
Posture: When Sol & Luna aren't equipped, a golden orb floats above Dusk's head (The orb is set to Sol by default) and Dusk walks normally. When the orb is equipped, Dusk holds out both of his hands and the orb floats down into them. When not moving with Sol & Luna equipped, Dusk holds the orb in both hands, and his hands are near the bottom of his torso. When moving with Sol & Luna equipped, Dusk holds the orb in his right hand and walks with his arms trailing behind him, like the Ichor.
[Passive] Last Resort- When Dusk reaches 30 or less health, Dusk immediately converts .2 Defense into .2 Damage. When at more than 30 health, the .2 Damage is converted back into .2 Defense.
Standard Combo Attack: Still holding Sol/Luna with both hands,you shove the orb forward, slam it down from above your head, kick your opponent, then throw the orb out in front of you, and finally, let it float back to your outstretched hands.
[E] Day & Night- Dusk changes Sol and Luna's mode to either Sol or Luna, depending on which mode it is on at the moment.
[Z] Sol: Sun Blast- Dusk creates an intensely hot ball of fire and shoots it at whatever is clicked. If Sun Blast is shot at an ally, it increases Damage by .1. If Sun Blast hits an enemy, it deals 5 damage. | Luna: Moon Curse- Dusk creates a curse using Luna and sets it on the enemy the mouse is hovering over. Moon Curse does NOT work on allies, and it lowers Defense by .1 for 10 seconds. Mana Cost: (For both mode abilities) 10 Mana | Cooldown: 5 Seconds (Note: Moon Curse does not stack.)
[X] Sol: Mending Light- Dusk levitates Sol above his head, and it lets out a beautiful light that heals the mind, body, and soul. Mending Light restores 15 Health to Dusk and any allies within a 20 stud radius around him. | Luna: Frozen Light- Dusk levitates Luna above his head and it lets out a freezing and energy-sapping light, creating a 15-stud radius around Dusk that becomes insanely cold. Frozen Light slows enemies in the radius by .1 and deals 2 damage per second. Mana Cost: 20 Mana | Cooldown: 15 Seconds
[C] Sol: Heat Wave- Sol releases a wave of heat in front of Dusk that deals 10-15 damage to enemies and buffs allies' Defense by .1. | Luna: Discouraging Field- Dusk uses Luna to create a small field around him that discourages enemies. Discouraging Field lowers both defense AND attack by .1. Mana Cost: 30 Mana | Cooldown: 20 Seconds
[V] Dusk- Dusk overloads Sol & Luna and merges them into a single being: Dusk. Dusk lasts for 10 seconds and doubles damage dealt, but it lowers defense even further. Mana Cost: 50 Mana | Cooldown: 40-50 Seconds |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 22 Apr 2015 08:25 PM |
Class: Natura
Role: Fighter
Sub Role: Rusher
Weapon: Nature's Revenge (Nature's Revenge is a large staff made of petrified wood with a gem at the very top and is held in the left hand.The color of the gem depends on the primary color chosen for your weapons.)
Description: Natura is a Fighter/Mage class that uses the power of Nature to ravage the battlefield with natural disasters and some flora. When Natura began taking revenge on those who destroyed Nature, she named her staff "Nature's Revenge". Natura has slightly above average damage and is pretty quick, but she lacks any real defenses which can easily place her in peril.
Posture- When Nature's Revenge is not equipped, it will be on her back in the position Anubis's staff is in unequipped and Natura will walk normally. When Nature's Revenge is equipped and Natura is moving, she will hold her staff with both hands horizontally. When not moving with Nature's Revenge equipped, Natura will plant her staff on the ground like Anubis.
[PASSIVE] Enraged- If Natura falls below 50 health, Nature's Revenge will begin emitting a pulsing field around itself that lowers nearby enemies' Defense by .1 and raising Natura's Attack by .1.
Standard Attack Combo- Natura punches with her right hand, swings her staff horizontally in front of her, kicks forward with her left leg, and makes roots that end in spikes grow out of the bottom of Nature's Revenge and stabs with them.
[E] Photosynthesis- Natura makes roots grow out of Nature's Revenge, the roots embed themselves in the ground, and Nature's Revenge begins taking in excessive amounts of light, water, and carbon dioxide. Then, Nature's Revenge will begin doubling Natura's health regeneration. Natura can not move while Photosynthesis is active, and Photosynthesis can be used any time indefinitely, except when Natura is stunned.
[Z] Vine Trap- Natura creates a small magical trap on the ground that appears as a pile of thorny vines. If an enemy steps on them, the thorny vines extend up to their legs and they become entangled, setting their movement to 0 and damaging them by 2 every second. Once placed, Vine Trap will stay in place for ten seconds or until an enemy steps on it. When Vine Trap has snared an enemy, its effect lasts for 3 seconds. Only one Vine Trap can be placed at a time. | Mana Cost: 10 Mana | Cooldown: 5 Seconds
[X] Lightning Bolt- Natura channels all nearby electrical energy into the gem on Nature's Revenge. Then, she thrusts her staff forward and the gem shoots out a bolt of lightning at the mouse- after clicking. Lightning Bolt will deal 5-15 damage and lower movement speed by .2, as well as producing the effect you recieve when you attempt to leave the map, with less consequences, as seen above. After pressing "X", it can b pressed again to cancel Lightning Bolt and skip the cooldown. | Mana Cost: 20 Mana | Cooldown: 15 Seconds
[C] Eruption- Natura flips Nature's Revenge upside down, raises it over her head, and slams it down so hard that it creates a small fissure in the ground. Then, magma will begin seeping out of the fissure and creating a pool of magma around Natura. The magma deals 5 damage per second, but only in a 15-stud radius. Eruption lasts for 5 seconds, then the magma seeps back into the fissure. | Mana Cost: 25 Mana | Cooldown: 20 Seconds
[V] Typhoon- Natura holds her staff up into the air, and the gem begins glowing. Then, she uses an immense amount of mana to create a huge typhoon (30-50 studs or more, maybe?) Under the typhoon, it will begin pouring, lowering movement speed by .1. Lightning strikes will also randomly occur, with the same effects as Lightning Bolt. Typhoon will pull all enemies towards its center, right to Natura. Natura is the eye of the storm, and she can't move whilst Typhoon is active. If Natura is killed during a Typhoon, the typhoon breaks up. |Mana Cost: 65 Mana | Cooldown: 35 Seconds |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 22 Apr 2015 08:26 PM |
Class: Earthen
Role: Tank
Sub Role: Rusher
Weapon: Groundbreaker (A Halberd that looks much like the Black Knight Halberd from Dark Souls, without the black coloring. The pole is grey, and the color of the blade depends on the primary color chosen for your weapons. I never intended for the Halberd to look like the Black Night Halberd, but when I saw it on the web I was like "Omg this is exactly the type of Halberd I was looking for!" GROUNDBREAKing news, eh? :3)
Base Stats: Movement: Permanent 1, Movement can't be lowered in any way except Armor Creator, even by equipping your weapon. Defense: 1.2 Damage: 0.9
Description: Earthen is a feared and deadly combination of the durable Tanks and the sheer speed of the Rushers. His origin is unknown, though they say he came from a place deep underground. Earthen has above average defense and speed, but his attack is below average making him susceptible to high damage or defense enemies.
Posture: Since Groundbreaker is so long, it is separated into two pieces placed diagonally on Earthen's back when not equipped: one half is half the pole and the other is half the pole with the Halberd blade on it. Earthen will walk normally when Groundbreaker isn't equipped. When Groundbreaker IS equipped, Earthen will grab both pole halves in two hands and push them together, creating a small "poof" animation (Like when Frigost takes out Glaciem) whose color depends on the secondary color chosen for your weapon. When Earthen isn't moving with Groundbreaker equipped, he holds it diagonally to the left, slightly tilted forward. When Earthen is moving with Groundbreaker equipped, he holds it straight forward, his right hand gripping the pole it next to his right hip, his left hand gripping the pole ahead of his right hand.
[Passive] Unhindered- Movement debuffs do not affect Earthen. Instead, any movement debuffs are converted into Defense debuffs.
Standard Attack Combo- Earthen slashes diagonally left and right, stabs in front of himself, then punches the ground with his left hand and creates a fissure (Like Obsidian's Fissure move, just weaker) in front of himself that stretches as long as Abyss's final combo move.
[E] Armor Creator- Earthen lets go of Groundbreaker and it floats in front of him, spinning. Then, Earthen begins drawing nearby stones to his body that slowly create armor on his arms, legs, torso, and head. For every two body parts that are encased in stone, Defense is raised by .1 and Movement is lowered by .1. Opponents can break Earthen's armor simply by hitting him multiple times. For every 2 body parts that lose their stone armor, Defense is lowered by .1 and Movement is raised by .1. Earthen cannot move while Armor Creator is active.
[Z] Stone Explosion- Earthen makes any stone armor he is wearing explode off of himself and deal damage to anything it hits. The damage dealt depends on the size of the rock. Small rocks deal 2 damage, medium sized rocks deal 4 damage, and large rocks deal 6 damage. | Mana Cost: 10 Mana | Cooldown: 10 Seconds
[X] Stalagmite Javelin- Earthen stomps the ground and creates a long, thin stalagmite. Then, he breaks the stalagmite off of its base and gets ready to throw it in his right hand. Upon clicking, Earthen hurls the stalagmite at the mouse. The stalagmite is affected by gravity and can only travel a maximum of 70 studs and if it hits a player, it deals 5-15 damage and lowers defense by .1. | Mana Cost: 15 Mana | Cooldown: 15 Seconds
[C] Spear- Earthen lunges forward while holding Groundbreaker straight out in front of himself, impaling any enemies he hits. The enemies are now stuck on Groundbreaker. Next, Earthen uses his free hand to manipulate the ground below Groundbreaker into an assortment of jagged spikes. Now Earthen slams down Groundbreaker and any enemies stuck on it into the spikes and pulls Groundbreaker out of any impaled enemies. | Mana Cost: 30 Mana | Cooldown: 20 Seconds
[V] Call of the Eaters- Earthen pulls up a sphere of metal out of the ground and slams Groundbreaker into it as hard as he can, creating a resounding clanging sound. After a few seconds, four gigantoc earthworms (About as big as a ROBLOXian) with large mouths full of teeth come out of the ground and circle around Earthen. Earthen can choose to keep the worms around himself and they will attack any enemies who come near, or he can press Q on an enemy and all four earthworms will slither over to that enemy and maul them for 5 seconds. | Mana Cost: 50 Mana | Cooldown: 35 Seconds |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 22 Apr 2015 08:28 PM |
Class: Ninja
Role: Rusher
Sub Role: Mage
Weapon: Shinobi (Shinobi is dual Sai with leather-bound handles. The color of the leather depends on the primary color chosen for your weapons.)
Description: Ninja is an extremely offensive class built for speed and insane burst damage. Ninja is great at picking off lone enemies, but his poor crowd control capabilities combined with his terrible defenses can easily get him killed.
Posture: When Shinobi is not equipped, they will be on Ninja's back in an “X” shape. When they are equipped, Ninja will throw both of his hands backwards and grab one Shinobi in each hand. Then, he will pull them off his back and hold the Shinobi in his right hand forward with the blade pointed diagonally to the left (in first person) and in the left hand the blade will be held farther back pointed diagonally to the right- this is his stance with Shinobi equipped while he is not moving. While moving with Shinobi equipped, Ninja will hold them backwards and walk in a way like Ichor.
[Passive] Unmatched Speed- Ninja strikes faster than all other classes. Every hit taken has a 10% chance of being dodged.
Standard Attack Combo- Ninja slashes with both Shinobi one at a time, stabs with both of them, and then performs a 360 holding out both Shinobi.
[E] Dash- Ninja begins dashing, running at full speed. Dash gives Ninja + .5 movement, and drains 2 Mana per second. Ninja can't use any moves while in Dash except his standard attack combo. Dash can be activated any time except when stunned and never has a cooldown. Mana does not regenerate while Dash is active.
[Z] Smoke Bomb- Ninja throws down a smoke bomb and turns invisible for 5 seconds while lowering nearby enemies' Walkspeed by .1, but leaves no shadow like Renegade. Movement speed does not go up while invisible, and attacking while invisible will make Ninja visible. | Mana Cost: 10 Mana | Cooldown: 10 Seconds
[X] Shuriken Throw- Ninja throws a shuriken, dealing 1-5 Damage. The shuriken is not affected by gravity, but will only travel 100 studs before disappearing. Ninja can continue pressing "X", throwing up to six more shurikens. | Mana Cost: 5 Mana | Cooldown: 10 Seconds
[C] Ghostblades- Ninja uses a large amount of mana to temporarily change his weapons to an incorporeal form. When Ghostblades is activated, all attacks pierce enemies for 10 seconds including Kunai Storm. | Mana Cost: 35 Mana | Cooldown: 20 Seconds
[V] Kunai Storm- Ninja throws ten smoke bombs into the air and they create a large cloud above him. After 5 seconds, the clouds begin raining kunai. Every single kunai does 2 damage, but they come down in large quantity and the storm lasts for 10 seconds. While Kunai Storm is active, Ninja can move but his Defense is set to 0, making evading attacks at this point critical. | Mana Cost: 50 Mana | Cooldown: 45 Seconds |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 22 Apr 2015 08:29 PM |
Class: Cannonier
Role: Fighter
Sub Role: Tank
Weapon: Exodus (Exodus is a futuristic looking cannon that hovers, but needs to be pushed.)
Description: Cannonier is a powerful Fighter/Tank class that pushes around a futuristic heavy cannon that hovers as a weapon. Cannonier is usually focused on bombarding enemies from a distance and dealing great damage, but he has very limited melee capabilities and can't run from a close combat fight because of his slow speed. Cannonier is so insanely slow due to his cannon and has average defense and above average damage.
Posture: When Exodus is not equipped, it will appear as a small rectangular prism attached to a wristband and Cannonier will walk normally. When Exodus is equipped, the rectangular prism will detatch and float in front of Cannonier. Then, it will expand to a large size and Exodus will be seen appearing inside of it. After Exodus has fully appeared, the rectangular prism will dissapear. When unequipping Exodus, it performs the above actions vice versa. While moving with Exodus equipped, Cannonier pushes Exodus with his right shoulder and left hand against the back of the cannon, appearing to be putting great effort into merely moving Exodus. When not moving with Exodus equipped, Cannonier will stand behind Exodus, appearing relaxed.
[Passive] Heavy Shots- Exodus's cannon shots have a 10% chance of instantly stunning the opponent. Exodus's normal shots deal knockback.
Standard Attack Combo- Cannonier temporarily abandons Exodus. He punches left, then right, kicks, and punches forward around the area that a ROBLOXian's neck would be, dealing some stun. Then, he returns to Exodus if he doesn't repeat the combo. Cannonier does not move forward while using his standard attack combo.
[E] Target- Cannonier opens a control panel on the back of Exodus, targeting enemies via it. While in Target mode, Cannonier can either click anywhere to shoot cannon shots or press “Q” on an enemy to target them and activate Auto-Fire on Exodus. While Exodus is in Auto-Fire mode, it will shoot the targeted enemy every 3 seconds. Cannonier does not have to lug around Exodus while it is on Auto-Fire mode, so his movement speed is greatly increased but his terrible skill in melee combat means he does very low damage, and his defense stays the same. Pressing “E” again near Exodus deactivates Auto-Fire mode and Cannonier goes back to lugging around Exodus. Every time Exodus shoots a cannon shot, except when in Auto-Fire mode, he uses 5 Mana. Auto-Fire mode uses 3 Mana per shot. Cannonier can't move while taking aim and while in Auto-Fire mode Cannonier can't activate any skills because they require Exodus.
[Z] Laser Shot- Cannonier charges up a laser shot on Exodus, takes aim, then upon clicking it shoots a laser at the mouse for 2 seconds dealing 4 damage per second. Laser Shot pierces enemies and shields, but enemies who are blocking only take 2 damage a second. | Mana Cost: 10 Mana | Cooldown: 10 Seconds
[X] Cannon Rush- Cannonier uses a tremendous amount of strength to begin running while pushing Exodus. Then, Cannonier hops on top of Exodus as it speeds along, jumping off when it stops. Anyone hit by Cannon Rush will immediately take 5-15 damage, and great stun and knockback. | Mana Cost: 15 Mana | Cooldown: 15 Seconds
[C] Electric Net- Exodus charges up a ball of electrified net inside its barrel. While Electric Net is charging, Cannonier can aim Exodus in any direction. Upon clicking, Exodus shoots out the net at the mouse and it unfolds as it exits the barrel. If Electric Net hits a player, it wraps around them and knocks them down (a.k.a. stun) while dealing 3 damage a second for 5 seconds. After Electric Net has had its enemy snared for 5 seconds, it disappears and lowers the victim's walkspeed by .1 for awhile. Exodus can't move while charging and taking aim with Exodus.
[V] System Overload- Cannonier enters the self-destruct sequence code on Exodus's back control panel and then abandons Exodus, with the same new stats that he gets when he sets Exodus to Auto-Fire mode. After 3 seconds, Exodus will malfunction and emit an electrical field around itself that lowers movement by .2 and damages by 3 per second for 3 more seconds, then Exodus explodes, creating a huge area of effect explosion that deals a large quantity of damage. Cannonier is left weaponless and armed with nothing but his standard attack combo for 10 seconds. Then, the small rectangular prism that creates Exodus reappears on Cannonier's wristband. (Or it can skip being on Cannonier's wristband and go straight to rebuilding Exodus) | Mana Cost: 50 Mana | Cooldown: 40 Seconds |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 25 Apr 2015 12:25 AM |
Class: Nexus
Role: Support
Sub Role: Tank
Weapon: D.N.A.- Dynamo Nexus Alterer. D.N.A. is two flat cylinders that are directly above/below one another, and in between them, there is a see-through cylinder whose color depends on the secondary color chosen for your weapons. All of the drones Nexus creates have “veins” that all connect to the “head”, which in this case, is just a sphere at the front of the drone, maybe with eyes. The color of the veins depends on the primary color chosen for your weapons.
Description: Nexus is a bioengineer that creates living machines with his somewhat special weapon, a Dynamo Nexus Alterer. Nexus's primary focus is on creating “Drones” to aid him and allies in battle. Nexus is very dependent on these Drones, because they are is greatest defense- and offense. Nexus is made to support and defend himself and others, however his base attack is quite low.
Posture: When D.N.A. is not equipped, it will appear as two flat cylinders stuck together in his right hand and Nexus will move normally. When D.N.A. is equipped, the two flat cylinders will move outwards until they are 2 studs away from each other in front of Nexus and stay directly above/below each other. Then, a cylinder of light will appear between the two cylinders, and both of Nexus's hands will be (from first person) holding the bottom cylinder, and the top cylinder will float. When Nexus is moving with D.N.A., it clamps shut and, while still holding it in both hands, he walks slightly bent over.
[Passive] Scrap Metal- Nexus has a special bar called Scrap. Scrap is used for making Nexus's drones and certain weapons for them. Scrap regenerates slowly over time, and the regeneration time can not be sped up.
Standard Attack Combo- Small bladed edges come out of the sides of the two flat cylinders that make up D.N.A. and Nexus slashes diagonally left, diagonally right, stabs with both cylinders in front of him, and then throws both cylinders like shurikens. After traveling a short distance, the cylinders turn around and fly back to Nexus.
[E] Deploy- Nexus lets go of D.N.A., and it floats in front of him. Then, a (living) Drone is created inside D.N.A. (the Drone should be bigger than D.N.A.'s width) and then will proceed to fly out of D.N.A. and to one of three vertexes of a triangle around Nexus. If another Drone is made, it will fly to another vertex. After the third Drone is made, it will fly to the last vertex, and create a line between each Drone. All enemies within this triangle have their defense decreased by .1. All allies within this triangle have their Damage increased by .1. Every Drone created costs 20 Scrap and will last forever timewise, but can be destroyed. All of Nexus's skills can destroy his Drones.
[Z] Restoration Beam- Nexus uses 30 Scrap and creates a small green “gun” on the bottom of each active Drone. This permanently changes Nexus's “Z” skill to “Restore” unless Nexus switches weapons on his Drones or 30 seconds have passed. | Mana Cost: 15 Mana | Cooldown: 10 Seconds| Restore- Upon pressing and holding “Z”, all of Nexus's Drones will shoot out a green beam at the mouse. If the beams hit an ally or Nexus, it restores 3 Health per second. After 30 seconds, all of the Drones' Restoration Beams malfunction and explode in the air, dealing small damage to nearby enemies and destroying the Drones themselves in the process. | Mana Cost: 2 Mana/sec (only when Restoration Beam is being used)
[X] Shield Projector- Nexus uses 40 Scrap to create a bulky shield projector on the bottom of each of his active Drones. This permanently changes Nexus's “X” skill to “Project” unless Nexus switches weapons on his Drones or 30 seconds have passed. | Mana Cost: 20 Mana | Cooldown: 15 Seconds | Project- Upon pressing “X”, Nexus's Drones gather in a a triangle shape in front of him. If Nexus clicks on an ally, his Drones create a shield on that ally. If not, then they connect with each other using plasma energy and create a triangular shield in front of Nexus. Nexus can move normally while using Project, but can only use his standard attack combo. Project can be used any time, except when Nexus is stunned. After 30 seconds, all of the Drones' Shield Projectors shut down and their dead weight causes the Drones to fall to the ground and emit a small electrical field that lowers enemies' movement by .1. | Mana Cost: 4 Mana/sec (only when Project is being used)
[C] Energy Blades- Nexus uses 60 Scrap and creates blades made of energy on all of his Drones. This permanently changes Nexus's “C” skill to “Blade Flurry” unless Nexus switches weapons on his Drones or 30 seconds have passed. | Mana Cost: 30 Mana | Cooldown: 20 Seconds | Blade Flurry- After pressing “C”, All of Nexus's active drones begin using their new energy blades to randomly slash everywhere around Nexus, dealing light damage. Also, Nexus's basic click attack includes the Drones using their energy blades as well as the standard attack combo. After 20 seconds have passed, all active Drones malfunction and begin spinning around in a random direction while slowly floating downward. Anyone who is slashed by a spinning Drone's energy blade is damaged lightly and when the Drone touches any surface, it explodes. | Mana Cost: 20 Mana | Cooldown: 5 Seconds
[V] Biomechanical Guardian (or Mech Guardian)- Nexus uses 100 Scrap and creates a huge metal pod in the air in front of him. Then, the pod falls to the ground, creating a small shockwave that only deals knockback. Then, Nexus will destroy any Drones he has active and assume a stance where he is holding D.N.A. in his right hand and pointing it forward. After clicking on himself or an ally, the pod will explode open and reveal a huge biomechanical mech (2-3 times taller than a ROBLOXian?). Whoever was clicked, the mech will defend until it dies. The mech does not disappear after a designated amount of time, it will stay on the battlefield with its own set of health. The mech attacks any enemy who gets to close to the clicked person and has 30 Health, 1 Damage, 1 Defense, and 1.1 Movement. When the mech is defeated, he explodes, dealing great stun and damage. The downside to this skill is that Nexus can't make any Drones while Biomechanical Guardian is active and is left with his standard attack combo, with its already low damage halved. |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 30 Apr 2015 08:13 AM |
Class: Carnivore
Role: Rusher
Sub Role: Fighter
Weapon: Ukagune- I really don't know how to explain how this looks, so here's a picture: http://tokyoghoul.wikia.com/wiki/Kagune?file=Ayato%2527s_Kagune.png
Description: Carnivore is a swift and savage fighter that works best alone, his allies will only slow him down. He earned his name due to his extreme ferocity in battle, and is feared everywhere that his story has reached. Carnivore has nothing to support allies and some crowd control capabilites, but is great for dealing large amounts of damage very fast at short or long range, however longer battles against tougher enemies will easily destroy Carnivore because of his high cooldown abilities and extreme Mana usage.
Posture: When Ukagune is not equipped, Carnivore will appear to have no weapon and will walk normally. When Ukagune is equipped, Carnivore will get down on his hands and knees and the top right and left corner of his back will begin bubbling. Then, two large wings will violently explode out of the bubbles and the bubbles disappear. Carnivore will now stand up and hunch over, his arms hanging straight down. This is Carnivore's stance when idle. When Carnivore is moving, however, he will still hunch forward and will throw his arms back and begin moving.
[Passive] Battle Weary- Every time Carnivore is hit, he will randomly lose .05 Damage, Defense, or Walkspeed. These stats will quickly regenerate back to their base stat over time. (Protos + Nethers be thrivin')
Standard Attack Combo- Carnivore lunges forward and punches, slashes with both Ukagune one at a time, then temporarily crystallizes Ukagune and slams them on to the ground, creating a small shockwave that deals miniscule knockback.
[E] Crystallize- Carnivore crystallizes his Ukagune (just change the material to Foil/Ice) and enters a stance where they both are drawn back. Then, Carnivore gains an entirely new crystal-based moveset, except for his “V” skill. Carnivore can't move while Crystallize is active, and while using Crystallize his Damage and Defense are lowered by .3.
[Z] Razor Spin- Carnivore completely unfolds his Ukagune and holds them out horizontally, then begins spinning at very high speeds. Anyone hit by Carnivore's wings take small damage but aren't knocked back at all, meaning Carnivore can deal consistent damage to them. If Carnivore is hit while using Razor Spin, he immediately stops spinning and takes small stun and knockback. | Mana Cost: 20 Mana | Cooldown: 15 Seconds | Crystallize: Deflect- Carnivore wraps his crystallized Ukagune around himself, creating a semi-impenetrable shield. All attacks will bounce off Carnivore's shield and back at the attacker, except melee attacks which will go straight through it and deactivate Deflect, but only go through half the cooldown. Carnivore can move while Deflect is active, with a -.5 Walkspeed penalty. | Mana Cost: 4 Mana per second | Cooldown: 20 Seconds
[X] Jab- Carnivore stabs the enemy with one Ukagune at a time, dealing light damage and lowering Movement by .05. Jab can be used up to 7 more times consecutively by continuing to press “X”. If an enemy attacks Carnivore or parries one of his attacks then Jab is canceled out. | Mana Cost: 5 Mana per Jab | Cooldown: 25 Seconds | Crystallize: Crystal Pillar- Carnivore creates a large pillar made of crystals in front of him. The pillar does not debuff enemies nor buff allies, but it very slowly heals Carnivore and restores Mana. For every second Carnivore is in the area of the pillar's field, he gains 2 health and 1 Mana. The pillar lasts for 15 seconds, but if Carnivore uses Shatter Surge near it then it explodes as well. | Mana Cost: 30 Mana | Cooldown: 25 Seconds
[C] Shard Punch- Carnivore readies both his hands for a flurry of punches. Then, his attack speed greatly enhanced by Ukagune, he begins punching wildly in front of himself. Enemies who are hit by Shard Punch will taake great stun and lose .05 Damage per hit. | Mana Cost: 35 Mana | Cooldown: 30 Seconds | Crystallize: Shard Storm- Carnivore points his Ukagune forward at the mouse and begins rapidly firing crystals from them. Every crystal lowers Walkspeed by .05 and deals light damage. Carnivore can move the mouse's location to change the direction that he fires Ukagune's crystals while Shard Storm is active. | Mana Cost: 35 Mana | Cooldown: 30 Seconds
[V] Shatter Surge- Carnivore crystallizes both Ukagune and stabs them into the ground, creating four large rings of crystals around himself. Any enemies who were standing in a place hwere a crystal came up under them are now stuck in the crystal, taking constant damage. Then, Carnivore leaps up into the air and slams into the ground with the force of e meteor, creating a gigantic shockwave that shatters every crystal and sends crystal shards flying everywhere, dealing extreme damage and lowering Damage, Defense, and Walkspeed by .1 for a while. | Mana Cost: 60 Mana Cooldown: 60 Seconds |
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| 30 Apr 2015 11:31 AM |
well i hope your game development skills are better than your ideas.
the thing about common sense is that it is not common. |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 30 Apr 2015 11:53 AM |
lol never gonna happen, people that make these threads have no developing skill at all, unless you count spamming as a skil.
I script -~ chimmihc |
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| 30 Apr 2015 12:01 PM |
^ yeah they can talk big but they have no knowledge of development that takes place.
the thing about common sense is that it is not common. |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 01 May 2015 11:37 PM |
Class: Virus
Role: Hexer
Sub Role: Rusher
Weapon: Epidemic (A syringe with a purple liquid in it. Instead of a pump on the top half, there is a small dagger.)
Description: Virus is an extremely dangerous being that wields a single syringe named "Epidemic". Virus uses Epidemic to inflict a variety of diseases that deal loads of debuffs, slowing enemies, dealing damage over time, lowering their damage and defense. Virus is very quick and can easily catch up to enemies, at the cost of low Damage and Defense.
Posture: When Epidemic is not equipped, it will appear as a small syringe with a red liquid inside of it on his waist. When Epidemic is equipped, Virus grabs it and holds it like he would hold a dagger. This is his stance when not moving with Epidemic equipped. When Virus moves with Epidemic equipped, he has his hands slightly away from his sides and is leaned forward a little.
[Passive] Diseased- Enemies near virus lose .05 Damage, Defense, or Walkspeed every two seconds. Virus's standard attack combo has a 10% chance to cause the enemy to temporarily lose .1 of a random stat.
Standard Attack Combo- Virus slashes diagonally left and right with the Epidemic's dagger side, then performs a double stab. The first stab is with Epidemic's dagger side, the second stab is the syringe side. If the syringe hits an enemy, then their Walkspeed is lowered by .1 for a short amount of time.
[E] Infect- Virus stabs forward with Epidemic's syringe side, only hitting a single enemy. If an enemy is hit, then they are now Infected. The infected enemy has a permanent -.1 Movement and Defense, and -.05 Damage. Virus can only infect one enemy at a time. If Virus has infected an enemy after previously infecting a different enemy, then the previously infected enemy's stats turn to normal. | Mana Cost: 5 Mana | Cooldown: None
[Z] Plague Stab- Using Epidemic's dagger side, Virus lunges forward, holding out Epidemic in front of him. If an enemy is hit by Plague Stab, then they take light damage lose .1 Damage. Plague Stab's debuff wears off quite fast. Plague Stab can hit multiple enemies. | Mana Cost: 15 Mana | Cooldown: 10 Seconds
[X] Tainted Air- Epidemic lets out a toxic purple chemical that appears as a cloud of purple steam into the air around him. Any enemies within a 30 stud radius begin taking 2 damage and have a chance of losing .05 Defense every second. When Tainted Air is activated, it does not move with Virus and will stay in the location it was originally activated. | Mana Cost: 20 Mana | Cooldown: 20 Seconds
[C] Nauseating Stench- Virus releases the stench of death and rotting from Epidemic, dizzying enemies and making them sick to the stomach. Any enemies within Nauseating Stench's radius lose .1 Damage, Defense, and Walkspeed and may lose 1 health per second. Nauseating Stench does follow Virus. | Mana Cost: 20 Mana | Cooldown: 25 Seconds
[V] Pandemic- Virus injects a disease into himself. The disease does not harm him, because he created it. The disease stays inside of Virus for 10 seconds and Virus temporarily becomes a plague carrier. If an enemy gets too close to Virus, then they are infected for 5 seconds. If they survive for 5 seconds, the plague wears off. If the infected person(s) come close to any other enemies, they become infected, too. Each enemy can only be infected once per Pandemic. Infected enemies will either have to survive great debuffs or extreme damage. | Mana Cost: 50 Mana | Cooldown: 40 Seconds |
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sillyrex7
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| Joined: 11 Dec 2010 |
| Total Posts: 50 |
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| 06 May 2015 07:26 PM |
Class: Wrath
Role: Fighter
Sub Role: Mage
Weapon: Tyranny [Two sabres.]
Description: Wrath is the very embodiement of destruction and revenge, bent on destroying anyone who gets in his way. He uses two sabres named Tyranny to mercilessly cut down his foes where they stand. Wrath can easily prevail against a single foe whose defenses aren't good enough, but any enemy with high defenses or multiple enemies will easily defeat Wrath.
Posture: Wrath starts out with one sabre on is back diagonally to the left and the other on his left leg. When equipping Tyranny, he grabs the sabre on his back with his left hand and the sabre on his leg with his right hand, then draws them. When idle with Tyranny equipped, Wrath will hold both sabres diagonally so they form an “X” shape. While moving with Tryanny equipped, Wrath leans forward a bit and moves with his swords trailing behind him.
[Passive] Lust- Every time Wrath deals the finishing blow to an enemy, his Damage or Movement permanently increases by .05.
Standard Attack Combo- Wrath slashes left and right with Tyranny, executes a cross slash, and then thrusts both sabres forward and into anything that happens to be in front of Wrath, impaling it and then pulling the sabres out. If the last attack lands, then the enemy's Movement is temporarily lowered by .05.
[E] Rotation Shield- Wrath begins spinning Tyranny in front of him so fast that it creates a shield. Any melee attacks that hit Tyranny while it is spinning will bounce off and the attacker will be staggered, while any ranged attacks will bounce off the sabres and fly in a random direction. Rotation Shield only protects Wrath from attacks in front of him, any attacks that come from behind will normally damage him. | Mana Cost: 2 Mana/sec | No Cooldown
[Z] Frenzy Strike- Tyranny begins glowing and Wrath slashes in front of himself, dealing light damage and lowering either Damage or Defense by .05 every 2 hits. “Z” can be continuously pressed up to 3 more times to execute 3 more slashes. If Wrath uses Frenzy Strike on a stunned enemy, then the damage dealt is doubled. | Mana Cost: 5 Mana per slash | Cooldown: 15 Seconds
[X] Retaliation- Wrath jumps backwards a short distance to dodge an attack, and if he has 25 Mana, he then lunges forward holding Tyranny straight out in front of him. If Wrath hits an enemy, then Tyranny impales them for a very short time and the enemy has a 25% chance of being staggered. | Mana Cost: 25 Mana | Cooldown: 15 Seconds
[C] Foul Play- Wrath slams the bottom of Tyranny straight down in front of him. If he hits an enemy, he stuns them, deals moderate damage, and lowers Defense by .2. If Wrath misses, then Tyranny's momentum swings them into his legs, lowering Wrath's speed by .2 and staggering him. If Wrath attempts to use Foul Play on an enemy who is already staggered or stunned then he will miss and hit himself. | Mana Cost: 20 Mana | Cooldown: 20 Seconds
[V] Tyrant's Torture- (CAN ONLY USE ON A STUNNED ENEMY) Wrath throws down Tyranny into both of the enemy's hands, pinning them to the ground. Then, he raises his hands up into the air and creates many duplicates of Tyranny above the the enemy. After channeling himself for a bit, he brings his hands down and every duplicate sabre buries itself in the enemy, then dissapears. Wrath then pulls his swords out of the enemy's hands. | Mana Cost: 60 Mana | Cooldown: 30 Seconds |
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