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Re: Personal Collection of Class Ideas for Strife! V2
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| 21 Apr 2015 07:59 PM |
Well now that I have made a large amount of classes, I went back and did some improvements/changes to the older class ideas. Now I'm going to post all of my improved class ideas on this forum and continue creating ideas and putting them on this forum. I make personal forum threads for my class ideas so they are easier to find than on the public suggestion forum. This forum will contain the newest versions of all of my class ideas.
Please take note of the following classes that got their name changed: - Eco is now called Dryad - Grenator is now called Grenadier - Seraph is now called Archangel - Ronin is now called Myrmidon
If you want to post your ideas you have for strife, please but them on this forum: http://www.roblox.com/Forum/ShowPost.aspx?PostID=154929827 |
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| 21 Apr 2015 08:00 PM |
Rusher Class: Aero Subclass: Fighter 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.
[NEWBAR] Galeforce - This bar will steadily fill at a moderate pace. By using Updraft, this bar will be drained by 30. This bar has to have at least 30% of it filled in order for Aero to be able to use Updraft. If Aero is ever stunned, this bar will be completely drained.
[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 0.4 and remain at that speed until he dies.
[E] Updraft - Aero will use up some of his Galeforce to create a strong wind updraft that launches him backwards into the air as he does a backflip. Aero will travel a moderate distance before landing. Updraft will drain Aero’s Galeforce bar by 30 in order to use it, and needs the bar to be at least 30% full in order to use updraft.
[Z] Gale Barrage - Aero does numerous swift, 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 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, 10 second duration)
[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 take good damage, good stun and have their speed decreased by 0.4 for a couple seconds. This disc will go through the enemies it hits and will continue moving forward. If the disk manages to hit a third enemy, the wind will break apart and the disk will dissipate into the air. (Consumes 25 mana, 20 second cooldown)
[V] Cyclone Rush - Aero will hold his double-pronged pole sword with both hands above him and begins to rapidly spin the blade. Wind will gather around Aero and then engulf him in small tornado. Aero will then move around while inside the tornado, damaging enemies he collides into. He can control the direction he moves around in with the movement keys. Aero’s speed will double when he is inside the tornado. Each time the enemy is hit, they will take good damage, moderate stun and have their speed decreased by 0.2 for a couple seconds. After about 5 seconds, Aero will stop spinning and the tornado will dissipate.
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| 21 Apr 2015 08:01 PM |
Tank Class: Terra Subclass: Fighter 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 good damage and good 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, creating an earthquake that causes the entire map to shake violently (or rather the screens of those affected by the earthquake). All enemies and allies on the map will be staggered from the violent earthquake, but enemies will also take moderate damage every second the earthquake is active. Terra will be immobile and incapable of using skills or attacks until the earthquake stops. (Consumes 50 mana, 50 second cooldown, 4 second duration)
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| 21 Apr 2015 08:02 PM |
Support Class: Dryad Subclass: Mage Weapon Name: Walking Stick Description: Dryad is a mage that wields what seems to be an ordinary stick, but truly it is imbued with the powers of nature. Dryad main role is to provide healing and buffs to allies while summoning minions to fend off attackers. Dryad does a good job at withering down the health of defensive foes but is easily cut down by hard hitting attackers.
Posture: When Dryad’s weapon is unequipped, her walking stick will rest on his back. When she equips it, she reaches with one hand over his shoulder, grabs the staff and pulls it over his shoulder. While Idle, Dryad will stand as the Commander class would, except with a walking stick. When moving, Dryad will hold her stick somewhat downward by her side.
Standard Attack Combo: Dryad will start her combo by smacking the enemy with her staff in a horizontal swing. She will follow up with another hit with a vertical swing. After that she will grab the staff with both hands and jab the enemy with the front of her staff. Finally, Dryad will stab the ground with the end of her staff, creating a small burst of sharp leaves in front of her to cut up the enemy.
[Passive] Aromatherapy - Dryad constantly produces an aroma that strengthens herself and her allies in either defense or attack based on her health. If Dryad’s health is over 50, her aroma will provide defensive buffs. If Dryad’s Health is under 50, she will provide offensive buffs. Her defensive aroma increases defense by 0.3 at 100-90 health, 0.2 at 89-70 health, and 0.1 at 69-50 health. Her 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 - Dryad will consume a good portion of her mana to summon a Kombat Kactus minion from the ground. Kombat Kactuses will follow Dryad around and attack enemies that approach her. Kombat Kactuses each have 50 health, deal 3-6 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 defeated. If Dryad dies, her Kombat Kactuses disappear. Kombat Kactuses are not affected by buffs or debuffs, and they cannot be staggered/stunned. Dryad can only have up to 2 Kombat Kactuses alive at the same time. (Consumes 40 mana, 1 second cooldown, max 2)
[Z] Root Lash -Dryad creates a whip-like root from the top of her 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, Dryad is consistently healing herself every second with the leeched health stolen from her victim. Just before the root breaks apart, the victim will have their attack decreased by 0.3 while Dryad’s attack increased by 0.3 for a few seconds. Dryad is unable to move while using Root Lash, leaving her vulnerable to attack. (Consumes 25 mana, 15 second cooldown, ensnares for 4 seconds)
[X] Photosynthesis - Dryad summons a powerful ray of sunshine that radiates down on herself and those around her. Dryad and Allies within the area of the light will have their attack and speed increased by 0.3 for a while. Enemies will take light damage from the harsh sunlight. (Consumes 40 mana, 30 second cooldown)
[C] Leaf Guard - Dryad creates a gust of razor-sharp leaves that surrounds her and acts as a shield. Dryad can freely move around and attack while leaf guard is active. Leaf Guard will block any incoming projectiles and lightly damage enemies that get very close to Dryad and inflicting moderate pushback when they are hit. Enemies will still be able to harm Dryad. While Leaf Guard is active, the name of this skill will change to Leaf Burst. Leaf Burst will automatically activate once 8 seconds has passed or if the [C] key is pressed again. Once Leaf Burst activates, Dryad will dismiss her Leaf Guard, causing all of the leaves to burst outwards in all directions, dealing moderate damage to enemies around him. Enemies hit will have their defense decreased by 0.2 for a couple seconds. (Consumes 40 mana, 25 second cooldown, 8 second duration)
[V] Yggdrasil - Dryad plants a seed that will sprout into the mythical world tree Yggdrasil shortly after. Enemies nearby the tree when it sprouts will be flung away and will take moderate damage. Yggdrasil will produce a sparkly aura that provides rapid healing while it is active. Enemies that are nearby Yggdrasil will constantly have their attack decreased by 0.2 for a couple seconds. After a while, Yggdrasil will slowly fade away. (Consumes 60 mana, 60 second cooldown, 10 second duration)
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| 21 Apr 2015 08:05 PM |
Fighter Class: Viper Subclass: Rusher 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. Then he will thrust both daggers forward in an attempt to stab the enemy. Finally, he will bring up both daggers with his arms crossing each other, and then proceed to horizontally cross slash the enemy with both daggers.
[NEW BAR] Venom - This bar is filled entirely whenever Viper uses Venom Coat. When this bar is filled, Viper’s standard attacks have a huge increase in probability of poisoning a target. Each attack decreases the venom by however much damage he inflicts on his enemy x5 (dealing 7 damage will decrease venom by 35), even if the attack doesn’t poison the target. Once the bar is drained, Viper’s probability of poisoning a target returns to normal. This bar is not decreased when Viper attacks with skills, but the probability of inflicting poison on those targets with those skills is not affected.
[PASSIVE] Venom Glands - Viper’s basic attacks have a very small chance of poisoning the target. Using Venom Coat will greatly increase the probability of poisoning the target. (Basic attacks 10% chance of poisoning target)
[E] Venom Coat - Viper covers his weapon in a more 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 30 mana, fills up venom bar 100%, 75% chance of severely 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 while and have a high chance of being poisoned. (Consumes 20 mana, 10 second cooldown, 80% chance of poisoning target)
[X] Poison Spill - Viper jumps forward a moderate distance and then stabs the ground with both daggers when he lands, creating 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] Cloaked Strike - Viper quickly fades away and disappears from view. While invisible, Viper can move around freely without being seen, but is still vulnerable to damage. By clicking the mouse, Viper will suddenly reappear and deliver a fatal stab on his victim, delivering heavy damage, a decrease in defense by 0.3 for a while, and inflicting severe poison on the enemy. If Viper does not deliver his strike within 5 seconds after turning invisible, he will automatically appear and will fail to execute his strike. (Consumes 40 mana, 30 second cooldown, 100% chance of severely poisoning target, 5 second invisibility)
[V] Venomshade - Viper puts both of his hands together (as if he was praying almost), and creates a dark pool of venom under him. He will proceed to slowly sink into the venom pool until he disappears from sight. Then another pool of dark paralyzing venom will appear under the closest enemy to Viper’s current location, setting the enemy’s speed to 0 and preventing him from using any skills. Viper will rise out of that venom pool right behind his victim and execute a powerful cross slash on the enemy’s back with his daggers, dealing powerful damage, decreasing the enemy’s defense and speed by 0.2 for a couple seconds, and lethally poisoning the victim. Once Viper executes his cross slash, the pool of venom will fade away and the victim will be able to use skills and move once more. This skill will fail if there are no enemies remaining on the map for Viper to target. (Consumes 75 mana, 60 second cooldown, 100% chance of lethally poisoning target)
[STATUS AILMENTS] Poisoned - The victim will take 2-5 damage every second for 5 seconds when they are poisoned. Poison damage ignores the defense of the victim when inflicting damage. Once 5 seconds has passed, the poison will wear off.
Severely Poisoned - The victim will take 6-9 damage every second for 5 seconds when they are severely poisoned.
Lethally Poisoned – The victim will take 10-15 damage every second for 5 seconds when they are lethally poisoned.
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| 21 Apr 2015 08:06 PM |
Hexer Class: Telect Subclass: Support 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 20 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. 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 0.05 for each shard that hits them for a couple seconds (adds up to -0.25 defense if all projectiles hit). (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 0.2 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 gain 0.3 attack and defense for a while. This telepathic attack will ignore the defense of the enemies in its range. (Consumes 25 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 35 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 80 mana, 60 second cooldown, ignores defense)
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| 21 Apr 2015 08:07 PM |
Support Class: Majelody Subclass: Mage 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 0.3 for a couple seconds. Enemies will have their attack consistently decreased by 0.2 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, randomly summoning music notes around him that will explode shortly after being summoned. Enemies hit will take some damage and have a random stat decreased by 0.1 from each 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] Luring Lullaby – Majelody plays a soft, calm tune for a couple seconds, delivering constant speed debuffs that decrease the speed of nearby enemies by 0.2 for a couple seconds. Allies will have their defense constantly increased by 0.2 for a couple seconds. (Consumes 30 mana, 20 second cooldown, 4 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 20 mana from his mana bar (60 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 while. Majelody is invulnerable while playing Siren Symphony, but cannot move as well. This attack ignores the defense of those hit. (Consumes 70 mana, 65 second cooldown, 3 second lure, 3 hits total)
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| 21 Apr 2015 08:08 PM |
Mage Class: Grenadier Subclass: Tank Weapon Name: EPL-V32 (Explosive Projectile Launcher Version 32)
Description: Grenadier is an experienced explosives expert 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 Grenadier 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 - Grenadier gets into his aiming stance, ready to fire a grenade. By clicking the mouse, Grenadier 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 - Grenadier 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 - Grenadier 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 - Grenadier 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 - Grenadier 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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| 21 Apr 2015 08:09 PM |
Fighter Class: Anarch Subclass: Hexer 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. Self-given buffs will not be affected by Contrary. During FFA matches, debuffs will increase his stats by half the amount it would have originally decreased it by. (Optional: Anarch’s base stats will also be set to 0.8 for attack, 0.8 for defense, and 0.8 for speed. If you include this, do not include Contrary’s weakened state during FFA matches).
[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 5 health (50 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 executes 3 powerful slashes forwards that create three waves that travel forward to hit the enemy. Each slash will inflict a set amount of damage determined by his stats, the first one based on his attack, the second based on defense, and the third based on speed. The damage inflicted is determined on Anarch’s current stat level x10 (Example: if Anarch had 1.4 attack, his first slash will inflict 14 damage). These attacks’ damage will not change based on the enemy’s defense. Once all 3 slashes are made, all of Anarch’s stats will be set back to their base values.(Consumes 40 mana, 35 second cooldown time, 3 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 removes all buffs from a randomly selected stat of the enemy. Pressing the key again will cancel out the move, but Anarch will gain no refund in mana. (Consumes 35 mana, 25 second cooldown)
[C] Malice Trade - Anarch blankly stares at whatever appears to be in front of him, vulnerable to attack. If an enemy strikes him, a sudden flash will appear on the Anarch’s and the enemy’s screen, blinding them for a second. When they regain visibility, they will notice that the attack is blocked and the enemy has been staggered. They will also notice that 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 while after using this attack. (Consumes 80 mana, 90 second cooldown)
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| 21 Apr 2015 08:09 PM |
Fighter Class: Spectre Subclass: Rusher 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, turning a good portion of the map into a distortion between the spirit and the real world, creating an ominous aura. Spectre’s attack and defense will increase by 0.4 while he remains in this field. His mana will also regenerate even faster. Enemies will take light damage every couple of seconds and have their attack decreased by 0.2 while they remain in the spiritual field. This field will eventually fade away over time.(Consumes 50 mana, 25 second cooldown, 15 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] Shadow Swarm - Spectre will create a dark, ominous aura around him as he summons five different shades around him, similar to his own shade. Then, one by one, each shade will dash straight to the nearest enemy (if they are within range of the shade’s detection) and perform a powerful slash with its claws before fading away, dealing good damage and decreasing the enemy’s defense by 0.2 for a couple seconds with each hit. Spectre will remain immobile until all 5 shades successfully execute their attack. If the shades cannot find any targets, they will fade away. (Consumes 80 mana, 60 second cooldown, 5 hits total)
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| 21 Apr 2015 08:10 PM |
Support Class: Libre Subclass: Mage 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). (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 by 0.1 for a couple seconds. (Consumes 30 mana, 25 second cooldown, 10 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, pull them into the vortex, 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 point the hand containing dark aura forward, creating a large explosion of dark energy a moderate distance away from Libre, dealing great damage, good stun, and decreasing all of the enemy’s stats by 0.1 for a while. (Consumes 55 mana, 60 second cooldown)
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| 21 Apr 2015 08:11 PM |
Tank Class: Orbit Subclass: Mage 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. Additionally, whenever Orbit uses a Lunar Orb in a skill, his attack will increase by 0.1 for a while (Example: using Supernova will increase Orbit’s attack by 0.4 since it uses 4 Lunar Orbs).
[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]Supernova - 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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| 21 Apr 2015 08:12 PM |
Tank Class: Titan Subclass: Fighter 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 his sword in front of him holding it with both hands. When he is moving, he will be dragging the sword on the ground by his right side with both hands. His sword is pretty heavy.
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.
[NEW BAR] Shield - This bar will steadily regenerate on its own over time at a slower rate than Frigost’s and Omega’s shield bars. When this bar exceeds 70, Titan will be able to use his Counter ability. While Counter is active, this bar will start to drain, and Counter will cancel out once it reaches 0. If Titan is hit by a physical attack and Counter is activated, his shield bar will immediately drain to 0. Other attacks will not decrease Titan’s shield bar.
[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, 3 hits total)
[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 slams the end of his blade into the earth, summoning about a dozen giant tall slabs of rock that form an impassible circle around him, increasing Titan’s defense by 0.8 for a while. Then titan will push both hands outward, causing all of the pillars to tip over and fall outwards, crushing nearby enemies. Enemies crushed by these giant slabs will take good damage, heavy stun, and have their speed decreased by 0.3 for a couple seconds. (Consumes 70 mana, 60 second cooldown)
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| 21 Apr 2015 08:12 PM |
Mage Class: Yumi Subclass: Rusher Weapon Name: Yabusame
Description: Yumi is a sharpshooting archer that rarely misses his mark. Surprisingly, 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 made of mana 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] Hail Strike - Yumi will perform a sudden powerful slash with his bow. If he successfully hits an enemy, the enemy will take moderate damage and be staggered. After hitting the enemy (if he hits one), he will do a strong jump backwards and fire an arrow or two at the staggered enemy while in the air, dealing good damage and increasing Yumi’s speed by 0.1 for a couple seconds. Yumi will land a safe distance away from the enemy. 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 great damage and have their defense decreased by 0.3 for a couple seconds. Additionally, once the arrow hits a surface, the impact will create a powerful shockwave dealing moderate are damage to enemies nearby. 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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| 21 Apr 2015 08:13 PM |
Fighter Class: Tridon Subclass: Mage 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] Buoyancy - Tridon’s stun bar will drain at a much faster pace than others, about 2-3x faster. Additionally, moves that would normally stagger Tridon will end up filling his Stun Bar by 50 instead of staggering him.
[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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| 21 Apr 2015 08:14 PM |
Hexer Class: Sapper Subclass: Support 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 while (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 good 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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| 21 Apr 2015 08:14 PM |
Rusher Class: Feral Subclass: Fighter 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 role that player is. Mages and Rushers will increase his attack, Fighters and Tanks will increase his defense, and Supporters and Hexers will increase his speed. Having numerous players around Feral will lead to multiple buffs. The buff will last until the player leaves this passive ability’s vicinity.
[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 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 0.4 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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| 21 Apr 2015 08:15 PM |
Tank Class: Aegis Subclass: Fighter 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 0.1 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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| 21 Apr 2015 08:16 PM |
Rusher Class: Polymorph Subclass: Mage 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] Armageddon - Polymorph will detach his two arms and duplicate them a lot of times, creating a huge mass of arms. Polymorph will then make the duplicated arms form a circle around him and then send flying outward in all directions, damaging enemies around him. Enemies will take moderate damage and have their attack decrease by 0.3 for a couple seconds. (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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| 21 Apr 2015 08:17 PM |
Support Class: Vortex Subclass: Mage Weapon Name: Vishnu’s Chalikar
Description: Vortex is a supportive Chakradhaari with the ability to create portals and alter the fabrics of space. Vortex mainly alters the battlefield by creating portals that can transport allies to safety and possibly enemies to distant locations. He can create forces that pull enemies to condense in a small area or push enemies away. Many of Vortex’s abilities can be used against him by the enemy, which may lead to his own demise. Vortex is also as fragile as glass to offensive fighters.
Posture: When starting, Vortex will have his chakram around his arm (like he was wearing a bracelet). When he equips his chakram, he will raise the arm with the chakram and twirl it, causing it to spin and climb up his arm. Once it reaches his hand he will grab it and lower his hand. While idle, Vortex will his right arm by his side and his left arm in front of him in a position that looks like he is about to throw a disk horizontally. While moving, he will have his right arm in front of him crossing over his torso, while his left arm is dragging along behind him with the chakram.
Standard Attack Combo: Vortex will begin by slashing his chakram to the left, then slashing it to the right. Then, he will raise his left arm which is holding the chakram over his right shoulder and execute a powerful diagonal slash to the lower left. To finish, he will fling his chakram forward, sending it flying a very short distance away from him. Once it reaches that distance, it will return back to Vortex. The final attack can hit the enemy multiple times.
[PASSIVE] Polarity - Vortex has a constant magnetic aura around him that will either lightly pull or push nearby enemies away or towards Vortex based on his health. If his health if over 50%, his polarity will pull nearby enemies towards him every couple of seconds. If his health if under 50%, his polarity will push nearby enemies away from him every couple of seconds.
[E] Portal - Vortex’s chakram will levitate in front of him and begin to spin quickly. At the same time, a portal will open at the location the mouse is pointing at only if it is within Vortex’s range. If the location the mouse is pointing is out of Vortex’s range, the portal will form at the closest point to the original location that’s within range. Alone, this portal will do nothing while it is active, however, when Vortex opens another portal, both portals will connect and activate. With both portals active, anyone that goes through the portal will be immediately transported to the location the other portal is at, and vice-versa. Anyone can travel through the portal multiple times, but must wait 1 second between transports. Portals will only last a while and will close once that time limit is reached. Portals cannot be destroyed by the enemy but both will automatically close if Vortex dies. Vortex can only have 2 portals active at a time and must wait for one to close before opening a new one. (Consumes 15 mana, 2 second cooldown, 10 second duration)
[Z] Tajani Toss - Vortex will throw his chakram in the direction he is facing using the Tajani throwing technique. The chakram will fly straight forward horizontally and create a vortex within it, sucking in the enemies it passes by with incredible force. The chakram is set to travel at a specific moderate distance away from Vortex before stopping. Enemies that are sucked in by the vortex will be carried along with the chakram. Once the chakram reaches the set distance, it will create a moderate-sized burst of energy that damages the enemies trapped in the vortex. Those enemies will take good damage, moderate stun, and minor pushback. The chakram will also automatically stop and release the burst of energy if it hits a wall. The chakram will disappear once the burst is released and will reappear back in Vortex’s hand. (Consumes 25 mana, 20 second cooldown)
[X] Vacuum Void - Vortex will hold his chakram in the air and create a vacuum that covers the area around him, removing all oxygen from the air. Enemies within the area will constantly take damage, constantly be pulled into the center of the void, and constantly have their speed decreased by 0.3 for a couple seconds. Vortex and allies within the void will have their attack constantly increase by 0.1 for a couple seconds. After a while the Vacuum will stop and the airless void of pure space will dissipate. (Consumes 30 mana, 30 second cooldown, 10 second duration)
[C] Spatial Rift - Vortex will hold his chakram in front of him, looking through the hole in the middle. Once Vortex successfully clicks on the torso of an enemy, the chakram will begin to glow. At the same time, Vortex will create a spatial rift by his target and sucks him into it; carrying the enemy at super-fast speeds his body cannot handle and throwing him out of the spatial right next to Vortex. While being in the spatial rift for 1 second, the enemy will be hit 5 times and take light damage from each hit. (Consumes 40 mana, 45 second cooldown)
[V] Black Hole - Vortex will raise one arm in the air holding the Chakram, as it begins to radiate a dark glow. Then a black hole will open at the location the mouse is pointing at, if it is within range. This black hole will immediately suck in all enemies within a reasonably large radius with incredible force. The enemies sucked in will be stuck in the center of the black hole, taking constant damage while it is active. It will inflict good damage and decrease their attack by 0.1 each time they take damage. Allies are not affected by the black hole. After a while the black hole will implode on itself, freeing the injured enemies. (Consumes 60 mana, 55 second cooldown, 5 second duration)
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| 21 Apr 2015 08:17 PM |
Rusher Class: Archangel Subclass: Support Weapon Name: Nagara
Description: Archangel is a hybrid winged being that wields a lance. She is meant for very offensive play while providing support to allies in the process. Archangel can glide above the ground to avoid melee attacks while chasing down weakened enemies or escape a losing fight. However, Archangel is extremely vulnerable to ranged attacks and has a hard time taking down heavily fortified foes.
Posture: When starting, Archangel’s wings will be folded up and her lance will be on her back. Her wings will unfold when she equips it as she pulls the lance over her shoulder. While idle, Archangel will hold her lance in her right hand with the dull end on the ground (a bit like she is using it as a walking stick). While moving, Archangel will actually be gliding barely off of the ground, keeping a still posture similar to one when you just break into a sudden sprint. Her arms will be spread out a bit.
Standard Attack Combo: Archangel will begin by thrusting her lance forward, stabbing the enemy in front of him. Next she will slash her lance horizontally left, and then she will slash her lance to the right. Then she will execute a straight uppercut stab. Finally, she will end it by performing a powerful flap with her wings that creates a small blade of wind that will travel a short distance before dissipating. This can hit enemies that are just out of her reach.
[NEW BAR] Glide - This bar will fill itself automatically at a decent pace. Once this bar is at least halfway full, Archangel will be able to use her Glide ability. While flying, the Glide bar will be drained at a reasonably rapid pace. Once it is completely drained, Archangel will drop back to the ground. Being stunned or staggered while gliding will drain this bar completely.
[PASSIVE] Enlighten - Every once in a while, Archangel and any allies around her will recover a very small portion of their health (2-4).
[E] Glide - Archangel will flap her wings and fly a small distance above the fight below. Archangel needs to have her Glide bar at least halfway full in order to be able to Glide. While Archangel is flying above the ground, she is out of the reach of most melee and area attacks. She is able to move around while her is in the air and will move at a slightly faster pace than normal. Archangel’s glide bar will decrease at a reasonably rapid pace while in the air. She cannot attack or use most of her skills while gliding. Aero Dive is the only exception and the effects of Aero Dive will differ while Archangel is in the air. By using Aero Dive while she is gliding, the attack will bring Archangel back to the ground. Archangel is extremely vulnerable to ranged attacks and will take double damage from any attacks that hit him while she is gliding. Those attacks will also fill her stun bar double the original amount. If Archangel is stunned (or staggered) while she is gliding, she will fall straight back to the ground and have her Glide bar completely drained. Archangel will stop flapping her wings and descend back to the ground if her Glide bar is completely drained, or if she presses the [E] key again. Archangel cannot glide while she is stunned, staggered, or while she is grabbed by a foe. (Optional: by clicking the mouse while in flight, Archangel will perform a barrel roll)
[Z] Aero Dive (Ground) - Archangel will crouch down and then launch himself forward, lunging herself at an arc with her lance pulled back ready to stab. She will travel a short/moderate distance before landing. When she lands, she will stab the enemy with her lance (if one is present, otherwise she stabs the ground). This attack will deal decent damage, decent stun, and increase Archangels attack by 0.2 for a couple seconds. (Consumes 20 mana, 20 second cooldown) [Z] Aero Dive (Glide) - Archangel will perform an upwards loop and then perform a diagonal nose dive straight towards the ground. Upon impact, Archangel will stab the ground with extreme force, creating a powerful shockwave to damage enemies around him. This attack will affect an area, dealing even more damage, inflicting double the stun, and push enemies back. Additionally, Archangels attack will increase by 0.3 for a couple seconds. (Consumes 20 mana, 20 second cooldown)
[X] Smite – Archangel will pull her lance back for a moment, as the tip of the lance begins to radiate bright energy. Then, she will proceed to perform a powerful thrust into the enemy in front of her. Normal enemies will take good damage, good stun and have their defense decreased by 0.2 for a couple seconds. If this attack hits a shielded foe, that foe’s shield will be canceled out, her shield bar will deplete completely, she will take greater damage and stun, and she will be staggered. If this attack hits no enemies, it will fail and nothing will happen. (Consumes 35 mana, 30 second cooldown)
[C] Purify - Archangel will point her lance skyward creating a ball of bright light on the tip. The ball of light will then burst, creating an extremely bright flash. Allies within the area will recover 10-20 health immediately and have their attack increased by 0.1 for a couple seconds, while enemies will take light damage and be staggered. They will also have a white flash cover their screen for a second. (Consumes 45 mana, 40 second cooldown)
[V] Deity Wings - Archangel’s wings will glow bright blue and she pulls them back for a second. Then, she will execute a powerful flap with her wings, creating extremely strong gusts of wind capable of cutting through metal. These winds will travel in the direction Archangel is facing. Enemies within range in front of Archangel will be hit by this wind and take powerful damage, heavy stun, have their defense decreased by 0.2 for a couple seconds, and be pushed back a reasonable distance. (Consumes 55 mana, 60 second cooldown)
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| 21 Apr 2015 08:18 PM |
Fighter Class: Magette Subclass: Rusher Weapon Name: Shock Sabers
Description: Magette is a Mage-Warrior that is armed with two swords made of pure magic energy. Magette excels at dealing good damage and destroying heavily armored targets with his magic sabers that ignore armor. Magette is great at breaking through fortified enemies that are buffed with extremely high defense. However, Magette himself is rather frail and can be destroyed by other hard-hitting classes.
Posture: When starting, Magette will have both of his sabers crossed on his back, and will pull both of them over with both of his shoulders when he equips it. These sabers are partially transparent as they are made of pure magic energy (optional: the color of the sabers may differ depending on torso color). While idle, Magette will have his left saber crossed over his torso and his right will be partially pointing forward. When he is moving, he will have both arms dragging behind his torso with both sabers pointing outward.
Standard Attack Combo: His first attack will involve crossing his left saber over his torso to his right shoulder and then slashing down diagonally to the lower left, and then his next attack will cross his right saber over his torso to his left shoulder and then shading down diagonally to the lower right. Next, he will cross both blades over his torso to the opposite shoulders and execute a cross slash downward. Lastly, he will raise both sabers up and perform a vertical slash downwards with both blades, damaging the enemy hit twice. These attacks are faster-paced than other standard attacks and will execute combos faster.
[PASSIVE] Enchanted Swords – All of Magette’s attacks ignore the defense of the enemy if it is higher than 1.0. Ignoring an enemy’s defense will cause Magette to deal damage to an enemy as if the enemy has a defense of 1.0, no matter how high his defense is. (This passive ability is disabled during Juggernaut)
[E] Mana Merge - Magette’s sabers will begin to glow with mana energy. While this is active, all of Magette’s attacks restore his mana bar based on how much damage he deals with each strike. However, his natural mana regeneration will be halted while this is active. Mana Merge will only last a set duration before returning to normal, where his natural mana regeneration will then resume. (Consumes 10 mana, 10 second duration)
[Z] Chain Link - Magette points his right saber forward and shoots lightning in the direction the mouse is pointing. If this lightning strikes an enemy, it will deal decent damage, light stun, and decrease his speed by 0.2 for a couple seconds. Then the lightning will create a chain reaction off of the shocked enemy and strike the closest enemy within moderate radius of the first enemy (if there is one), dealing the same damage/effects the first enemy suffered from. Then the same thing will happen to the second enemy, sending more lightning off of the second to strike a third target within moderate radius (if there is one). Chain Link will stop once it hits its third target with lightning. If at any point within the chain reaction that there is not a nearby enemy within range to target, the Chain Link will stop there. Chain Link will fail and nothing will happen if it does not successfully hit a target. The chain reaction created by Chain Link occurs almost instantly. If the bolt of lightning hits an enemy with a shield up, the attack will not damage the shielded enemy, but that will not stop the chain reaction and any nearby enemy will still be hit by lightning. (Consumes 20 mana, 20 second cooldown)
[X] Arcane Edge - Magette crosses his arms, preparing to execute a horizontal cross slash. Then, both of his saber’s blades will extend to triple their original length, increasing the reach of his blades. Then Magette will perform the cross slash with both of his extended blades, slashing any enemy within its increased reach twice. Enemies hit will take good damage, have their defense decreased by 0.1 for a couple seconds, and be pushed back lightly from each hit. The blades will then retract to their original length. (Consumes 25 mana, 20 second cooldown, 2 total hits)
[C] Sage Strike - Magette performs a jumping uppercut slash with both of his blades that sends him a moderate height from the ground. Enemies hit by this strike will be damaged twice. Each hit will deal moderate damage, minor stun, decrease their attack by 0.05 for a couple seconds, and send them flying in the air with Magette. Then Magette will execute a downwards slash propelling him to the ground. Once he hits the ground, his blades will collide with the earth and create a shockwave of pure energy that hits enemies around him. Enemies hit by this shockwave attack will take moderate damage, good stun, minor pushback, and have their speed decreased by 0.1 for a couple seconds. (Consumes 35 mana, 30 second cooldown, 3 hits total)
[V] Arc Dance - Magette’s sabers will be filled with arc electricity that flows throughout the blade and is visible. Magette will also begin to lightly glow the same color his sabers are. While Arc Dance is active, Magette’s base speed will be set to 1.5 and his base attack to 1.5, and stat debuffs cannot decrease his attack or speed below the increased base amount. Magette will also be immune to stun and staggering. Arc Blade cost no mana to activate but constantly drains mana over time. Arc Blade will consume 3 mana every second while it is active, and each standard attack will consume 5 mana. Magette cannot use skills while this is active. Magette must have at least 10 mana to activate this skill. Each of Magette’s standard attacks will push him forward a little and any enemies hit by them will have a visible surge of electricity flow through their body. This skill will automatically cancel out once the mana bar is completely drained, but it can be manually canceled out by pressing the [V] key again. (Consumes 0 mana, 25 second cooldown, constant 3 mana drain, consumes 5 mana per strike, minimum 10 mana required)
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| 21 Apr 2015 08:18 PM |
Fighter Class: Engarde Subclass: Tank Weapon Name: Espada
Description: Engarde is a unique defensive fencer that is lightly armored unlike other defensive classes. He fills his defensive role differently by parrying oncoming attacks and countering them while they are vulnerable, allowing him to defeat enemies in close quarters combat without letting them land a single strike on him. However, he is very vulnerable to ranged attacks, as he cannot parry projectiles and he is limited to melee attacks. Additionally, all of his attacks are physical, which gives foes who can shield an advantage.
Posture: When starting, Engarde will have his rapier on his left waist, and will unsheathe it with his right hand when he equips it. While idle, Engarde will assume a fencing position where his body is facing the left, his head is looking forward, his right arm with the rapier is raised forward with the rapier pointed at a diagonal angle forward, his left arm lowered and behind him, and his legs spread out a bit. While moving, Engarde will still have his torso angled to the left but facing forward a little more. Engarde will still have his right arm with the rapier in the same position raised up and the left arm behind him and lowered. His legs will be angled as the torso is so he moves his legs in a partial sideways motion.
Standard Attack Combo: Engarde’s standard attacks are more effective at parrying oncoming attacks with the parry script than any other classes, and his attacks tend to be rather swift and rapid. The first strike will be a downwards slash at a slight angle, following by a horizontal slash to the right after crossing the rapier across the torso to the left side. Then, Engarde will spin around to complete a full rotation and execute another horizontal slash to the right. Finally, Engarde will lunge his rapier forward and stab the enemy in front of him. The last strike inflicts greater damage than the other attacks (optional: the last lunging strike will ignore the enemy’s defense when inflicting damage)
[NEW BAR] Parry - This bar refills itself over time at the same pace shield bars regenerate. Once this bar is at least halfway full, Engarde can use his Counter Parry ability. While Counter Parry is active, this bar will drain at the same rate a normal shield bar would drain. Counter Parry will cancel out automatically when this bar is fully drained. When Counter Parry successfully blocks and counters a physical attack, it will immediately drain this bar.
[PASSIVE] Master Fencer - Every time Engarde’s attacks get negated by the parry script or Engarde negated an opponent’s attack with the parry system, his attack increases by 0.1 for a couple seconds. (Optional: possibly only applies for standard attacks and not skills).
[E] Counter Parry - Engarde gets into a defensive posture with his rapier ready to parry an attack. Engarde needs at least half of his Parry bar full to use Counter Parry. While in this posture, Engarde’s movement is reduced but he is immune to physical attacks. However, ranged attacks and attacks that cause area damage can still damage him (optional: while Counter Parry is active, damage inflicted by area attacks is reduced by half, but ranged attacks still inflict full damage). Counter Parry will drain the Parry bar while it is active. When hit by a physical attack, Engarde will use his rapier to parry the attack, staggering the enemy and leaving him vulnerable to attack. Engarde will then automatically proceed to thrust his rapier forward and stab the enemy, dealing good damage, moderate stun, and decreasing the enemy’s defense by 0.2 for a couple seconds. Successfully using Counter Parry will drain the Parry bar by 50. Engarde will also automatically go out of Counter Parry after successfully parrying a target, but can go back into Counter Parry immediately after if his Parry bar is over halfway full. Unlike normal blocking abilities where shields take a moment before attacks are actually blocked, Counter Parry’s effects take effect immediately upon activation.
[Z] Twin Moulinet – Engarde performs two Moulinet slashes (Moulinet is a type of attack that involves striking the opponent with the rapier in a circular motion). The first slash is a horizontal Moulinet and the second slash is a vertical Moulinet. The first slash deals moderate damage and can hit multiple enemies within a small radius in front of him, but the second slash deals a little more damage but he can only hit a single enemy. If Engarde is stunned or staggered while in the middle of using this skill, the attack will cancel out. (Consumes 25 mana, 20 second cooldown, 2 total hits)
[X] Gliding Lunge - Engarde thrust his rapier forward, sending him flying forward in the direction he is facing at fast speeds. Engarde is able to change the direction he is flying by pressing the left/right movement keys. Engarde will only fly forward for a set duration before stopping. If he successfully collides with an enemy, the enemy will be pierced and Engarde will be launched into the air, as he does a spinning backflip at an arc so that he lands a short distance from the enemy facing in the direction the enemy is at. The strike will deal good damage, and powerful stun. Engarde will also have his speed increased by 0.3 for a couple seconds if he hits an enemy. If he doesn’t by the time the set duration is reached, the skill will cancel out. (Consumes 35 mana, 30 second cooldown)
[C]Feint - Engarde performs a quick backwards dash that sends him flying backwards a short distance, swiftly evading an oncoming attack. Following then Engarde will jump back to his original position and lunge his sword forward to stab the enemy that attempted to attack him. This attack deals good damage, good stun and increases Engarde’s speed by 0.2 for a couple seconds. (Consumes 35 mana, 25 second cooldown)
[V] Riposte – Engarde goes into a defensive posture similar to Counter Parry. His speed will be reduced while he has Riposte active. If Engarde is hit by a physical attack, he will block all damage and parry the strike, but this time, the enemy’s speed will be set to 0 and they are left in a vulnerable state where they cannot attack or use skills. While the enemy is immobile, Engarde will then automatically proceed to execute a long chain of fast and rapid attacks. This chain will hit the enemy a total of 9 times with a variety of different slashes and then finish off with 1 more powerful stab. Each of the normal strikes deals moderate damage and increases Engarde’s defense by 0.1 for a couple seconds. The final stab deals greater damage, staggers the enemy, and increases Engarde’s defense by 0.1 for a couple seconds. Engarde can be damaged by other enemies while executing this chain of attacks. Activation Riposte costs no mana and Engarde can keep Riposte active for as long as he wants, however, once Riposte parries an attack and begins his chain attack, then mana will be drained. Additionally, Engarde can enter and exit out of Riposte as he pleases and skip the cooldown process. The cooldown process will only start once Engarde parries an attack and starts his chain of attacks with Riposte. (Consumes 0 mana, 55 second cooldown, successful parry & retaliation drains 55 mana, only success in parry & retaliation starts cooldown)
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| 21 Apr 2015 08:19 PM |
Tank Class: Judador Subclass: Fighter Weapon Name: Iron Grip
Description: Judador is a bulk martial arts fighter armed with nothing but special gloves and expertise in Judo. Judador’s expertise lies within his ability countering attacking enemies by grabbing and throwing them away from him to keep them at bay, while dealing good damage to them. He can also grab projectiles and throw them back at his enemies. However, most of his skills require him to grab a foe or have a foe attack him in order to use them, making him vulnerable to evasive opponents that can slip through his grasp and ranged classes that tend to keep their distance.
Posture: When starting, Judador will be in the standard Roblox pose with his gloves on his hand. When he equips his weapon, he will crack both of his knuckles with his hands before assuming idle pose. While idle, Judador will be in a position where he is a bit crouched down, legs spread apart a bit, and his arms spread apart but pointing forward, ready to grab any oncoming enemies or objects. While moving, Judador will have both hands in front of him, one ahead of the other, in a pose suggesting he is ready to attack.
Standard Attack Combo: All of Judador’s standard attacks inflict decent stun with each hit. His first strike will be a forceful strike of his left palm following by a strike with his right palm. After that he will then strike using both palms at the same time. Finally, he will reach out with his right hand and attempt to grab the enemy, if he grabs the enemy, he will immediately throw him a short distance away from him, inflicting damage upon impact with the ground.
[NEW BAR] Strength - This bar will gradually refill automatically over time. Once this bar is at least halfway full, Judador will be able to use his Carry ability. While Judador is carrying an enemy (or ally), the strength bar will start to gradually drain. If Judador throws the enemy or ally he is carrying, the Strength bar will be drained by 40. Slamming an enemy into the ground (or putting an ally back down on the ground) will not have any penalty on the Strength bar. If this bar completely drains, Judador will be forced to drop the ally/enemy he carries. If Judador gets stunned or staggered while carrying someone, Carry will be canceled out, the person he carries will be dropped, and the Strength bar will be completely drained.
[PASSIVE] Force Impact - Enemies that are stunned by Judador will remain stunned and immobile for a longer period of time. Enemies that just recovered from stuns inflicted by Judador will have their speed reduced by 0.2 for a couple seconds.
[E] Carry - Judador will reach out and attempt to grab someone in front of him. He has to have at least half of his Strength bar filled before he can use this. If Judador successfully grab someone, he will lift them over his head and carry them. He can not only carry enemies, but he can also carry allies around as well. While being carried, the person cannot move, attack, or use skills until he is freed from Judador’s grip. Judador is able to move freely with no speed reductions while carrying someone, however, Judador cannot attack or use skills as well. The Strength bar will drain while he is carrying people. Both Judador and the person he is carrying are still vulnerable to damage, however, allies being carried by Judador will only take half the damage deal by an enemy attack. By pressing the [E] key while carrying someone, Judador will either slam the person into the ground and deal moderate damage and good stun if they are an enemy, or simply set them back on the ground if they are an ally. Doing this will not drain the Strength bar at all. By clicking on the mouse, Judador can throw the enemy/ally in the direction the mouse is pointing and send them flying a moderate distance from Judador (Judador will be unable to throw enemies/allies off of the edge of the map). Doing this will drain the Strength bar by 40. The thrown enemy will take moderate damage upon impact; however, if the thrown enemy is thrown into other opponent(s), they will also take moderate damage. Throwing allies into enemies will damage the enemy but the ally will remain unharmed. If the Strength bar is empty while Judador is carrying someone, Carry will be canceled out and Judador will be forced to drop the person he carries. Enemies will not take damage if Judador is forced to drop them. Additionally, if Judador is staggered or stunned while carrying someone, Carry will be canceled out, Judador will be forced to drop the person he carries, and his Strength bar will completely drain. If the enemy/ally dies while Judador is carrying them, Judador will automatically throw the corpse in the direction he is facing. Throwing corpses will not drain the Strength bar.
[Z] Lob - Judador digs his hands into the ground and pulls out random object. Objects he pulls out may range from spheres to cubes to rocks and other things. He will then automatically throw the projectile in a straight line in the direction the mouse is pointing at. The object will travel at fasts speeds until it hits an enemy or a surface, where it will then shatter. Enemies hit by this attack will take decent damage, decent stun, and have their attack decreased by 0.2 for a couple seconds. If Judador is stunned or staggered before he can throw the object, his skill will cancel out and he will fail to throw the object. (Consumes 20 mana, 15 second cooldown)
[X] Circular Throw - Judador will perform a quick dash forward while he lunges his arm forward in attempt to grab an enemy. If Judador fails to grab an enemy, the skill will cancel out and fail. If this skill fails to grab an enemy, no mana will be consumed and the cooldown process will be skipped. If he successfully grabs an enemy, mana will be consumed and the cooldown process will begin. When Judador grabs an enemy, he will then proceed to begin to quickly rotate in a circle, spinning the enemy around with him as the enemy begins to gain momentum. The enemy cannot attack or use skills while being held by Judador, and Judador cannot move while spinning the enemy. He will continue to spin the enemy around for 3 seconds before throwing him. Judador can damage enemies around him if they are hit by the body of the victim he is spinning. Enemies hit by the spinning enemy will take moderate damage, moderate stun, and minor pushback. The victim will also take moderate damage if he collides with an enemy while being spun. Once Judador throws his victim, the victim will be sent flying a decently long distance away from Judador. Upon impact with the ground, the thrown enemy will take good damage, major stun, and have his speed decreased by 0.2 for a couple seconds. Judador is also vulnerable to damage while spinning the enemy around. (Consumes 35 mana, 25 second cooldown, 3 second duration)
[C] Counter Hold - Judador gets into a defensive position, ready to take on an attacker. Judador can freely go in and out of Counter Hold with no penalties to mana or cooldown until he successfully grabs an attacker or a projectile. Judador cannot move while in Counter Hold. When he is hit by a physical attack while in Counter Hold, he will grab the attacker and then proceed to turn around and throw the enemy over his shoulder. The enemy will be slammed into the ground with force. If the enemy was using a physical skill, the skill will be cancelled out. Judador will take no damage form the attack and the enemy will be inflicted with double the damage his attack would have originally inflicted. Additionally, the enemy will take good stun and be inflicted with the same debuffs his attack would have inflicted on Judador (if any). Judador will still take damage from area attacks and cannot counter them. Counter Hold has a different effect if he is hit by a projectile. If Judador is hit by a projectile, he will catch the projectile and then proceed to throw it straight back at the attacker, dealing the dame damage and debuffs it would have dealt to Judador. There are some projectiles Judador cannot grab (like Trooper’s bullets). Counter Hold will consume less mana and have a shortened cooldown if it catches a projectile rather than grabbing a physical attacker. (Grabbing physical attackers consumes 30 mana, 30 second cooldown for grabbing physical attackers, catching projectile consumes 10 mana, 10 second cooldown for catching projectiles)
[V] Seismic Toss - Judador will lunge his arm out and attempt to grab an enemy. If he fails to grab anyone, the skill will cancel out and fail. The cooldown process and the mana consumption will only occur if Judador successfully grabs an enemy. If Judador grabs an enemy, he will hold on to the enemy tightly as he crouches down and then jumps. The jump will launch both him and his victim high into the air. Once they both stop ascending into the air, Judador and the victim will rotate upside down and begin to rapidly accelerate as they descend back down face first into the ground. Once they hit the ground, the enemy will be slammed into the ground with extreme force and impact while Judador bounces a short distance back into the air before landing unharmed. The enemy however, will take heavy damage, heavy stun, and have his speed decreased by 0.5 for a couple seconds (Consumes 65 mana, 55 second cooldown)
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| 21 Apr 2015 08:20 PM |
Rusher Class: Pyrnas Subclass: Fighter Weapon Name: Swift Kicks
Description: Pyrnas is a speedy runner whose speed is unmatched. Pyrnas focuses on chasing down weakened enemies trying to escape and performing hit and run tactics to wear down the enemy using his hard-hitting, rapid kicks. Successful attacks will make Pyrnas even faster. However, he will get slower each time he gets hit by an attack, putting him at a disadvantage against other rapid attackers. His attacks are mainly centered on physical damage, putting him at a disadvantage against ranged attackers, shielded foes, and enemies that inflict heavy stun, as being staggered or stunned will reset his speed to normal.
Posture: When starting Pyrnas will be in the standard Roblox pose wearing his combat shoes with sharp edges to them. When he equips it, he will simply go into his idle pose. While idle, Pyrnas will has his arms a bit spread out by his sides with his left leg raised as if he was about to execute a kick. While moving, Pyrnas will run similar to how Ichor runs.
Standard Attack Combo: Pyrnas will begin his combo by kicking up with his left foot, and will follow up with a similar kick with his right foot. Then, Pyrnas will spin to the left and perform a stronger roundhouse kick with his left foot. Finally, Pyrnas will jump forward and does a quick jump kick at an enemy a short distance away from him. (Optional: Pyrnas’s jump kick will stagger the enemy if he successfully lands the hit on him)
[NEW BAR] Speed - This bar gradually fills over time. Once the bar exceeds 40, Pyrnas will be able to use his Dash ability. When Pyrnas uses Dash, he will first charge himself, which rapidly drains this bar. The time spent charging and the amount of the speed bar being drained can be manually controlled. How much of the speed bar is drained while charging up for the Dash will determine how long the Dash will last. Pyrnas will automatically burst into Dash if the Speed bar completely drains while charging. If Pyrnas is stunned/staggered while charging, his Dash attempt will fail and the Speed bar will completely drain.
[PASSIVE] Hot Pursuit - Pyrnas’s speed will increase by 0.1 each time he deals damage to an enemy, but his speed will decrease by 0.1 each time an enemy inflicts damage on him. These buffs and debuffs are stackable and will last until Pyrnas is killed. However Pyrnas’s stacked buffs alone will not increase Pyrnas’s speed past 2, unless temporary buffs from skills or support allies are added with this passive’s buffs. Also, Pyrnas’s stacked debuffs alone will not decrease his speed past 0.3, unless other additional debuffs are added from enemy attacks. Pyrnas’s buffs and debuffs acquired from this passive ability will be cancelled out if he is stunned or staggered, setting his speed back to 0.9 if he does not possess additional speed buffs.
[E] Dash - Pyrnas will get down on one knee and prepare himself for a sudden sprint. Pyrnas needs to have his Speed bar exceed 40 before he can use Dash. During this period of charging, the Speed bar will rapidly drain itself. Dash can be either automatically or manually activated after charging. Dash will automatically activate if the Speed bar is completely drained during the charging process. Dash will manually activate if the [E] key is pressed again during the charging period, shortening the charging process and the amount of the speed bar that is drained, but this also decreases the duration of Pyrnas’s Dash. Pyrnas must charge for at least 1 second before he can manually activate Dash. Once the charging process is completely, Pyrnas will suddenly dash forward at incredible speed, about thrice as fast as the standard walkspeed in a straight line in the direction he was facing. How long he dashes varies depending on how much of his Speed bar was drained during the charging process. At minimum, a 1 second charging period that consumes 40% of the Speed bar will make him dash for 2 seconds. At max, a full length charging period (2.5 seconds) consuming 100% of the Speed bar will make him dash for 5 seconds. Basically, every 20% of the Speed bar consumed will equal 1 second of Dash time. If Pyrnas is stunned or staggered while charging, Dash will cancel out and the Speed bar will completely deplete. Pyrnas cannot change direction while dashing. If Pyrnas runs into a wall while dashing, this skill will automatically stop and Pyrnas will be staggered. If Pyrnas is dashing at full charge, he will actually damage and stagger enemies that he runs into, dealing moderate damage and stun.
[Z] Feint Foot – Pyrnas does a kick that sends him a moderate distance forward. If he successfully hits an enemy with this kick, the enemy will take damage, and he will use the enemy as support as he jumps off of him to launch himself a good distance away. This attack deals good damage and light stun while decreasing the enemy’s speed by 0.2 for a couple seconds. If Pyrnas does not hit an enemy, the attack will fail, but the cooldown will be shortened by half. (Consumes 20 mana, 15 second cooldown)
[X] Ground Sweep - Pyrnas crouches down and performs a complete circle sweep kick that hits the feet of the enemies around him and trips them. Enemies hit by this attack will take moderate damage, light stun, and have their speed decreased by 0.2 for a couple seconds. Enemies hit by this attack will also be staggered from having their legs swept up. (Consumes 25 mana, 20 second cooldown)
[C] Sky Jump Kick - Pyrnas crouches down then jumps a moderate distance into the air. He will then do a flip and get into a jump kick posture as he descends diagonally at a very fast rate. The effects of Sky Jump Kick will differ depending on whether his kick comes in contact with an enemy or lands on the ground. If his jump kick comes in contact with the ground, the impact of the landing will create a shockwave to damage nearby enemies, dealing moderate damage, minor stun, minor pushback, and decreased their defense by 0.1 for a couple seconds. The force of the impact will also injure Pyrnas, dealing moderate damage to Pyrnas and decreasing his own defense by 0.1 for a couple seconds. However, if he comes in direct contact with an enemy, that enemy alone will take good damage, heavy stun, and have his defense decreased by 0.3 for a couple seconds. Pyrnas will be left unharmed if he hits an enemy directly since he uses that enemy to break his fall. (Consumes 30 mana, 30 second cooldown)
[V] Guillotine - Pyrnas performs a jumping knee kick that sends him flying high into the air, taking any enemy hit by his knee in front of him with him. The knee attack will deal moderate damage to the enemy. Once Pyrnas reaches the maximum height, he will perform a flip and execute an axe-kick flying straight downward to the ground, carrying the enemy that was kneed into the air with it. Upon impact, a huge explosion will occur, damaging enemies around Pyrnas and heavily damaging the victim that he kneed. The crushing impact from the axe-kick will mash the enemy beneath his heel into the earth. Enemies hit by the explosion will take good damage, and good stun. The kneed enemy that takes a direct axe-kick from Pyrnas will take extremely heavy damage, heavy stun, and have his defense decrease by 0.2 for a couple seconds. (Consumes 60 mana, 55 second cooldown)
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