The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:42:17 GMT
Thank you to all the players who spent their time creating new classes. Here is the voting for the new player-submitted classes. Because of the large amount of classes submitted, you are allowed to vote for up to three entries. Please know that all your entries are appreciated and even for entries that do not win, we will try our best to integrate their skills toward the general list or a specific class as it best fits. Knowing this, we ask that you keep the following variables in mind when voting for the class: - Vote wisely and realistically. Some of our entries have rather fancy formatting. But remember, this is a class entry so please try not to let fancy formatting win your vote! When you decide to vote for an entry, take a moment to ask yourself if it is actually good enough that you're willing to see it in the RP. Pick the entries that genuinely seem interesting to you, not because it's your friend's entry or because its formatting looks nice. - This is a new class, discovered several months after release. Entries that can explain how a new class suddenly appeared in the Unfounded Kingdom are best appreciated. - Context. The Unfounded Kingdom is a rather unusual server that its initial classes were the original 12 of the Japanese server. Still, does this new class make enough sense according to the setting of the RP? - Uniqueness of design and playstyle. The new class should feel like an entirely new experience. We don't want a concept that could be mistaken for an existing class. The skills should not be something that can easily be submitted for an existing class, nor should they be generic enough that we can turn them all into Adventurer skills. - Balance. Final balancing will be the task of the GMs, but we would like for the class to be inherently balanced in concept. Think of this RP as an actual MMO. How would you honestly feel if a new class is released? Overpowered new classes would get complaints from existing veterans who have already dedicated enough time on their characters. Underpowered classes would be easily forgotten, preventing people from really playing them to their true potential. Know that all your votes are crucial. Please make sure to tell everyone to vote. However, we expect a fair competition. If you have more than one character account, please vote on only one account. Please also refrain from doing such things like bribing or pestering others to vote for your entry. The top 5 classes selected from this round will move on to round 2, where we will have another poll to determine the overall winner. The round 1 poll will be active until 11:59pm PST on Aug 29th. If you are unsure as to this time, please refer to This countdown
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:42:59 GMT
2. 3rd new class contest
New equipment & weapon proposed : glove accessory, threads amunition, daggers weapon.
Class name- BINDER
Equipment- Can only wear light armor, and equip kunai or daggers weapon. Need 'Threads' ammunition to use their skill, and glove accessory equiped.
Role-
Binder on first sight, is a close ranged combat with small weapon like kunai or knives. However, they are incredibly low damage dealer of you compare it to assassin, samurai, or monk. This is because they are actually a class that specialized in damage overtime using threads and their binding skill. They use their small weapon and thread to bind the enemy, while dodging its attack. Because of this, the popular Binder build is based on INT and AGI.
All Binding technique skills bound to this rule, unless the skill stated otherwise :
- All binding technique skills require threads ammunition equiped.
- Threads consume binder MP to attain its hardness and transfer magical effect, so every time an attack require threads ammunition, it consumes binder's MP. Mp depleting canceled if the threads entering binding state, and change to binding's Mp depleting state instead. Binder MP then start to run down until the bind broken.
If binding skil used on monster, the monster will shift the aggro automatically to the binder if there is no other target the monster can reach, and cancel all the previous hate on the monster.
- All binder skills get canceled and all the threads will break when Binder MP reach zero, the target move too far from its original position when its binded, or if the target succesfully hit the binder who bind it.
- Binding skills cannot be used if the target(s) already suffered from skill that prevent the target from moving, and when the target(s) binded, skill that prevent the target from moving outside binding skills cannot be applied on the target(s).
Additional rule for Binder class :
- They can attack from far away as long as it on their thread length.
- If the weapon being thrown, or the thread get cut while in the middle of attack, the weapon considered drop.
- The weapon always comes back to the binder hand at the end of binding animation, no matter if it is succeed or not, allowing binder to start another bind.
Lore- This class born as the same time as two other classes. Being the result of ancient magic research, rise an agile fighter that specializing in inflicting damage thorough contact with the target, while not depend on their physical durability. Known as ancient hunter, trapster, or trickster, skillfully entangle their target and depleting their life slowly, and kill them.
(comment: will use this version bellow intead if allowed ^^;)
Magitech researchers (usually NPC that give high level quest) have come into new discovery from ancient Alv Technology, and come to the decision to use it for helping the current adventurers bringing peace on the land of Londinium, Rushing to end this very long battle against monsters. The researchers finally find a way to use and mix adventurers power from other class and intend to build more powerful adventurer than what currently are by trying to fuse their ability. From defender class and damage dealer class, born warden class which can skillfully hold the front line while inflicting damage. From sorcerer and summoner class, born Heretic class which being and embodiment of damage, summons, and curse. From previously agility class and damage dealer class, born Binder class which being combination of agility and deadly magical damage move. The conclusion of this research however buried under the secret, nobody know what happened to the researchers and the research. However, some players who trapped into catastrophe gain an option to choose this new class, before landed on the reality of Elder tale.
Skills-
discard skill with (*) if I am not allowed to submit more than 15 skills ^^;
Balance- This class is hard to play or easy to play, depending on player's point of view. Recommended for players that emphasize on planing and trapping rather than blatantly killing the enemy. When using this class (as far as I planned, not what player will discover in future), the main goal on the battlefield is positioning the enemy, little by little pilling up binding skills while dodging enemy attack, the damage will build up itself so player can shift the concentration more to the dodging and reshaping the battlefield, if they counted the MP depletion for the skills is enough to bringing the target to death. They are so useful for in the team, as far as weakening the enemy and as follow up damage dealer, making team battle more advantageous even Binder don't have specific buff or healing skills for the team.
They really depend on their binding technique skills and agility that can be easily be beaten if opponent successfully land a hit on them, or if they don't have sufficient MP to execute more skills. Their binding technique skills attack considered as magical attack, and with that it depend on INT, and become deadly on opponent who don't have high magical defense build. They can be a tank (even very weak one) by their agile body to hold the battlefield even for short time.
without all that binding technique skills, they can still use weak attack by their kunai or knife. Or medium range attack by their kunai/knife binded in thread (using thread deplete MP).
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
|
Post by Murasaki on Aug 24, 2014 0:43:53 GMT
(Note: I've created many more skills than requested, as I wanted to make it complete from the beginning, as well as I believed 15 skills was not enough to show the interaction between spells as well as its tactical prowess) Name: Rune Enforcer Equipment: Sword, Spear, Bow, Throwing Weapons, Magitech, Cloth Armor, Leather Armor, Chain Armor. Role: Support / Mage. The Rune Enforcer spices up the battle with new obstacles and rules through magic runes. They can be used both offensively and defensively, but each have a strategic value. And while they can affect all players, both ally and enemy, it is the Rune Enforcer that rules over these Runes. There are two changing properties for Runes: -Size: Small is the size of a person, Medium is 10 meters of diametre, and Large is 30 meters of diametre. -Active/Passive. A Passive Rune exerts its effect until it runs out. An Active Rune requires a condition to be fulfilled before its effect is triggered. Additionnally, there are important properties for all runes: -They affect anyone, enemy and ally alike. Preventing opponents from entering or leaving these runes is part of their fighting style. -All Runes have a circular shape. Within it, Medium and Large runes have a smaller circle that indicates the true center. These cannot overlap on each other without the help of a spell that moves Runes. -Runes with positive effects have a light color, while runes with negative effects have a dark color. This makes it easier, for both allies and enemies, to tell where to go and which places to avoid. Lore: Long ago, a tribe wanted to hunt gigantic beasts. However, hunting these titans required an army, and each of them required different tactics in order to be overcomed. Training these armies for each different beasts would be an impossible feat. Eventually, they came up with a solution. They needed a few people capable of controlling an entire battlefield. As such, their magic researchers cooperated to create a new type of magic. This magic took the form of Magic runes. They could be used for amplifying not one, not a dozen, but an army's power in ways that countered the beasts. They could be used as traps, which could destroy an entire building when carefully set up. And so, they were perfect for tackling monsters the size of buildings. It was complete. It was successful. Their tribe shouted in cheers as they manage to slay one of them with next to no casualty and bring back valuable components from it. But it had not gone unnoticed. Other tribes saw this as a major threat, and immediately launched an attack on them, so that they could not use their power to dominate other tribes. The condition for their surrender was to slay the few practicant of this magic and burn all proof of this magic. But they feigned to do so, as they carefully hid a copy of all that was necessary to learn it, so that they could try to revive it when the time is right. But the tribe disappeared before it could be used again. A few days ago, a group of Adventurers came across these copies. Bringing back to experts, they discovered that this was the first opportunity for Adventurers to proceed to a Main Class change. And in fact, it was a class that was not part of the original game, but part of a Lore that was not written by its Developpers. Capable people focused their whole days on making this Class Change possible. And today, the first Rune Enforcer amongst Adventurers has been born. Skills: Tier I Propulsor Glyph: Creates a Small-size Active Rune, placed vertically or horizontally. This circle will propulse away anything that comes in contact, be it a person or a projectile. Example of uses are as a mid-air jump, keep an enemy far away, or rebound a projectile into a hidden enemy. Instant cast, duration of 5 seconds, cooldown of 10 seconds. Scope Lens: Creates a floating miniature Passive Rune in front of one's eye. A player that views through this glyph can view much farther and doubles the range of his projectiles and spells. This glyph, however, cannot attach itself to a player; it must be picked if you wish to move from your position, and can be passed onto other players. 1 second cast, duration of 15 seconds, cooldown of 50 seconds. Arcane Trap: Creates a Small-size Active Rune on the ground, visible only to the Rune Enforcer. It takes 3 seconds before it becomes active. Once active, when anything comes in contact with it, the Rune will explode, causing great damage to anyone nearby. Cast time of 1,5 seconds, duration of 60 seconds, cooldown of 10 seconds. Trigger Spark: Imbues the user's weapon with electricity for one attack. If used on an enemy, it causes small Lightning damage. If used on a Rune, it instantly triggers it; an Active Rune will activate a twice powerful effect before disappearing, while a Passive Rune will activate its Trigger effect if it has any, then disappear. Instant cast, cooldown of 8 seconds. Reverse Dimension: Creates a Large-size Passive Rune. Anyone that stands on it have their elemental properties swapped: Resistances, immunity and absorbtion become a weakness, while weaknesses become immunity. Cast time of 3 seconds, duration of 20 seconds, cooldown of 90 seconds. Hell's Gate: Creates a vertical Small-size Passive Rune. Every projectile that passes through it turn into a slightly more powerful Fire-elemental projectile. Cast time of 2 seconds, duration of 10 seconds, cooldown of 20 seconds. Permafrost: Creates a Medium-size Passive Rune. Everyone standing on it is slowed by 30% and periodically takes small Ice damage. Trigger effect: Freezes anyone standing on it, rendering them unable to move or act for 4 seconds, after what they are slowed by 50% for 4 seconds. Cast time of 2 seconds, duration of 10 seconds, cooldown of 60 seconds. Landslip: Summons a mud wave that moves forward for 10 meters. Every person, as well as Small and Medium-size Runes, that is in its way gets pushed away. Enemies take medium Earth damage. Cast time of 1 second, cooldown of 15 seconds. Holy Panel: Creates a Small-size Passive Rune. For as long as a person stands on it, he will take half damage from all incoming source. Cast time of 1 second, duration of 10 seconds, cooldown of 30 seconds. Bane Circle: Creates a Medium-size Passive Rune. When a player takes damage while standing on this rune, his Max HP is reduced by 50% of that damage. His Max HP returns to normal after 10 minutes. Cast time of 2 seconds, duration of 5 seconds, cooldown of 30 seconds. Delay Syndrome: Creates a Medium-size Passive Rune. Buffs and Debuffs of every person standing on it lose their effect and have their duration frozen. Upon exiting the Rune, their Buffs and Debuffs resume their effects. Trigger effect: Restores half of the elapsed duration for all Buffs and Debuffs. Cast time of 1 second, duration of 8 seconds, cooldown of 30 seconds. Black Matter: Creates a Small-size Active Rune. Every second the caster spends casting this spell increases the countdown of this rune by 3 seconds, up to 15 seconds, as well as its power. Once its countdown has finished, the rune explodes, dealing variable Dark damage. Triggering it preemptively reduces its power instead. Cooldown of 12 seconds. Ethereal Weapon: Enchants the user's weapons. Every physical attacks will now use 80% of the caster's INT instead of its original stat for damage calculation, and will inflict Magical damage. This buff does not override other weapon enchants. Cast time of 2 seconds, duration of 30 seconds, cooldown of 10 seconds. Speed Gate: Creates a Small-size Passive Rune. When you step on it, it gives you a 80% speed buff that gradually lowers to 0% over the next 5 seconds. Trigger effect: Bursts the Rune, propulsing anyone nearby away from the rune. Cast time of 2 seconds, duration of 30 seconds, cooldown of 40 seconds. Mana Spring: Creates a Small-size Active Rune. Every 5 second, the rune gains a charge, and can hold a maximum of 5 charges. When someone steps on it, the Rune converts all charges into MP, 1% per charge. Cast time of 2 seconds, duration of 120 seconds, cooldown of 300 seconds Tier II Big Bang: Turns all of the Enforcer's Runes into a delayed explosion. Every Rune cease their initial function and enter a countdown of 3 seconds, after which they all explode simultaneously. Smaller runes, while easier to dodge, cause much bigger damage than Large runes. Cast time of 1 second, cooldown of 60 seconds. Vortex Hole: Creates a Medium-size Passive Rune on the ground. All projectiles that passes over are deviated toward its center, and all players standing on it are slowly pulled toward its center. Trigger effect: every person standing on it is suddenly pushed toward the center, interrupting all actions for everyone that isn't at its very center. Cast time of 2,5 seconds, duration of 15 seconds, cooldown of 50 seconds. Distortion Beam: Fires a piercing beam. If it hits an enemy, he takes medium Light damage and is teleported randomly within a range of 5 meters. If it hits a Rune, it is teleported under the caster's feet. If there was already a Rune at the caster's position, it is swapped with the targetted Rune. Active Runes teleported this way become inactive for a second, allowing the caster to step away in time. Cast time of 1,5 seconds, cooldown of 20 seconds. Isolation: By touching a person with the user's weapon, he is given temporary immunity to all Runes for 15 seconds. This can allow an ally to walk freely into dangerous Runes, but can also prevent an enemy to take advantage of beneficial Runes. Cast time of 1 second, cooldown of 40 seconds. Magma Chamber: Creates a Large-size Passive Rune. Every 2 seconds, the Rune bursts magma, causing small Fire damage to everyone standing on it. Trigger effect: The middle of the Rune erupts, causing Medium Fire damage there, followed by random flame boulders falling randomly into the Rune's area. Cast time of 3 seconds, duration of 10 seconds, cooldown of 50 seconds. Quantum Realm: Creates a Small-size Active Rune with 5 charges. Everytime a person casts a spell while standing on it, it loses a charge but lowers that spell's cooldown by 25%. Cast time of 2 seconds, duration of 60 seconds, cooldown of 30 seconds. Hurricane's eye: Enchants the caster's weapon with Wind for one attack. If it attacks an enemy, it deals medium Wind damage on top of knockbacking him 10 meters away. If it hits a Medium or Large-size Rune, a wind wall appears on the borders, preventing any person from leaving or entering the zone, and deals to those who tries the same effects as if the spell targetted a player directly. This wall lasts for 10 seconds or disappears with the rune. Cast time of 1 second, cooldown of 40 seconds. Junction Whip: Enchants the caster's weapon with Lightning for two attacks. If it hits an enemy, it deals small Lightning damage and creates a link between the caster and the target, allowing the caster to pull the target in the next 2 seconds. If it hits a Small-size Rune, a Lightning wall appears between that Rune and every other Small-size Rune within 15 meters, dealing big Lightning damage to anyone that touches it. The wall lasts 3 seconds. Cast time of 1 second, duration of 8 seconds, cooldown of 30 seconds. Damp Node: Creates a Small-size Active Rune that is only visible by the caster. When someone steps on it, the Trap explodes, causing minor Water damage and inflicting him with the Silence debuff. That person may not use any spell for the next 10 seconds. Cast time of 2 seconds, duration of 60 seconds, cooldown of 60 seconds. Node Magnet: Must be cast at the center of a Rune. The affected Rune will follow the caster's movements for the 10 next seconds. Cast time of 1 second, cooldown of 30 seconds. Pressure Step: Creates a Small-size Active Rune that is only visible by the caster. When someone steps on it, he is immediately immobilized by intense gravity for 5 seconds. During that time frame, all Melee damage is increased by 25% on the victim. Cast time of 2 seconds, duration of 60 seconds, cooldown of 50 seconds. Essence Vampirism: Enchants the caster's hand with Water for one effect. If the caster touches a person, he drains MP from him, using Water damage. If he touches a Rune, the Rune disappears and its cooldown is reset, allowing to recast that Rune immediately. Instant cast, duration of 5 seconds, cooldown of 40 seconds. Sanctuary: Creates a Large-size Passive Rune. Every 10 seconds, it heals every person standing on it by 0,5%. Cast time of 5 seconds, duration of 20 minutes, cooldown of 60 minutes. Dummy Rune: Creates a Small-size Rune. This rune, by itself, does nothing. However, this rune can be used for spells that links with Small-size Runes, and will increase their damage by 25% if it is used. Instant cast time, duration of 60 seconds, cooldown of 10 seconds. High Voltage: Enchants the caster's weapon with Lightning for one attack. If it hits an enemy, it deals medium Lightning damage. If it hits a Rune, everyone standing on it takes Lightning damage and is stunned for a small duration. Small runes deal high damage and a 3 second stun, while Large runes deal low damage and a 1 second stun. Instant cast, duration of 5 seconds, cooldown of 20 seconds. Tier III Hazard Field: Creates a Large-size Passive Rune. Every Rune within its area becomes invisible to all but the user. Trigger effect: Rotates the Hazard Field, along with all of the Runes in its vicinity, by 180 degrees. Cast time of 3 seconds, duration of 10 seconds, cooldown of 120 seconds. Absolute Zero: Enchants the user's weapon with Ice. His next normal attack will deal medium Ice damage in a zone of thrice his weapon's range if melee, or in a zone of 3 meters of impact point if ranged. On top of freezing for 2 seconds those within that zone, all Glyphs within 15 meters will enter a state of Stasis for 5 seconds, stopping their function and duration time until they get out of Stasis. Cast time of 2 seconds, cooldown of 60 seconds. Core Teleportation: The caster teleports to the center of a Rune of his choice. Cast time of 1 second, cooldown of 20 seconds. Heavy Weather: Creates a Large-size Passive Rune in the air. This rune exerts a strong pressure under it, disabling flying and jumping abilities as well as slowing everyone's movement speed by 20%. Because of its height, the Rune Enforcer's spells cannot reach it. Cast time of 2 seconds, duration of 8 seconds, cooldown of 50 seconds. Restore Point: Creates a Small-size Active Rune. Once someone steps on it, the rune enters a countdown of 5 seconds. After it has elapsed, the person who stepped on it is teleported back to the Rune. Cast time of 1 second, duration of 30 seconds, cooldown of 20 seconds. Tier IV Convergence: Makes a beam from the skies fall on a specific point. If anyone was standing there, he takes medium, half-Light half-Dark damage. Every of the caster's Runes teleports at its impact point. Cast time of 4 seconds, cooldown of 120 seconds.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
|
Post by Murasaki on Aug 24, 2014 0:45:52 GMT
Adjust as needed! Haaaave fun with it!
Slinger <DPS>
Equipment
All Slingers use a unique chain and pulley reel system attached to their belts. It's a unique piece of magitech that coils and stores a large length of chain. It is most common for Slingers to have one long and short chain end. The long end of the chain is used to gain control of the mid range zone and gain mobility.
Because Slingers must be knowledgeable in the manipulation of chains as their main form of assault, they are also automatically proficient in whips. Slingers have proficiency with magitech. They are also proficient in the use of claws, hooks, and daggers. The issue arises in realizing that Slingers have no need for handles and regular weapons and have much more use in having a large scythe blade attached to one end of their chains as opposed to any scythe proficiency. The proficiency required to use a regular weapon is completely useless as a Slinger (as a result, they cannot use any weapon not specifically made for them). To offset this, Slingers often keep some form of defense on their short chain, so as to keep enemies off them. This is often something like a dagger or shield attached to their chain, or in some rare cases, a pistol (remove this if it's exclusive to wardens).
Slingers are not Swashbucklers. Their chains can have at most one 'large' weapon or attachment while still maintaining control over their chains. A small attachment is something like a small bracer or a dagger. Anything more than that will disrupt the ability to use the chains. Some Slingers take advantage of this and distribute their chains evenly, using one without any attachment for harassment and forgoing defense entirely. Control of chains uses the hands, so 'barbed wire' chains will hurt yourself.
Role
The Slinger is a DPS class. However, they are not specialists in dealing out damage like the Assassin, nor do they have the speed of Swashbucklers. They are most similar to Bards, but rather than support their allies, they excel in mobility and disables. It is not unreasonable to see a Slinger pull himself into a tree or wrap an enemy in chains and topple him, then come up to slice their neck open or hang them off the ground. Slingers generally come in two types: High mobility and strong zone control. A slinger that is not moving himself or other people is not much of a Slinger at all.
The Slinger is named as such because she uses chains, hooks, scythe blades, bullets, anything that can be 'slung' at a target.
Lore
Surprising though it may be, the Slinger was a class invented by the Landers for the Landers. In the newly opened Lurking Depths, pitfalls and traps are a dime a dozen. Scavenging various materials and using rope as their first means of keeping themselves safe, the Landers prioritized their survival over everything else. Quite a number of Landers find the Adventurers to be less than cautious, perhaps even careless. Landers do not have the luxury of walking out of death unscathed. So several Landers toiled, traded tips and tricks, and got to work securing themselves to the walls. It started as a small gathering of Landers who started keeping weighted rope in their packs and looping it to their belts, almost as if they were to go rock climbing.
Then came the first accident. A Lander fell through a pit and, acting quickly, one of this small group threw his weighted rope towards the falling man, wrapping him up quickly and keeping him from falling any further. With some help, they were able to pull the individual back up. In a night, the rumors spread like wildfire through the Landers. Rumors of a new type of technology and a new means of defending oneself. Not every Lander was keen enough to use the rope, but in no time at all, everyone was contributing. Rope became wire became chain, sliding smoothly from one link to another and benefiting from magitech in order to smoothly retract and operate. It didn't take long for the Adventurers to find out and claim it for their own. And the Landers? They accepted it as that. If the 'immortal hooligans' wanted to pick up skills that could keep people from falling down pits or rocks from crushing the innocent straggler, who would object?
That was, at least, until some kinda rude Adventurers got to work.
Balance!
Several Slinger skills and tactics rely on abusing the environment and, sans falling rocks and giant holes in the ground, often turn into delay tactics. They're not very good fighting alone, even as a DPS. Slingers rely on manipulation of their chains. Disable that device and they're screwed. Slinger weapons are attachments. It's possible to turn a regular weapon into a Slinger attachment in a pinch, but you destroy the weapon forever. The heavier a Slinger's weapon is, the less mobile they get. They can't wear any armor higher than cloth. Even with Blacksmith's 'Heatsink', they can only wear the lightest of chain armor.
Limitations: Slingers can't easily swap weapons, nor can they easily switch from having one long chain and one short to having two medium length chains. It requires an adjustment of the chain magitech weapon itself. Chains tend to be unique and take some getting used to, so while some chains are heavy and lumbering, others can be small and require much more finesse and precision. Slingers vary a fair bit. Also, their attachments greatly influence the speed and strength of any given attack or skill.
Skills!
Tier I [8]
Driving License Passive. Although not a required skill, almost every Slinger will take this skill as it passively improves their ability to manipulate their chain weaponry. With this skill, the range at which chains can be manipulated is increased based on the user's level. Without this skill, a Slinger is lacking knowledge of 'the rules of the road' and is limited to a much shorter range and their other skills suffer.
Sideswipe The Slinger whips one of their chains sideways, slashing and swiping at anyone at the end of the chain's range. Although the damage is not much, the speed is high.
Lane Change The Slinger launches a chain towards a surface and hooks onto it via mana, securing and pulling themselves towards the surface. Although useful as a means of getting around, this skill is not particularly useful against actual opponents as the mana hook fizzles, making this a slow attempt at a stab instead. Pretty good if you want to pretend to be a hero and grab a maiden in danger before running away. Or be a kidnapper.
Junkyard The counterpart to Lane Change, Junkyard sends the chain spiraling around a target to bind them in place. The target has chains wrap around them and breaking free is no easy feat. By continuing to cast this skill, the user can maintain the bind at the cost of being unable to use their chain for anything else. Particularly strong Slingers can attempt to drag a target around. Particularly foolhardly Slingers can watch themselves be flung around if they try to use Junkyard on a target too large or strong.
Right of Way By using a particularly heavy attachment or pulling the chain into a loop for extra weight, the Slinger can slam his chains into a target and knock them down. The knockback potential of this skill is relatively high, making it a good disengage skill.
6 Lane Change A move for only the extremely suicidal. Taking Lane Change and Junkyard together, the Slinger launches himself into the air and slings both his chains towards a target enemy, hooking and wrapping around the target and then forcibly drawing both yourself and the target together. Good for getting on top of the hydra's back. Not so good if the enemy catches your chain and then stabs you as you careen towards them. Or if they fall over and both of you drag yourselves through the dirt. How embarassing.
Loose Cargo Some drivers like to not securely tie things to their cars and then have them fly at you on the highway at 60 miles per hour. As a Slinger, you too can do this. By using one chain to anchor yourself and the other to wrap securely around an object in the environment, a Slinger can rip an object off a tree or the ground and launch it towards a target area. This skill is naturally very strength dependent. Some objects can't be launched. Please stop trying to launch that tree. You look like a fool. Affectionately called 'Four Car Pileup' for those insane enough to try and actually succeed in grabbing lighter mobs and chucking them at other mobs.
Bottleneck Passive. Woah. Rude. Just because someone's gotten into an accident doesn't mean you should just take your attention off the road. In this case, you are the road. Whenever aggro shifts off of you or a target you attacked last round maintains its aggro on a target who is not you, you deal extra damage to that target and apply a minor slow on hit that can stack up to three times.
Jaywalking Toggle. Walk where you want. Who does as they please? You do! With the Jaywalking skill, a Slinger can use his weapons to latch onto almost any surface and remain there, to the point of hiding in strange places or latching onto walls. At Tier II, the Slinger can latch on with her bare hands, and at Tier III, with her legs and hips. Don't try to use this to climb a field boss. It's not advised. Climbing anyone will disrupt the mana and cause the spell to falter.
Tier II [3]
Noise Violation Sometimes, when you're driving, there's this guy who rolls his windows down and blasts out his new-fangled rockyroad hophop dubstop music and it is way too loud. You are that guy now. It is you. Roll down your windows and overcharge your chain gearbox reel system to cause a massive screeching, ringing sound to echo out from your location. Stuns anyone who has their ear to your hip. Everyone else within a moderate distance suffers an accuracy and speed debuff. Except you, because you apparently like this music. Aren't you special?
Highway Chase Many immature Slingers might sing 'neener neener neener' as they cast this skill, but surely you wouldn't do that, would you? Highway Chase is a skill that greatly decreases a Slinger's power in return for sharply increasing speed, making it an ideal skill for running away or getting to any location quickly. Casting any damage dealing skill will cancel this skill. Gotta go fast. Not too fast though, because if the skill is forcibly canceled, the user suffers some physical exhaustion. Manually canceling the skill takes a second. Cooldown 5 minutes, duration 3 minutes.
Traffic Jam Slow down and sob over how you can't seem to move forward any, won't you? A skill best used in wooded areas, Traffic Jam empowers a Slinger's chains to extend and grow, rapidly shooting across the area and creating a web of chains around the area. This naturally disables a Slinger's ability to use other skills, but at the same time, creates a zone that is very hard to move around in, much less escape. A clean set up for a sniper or your off-hand weapon. Or if you just want to make someone cry. That's fine too.
Tier III [1]
Vehicular Manslaughter Sometimes, there comes a moment when a driver succumbs to her road rage. That moment is now. Murder everyone. Both chains extend to be at least 10 meters long and become coated in mana before the reel system goes into overdrive. A Slinger using Vehicular Manslaughter can whip their chains around at lightning speeds, easily wrapping someone up or slicing someone sharply. The high speed and mana coating makes these chains able to slice and some people say the chains are almost alive. The skill lasts 5 seconds, during which the Slinger becomes a maelstrom of activity, a flurry of chains lashing out at anything in range with extreme finesse. It features a long cooldown and a decrease in power for a few minutes after. Also you get a 4 star crime rating.
Extra Notes If you've ever read Tokyo Crazy Paradise, Tsukasa's weapon is very similar to this in many ways. Besides that, uh... If you play League, you can sorta imagine Thresh? If you haven't read/played either of those things, idk.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:46:55 GMT
Animist Whereas the rest of the Unfounded Kingdom had started to undergo a technological revolution, some Adventurers had uncovered some peculiar notes buried in the archives of Londinium. Ancient language possibly dating back to the Alvs spoke about a group of nomadic druids who practiced on the power of nature to change their own bodies. Unfortunately these people have disappeared long ago leaving no record of their true power. After long months of research, researchers finally began to decipher the mysterious secrets of this group. They experimented, went off into the land, and then they found it. An animal spirit invisible to all others, had been found in some ruins thought to be one of the old nomad camps. It spoke to the heart of a pure animal trainer and then it happened. The new class was born: Animist. The animist is a shapeshifter class that fights a lot like monks but with animal contracts like summoners. They rely on nothing but their own body and doesn't deal well wearing lots of armor. Unlike these two classes their stats are more diverse. Animists who made contracts with tougher monsters can become good tanks while others prefer faster and nimbler types. You could say the animist was born to pair together with subclasses like the animal trainers but not necessarily. But this wasn't just some kind of master-pet relationship. For animists, their bond with the animal spirit was as equals. Fighting in tune makes them stronger while angering or arguing with the spirit would make them weaker. Instead animists have to come to a mindset that all of nature was equal. One more thing differs the animist from a class like the summoner. While summons are often personalized by the summoner, animal spirits have their own personalities. So whenever an animist uses their abilities, they are borrowing the powers of an animal spirit. Even if there are multiple animists who think they are talking to their own spirit, it is more like one spirit talking to many. You could even say they are like gods who watch over the land from their world with the animists as their messengers. Obviously some races like werecats, foxtails, and wolfhairs are more expected to make up this class but the animal spirits accept all who wish to take up the power of nature. Advantages: + Not heavily reliant on weapons or even armor + Most Animist skills are toggle-activated and last as long as needed + Diverse range of abilities capable through Animist skills Disadvantages: - Nature of Animist skills makes them mostly limited to melee - No weapon or armor proficiencies when not transformed - No active skills, may require Adventurer skills to supplement fighting style Skills: - Most of these skills are designed for tier 1. Improved versions would come each tier. - Because each group's skills are scattered by tiers, this gives animists some room to take adventurer skills or take the skills of another group. - Each group will have around 5-6 skills per tier, making this class probably one of the largest in total skill count. Most people can easily focus on 1 or 2. Rules of animal spirit contracts: - Only one category (beast, avian, scaled, shelled) at a time. Restriction might lift at tier thresholds. - Only three contracts active at a time. +3 contracts every tier. - Each skill is associated with an animal spirit and the animist can talk with them even when not transformed. Animal spirits have their own personalities, angering them means their skill will be less effective or completely unusable unless something is done. Beast Spirit Evolution: Regulus - Beast Skill. The animist makes a contract with the king of beast spirits, the mighty lion Regulus of Fire. Ruling over the majority of animals in the realm, he is a brave leader who expects his companions to fight with honor and dignity. Making a contract with Regulus allows the animist to start learning the ways of the beast clans. When this skill is toggled, the power of Regulus fills the body. It makes the animist's appearance look more beastlike with features like thicker body hair and pawlike hands. Animists can bite and slash enemies to deal increased damage. When this skill is active, the animist is treated as beast-type. Required skill in order to take other beast skills. Brachial-Thoracic Expansion: Arcturus Beast Skill. The animist evokes the power of the Bear Guardian Arcturus, causing their upper body musculature to thicken. This gives the animist a rather bulked-up appearance, amplifying their arm strength and punching power. This sheer strength comes at the cost of dexterity in the hands as well as increased stamina and effort needed to lift the arms. Possible skills branching: Leaner agile body, increased pain tolerance Rending Claws: Rigel Beast Skill. The animist evokes the power of the Silver Titan Rigel, causing long claws to extend from their hands and feet during a transformed state. The claws extend out a few inches from the knuckles and toes, mincing any foes that come in contact with these bladelike extensions. Possible skills branching: Longer claws, missile claws (fireable from hands, regrow), horns (see skill below) Piercing Horns: Aldebaran Beast Skill. The animist evokes the power of the Chasing Bull Aldebaran, allowing their head to sprout sharp horns a few inches in length. These horns are about as tough as steel both offensively and defensively, allowing for the animist to easily gouge targets after a sudden charge. Protective Hide: Celbalrai Beast Skill. The animist evokes the power of the Shepherd Dog Celbalrai, allowing their body hair to greatly increase in density and covering much of the body in fur. This allows for protection at the level of leather armor without the minor speed restrictions of wearing leather armor. Possible skills branching: Stronger fur (chain armor level), static fur (stuns on touch), needle fur (damages on contact) Slicing Fangs: Castor Beast Skill. The animist evokes the power of the Dual Beaver Castor, causing their canine teeth and jaw to increase in length and size. This gives greater biting force to the level where the animist can even intercept an enemy blade with their own mouth. Possible skills branching: Tusks, Vampirism (drain HP from biting attacks) Avian Spirit Evolution: Altair - Avian Skill. The animist makes a contract with the strategist of avian spirits, the wise eagle Altair of Air. Backed by the birds and winged creatures of the realm, he is a philosopher and scholar at heart, expecting others to keep an open mind and a sharp wit. Making a contract with Altair allows the animist to start learning the ways of the bird clans. When this skill is toggled, the power of Altair fills the body. It makes the animist's appearance look birdlike, replacing body hair with fine feathers, hardening their hands into claws, and forming a beak in place of a nose and mouth. Animists are still flightless at this stage however but can peck and slash enemies with talons that deal increased damage. When this skill is active, the animist is treated as bird-type. Required skill in order to take other avian skills. - Aquila: Eagle. Sprout wings and allows short term flight (up to 10 feet height, max duration 30 seconds before resting) - Tarazed: Falcon. Stronger talons, increased damage when used during flight to swoop on enemies - Deneb: Swan. Shoots feathers from wings as if they were throwing weapons. - Vega: Crane princess. Increases flight and movement speed. Scaled Spirit Evolution: Eltanin - Scaled Skill. The animist makes a contract with the duchess of scaled spirits, the elegant snake Eltanin of Water. Her jurisdiction is the court of the sea, with aquatic creatures at her command. Much as water can bring clarity to a weary soul, she advocates deep thought and knowledge, even if it comes through deceptive means. When this skill is toggled, the power of Eltanin fills the body. It causes the animist's body to look fishlike, making their skin more scaly and letting them move faster when swimming in the water. This provides an early boost in passive defense but no real offensive power till other pacts are made. When this skill is active, the animist is treated as aquatic-type. Required skill in order to take other scaled skills. - Draco: Dragon. Allows animist to breathe flames for a little while. - Fomalhaut: Shark. Increases speed and strength in the water, allows animist to spit out a concentrated burst of water on land. - Hirudo: Leech. Can grab target and slowly drain HP. - Alphard: Hydra. Sprout tails that can whip and grab foes from mid-range. - Lacerta: Lizard. Tougher scales provide physical and magic resistance. Shelled Spirit Evolution: Antares - Shelled Skill. The animist makes a contract with the general of shelled spirits, the stubborn scorpion Antares of Earth. The Shelled primarily consists of insect clans and beings who possess tough exteriors. He is a being that gets down to the point and doesn't stand those who cannot be decisive in their thoughts and actions. When this skill is toggled, the power of Antares fills the body. It causes the animist's body to harden, creating a tough exoskeleton. This transformation makes for the greatest balance of attack and defense boosts among the four major spirit clans. When this skill is active, the animist is treated as insect-type. Required skill in order to take other shelled skills. - Acubens: Crab. Allows for claw growth, increasing physical attack when used to attack. - Aranea: Spider. Grow extra spiderlike limbs to latch onto walls or carry items, little offensive purpose. - Apis: Bee. Release chemicals from body to attract nearby insects to assist the animist. - Scarabaeus: Beetle. Grows a large single horn from the forehead that can deal damage from charges. - Testudo: Turtle. Hardens body to the level of plate armor at the cost of speed. - Vespa: Wasp. Attacks from the animist have a chance of poisoning the target. Offerings to the Spirits Give an object of nature or artifact to the animal spirits. Certain spirits prefer certain types of gifts possessing similar elements. For example, fire spirits such as Regulus respond favorably to gifts like charcoal or firewood. A skill often used to bond with the spirit or to appease it during times of need. Cooldown of 1 hour.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:56:12 GMT
Name: Puppet Master
Equipment: Whips, 1-H Blunt Weapons, Puppets, Leather Armor
Role: Weapon Specialist
Lore: The puppeteers of Elder Tale have unlocked the secrets of puppetry. In the process, they have learned to use them as a substitute for weapons and created skills to make using a puppet more effective. Focused on dealing damage, the Puppet Master is a fearsome adversary. The Puppet Master is able to outfit their puppet as a ranged damage dealer or one fit for close combat. The ranged puppets make use of guns grafted onto their body. The melee puppets can use a variety of one-handed swords that can be dual wielded if desired.
Skills:
Melee Mode:
• Melee Mode: The puppet gains a boost to its attack damage and attack speed when this mode is active. The Puppet Master blocks off 20% of its mana to sustain this mode.
• Controlled Strike: The Puppet Master sends their puppet to attack the opponent with a fierce strike that can inflict critical damage.
• Cut!: A fast strike that draws blood. The initial damage isn’t much, but it causes a bleeding effect that can be stacked up to five times.
• Entertain: The puppet draws agro by doing a silly dance. Nearby monsters take a damage debuff if they engage the puppet in combat.
• Curtain Call: The puppet goes into overdrive and unleashes three vicious strikes against its target. This skill has a long cool down and is best used to end a fight.
Ranged Mode:
• Ranged Mode: The puppet gains a boost to attack speed and critical strike damage when this mode is active. The Puppet Master blocks off 20% of its mana to sustain this mode.
• Splintering Shot: The puppet fires a shot that ricochets after hitting its initial target. It doesn’t draw agro from additional targets.
• Rapid Fire: The puppet opens its mouth to reveal a gun that rapidly fires bullets dealing a medium amount of damage.
• Plot: The puppet gains insight to the targets weak points making critical strikes more likely for a short moment.
• Climax: The puppet’s chest cavity opens to reveal a large gun barrel that fires five shots that deal a large amount of damage. This skill is the best skill that a Ranged puppet can use. It has a long cool down time.
Puppet Master:
• Repair: The Puppet Master can heal a percentage of damage done to its puppet.
• Tune Up: The Puppet Master gives the puppet a movement speed buff.
• Ventriloquism: The Puppet Master can transfer some of its puppets agro to another target.
• Workshop: Blunt Weapon Skill. The Puppet Master bashes the target with their weapon, usually a hammer, stunning them and dealing moderate damage.
• Auto Pilot: The Puppet Master can stop controlling the puppet for a moment to assist it in combat. This last for one minute.
Balance: The Puppet Master is a fantastic damage, but both it and its puppets are very fragile. A few strong hits will take it out quickly, so it must rely on burst damage and evasion to win battles.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:56:35 GMT
Name: Oracle
Equipment: Grimoires, Crystal Ball, Tarot Cards, Staves, Wands, Cloth Armor
Role: Healer
Lore: The Fortuneteller has learned to use the cosmos to turn the tides of combat. Using its ability to peer into the future, the Oracle aides it allies through buffs and healing. The buffs that it grants focus on allowing their allies to avoid damage and reverse it.
Skills:
• Premonition: A buff that grants the target the chance to deal a critical hit on their next strike. The cool down for this skill is long.
• Anticipation: This buff makes the target able to block the next few strikes that come at it for 10 seconds.
• Fortune: This spell grants the target a HoT. It can be stacked with other HoT.
• Divination: Grants an ally a boost to their critical strike chance.
• Insight: The target is able to skillfully dodge attacks for a short time.
• Cosmic Fury: Strikes the target with an orb of light that causes knock back and a decent amount of damage. This attack has a short cool down.
• Prediction: This buff allows the target to be able to know where an enemy will move if it tries to dodge.
• Foreknowledge: Allows the oracle to know one of an enemy’s weaknesses. This can only be used once per thread.
• Preemptive Strike: This allows the Oracle to be the only target seen by enemies, allowing allies to set up attacks.
• Twist of Fate: This spell manipulates the winds of fate to allow an ally to be healed by attacks, but they can be damaged by healing spells. This causes the Oracle to be unable to cast spells for the next 20 seconds. This spell has a very long cool down, but it is extremely useful in determining the outcome of a battle, so it should only be used in dire situations.
Balance: The Oracle is a powerful defensive class, but its skills have medium to long cool downs, which means that Oracle would need to use a bit of foresight when choosing which skills use in a fight. This class has a high amount of evasion and speed, but low health and damage output.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:56:58 GMT
Name: Marksman
Equipment: Crossbow, Short Bow, Long Bow, Throwing Weapons, Guns, Leather Armor
Role: Weapon-Specialist
Lore: The Assassin and Swashbucklers have the option to find using ranged weapons, but the Marksman has taken on a style distinctly all their own. Taking the best from these classes and adding something more, the Marksman can match the Assassin in damage potential. The Marksman stands out for being able to enchant it’s ammo to deal a variety of effects.
Skills:
• Dead Eye: Increases the Marksman’s accuracy and critical hit chance for a short time.
• Poisonous Slug: Enchants the next attack with the poison. The attack can deal damage over time.
• Hot Shot: Enchants the next attack with the fire element. The attack deals fire damage over time.
• Laser Pointer: Enchants the next attack to deal light elemental damage. The attack pierces through defenses.
• Heavy Heart: Enchants the next attack with the earth element and causes knock back.
• Rapid Fire: The marksman can shoot weapons at an increased speed. This is a passive skill.
• Fast Hands: The marksman can reload weapons at a quick rate. This skill is passive.
• Exploding Round: The next shot deals a large amount of damage in a small radius around the target.
• Disabling Shot: The marksman fires at a target’s arm or leg. This disables that limb for a short time.
• April Showers: The marksman fires a shot in the air that multiplies, causing bullets, arrows or throwing weapons to rain down on the battlefield.
• Showdown: The marksman gains clarity as everything slows down around them. They can line up critical attacks easily, guaranteeing a critical strike.
• Long Shot: This skill allows the marksman to shoot an arrow that does more damage the farther away that they are, but farther distances affect the accuracy.
Balance: The Marksman is deadly at a distance, but it is incapable of using melee weapons effectively. They can’t train in other weapon skills. They are decent when it comes to defense due to their medium health and leather armor, but they aren’t built for close quarters.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:57:23 GMT
「Maverick」「Equipment」 | One-Handed Swords, One-Handed Spears/Polearms, One-Handed Axes, One-Handed Blunt Weapons, Bows/Crossbows, Cloth Armor, Leather Armor 「Role」 | Survivalist/Vanguard/Rear Guard. The Maverick focuses on defending themselves and defeating their opponents without help, be it a single enemy or a group. A fight or flight class, you could say. In this respect, the 'fighters' can become Vanguards and Rear Guards for their parties by rushing in, taking down the weaker mobs and drawing the attention of others. 「Lore」 | The Maverick is a class typically undertaken by those who spend their days out in the field endlessly by themselves without teams or support. Because of the necessity of teamwork in Elder Tale, the Maverick was not a very popular role due to its PvP implications and individualistic characteristics which impeded teamwork. Those that Master how to use the Class have become vital players in their own way, able to undertake multiple roles depending on their build. Its freedom of options contributes to its diversity in roles, giving a wider range of playability. Whereas most Classes require team play at higher levels, Maverick is one of the few that can still solo at high levels. 「Balance」 | With a stat distribution focusing on an even spread, the Maverick sacrifices specialization for variety. Main disadvantages are the lack of armor rating due to the limited armor choices, inability to use two-handed weapons (besides bows) to deal high damage, unable to use shields or dual-wielding one-handed weapons without penalty and the lack of magic attacks. In return, they are nimble and very capable of looking after themselves. Skills have short cooldowns and range from single-target, multi-target, distance attacks and AoE spells. In return for the range and quick use of the skills, they have negative effects on team-members or reduced efficiency when in a party. 「Skills」 | | Offensive | {Standoff}With a ranged weapon equipped, the Maverick Readies the first shot. With a cast time of 1.5 seconds, it doesn't appear very different from a normal attack except that the weapon glows in response. When the first short is released, the maverick reloads as if there were already a second shot loaded and fires. While the first shot will be accurate, the second shot loses some accuracy in exchange for dealing extra damage. Has a cooldown of 20 seconds. {Double-Up}With a melee weapon equipped and a second one at the ready, the Maverick tosses the secondary melee weapon five meters away in their choice of direction. As the weapon reaches its apex, the user does a single dash, single slash towards where the weapon lands. Upon arriving at the landing spot, they will sheathe their primary weapon, catch their secondary, and then repeat the dash to their beginning position. The animation time is 2 seconds per dash, 4 seconds all up and a cooldown of 20 seconds. Damage is increased by x1.2 which may appear insignificant, but the strength is in the versatility. Will strike allies along the way. {Duality}Similar to Double-Up, the user equips a secondary melee weapon which they toss in their choice of direction and then dash after it, attacking opponents along the way. Putting away the primary and grabbing the secondary weapon, the Maverick instead dashes in another direction of their choice, but cannot go to their rear. Animation time is 4 seconds altogether with a cooldown of 40 seconds and a damage increase of x1.5. Attack also strikes any allies in the path. {Tempest Strike}With an animation time of 3 seconds, the Maverick attacks rapidly with a melee weapon equipped, striking any opponent in 180 degrees in front of them up to a range of 5 meters, dealing a single chunk of damage with a modifier of x1.5. Any allies in the attack zone will be hurt. Has a cooldown of 40 seconds. {Mad Dash}For those large mobs that are hard to take down without a spellcaster or AoE spells, the Maverick instead has the Mad Dash. With a melee weapon equipped, the user begins dashing across the entire battlefield, striking everyone in their path. With the increased movement speed, they become hard to dodge. Although the attacks only deal 3/4 their original damage, the quantity of attacks that can be made during the skill can be much more beneficial, especially against multiple enemies. Has an animation time of 5 seconds and a cooldown of 2 minutes. The maximum amount of dashes that can be made are 15, three per second, and a distance of 5 meters per dash. The Maverick will be unable to move from their spot for five seconds following the end of the skill. Can also be used to escape. {Frenzy Fire}Using a ranged weapon, the Maverick activates this first skill which sends a shockwave arrow in a chosen direction. This arrow can travel a distance of 15m and doesn't stop until it reaches the end, striking anyone who is in its path or shockwave radius which has the width of a sword slash. This skill does normal damage but increases the aggro towards the user and can hurt allies as well. The primary advantage is that it can be used a maximum of five times in succession before the cooldown comes into effect. Cooldown is 45 seconds. {Celestial Storm}Using a melee weapon, the Maverick targets a single enemy and unleashes a fury of strikes, numbering up to 15, on the opponent. It has an animation time of 5 seconds with which the opponent can attempt to guard or interrupt the skill, either from internal or external interference. The damage dealt per strike is x1.5 the standard attack, making it a powerful single-target attack. Should the opponent survive, they will be stunned for two seconds, whereas the Maverick will be immobile for five. If not prepared for retaliation, or fighting without support and surrounded by enemies, the Maverick will quickly die. Cooldown of 2 minutes. | Defensive | {Misguided}Using a Melee or Ranged weapon, the Maverick attacks any target and deals half of their normal damage. In return, all current aggro is passed on to the target. If the target is an opponent (Not in a party with him/her), they will attack the nearest opponent aside from the caster. That target could be their ally or the caster's ally. If used on an ally, those whose aggro was directed at the Maverick will instead attack the new target. In both cases, the target cannot change battle opponents for 20 seconds. Has a 60 second cooldown. {Backtrack}In order to avoid an attack, the Maverick can activate this skill to quickly dash backwards. They can only move in a direction their back is facing, so they cannot move forwards. Likewise, if they aren't careful, they may dash into a wall or off a cliff. Maximum distance of 5m, 15 second cooldown. {Slacken}This skill causes everyone, meaning opponents, allies and the Maverick themselves to drop everything in their hands. That is to say, their grips 'slacken', causing them to let go of their equipment. Has a 3 minute cooldown. Everyone is disarmed for five seconds, after which they can grab their weapons off the ground (assuming they didn't drop them down a cavern). {Over-Assist}Defensive Skill which, when activated, moves the user's current weapon into the path of an oncoming attack at inhuman to block it. Most effective against an oncoming skill. If used well enough, it can break the opponent's skill mid-strike, otherwise it simply reduces the amount of damage taken. Has a 2 minute cooldown. {Vanguard}Skill which, when activated, raises the movement speed by x1.5 and defense by x1.5 in exchange for reduced damage to x0.75 normal and aggro is doubled towards the Maverick. Best used when rushing in to battle and setting up a large attack. Lasts for 30 seconds and has a cooldown of 2 minutes. | Counters | {Reversal}Dodges a melee attack and slides around the opponent into a blind spot. The Maverick has to use this at the right time in order to avoid the attack as activating early allows the opponent to react to your movements, and using too late will cause you to be hit by their attack and render yourself vulnerable. The highest advantage of this skill is that it can be used in the air and underwater, having a much more elegant execution to it. Has a cooldown of 1 minute. {Throwdown}Counters a charging opponent using bare hands and throws them to the ground. Cannot be used to counter another skill. When unarmed and up against a single opponent, this counter allows the user to avoid an attack and down an opponent in one movement. Has a cooldown of 1 minute. {Iron Shackle}Avoids an attack and retaliates by wrapping arms and legs around target. Can be used on a downed enemy. Best used in a team. Not advised to be used when surrounded by enemies. Deals damage by restricting opponent's movement and then 'snapping' a limb to cause damage with no Damage over Time. Cooldown of 1 minute. Maximum animation time of 3 seconds. {Pin Cushion}With a ranged weapon equipped, avoids an attack and then stabs current ammunition into the opponent, pulling out and loading it, ready to shoot. Low damage, minor stun. Does not fire ammunition after loading, but merely prepares it to be used. Cooldown of 2 minutes. {Rear-Guard}When activated, raises the armor and damage of the Maverick by x1.5 and forces nearby enemies to attack him. Target cannot be changed for a short duration and affected opponents have reduced damage to party members but increased damage to the Maverick. {Flat Counter}A counter used with a melee weapon that strikes the target with the flat or back of the blade, the blunt side. Deals no damage at all but knocks the target back a few meters. Has a 15 second cooldown. Most effective against a single target. In groups, it takes too long to repeat. {Slap-Shot}A counter used with a melee weapon that smacks the target using the weapon in an unorthodox way. Deals half damage, but causes knockback of up to a few meters. Has a 15 second cooldown. Most effective against a single target. In groups, it takes too long to repeat. Note that Flat Counter and Slap-Shot are ideas based on a real MMORPG I played where there were multiple "counter" skills that could be gained overtime. In that game, counter's had a half-second cast time and then activated once certain attack types were used against you. With 2 of these counters hotkey'd, you could essentially continue rotating between them to slowly defeat an enemy 1 on 1. Sometimes a third would be needed. Each counter had a separate trait to it. eg: Basic did damage, Back of the Sword did no damage, poison counter, almighty counter (more dmg), and all did knockback. | Support | {Reload}Swaps out weapons instantly using a custom quick-slot allotted to the skill. Allows for up to three weapons, four including currently equipped, to be quickly accessed, but only on a set rotation. If a weapon is dropped, that slot defaults to fists. Has a cooldown of 30 seconds. {Shadow Drive}Rushes towards an enemy and dashes around them in the blink of an eye. The maximum dash distance is 5 meters. Requires that there be clearance either to the side or underneath the target. Can activate either way, but obstructions will cause the Maverick to stop right next to the enemy. {Resupply}A gambling skill which is meant to resupply the user. Counter-productive to those that have a lot in their inventory, Resupply randomly equips an armor or weapon, or may even place a random item in their off-hand. Has a 30 second cooldown. {Salting Wounds}Rubbing Salt into a wound. Gathers the aggro of a single target to make it easier to hook them into a trap. Also reduces the target's defense by 15%. Has a cooldown of 30 seconds. Doesn't stack. {Insult to Injury}AoE aggro skill which gathers the aggro of all nearby enemies. Just like taunting an enemy, it also gives the user a movement speed boost in order to run away from them. Has a duration of 10 seconds, at which point aggro can be applied by others again. Has a cooldown of 1 minute. {No Pain, No Game}When under 20% health, can activate skill. All enemies in AoE, and those attacking party members are forced to attack the Maverick. Raises Defense, movement speed, and all tier I and tier II skills have their cooldowns refreshed. Has a 5 minute cooldown and lasts 30 seconds. {No Game, No Life}When under 20% health, can activate skill. Everyone, enemy and allied, within a 15m radius will be forced to attack the person closest to them. Doubles everyone's attack and targets cannot be changed for 30 seconds. The Maverick gains doubled movement speed for the duration. Has a cooldown of 5 minutes. | Passive | {Lone Wolf}Toggle skill. Aura which increases the Mavericks movement speed, attack speed and defense by 10%, but debuffs anyone partied with him for the same stats and percentages. {Overbearing Presence}Toggle skill. Aura which debuffs enemies and allies alike, reducing their attack and movement speed by 10%. Has no bonuses to the Maverick. {Duelist}When fighting a single target only, increases the damage of the Maverick by 10%. {Survivalist}Fighting style. Increases movement speed by 10% for 5 seconds after the use of any active skills. Stacks up to 3 times. {Improvised Act}Personal Buff. User can turn anything they find into a weapon, within reason. eg: A stick. Improvised weapons have a damage boost. Also affects rocks that can be thrown, increasing their damage.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
|
Post by Murasaki on Aug 24, 2014 0:58:08 GMT
NAMEEvokerEQUIPMENTArmor: Light Equipment, i.e. Cloth, Leather Weapon: No weapon types compatible.ROLEEvokers act in an almost indifferent way to Summoners; however, with limits to one Summon at a time, Evokers must be able to utilize their specialized summons, Invocations, in the correct situation. With high damage, high armor summons, Evokers will be able to handle solo situations as well as support and aid teammates when combat arises.
Acts as a mid-range to close-range off-tank DPS magician with summoning potentials; however, what makes the Evoker different from the Summoner is that unlike the Summoner, Evokers' only offense is through their summon, an Invocation. The Invocation takes the form of a humanoid entity, working for its master in any way they deem. The Evoker, in battle, uses their Invocations in offensive and defensive maneuvers. LOREThe Evoker is a class that was discovered by Summoners that had taken to a more humanitarian approach towards the world of Elder Tale: drawing upon the spirits to aid them in everyday work in Londinium from cooking to tailoring. As time passed, these Summoners eventually took notice that their Summons had started taking more humane forms, and with that, it only took a matter of days as their class began to form into what is now known as the Evoker. SkillsTier I{Spoiler}Ancestral Power Buff. Using this skill adds an arrangement of buffs to the current released Invocation; however, if no Invocation is summoned when this skill is activated, then the cooldown to summon an Invocation will be brought down to 5 seconds. When using this to buff the Brawler Invocation, the Brawler will gain a boost to its attack damage and also has a small percentage to silence and blind the enemy the Brawler is attacking. When using this to buff the Magician Invocation, the Magician will gain a boost to its magic power, increasing its spells' damage as well as leaving a AoE damage-over-time fire spell on the ground on each attack. When using this to buff the Fighter Invocation, the Fighter will gain a boost to its health and will gain an additional armor, being able to tank more attacks from the opposition. When using this to buff the Scout Invocation, the Scout will gain a boost to its movement speed and will deliver attacks from both close-range and mid-range faster. This skill has a casting time of 1 second and a cooldown of 2 minutes.
Barrier A skill usable only by the Magician and Fighter Invocations. If this skill is used by the Magician, it will create an energy-based wall at a chosen location at a mid-close range distance. This will block any attacks and advancements, but if taken damage-over-time or heavy damage, then the barrier will break apart, leaving the enemy to advance its attacks once more. This wall will increases in size and becomes more durable based on level of the Evoker: at level 1-30, the wall has a small amount of durability, taking up to five hits and controls a small amount of space; at levels 31-60, the wall has a medium amount of durability, taking up to twenty hits and controls a medium amount of space; at levels 61-90+, the wall has a large amount of durability, taking up to fifty hits and controls a large amount of space. If this skill is used by the Fighter, then the Fighter's shield will grow in size, as shown by the energy-based barrier around it. When Barrier is activated with the Invocation Fighter on, then the Fighter will take severely less damage when it's attacked. This skill has a duration of 20 seconds and a cooldown of 1 minute.
Bash Breaker is a skill that is limited to the Invocations-Fighter and Brawler. When used by the Fighter, it will use its shield to attack the targeted enemy, knocking their guard away and immediately taking a defensive stance with its shield at the ready. If used by the Brawler, the Invocation will toss out a back-fist at the opposition, dealing heavy damage in a single strike as well as knocking an enemy's shield away if it wields one. This skill has an animation time 3 seconds and a cooldown of 20 seconds.
Buster A Brawler-locked skill. By using this skill, the Brawler will take one step forward, releasing forth a powered-up elbow strike towards the enemy. The skill has an animation time of 1 second and a cooldown of 15 seconds.
Defensive Offense Fighter-only skill. Activating this skill causes the Fighter to lose its sword and dual-wield its shield. With this, the Fighter gains buffs in its defense and health. This skill has a duration of 1 minute and a cooldown of 2 minutes.
Force Edge A Magician-only skill. Activating this skill causes the Invocation to create a bolt of lightning in its hands, tossing it at an enem Force Edge deals heavy damage as well as well as having a great amount of missile speed. This skill has a casting time of 1 second and a cooldown of 20 seconds.
Frost A Magician-locked skill. Using this skill causes the Invocation-Magician to cast a line of ice spikes across the ground in a straight direction; however, the distance the spell travels is only about three metres long. Once the spikes reach max distance, they will start to decay in two seconds, leaving a layer of ice on the ground behind which slow all enemy movement for three seconds. This skill has a casting time of 1 second and a cooldown of 25 seconds.
Grapple Brawler-only skill. Activating this skill causes the Brawler to grab the closest enemy and then performing three different variations of throws based on the Evoker's level, each doing a severe amount of damage based on the level of the throw. At level 1-30, the Brawler will perform a normal suplex throw. At level 31-60, the Brawler will grapple onto the enemy, spin them in the air in a similar manner to a tornado and toss them in any given direction. At level 61-90+, the Brawler will grab the enemy, lock its hands in after turning the enemy towards an upside-down position, and leap into the air, spinning violently with momentum before slamming down onto the ground with the enemy's head first. The skill has an animation time of 4 seconds and a cooldown of 30 seconds.
Guardian Field A Fighter-only skill. When used, the Fighter plants its shield into the ground, summoning a barrier in a small perimeter around it. As long as this barrier remains in place, then anyone who resides inside the field is healed slowly over the duration of the shield; however, the shield can be broken if dealt enough damage. This skill has a duration of 10 seconds and a cooldown of 1 minute.
Hidden Strike Scout-specific skill. Activating this skill causes the Scout to invisible and move around in a certain period of time. This skill can be deactivated during the duration, but will still have the full cooldown. If the Scout performs and skill or attack during the duration of this skill, then the Scout will lose invisibility; however, if the Invocation surprises and attacks an enemy before the duration ends, then the attack will deal bonus damage. This skill has a duration of 10 seconds and a cooldown of 1 minute.
Rapid Fire A buff skill that is only usable with the Invocations Magician and Scout. Activating this will increase the attack speed of both Magician and the Scout, primarily their long-ranged attacks and lower the cooldown on their attack skills by 10%. This skill has a duration of 5 seconds and a cooldown of 30 seconds.
Respect? Fighter-specific skill. Using this skill will cause the Invocation to taunt the opposition in any manner the Evoker commands it to with the default action being a thumbs-down. Respect will draw aggro towards the Fighter if any opposition sees the taunt by the Fighter. This skill has an animation time of 3 seconds and a cooldown of 15 seconds.
Rushdown A skill that enables close-range engagement in almost an instant with the required Invocations Brawler and Fighter. Increases movement speed by a large amount for a short period of 2 seconds, allowing the Invocation to quickly close distance between the enemy and itself. If the Brawler Invocation enacts this skill and is close enough to an enemy before the skill's movement speed ends, the Brawler will attack the enemy for five quick consecutive hits. If the Fighter Invocation enacts this skill and is close enough to an enemy for the skill before the skill's movement speed ends, the Fighter will knock the enemy back with its shield. This skill's attack has an animation time of 1 second and the skill has a cooldown time of 20 seconds.
Scatter Using this skill requires either the Invocations- Magician or Scout. When using this skill with the Magician Invocation, the Invocation will fire out four separate spells: a large fireball, a lightning spear, an ice bolt, and a wind slash in a 60° cone. When using this skill with the Scout Invocation, the Invocation will draw upon its bow, firing out three arrows in a 45° cone. This skill has an animation time of 2.5 seconds and a cooldown of 20 seconds.
Slam A Brawler attack that allows the Invocation to jump anywhere from a short distance to a large distance, landing at a target location with a large impact. The impact carries a slight AoE distance around the Brawler, drawing aggro towards it and knocking down any enemies in the area of where the Brawler lands. The skill has a animation time of 1.5 seconds and cooldown of 20 seconds.
Summon Invocation – Brawler The Evoker's primary use of attack in close-range distances, the Brawler holds a form similar to any boxer or brawler. The Brawler's appearance not only holds details similar to boxers, but also contains heavy reflections of the Evoker themself. itself. As with the name, the Brawler uses its fists and legs for primary attack. When summoning the Invocation, the Evoker becomes locked into their current position, unable to move as they give orders to their Invocation to carry out. The Evoker can withdraw their Invocation, having it join one with its master after ten seconds have passed or until their entire mana bar is drained. Each Invocation drains a small amount of mana per second when it is summoned and has its own health bar. After an Invocation is withdrawn, an Invocation can only be summoned after twenty seconds.
Summon Invocation – Magician Summoning the Magician allows the Evoker to command the Invocation to use a variety of magic as its basic attacks; however, unlike magic skills that Sorcerers and the like use, the Magician's magic is far weaker without its skills to back it up. The Magician's appearance holds details similar to a typical mage, robed and cloaked as well as holding heavy reflections of the Evoker themself. When summoning the Invocation, the Evoker becomes locked into their current position, unable to move as they give orders to their Invocation to carry out. The Evoker can withdraw their Invocation, having it join one with its master after ten seconds have passed or until their entire mana bar is drained. Each Invocation drains a small amount of mana per second when it is summoned and has its own health bar. After an Invocation is withdrawn, an Invocation can only be summoned after twenty seconds.
Summon Invocation – Fighter The Evoker summons the Fighter Invocation, utilizing the summon in a manner most suited towards defense; however, damage with the Fighter is miniscule and should be used in cases when the Evoker is in a party. The Fighter's appearance takes on the clothing of a soldier in plate, tipped off with a shield in its dominant hand, reflected of the Evoker's, and a sword in its off-hand; its appearance also takes heavy reflections of the Evoker, mostly being in size and figure. Each Invocation drains a small amount of mana per second when it is summoned and has its own health bar. After an Invocation is withdrawn, an Invocation can only be summoned after twenty seconds.
Summon Invocation – Scout The power of the Scout allows the Evoker to perform swift attacks on the enemy from a distance as well as in a close-range; however, the damage the Scout does is more than its defensive counter- part, and is less than its offensive counter-parts. The Scout's appearance takes upon the design of a soldier in cloth armor with a bow and arrows as well as a longsword as a close-ranged weapon; its appearance takes takes reflections from that of the Evoker, mainly in that of its facial appearance. Each Invocation drains a small amount of mana per second when it is summoned and has its own health bar. After an Invocation is withdrawn, an Invocation can only be summoned after twenty seconds.
Swiftness A Scout-only skill. When Swiftness is activated, the Invocation will be granted additional movement speed and a higher chance to be able to dodge enemy attacks. This skill has a duration of 5 seconds and a cooldown of 45 seconds.
Vision Scout-only skill. One of the earliest forms of controlling an Invocation, using this skill allows the Evoker to be able to follow the eyes of their Scout Invocation, being able to spy on the enemy from a distance using this Invocation, i.e. their HP/MP/Class/etc. become available for examination. This skill has a duration of 30 seconds and a cooldown of 1 minute.
Tier II{Spoiler}Crossflame A Magician-specific skill. Activating Crossflame has the Magician concentrate power into one spell, charging for a period of time. Once the charging is finished, the Magician will shoot out a large flaming orb at the opposition. This skill has a casting time of 3 seconds and a cooldown of 45 seconds.
Persona Buff. Can only be used when an Invocation is summoned. Once Persona is used, the Invocation that is summoned will teleport behind the Evoker, and the Evoker will gain total control of the Invocation. As a result of the connection, both the Invocation and the Evoker share HP and stats, making the Evoker safe to battle beside its Invocation; however, Persona causes the Evoker to be limited to a 3 metre mark with its Invocation, until the duration is over. This skill has a duration of 1 minute and a cooldown of 5 minutes.
Soaring Dance A Scout-specific skill. Soaring Dance increases the Scout's attacks in two manners: when using its bow, the Scout will fire double the number of arrows it fires in its attacks as well as in its skills, and the Scout will draw two shortswords instead of one in close-range combat, effectively increasing attack speed and damage. This skill has a duration of 20 seconds and a cooldown of 1 minute.
The Wall A Fighter-specific skill. Using this skill causes the Fighter to create a copy of its shield, discarding its sword for the duration of the move for a boost in armor and defense. Can be used in conjunction with Defensive Offense, and the sort. This skill has a duration of 90 seconds and a cooldown of 3 minutes.
Tyrant Rave A Brawler-specific skill. When this skill is used, the Brawler will perform an uppercut on a targeted enemy, effectively placing it in a juggle state in which the Brawler will throw hundreds of punches at the enemy and ending with a strong straight, dealing immense damage; however, if a physical attack skill is off cooldown, then it can be used to replace the last attack for a chain. This skill has an animation time of 8 seconds and a cooldown of 1 minute.
BALANCEAlthough the Evoker is able to cover close-range combat and mid-range combat from a distance, perform as a DPS and a tank with its Invocations, the Evoker is constantly drained of his mana when his Invocation is summoned. Along with the mana taken from skills, this becomes a very tactical issue when the Evoker is low on MP. Not only is the Evoker's mana drained constantly, but also the class' HP is immensely lower than most, which is why a good hiding spot that covers vision on its Invocation is a place most needed by the class. Another disadvantage that the Evoker has is that even though the Evoker's Invocations can do all the damage and tank for the player himself, the player has no way of dealing damage and also has no heavy defense to deal with attacks, relying on its allies to support it while its summons deal damage.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:59:00 GMT
Note: The original form of this APP was way more specific but I rewrote it and 18 skills to be more flexible to whatever system you put in place. Originally I had written 50 skills. They are based on all sorts of cultures before civilization came and altered combat. They represent the Barbarians, Aztecs, Zulu Warriors, Desert Bandit Tribes etc etc, the class as a whole is the more Tribal side of war, unlike Knights and Samurais and Shaman, or nearly any other class here, which are representations of orderly combat and discipline, they are more gutsy warriors. Masters of a unique instinct honed in violent confrontations to the death battle, to form someone who does not study the way of the warrior but rather IS the way of the warrior. This discipline of being undisciplined leads to the other in turn. Allowing Savages to represent large and powerful cultures such as the Aztecs and Zulus... Whom only lost mainly due to technological differences, and disease. Name: Savage Equipment: Blunt Weapons, Swords, Axes, Spears, Small Shields, Leather Armor Role: Easily describable as a Damage, DPS or utility class. They specialize in skills that turn the tides of battle greatly depending on when they are performed. Just as a ritual in real life is usually performed at certain times in the year, the savage performs their rituals in certain situations during a battle. They make up a unique concept in battle. While normally a class chooses a specialty and tries to overcome others with it, butting heads with battle ideology, the savage seeks to simply win and trample the enemy. So seperating an enemy from advantage in unique ways is the game. Trampling on the very virtues of being a Guardian, Samurai, Monster or Lander. The motto being "I will survive!" Lore: Many things are forgotten or unused, new classes or skills were to be implemented but never did, they sat there. Doing nothing, either as a concept on a piece of paper or a file that was never really used anywhere. When the Apocalypse happened many of these "secrets" were accidentally discovered merged and then became the Savage class. With developer inspirations coming from all sorts of places this class also takes a mish-mashed approach however with the worlds new lore and mythology, these were all somehow blended into a seemless form. Being the knowledge passed down by great clans and warrior spirits of old. Skills: {Spoiler}*1.* Skill: Creation of the Sun Tier I
Once this skill is activated the user recieves a strength and death debuff and a blue flame aura, this aura does no damage.
After 3 turns the death debuff kicks in and kills the user with the fire, only to revive them on the next turn with 50%
health. After they are brought back, any debuffs they had before death are inverted into buffs. The revive animation
is the blue flame aura gathering their essense, turning green, then the user emerges from it. At tier II the user also does
optional bonus fire damage once revived, and at tier III once revived the user gains a light aura that does damage to
enemies.
*2.* Skill: Jaguar King's Echoe Tier II
A skill for manipulating Aggro. The user will release a powerful roar like a shockwave wall, strong enough that it does
knockback and wind element damage. Plus this skill is twice as effective indoors because it echoes. Monsters hit by this
skill will drop a huge amount of Aggro from the user. Some bosses, Landers and Adventurers hit by this skill will gain
the "Fear" Mind debuff for 3 turns. This lasts the entire battle if they were hit by Roaring Strike, and drops the amount
of damage they do to the user as if they were resistant to them by 1 stage. This skills takes a lot of energy however.
*3.* Skill: Whip-Poor-Will Tier II
A skill so bold as to take advantage of comebacks. Every time a healing skill is used within 3 seconds of activating this
attack the user's weapon will glow and be coated in blue fire. This heals the user very minorly and causes the enemy to be
healed for 50% less health if hit. However if the skill was a revival skill, the the user gains a general attack buff, and a
critical chance buff against that enemy on top of those effects, and a unique animation plays. The users hands and feet
turn solid black and their eyes glow. When neither condition is fulfilled the first animation plays and the user simply
attacks though for veryslightly increased damage. This skill can be used often and boasts a low cool-down.
*4.* Skill: Domain of the Beasts Tier III
A holy skill activated by communing with powers far greater than the Savage himself. A wide field with trees is generated a
s a mid air phantasm only the user and enemy can see, and the user can touch this as though it were solid. The trees form a
ring shaped barrier on the outer ring and this field stays relative to the enemy. So according to the user, they are never
above them. Because all areas below the target are filled in with the grassy field, allowing them to be traversed. This
barrier only protects from flying melee attacks from other enemies, and prevents the user from escaping once they've
challenged the enemy in this new domain, unless they cancel the skill.
*5.* Skill: Roaring Strike Tier I
The user lets loose a fierce battle roar during an attack. This allows for a moderate damage bonus. This skill boasts no
cast time nor any cooldown. The downside is that it has a cost, but worse yet, causes nearby monsters to increase
Aggro and monsters that wouldn't have noticed them before will auto-aggro the target if within earshot. Thus it is not
an ideal skill to spam.
*6.* Skill: Battle Trance Tier II
A trance attained by those who eat, drink and even sleep for battle. It induces both a sleep status and a sleep-walk status
when activated. This status causes the auto-attack skill to activate and target the nearest enemy, regardless if the user
was aware of its presence or not. This skill can also be activated while the user is already asleep. Activating this skill
in this way causes the sleep status to last 25% longer rounded up. The sleep induced by this skill lasts 2 turns.
*7.* Skill: Violent Ambush Tier I
The user first charges their nerve waiting for their moment and then strikes the enemy. For every turn the user waits this
skill gains 5% extra damage, 10% if blind. Plus detecting the user by listening, vibration etc does not work during this
attack.
*8.* Skill: Violent Flanking Tier I
The user attacks while also quickly moving to the side of the enemy. A skill ideal for charging enemies or performing party
combos where you do not want to be in someone's way. It shines best for gaing the upper-hand during mutual attacks.
*9.* Skill: Accepting Death Tier II
A Savage will survive, or they will fight to the death... if it is the latter, then they will take their enemies with them.
Party members are moved by this spirit and in turn their morale is boosted. Once activated the user's HP heals by a slight
amount, however the damage output of the entire party is increased, and they gain a HP Regen buff for 4 turns. Be careful
though, this skill can only be used once an entire battle, and when the Regen is active the user cannot escape, plus
Call of Home is disabled for the rest of the day. It's also very easy for party members to be inspired to victory. At
Tier III the entire party also gains a small speed buff.
*10.* Skill: Domain of the Birds Tier III
A holy skill activated by communing with powers far greater than the Savage himself. The area beneath the user's feet is
covered in a phantasm, depicting the sky and current weather. Then a phantasmal "Portal" appears either above the battle
area or as the current ceiling, also depicting the sky. Whenever the user takes any damage, they are sucked into the floor
and shot out of the portal at the enemy. Though the user always comes downward the trajectory is adjustable as the can pick
from where the are released from the portal, and what direction they are traveling. This skill effectively allows a man to
attack in a manner similar to flock of birds. When one is being attacked the next takes advantage of the opening.
*11.* Skill: Fight and Flight Tier I
Toggle Skill. When active the user recieves a massive boost to their movement speed, and a major drop in damage output.
When not active it passively raises their evasion by a very little amount. A skill created by staff due to Savages being,
too focused on going right in and typically dying very soon. The name is actually a hidden sarcastic remark.
*12.* Skill: Aeriel Double Dance Tier II
A two fold attack. It starts by allowing the user to very quickly jump between close objects. Once the user has idirectly
closed the gap they proceed with a standard attack, this attack does bonus damage due to having momentum. However this
isn't the end, this skill can immediately be recast a second time. Meaning it suffers a cooldown every other use, so long
as it's activation is within 3 seconds the second time. What make the second cast special is that the attack animation can
be replaced with the animation of another compatible skill. Resulting in an accuracy bonus.
*13.* Skill: Violent Crash Tier I
The user puts a lot of power into an attack. This causes a very heavy knockback and can even serve as a utility skill. This
knockback at first can send small targets flying, doint bonus terrain and even fall damage depending. At Tier II average
size enemies can be sent flying and the user can strike the ground to do AoE terrain damage to enemies. At Tier III this
skill in unaffected by size or power. At Tier III due to the size of Giant enemies hitbox it's not uncommon for savages
to use this skill defensively, attacking an attack and stopping it in its tracks.
*14.* Skill: Violent Swing Tier I
The user releases an attack at the enemies skull. If the target was using a skill than the skill goes straight to cooldown
without even activating, this only works when activated before the enemies skill takes effect. If this skill scores a
critical hit then the enemy is also stunned for 2 seconds.
*15.* Skill: Violent Shave Tier I
A skill with a long charge time. While it may take a while to use it's still an incredibly useful skill to have. Right
after the user very quickly swings their weapon, whatever equipment the enemy has is quickly smashed and temporarily
useless unless a fix is made by the appropriate method, usually by crafting class skills. If this skill is deflected or
stopped somehow by a weapon, be it a skill ETC, the the weapons grind together releasing a giant wave of blue sparks in the
enemies direction. This does damage and blind effect for 1 second.
*16.* Skill: Feeding Frenzy Tier I
The user will close there eyes, this blocks their sight but this skill amplifies their sense of smell. With this new level
of smell the user can track enemies relatively quickly depending on the enemy. First is by sweat, any enemy who has engaged
in battle for more than a few rounds can be tracked. Second is through injury, either their own or the enemies. If the
enemy has been injured at any point that day, they can be tracked. If they have injured anyone that day, they can be tracked
for as long as they have that weapon equipped. Finally any enemy detected is viewable both by a "Scent" trail only the user
can "see," and on the map by the whole party.
*17.* Skill: Arms Race Tier I
This skill when cast allows for the animation of one attack or skill to lead to another attack or skill directly. This is
done by activating that skill, then this skill, and then the next before this skill finishes. This also allows the user to
delay a skills activation by a little bit, each skill chained to this skill gains +5 seconds in cooldown.
*18.* Skill: Violent Wave Tier I
This skill causes elemental skills thrown at the user to be "caught" by their weapon and thrown back. The weapon must by at
least within 10 levels of the enemy and be of the opposing element. Such as fire skills for example being thrown back by a
water weapon. At tier III the weapon may be of the same element as the skill, this now applies to non-elemental skills and
the weapon needs to be within 15 levels of the enemy. Balance: Unlike other classes that specialize in husbanding ones strength, this class specializes in seperating the enemy from theres. Thus on its own the skills offer very little advantage, and rely on situation. Even skills that offer a decent advantage on its own, usually have easy methods of countering them or also create a weakness somewhere else to be exploited or both. A class that emphasized the double edged sword, having damage potential but a gaping hole for armor and defense, fast yet limited in weapon selections. A very skill driven class. A general weakness that is almost universal is wars of attrition and giant mobs. They may have pretty good health but this is heavily offset by lack of armor and defense.
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Aug 24, 2014 0:59:42 GMT
Class: Observer Equipment: Weapons: All ranged weapons, Knives and Crystal Orbs Armour: Light Role: Utility, Support, Control Lore: The Observers were Originally Archers sworn to defend the land without any prejudice of what new rising kingdom was trying to stabilize on the shores of this land of Unfounded Kingdoms. When the monsters arrived they found there bows and arrows were not enough to defend those they were sworn to protect. And so they took up any amounts of magic training and new weapons they could find to help enhance their ability to save lives. This Mainly came down to illusions to help hide those they were sworn to protect and those spells they could learn to improve their perspective on things as being able to see more meant they could shoot more. Balance: Largely the skills have either large cool downs, take a lot of time to fully gain the advantages of or rely upon the user to think around ways of taking advantage of skills. Majority of the skills are Utility skills that can be used to aid prior to combat or in preparation for combat and those that are combat skills deal largely with controlling situations and attacking with less damage than most other with their offensive skills. Defense also largely rely on timing and concentration and so with the action point system would likely be able to either attack or defend but not both. Skills: {Spoiler - Click here to view}Tier I
Dark Vision
Tier I Toggle Skill
While Active the user perceives all that is covered in darkness in the high definition light would usually give while all light touches in shades surfaces in whites. Looking at sources of Light can give the effect of dizziness, confusion or short term blindness depending on how much brighter they seem in this view. With every Tier this skill increase so does the details you can perceive past that which a normal eye in light could. Deactivating this starts the cool down of 30mins. Taking in darkness into one’s own vision to help protect the world from darkness some have called observers hypocrites and thieves thanks to this skill.
Orb-server viewing
Tier I Touch/Channelling skill
Touch: Activating this targets the object you are touching in your Off-hand as the new target of the skill.
Channelling: While channelling the user may perceive the world through this object as if it was their eyes be able rotate the view without a mouse and arrow keys leaves this to the mind but it is still possible with concentration and some practice. If this skill is used with a Crystal Orb or the user has reached Tier II Skills the user may move the object along the ground while in this state. At Tier III the user may move the object through the air. This uses 1MP for every second of channelling Time.
Critical Analysis
Tier I Channelling Skill
While observing a target, for every 10sec of channelling on that target, increase Critical Hit chance against it by 3%, this will use up 3MP per second. Thanks to the knowledge about the individuals that are targeted with this analysis. Users known to take advantage of this analysis are usually nicknamed “campers” or “snipers”. This has a cool down of 10mins that starts after channelling finishes.
You may only have 1(+ 2 per amounts of Multi-Analysis taken) Active Analysis at a time.
Path Analysis
Tier I Channelling Skill
While observing a target, the targets habits of movements will light up and the path that the user follows will light up (Only NPC applicable skill.)It costs 1MP per second of channelling. It can also predict after a long enough time channelling where a NPC will go which was largely used to predict if the monsters would attack the cities and villages or not.This has a cool down of 5mins after channelling period.
Aggression Analysis
Tier I Combat Skill
A target under Aggression analysis as long as is in view of the user a window displaying his target of aggression and the percent changes between the targets aggressive choice with the users party members. This skill allows them to make a reactive action with 1 extra action point than they would normally possess whenever that targets aggression turns to a different target. Cool down 10mins.
Multi-Analysis
Tier I Passive Skill
The user has gained the ability to concentrate on more than one thing at a time, allowing them to make two more Analysis at the same time. This skill maybe taken more than once.
Touch Alarm
Tier I Touch/area Skill
A skill the observers picked up from some unusual enchanters the skill allows the user to press into an object area effect spell that where if any living thing enters the area of effect a large noise sounds of warning the party or in the case some Observer found for it could confuse the enemy and lower aggression of targets not in the direction of the loud sound. Many Observers started attaching the alarms to their arrows. These observers started being called “Mockingbirds “and “Echoes”. The spell uses 20MP and has a cool down of 20 seconds.
Mask
Tier I Touch Status Skill
The Mask allows the user to coat a target in an illusion to appear like another humanoid race that the user knows of. The user if casting this illusion on someone else must touch them while casting. The spell was designed for recognises but some soon learned that making other people look like a target of aggression while you hide the old target can create some nice mischief. Duration of the mask is 2mins + an extra 1 per every 10th level reached. The Cool down is 10mins.
Shades Duplication
Tier I Status Skill
Shades Duplication creates a illusionary double of the target and is able to make an extra duplicate for ever Tier reached. The skill is widely known as “Doubles” and has a cool down of 10mins.
Illusion puppet
Tier I Channelling Skill
An illusion spell that costs 20% of your mana on casting it and uses 5MP every 3seconds, it creates an illusion of an animal or monster of no more than 2 feet taller than the user. The user may move it around in any direction and with enough concentration can even animate the creature’s movements. Cool down is 30mins.
Aimed shot
Tier I Ranged Skill
The User fires a single attack from a ranged weapon at an addition 60% percent of the damage and the use of computers lock on system for aiming rather than any need to use one’s own perception of the target. This skill has been known to help users to learn faster how to use a new ranged weapon as they learn from the automatic response the skill gives them. Cool down 10seconds.
Angled shot
Tier I ranged Toggle Skill
The skill allows ranged attacker to see how a shot may ricochet or bounce of things and improve the chances of it to near certainty of happening allowing users to shoot round corners or play a brilliant game of snooker. This skill made the observers famous in their defence of the forest origins by bouncing arrows around trees but without any increase in damage some question why not just moving wouldn’t do the trick. Cool down after toggled off 5mins.
Split fire
Tier I Ranged Skill
In mid attack the user activates a small enough amount of magic inside the offending missile to split a shot in two, each attack will do 2/3rds of the damage it would normally. This skill with the right timing has been used to make one attack hit two targets or make an attack made towards a party split though to use against enemy missiles needs a full concentration to perform in reaction to such an attack, and some good luck to make sure that it doesn’t simply split into two attacks hitting the ally the user were trying to help defend. Cool down 2mins.
Controlled shot
Tier I Ranged Skill
The Observer can control a missile they have released bending it’s trajectory with there willpower, even able to push with their concentration to observe through the missile if they wish as they control it. 2mins cool down.
Tier II
Hive eyes
Tier II Channelling Skill
Hive eye allows the observer to see through the eyes of their party members at will and show others what they see. This skill takes up 2MP per every 3 seconds of channelling. And has a cool down of 20 seconds that starts as the channelling starts.
Perceive: Ultra Violet
Tier II Toggle Skills.
As long as the observer has this skill active the user sees the stains of the world with Ultra Violet detail though the skill has little to no use offensively it was highly useful as a detective and tracking skill for those Observers that try to help keep cities secure. Cool down on deactivating is 20mins.
Know thy enemy (Species)
Tier II Passive Skill
The Observer has learned a large amount of information against a certain type of enemy, when facing the chosen species this Observer can analyse twice as fast for a return value, deals 10% more damage and can make Illusions that are far more convincing against this type of enemy. This skill maybe taken more than once (but each time a new species must be taken).
Multi Shot
Tier II Ranged Skill
This Attack allows an Observer to shoot three times at the same time, the magic used to do this is uncertain to an extent for many weapons while others it seems strange that it uses magic at all, but each of the three attacks take flight at once though they all flying towards the same target. This Skill gains an extra Shot every Time this skills tier goes up. Cool down 1min.
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