Post by Galen on Mar 20, 2015 6:36:40 GMT
So, this is a base idea for a new class that I think might be an interesting addition to the list of classes for the forum.
Rune Knight:
A class that excels in magic that is short ranged, low damaging, but also low in cooldown. They've got better Offensive capabilities than warriors, and better defensive capabilities than Weapon specialists, but not the reverse. The Rune Knight excels in dealing moderate, reliable DPS, without the complete fragility of most casters. They have a heavy mana cost, though.
Equipment: Rune Knights can equip Cloth, and leather armor, as well as Staves and wands.
Skills: Magical Weapon.
When preforming a basic attack, the Rune Knight summons an ethereal weapon, mimicing any melee weapon, even two handed ones. The larger the weapon, the slower the swing time, but the larger the damage. This damage is based off of their magic attack stat, rather than their strength. Weapon requirements in skills refer to which weapons are mimiced by this skill.
Tier one:
Flame Thrust: The user strikes forward with any thrusting weapon, striking enemies in a straight forward, and dealing additional fire damage. 1 second animation. 6 second cooldown.
Frozen Strike: The user lashes out with any blunt weapon. Any enemy hit is dealt additional ice damage, and is slowed by 20% for 5 seconds. 1 second animation, 10 second cooldown.
Flame weapons: Passively, the user may have their Magical Weapon do all Fire Damage, instead of physical damage. This damage is based upon the enemy's magical resistance, instead of physical resistance.
Frost weapons: Passively, the user may have their Magical Weapon do all Ice Damage, instead of physical damage. This damage is based upon the enemy's magical resistance, instead of physical resistance.
Ethereal weapons: Passively, the user may have their Magical Weapon deal Magic damage, instead of physical damage. This damage is based upon the enemy's magical resistance, instead of physical resistance.
Magic armor: Toggle Ability: While toggled, the user's armor provides armor equal to 2 ranks higher than what they're wearing (Cloth becomes chain, Leather becomes Plate). Visually, a blue aura matching the kind of armor its emulating will be seen. This skill consumes 5% of the users mana per posting round. It has a 20 second cooldown starting when its toggled off.
Tier II:
Soul Steal: The user strikes out with a basic melee attack, but consumes a large amount of mana. If the strike hits, it will deal normal damage, however, mana cost will be refunded completely, and 50% of damage dealt by this attack will be stolen from the enemy as Mana. If the enemy has no Mana, no mana can be stolen.
Spiritual Armor: Toggle Ability. While this skill is Toggled, the user will transfer 75% of damage dealt to their mana, while the remaining 25% will continue to be dealt to HP. This has no cost, and only a 5 second cooldown when toggled off.
Elemental barrage: The user makes three strikes with a single type of Magical weapon. Each Strike may be a different element, but has to be the same weapon. The weapon attacks are sped up from normal. Duration is based upon the speed of the weapon. (1.5 seconds for one handed weapons, 3 second for two handed weapons) 15 second cooldown.
Explosive Rune: The Rune knight makes a basic attack with a magical weapon. If this attack connects, the enemy will have a faint aura around them for 5 seconds. If the enemy is struck by another attack, the aura will explode doing moderate Magic damage. If the enemy was attacked by someone else, other than the rune knight, then the damage is increased by 50%. If it was a ranged attack, it is only 25%.
Earth strike: The user lashes forward with a two handed weapon. This attack deals additional earth damage. 10 second cooldown.
Water weapons: passively, the user may have their basic attacks do water damage instead of physical ones.
Tier III:
Ethereal form: Toggle ability. The Rune Knight becomes immune to all physical damage, but takes 250% bonus damage from all magical attacks, and is 50% more likely to be affected by debuffs from them. This skill consumes 15% of the Rune Knight's max mana per second. 20 second cooldown from being toggled off.
Null Magic Armor: Toggle ability. The Rune Knight Becomes immune to all Magical damage, but takes 250% bonus damage from all physical attacks, and is 50% more likely to be affected by debuffs from them. This skill consumes 15% of the Rune Knights max mana per second. 20 second cooldown from being toggled off.
Rainbow coalition: The user makes a single strike at an opponent. This attack does 9 times normal damage. 1/9th is physical, and the other 8/9th's are divided into each of the elements of fire, ice, water, lightning, wind, earth, light, and Dark. If an enemy has way to absorb health from one of these elements, that damage is instead only negated. 40 second cooldown.
This of course is an extremely small list, only comprising of base concepts. It is far from a comprehensive one, and of course everything here would certainly need modification, this is more proof-of-concept. I have of course cut some things out. For example, in tier 1, there would be Lightning weapons and attacks as well, and in tier two, there would be earth weapons, and water attacks, as well as wind. I just wanted enough to get the main point across.
Rune Knight:
A class that excels in magic that is short ranged, low damaging, but also low in cooldown. They've got better Offensive capabilities than warriors, and better defensive capabilities than Weapon specialists, but not the reverse. The Rune Knight excels in dealing moderate, reliable DPS, without the complete fragility of most casters. They have a heavy mana cost, though.
Equipment: Rune Knights can equip Cloth, and leather armor, as well as Staves and wands.
Skills: Magical Weapon.
When preforming a basic attack, the Rune Knight summons an ethereal weapon, mimicing any melee weapon, even two handed ones. The larger the weapon, the slower the swing time, but the larger the damage. This damage is based off of their magic attack stat, rather than their strength. Weapon requirements in skills refer to which weapons are mimiced by this skill.
Tier one:
Flame Thrust: The user strikes forward with any thrusting weapon, striking enemies in a straight forward, and dealing additional fire damage. 1 second animation. 6 second cooldown.
Frozen Strike: The user lashes out with any blunt weapon. Any enemy hit is dealt additional ice damage, and is slowed by 20% for 5 seconds. 1 second animation, 10 second cooldown.
Flame weapons: Passively, the user may have their Magical Weapon do all Fire Damage, instead of physical damage. This damage is based upon the enemy's magical resistance, instead of physical resistance.
Frost weapons: Passively, the user may have their Magical Weapon do all Ice Damage, instead of physical damage. This damage is based upon the enemy's magical resistance, instead of physical resistance.
Ethereal weapons: Passively, the user may have their Magical Weapon deal Magic damage, instead of physical damage. This damage is based upon the enemy's magical resistance, instead of physical resistance.
Magic armor: Toggle Ability: While toggled, the user's armor provides armor equal to 2 ranks higher than what they're wearing (Cloth becomes chain, Leather becomes Plate). Visually, a blue aura matching the kind of armor its emulating will be seen. This skill consumes 5% of the users mana per posting round. It has a 20 second cooldown starting when its toggled off.
Tier II:
Soul Steal: The user strikes out with a basic melee attack, but consumes a large amount of mana. If the strike hits, it will deal normal damage, however, mana cost will be refunded completely, and 50% of damage dealt by this attack will be stolen from the enemy as Mana. If the enemy has no Mana, no mana can be stolen.
Spiritual Armor: Toggle Ability. While this skill is Toggled, the user will transfer 75% of damage dealt to their mana, while the remaining 25% will continue to be dealt to HP. This has no cost, and only a 5 second cooldown when toggled off.
Elemental barrage: The user makes three strikes with a single type of Magical weapon. Each Strike may be a different element, but has to be the same weapon. The weapon attacks are sped up from normal. Duration is based upon the speed of the weapon. (1.5 seconds for one handed weapons, 3 second for two handed weapons) 15 second cooldown.
Explosive Rune: The Rune knight makes a basic attack with a magical weapon. If this attack connects, the enemy will have a faint aura around them for 5 seconds. If the enemy is struck by another attack, the aura will explode doing moderate Magic damage. If the enemy was attacked by someone else, other than the rune knight, then the damage is increased by 50%. If it was a ranged attack, it is only 25%.
Earth strike: The user lashes forward with a two handed weapon. This attack deals additional earth damage. 10 second cooldown.
Water weapons: passively, the user may have their basic attacks do water damage instead of physical ones.
Tier III:
Ethereal form: Toggle ability. The Rune Knight becomes immune to all physical damage, but takes 250% bonus damage from all magical attacks, and is 50% more likely to be affected by debuffs from them. This skill consumes 15% of the Rune Knight's max mana per second. 20 second cooldown from being toggled off.
Null Magic Armor: Toggle ability. The Rune Knight Becomes immune to all Magical damage, but takes 250% bonus damage from all physical attacks, and is 50% more likely to be affected by debuffs from them. This skill consumes 15% of the Rune Knights max mana per second. 20 second cooldown from being toggled off.
Rainbow coalition: The user makes a single strike at an opponent. This attack does 9 times normal damage. 1/9th is physical, and the other 8/9th's are divided into each of the elements of fire, ice, water, lightning, wind, earth, light, and Dark. If an enemy has way to absorb health from one of these elements, that damage is instead only negated. 40 second cooldown.
This of course is an extremely small list, only comprising of base concepts. It is far from a comprehensive one, and of course everything here would certainly need modification, this is more proof-of-concept. I have of course cut some things out. For example, in tier 1, there would be Lightning weapons and attacks as well, and in tier two, there would be earth weapons, and water attacks, as well as wind. I just wanted enough to get the main point across.