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Another class idea. Also a One-shot so it may have typos and bad organization.
Class name: Esuva (Pronounced Esss-Ou-Va)
Weapon info: "Kiraa" - When you spawn you have a badass long robe. When you select Kiraa and press f; You lift your right arm to a 180 degree angle (Horizontal and flat), Some dark energy appears on top, then a stuffed animal appears. (I looked up on google but I couldn't find the style that I imagine it expect for this: puzzledragonx.com/en/monster.asp?n=302 Notice the buttons and random fabric colors and the half this, half that,and the few sown back parts,and random cuts. Something similar to that)The stuffed animal, or "Kiraa", sits on top of your arm as you walk and stuff. Right arm bobs SLIGHTLY as you walk for a more realistic animation. Pressing f again makes Kiraa go away and your arm goes back down.
Has mana bar or whatever you wana call it. Moderate regen preferably.
Has a counter for souls eaten. (More info at the respective skills)
Default stats: .8 attack, .9 defence, normal walkspeed
Normal attack: Punches with left arm, not moving Kiraa arm at all.
Passive: For every 2 souls on the soul counter, you passively gain .1 attack, defence and speed points.
Skills:
E- Basically, you get buffs and hp from dead players. Heres what happens in depth. If you press e, you stop moving and the Kiraa opens its mouth and starts sucking the air and a black hole thing opens around the floor around you. Its like 6 studs by 6 studs. (It's hard to explain so imagine Abyss's healing circle thing. Imagine that but no healing and no decal ,instead a black plate of sorts) It does nothing at all to living players, buttttt if if there are any dead players bodies that have yet to clean themselves, and its in the range of the Kiraa effect, you will make that body not clean and Kiraa start "sucking their soul". You can't move while this is in effect, but you can stop the feeding at anything by pressing e again. (Normally, dead player avatars clean themselves, but this will detect former avatars from highest of 3 seconds ago and revive the avatar and suck their soul. The body will go away once you stop the Kiraa effect once.) While Kiraa is having a feast on a soul, you will heal at a relatively fast rate, and gain .1 attack and defence buff for a few seconds after feeding. Each soul you eat will add 1 point to the Soul counter. This is great when you kill , heal and kill again. But also works for dead team mates, also when there are more than 2 Esuva(s) and they both use E, there is no limit to how many Esuva(s) can drain from a single corpse so they can all drain from 1.
Z - "Sin" - Moderate cooldown, costs 20 or so "mana". You can move normally while charging. On use, Kiraa starts charging up a energy orb from its mouth and press z again and it will fire. The orb does no splash damage so direct hit or gtfo, and it has fairly big knockback on hit. Orb gains 6% damage increase for each soul on the counter. Another feature to "Sin" is if you don't press z again, it will say in Kiraa's mouth for around 6 seconds. Once those 6 are up and you have not fired the shot, Kiraa will decide to eat the orb and you gain a speed boost of .6 for 3 seconds.
X - "Oath" - Quick cooldown, costs 30 or so "mana". On use, for each soul you have in the counter, you heal 6 hp. This erases 1 soul off the counter for each use.
C- "Fallen" - Slow cooldown, cost 60 or so "mana". On use, You stop moving and Kiraa emits a dark glow. This glow is the charging animation, the charging lasts for 3 or so seconds. After charging, it unleashes a short range AoE attack that effects all enemies in range. The effect is that for each person the enemy has killed, they take 10-20 damage. Truly avenging the fallen.
V- "Guilt" - NO cooldown, NO mana cost, requires at least 1 soul on the counter, erases ALL soul counter points on use. On use, Kiraa disappears into dark matter and goes into your player body. Then your robe becomes the style I was talking about earlier on Kiraa, and you get a red glow from your eyes. Kiraa possessed you. While in Guilt form, You do fast attacks rapid attacks (Similar to Ethereal Blades on Proto),you get a speed buff of .3 but your attack and defense stats stay the same. Guilt is really reliant on the souls you have gathered, for each soul you have when you use it, it lasts 1 second. Once guilt ends due to timing out, you revert to normal with Kiraa on your arm but you get a .2 movement decrease for a few seconds after ending guilt mode (Cause ya just got possessed). Now you might say," wtf, no cooldown and no mana cost?! wtf dude ur drunk" but hold on. Though there may not be a direct cool down or cost, there really is due to the fact that you need to gather souls from dead players. And the fact that dead players can only be gathered once means there is a limited amount of souls you can get in a game.
Basically to summarize, this class is a person with a haunted or living stuffed animal on his/her shoulder and helps in combat. This is pretty reliant on your team because you need to gather souls so you can be strong, but there are a limited amount of souls and the souls can despawn meaning you can end up getting NO souls in a game if you 1. Are horrible 2. Unlucky. This also means its kinda hard to play in Eli unless you have fully mastered over all combat and combat with Esuva. If fed properly, this class will be a beast late game with all the souls gathered up. If you have any questions regarding something I didn't explain or didn't explain clearly, please let me know and strife on!
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LOLtronicJoin Date: 2013-07-07 Post Count: 303 |
OP did a great deed! |
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I fear it may be confusing, the skills that is, so I'll give examples to hopefully clear things up.
Lets say I spawn in, press f and go kill a guy. Once the guy is dead, I press e and suck his soul, healing myself at the same time. Once I press e again and end the soul draining, I get 1 soul counter point and the corpse goes away. Lets say I kill like 2 more people and also drain their souls. I have have 3 soul points stored up on the counter. I see a guy at some range and so you use "Sin". Since I have 3 souls stored, the orb it fires gets a 18% damage increase (3x6%=18%). I hit them and they get knocked back and into some random dude who kills him. I realize that soul is lost because by the time you walk over there, the corpse time will have timed out. Now I see the player coming towards you, its a Vulca. I realize it probably has Power of Red fully charged and ready to use so I decide to use Sin again and this time let Kiraa eat it so I get a speed buff and continue running away. I manage to shake him off. But then I look around and see the Vulca a good distance away killing 4 people with the Power of Red! That duck just shanked 4 people! I realize I have "Fallen" and I come up with a idea. I rush towards the Vulca, he is unaware of "Fallen" ability. The Vulca has already lost some hp, but he ain't afraid of me and Kiraa. Then charges me, "Fallen" has just charged and unleashes the AoE. Since Fallen does 10-20 damage per player killed(Lets use 15 for the sake of math), and the Vulca has killed; 1 guy, then 4 more guys, he takes 5 times 15, a WHOPPING 75 damage baby! This kills the Vulca, but not before he manages to get 1 good swing on you, and what do ya know, its a crit! You lose 30 hp. I think the battle is all over, but wait! There is 1 more guy, and he is coming towards me. He is a Proto, and I can tell by how cocky he is, he has Ethereal ready for us. So lets recap, I had 3 souls, then I killed this vulca and have 4 souls. I lost 30 hp and there is a professional Proto coming for me. I remember I have "oath" and I use it. I lose 1 soul off my counter, but I heal 6times4 = 24 hp! I'm at 94 which is good enough. Now its a real mlg 1v1 here, Ethereal Proto vs....Guilt Esuva. I use Guilt just before our battle spirits meet, Guilt make me attack faster than proto, and gain good walkspeed buffs, but I lose all my souls gathered, and for everyone 1 soul, Guilt lasts 1 second. I have 3 souls, so I get Guilt Mode for 3 seconds. I also lose all those soul I have gathered. Me and the Proto have a intense fight, since I'm now on par with Ethereal blades. During those 3 seconds, I manage to drop him to 5% hp and I have 20% hp. I go and finish him off. Just as the round ends, I consume the Proto's soul just for the heck of it.
I hope this story cleared up how Esuva is played! :D Strife on! |
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Archetype: Support
Class Name: Bard
Weaponry: Wields both an instrument (flute by default) and a shortsword.
Description: Sings and plays songs that both help allies and damage enemies. Can attack for decent melee damage using his shortsword, but is also mildly fragile (base defense of 0.8) and has only one major defensive ability.
As for future upgrades for the class, you can replace the flute with a different instrument such as a violin and have it increase the effect of a different skill. Perhaps the flute would enhance Angelic Melody while a violin could enhance Agonizing Dischord.
Skills:
E: Draw/Put Away Instrument - The bard can only use the special skills Angelic Melody (Z), Agonizing Discord (X), or Psalm of Immunity (C) whilst having their instrument out, and the bard can only use Blade Dance (V) with his sword drawn. He cannot be using both at once; similar to how a Vulca cannot use any special skills while aiming his pistol.
Z: Angelic Melody - Heals all nearby allies including the user for a small amount in addition to increasing their defense by 0.1. The +Defense effect should last exactly as long as the cooldown, making the defense non-stackable but able to be constantly maintained. Has a 10 second cooldown, and costs 10 mana.
X: Agonizing Dischord - Very briefly stuns all nearby opponents and damages them for a decent amount. Has a relatively short cooldown (10-15 seconds?). Costs 20 mana.
C: Psalm of Immunity - Temporarily renders the user completely invulnerable to any form of damage, perhaps for five or ten seconds, but also decreases both their walkspeed and attack by 0.5 for the duration. Has a full minute cooldown, and costs 50 mana.
V: Blade Dance - Swings the bard's sword in a violent frenzy similar to the Vulca's Power of Red, but the downside to the bard having such an overpowered move and not being an offensive class is it also decreasing the bard's defense by 0.5 and his walkspeed by 0.25 until the frenzy is finished. Has a full minute cooldown, and costs 50 mana.
Passive: Bards are high-spirited music lovers, giving them extra vitality most fighters do not have. They have a base walkspeed of 1.2 which increases to 1.5 when the bard is in danger of dying (health less than 25%). |
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Venator, like I said, he can modify the class into a more fair type of class. mk? :C |
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The owner fenrier can change any moves, and yes, I did make a mistake. C is too OP, and for V should be 50 mana, since all ultimates are 50 mana |
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Archetype: Offensive
Class Name: Necromancer, Warlock, Shadowed Magician... Many possibilities.
Weaponry: A small idol. Maybe something like this.. Don't know how this would become 3D though:
lh3.ggpht.com/c-gQ-w7ryIFXTq3_zpa5CxGKMrQ1UQh2_noFlVLUdh7KAipzIsRzHnE2VsTEQQGS71aRWA=s40
Description: Works with death and decay, using poison and plague as their weapons to wear down their opponents over time rather than instantly killing them. A necromancer can slow down their opponent so as not to be hit, as they'd be a magician at heart making them extremely frail.
E: Lich - Surrounds the user in darkness. In this form, they are completely unable to move but their damage is increased by 1.
Z: Engulfing Darkness - Fires a large black orb which, on impact with an enemy, consumes said player in darkness, slowing their movement speed by 0.75, decreasing their defense by 0.1, and damaging them for a very, very small amount every three seconds.
X: Venomous Rancor - Poisons all nearby foes with a deadly venom, dealing 15 damage every three seconds for fifteen seconds. Costs 30 mana and has a 45-second cooldown.
C: Scourge - Causes all nearby foes' skin to erupt in plague, dealing 20 damage every three seconds for nine seconds. Costs 40 mana and has a 45-second cooldown.
V: Conflagration - A massive wave of flame rises in front of the user and then moves outward from wherever the player is facing, causing a massive amount of damage (30ish base) to anyone it hits and dissipating after five seconds. This ability also damages allies, as necromancers are known to be selfish.
Necromancers are empowered by darkness and other such things of that nature. Anyone who directly hits the necromancer (melee damage) is consumed by the darkness that surrounds the necromancer, causing 3 flat per hit, making necromancers a truly awful melee target. This could be called a "damage-shield". |
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CLASS NAME; Wind Archer
The class should not be torso based for color. The color shall be green.
(Credits to maplestory, but i'm creating my own moves and such.)
Weapon; a bow. NOT A CROSSBOW, but a bow. It is a wooden bow, but there can be some green splattered along it. For further details, read WEAPON AND POSTURE.
F(WEAPON AND POSTURE) Your bow rests on your back. When you press F, you take out the bow from your back with your left arm, and then do that archer position. Then a quiver of arrows suddenly start to appear from your back. The arrows can be green, but if you prefer to use arrow meshes or that stuff instead of actual c-framed arrows, go ahead.
When you take out your weapon, you gain 1 defense, and 1 speed, and 1 attack. You'll see why in the summary.
E- You draw a arrow from your right arm, and your arrow stays on your arm.(being held on)
CLICKING WITH E(with the arrow on your hands) - You position your arrow on the string of the bow, then when you CLICK, it shoots a arrow with wind effects. THE ARROW GOES LIGHTNING FAST, unlike Trooper.
_____________________Real moves_______________________________________
Z- Reload. Your quiver can run out. Max ammo is 24. (same as trooper. THIS IS NOT A COPY OF TROOPER. JUST READ EVERYTHING AND YOU'LL SEE THE summary)
Time takes to reload- 1 full second.
X- Windy Release
When you press X, wind animations go up around you, and it's green FYI. THe animations keep looping. While you charge up X,(you don't have to hold) the animations start to get bigger. There is a limit. When theres a limit
I'M SO BORED
I QUIT LOL.
Good idea so far though?
Here was the summary
A wind archer focuses on close-combat using ranged weapons. It may seem stupid, but the advantage of underestimating it is ruthless, so come along with the skills it has. It's speed,attack, and more make it move around the map, spreading out damage. It doesn't have weak, or strong attacks, but they are average. The damage is atleast 10. Some moves make you shoot arrows in a animated blast, like in Dragon Ball Z when they do Kamehamehaaaaa= the blast has arrows that are green, for one certain move. The class can buff its allies, but in SPEED. Wind archers specialize VERY well in speed while using range. THEY USE MOBILITY TO THEIR ADVANTAGE TO AVOID VERY STRONG ATTACKERS. HOWEVER THIS IS THEIR LIMIT; their defense is 0.7,0.6,or 0.5. This means they must do the job quickly without any stabs, cuts, or they could end up stunned pretty easily. |
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tbnj123Join Date: 2010-10-29 Post Count: 443 |
k so Punishing Blow hitboxes are fixed
now fix the Blood Bind hitbox111 |
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sniper for offense wich dose lots of damage if shot in head and 35 % less if shot some where else its for offense, then for defense rioter with can take up a lot of damage and has a chance to hit the damage back can ram into pepole its for defense, for support is something like mechanic but instead your a mech where only mechanics can heal you up so people will then use mechanics more often.
name:sniper
your main weapon is a sniper, if it dose hit someones face and it will do 28 damage elsewhere it will only do 14.
its melee dose 4 damage.
z is for: camo with makes you invisable for how much energy you have and all damage to you will only be 20 % its orignal but you can't shoot your sniper until after 3 seconds when its done and takes up 10 mana to start it then dose 1 per 2 seconds.
x is for:bayonet hit where you hit someone close up with your sniper but dose 10 damage if it misses then you take 2 damage and reduces your mana by 5 and to use bayonet hit is 10 mana.
c is for:grenade throw with you can throw not very far away and it blows up after 5 seconds on the ground it will then make the ground on fire for a bit and protos around it will have their engines overheat and people nearby will get slower while troopers have lower accuracy everything will be lowered around it except for damage is 60 mana and people inside the blast will take 25.
v is for:nuclearer nova gas it comes down after 6 seconds of being pressed and will cause radiation for all the time and will make people aroundd it or touching it takes 5 damage every 5 seconds while they are around it and take 40 damage if they were in the blast, it lows them down and lowers everything and it cost 95 mana.
you also have a pistol and a knife with the pistol dose barely any damage and knife dose a decent amount
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the cons are that he only has 45 hp, while your also slowed by the weight of your sniper and pistol and knife |
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Uh....just no ccc, just no. I have no other words. Just no |
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AesuraJoin Date: 2008-03-08 Post Count: 23339 |
Type :: Support
Name :: Cosmo
Weapon :: Nothing, instead rocks orbit around it slowly. The rocks might be different depending on the map. The Cosmo itself is also glowing a color.
For Cosmo's attack, it swings the rocks in front of it to bludgeon the enemy.
Description :: Kind of based off Enigma from DoTA 2. The Cosmo supports its allies with powerful area control. Though powerful against large groups of enemies, the Cosmo's expensive costs and long cooldowns means that smart use and conservation is necessary when playing Cosmo.
Passive :: Universal Presence
The presence of a celestial embodiment weakens the influence of gravity on its allies, granting Cosmo and its entire team slower fallspeed and a slightly higher jump.
E :: Gravity
The Cosmo channels gravitational energy, depleting it's 'Gravity' bar quickly as enemies are pulled toward the Cosmo.
Gravity Pull Duration :: 2 seconds
Pull range :: 2 squares (Training room squares)
Gravity Restore Duration :: 15 seconds
Z :: Nova
The Cosmo imbues an ally or itself with the strength of a star, granting it a bonus walkspeed for a few seconds while they get progressively brighter. After 3 seconds, an explosion emits from the affected, dealing big damage to enemies and small damage to the ally. If the ally dies from the damage, the damage dealt to enemies is increased.
Walkspeed Bonus :: 0.3
Duration :: 3 seconds
Explosion Damage (Enemies) :: 40
Explode Damage (Enemies if Ally dies) :: 60
Ally Damage :: 15
Mana Cost :: 25
Cooldown :: 10
X :: Wormhole
Cosmo fabricates a portal out of midair that will teleport an ally to a random enemy. The portal lasts for a few seconds or until one ally goes through.
Max Ally Entry :: 1
Wormhole Duration :: 5 seconds
Mana Cost :: 25
Cooldown :: 20
C :: Nebula
Cosmo intensifies the atmosphere with a colorful cloud. Any enemies in the cloud will lose defense while any allies inside the cloud will gain attack. Enemies will also be slowed inside.
Nebula Duration :: 15 seconds
Ally Attack Gain :: 1 every 5 seconds
Enemy Defence Loss :: 1 every 5 seconds
Enemy Speed Loss :: 0.2
Nebula Range :: 20 squares
Mana Cost :: 40
Cooldown :: 35
V :: Black Hole
Cosmo summons the destroyer of worlds. Too bad it can't be too big. After channeling for a short moment, a large area becomes enveloped by a dark circle which, if any enemies will enter, will be stunned and helplessly pulled to the middle. After the end of the Black Hole, it will collapse, dealing damage to enemies. When affected by Black Hole, enemies take less damage from other sources that aren't Cosmo.
Black Hole Duration :: 4 seconds
Black Hole Size :: 5 squares in diameter
Damage Reduction From Other Sources :: 50%
Collapse Damage :: 35
Mana Cost :: 60
Cooldown :: 50 |
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AesuraJoin Date: 2008-03-08 Post Count: 23339 |
Forgot to add that the channel duration for Black Hole is 2 seconds |
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make settings for people with lag problems, and the settings would be like attack trails, particles, things like that. things would be replaced with different effects, like instead of the vulca's red imbue on high (one that it is right now) on low the blade would actually turn red |
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Guys, don't post updates, like you TBN, or above. This is suggesting. We don't have time for little posts. Just do it on the group wall if its unrelated.
people des dais :C |
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Re_BuildJoin Date: 2010-06-04 Post Count: 164 |
punkin bom plsopls |
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Class name: Zeta
Weapon: Zyziel (Zy-ziel) It's hard to explain what I imagine it looks like, so bear with me. Picture a Yugioh duel disk, then turn the disk downward so the part where you put in the cards face the ground. It should be similar to a tonfa now. Now replace the card slots with Memory holders. Memory holders can be best explained as a cassette player as they are similar to what I picture it. The part that sides open a bit and where you put in the cassette, that's what I'm talking about. Of course its a lot thinner/smalled and there are only 3 Memory holders on each side of the card slot area. You also have you "deck" of memories, its not a card deck deck, but a collection of larger USBs/flashdrives that have something they represent (See memory section for detail). These are stored on a pouch on your hip.
Weapon positioning: It starts off folded on your right arm just like a duel disk would be. Upon pressing f, Zyziel extends the part with the bunch of Memory holders. Then it the Memory holders face the ground. It should remind you of a single underhand tonfa.
Has "mana" bar or whatever you wana call it. Slow regen preferably.
Default stats: .6 att and def, normal movement.
Normal attack: Stabs, swings, and cleaves with the Zyziel. Attack pattern similar to how you use a tonfa.
Passive: Zeta gains 5% faster health regen for each memory that is active if he has full "mana" or whatever.
Memories: There are 6 types of memories; Fang, Break, Cross, Accel, Carnage, and Wyvern. They are stored in a pouch on your hip. When used in a Memory Charge'; ~~Fang --> Gain .1 attack, lose .2 defense, adds a attack to your normal attack that involves a fang slice. ~~Break --> Will not stagger from weapon clashing and weapon clashing will not effect you, lose .2 attack. ~~Cross --> adds a short radius heal wave that heals 1-5 hp to the end of a chain normal attack, .1 defence up. ~~Accel --> gain .2 movement speed, lose .1 attack and defence. ~~Carnage --> .2 attack up .3 defence down. ~~~Wyvern ----> No passive charge effect, only used in "Beast out!" and "Maximum Drive" (See those skills for more info)
Skills:
E- Memory Charge - Cost 30 or 40 mana per use, No cool down. When you press e, you will reach into your Memory pouch, take a random one out, and insert it into one of Zyziel's memory holders. Then you close in the memory. You will gain that memory's buff and debuffs. Press e again and you will load in another random memory. Also gaining it's buff and debuffs. You can keep doing this until all 6 memories are in the Zyziel. You can not remove a memory unless a skill says it will, see another skill for detail. You move normally while using this.
Z- "Data Exhaust" - Cost 20 "mana" or so per use, 5 second cooldown. Upon use, you will charge up a bit and "exhaust" all your charged memories to a AoE around you, distance is preferably medium. In the AoE, all the postive buffs you have from currently charged memories will be put onto team mates and all negative debuffs you have will be put on enemies in the AoE. This also returns all memories to your pouch. ~~This is kinda neat as you need to carry the burden of all these debuffs and small buffs, but then you can give the burden of the debuffs onto the enemy team while helping your own team with the + buffs.
X- "Memory Fusion" - Cost 30 "mana" or so per use, no cooldown, requires at least 3 charged memories. Upon use, you will have the last 3 memories you currently have charged and combine in the air and go into you. This heals teammates with a huge AoE effect. Heal does 1-15 hp. Also those 3 used memories will go back into your pouch.
C- "Beast Out!" - Cost 70 "mana" per use, 30 second cooldown, requires the Wyvern memory charged. *For each non Wyvern memory that you have charged when you use it, you gain .1 attack and defence when you are in Beast Out. Upon use, the Wyvern memory and all other memories will eject and go into you, you then grow cool looking dragon wings and a tail. Your normal attacks change and you now attack with the wings, stabbing with them, and whipping around with the tail. Beast out lasts exactly 4 seconds, not counting the activation animation.
V- "Maximum Drive" - No exact required amount of mana to use, but deplets all mana you currently have upon use, 20 second cooldown, requires all 6 memories charged. Upon use, all memories will eject and circle/orbit around you for 10 seconds. During the time the memories are orbiting, all near by team members gain huge movement speed and defense buffs based on how much hp they have. More hp mean more buff. During these 10 seconds, you can not attack whatsoever, nor can you use any of your skills. But you get 30% fast hp regen, so you can stay alive while buffing your teamm8s.
Basically, this class is very dependent on his team (Support class). And team mates should try to help Zetas out because they can be huge buffers. problem is, he is real weak on his own, and requires either "Beast Out!" or a team member to properly survive. Team work is good amirite'? Tell me if you need something explained in greater detail.
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Forgot to add: "Beast Out!" Only really gives more range and a faster attack if you do not have any other memories charged when you use it. |
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"Guys, don't post updates, like you TBN, or above. This is suggesting. We don't have time for little posts. Just do it on the group wall if its unrelated."
i was posting a suggestion though
also you should make a class based around single target heavy damage |
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This class is gonna be heavily based on the Character Demyx from kingdom hearts.
Class name: Fretlock
Weapon: Arpeggio, a big blue guitar that he is constantly playing during his idle position (doesn't need to create music)
A water type supportive class. Capable of doing decent damage but is easily defeated when outnumbered. Is very supportive of his allies and can give them a good boost.
PASSIVE: Tempo's Aura: Since he plays while idle, his music brings hopes to his team members. Everyone in close range to him gains .1 speed.
E move: Lost in song: Fretlock's attack and speed lower as he focuses solely on his guitar. With this focus, his passive becomes stronger, giving .3 speed to allies in a slightly farther range, and .1 defense.
Basic attack: A 3 hit melee combo with his guitar, ending in a strum that creates a small aoe where he's standing dealing 2-5 damage.
X special: Water note: Boosts stun power of allies and himself, as they slip and slide in the water. The power of the water also gives them additional damage.
Z special: Chordal Blast: Fretlock does three quick strums on the guitar, and summons 3 balls of water. You can save them for as long as you want, but once you want to use them, click anywhere to send one there, dealing some damage with area damage.
C special: Stick to the beat!: Fretlock does 3 quick slashes to the closest enemy, sort of like tempus's time crack move. Although, if he misses one, he will quickly jump back a bit to escape, but will lower his speed and defense by .1
V special and final move: Last Dance: I have 2 ideas. 1st one: Fretlock slows down and starts to play his guitar furiously. He summons water pillars all around him that rise quickly then disappear, doing high damage, but are very thin so there's a chance they will miss. He needs 75 mana to use, but he can use it until his mana depletes. During this attack, his defense lowers heavily by .4, but he is hard to get close to during the attack. He can also move during this attack, but very slowly at .6 speed. Allies around him gain water note's effect for a little while.
2nd idea: Fretlock completely stops and starts playing his guitar. He summons 5 water beings that attack all around him for him that can deal 5 damage per attack, but are very brittle (they can be defeated). He is completely immobile during this phase, and can't take damage. He needs 75 mana to use, but can use until the mana bar depletes. The water forms can also be defeated, which will stop the move instantly. Allies around him will gain water note's effect for the duration of the move as long as they say in radius. |
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type of class: defense
name of class: mech
the class stats are: hp 70, and to the right of its fuel []in other words its mana[] is shield wich makes you take up more damage before they start killing you and only mechanics can heal you by pressing e near you.
its weapons name is and stats are:fire, it dose 2 damage every second when shot at enemy dosent stack damage
and also is a fast weaponry where it can be used for all sorts of tactics it cost mana to shoot the flame weapon.
z is for: fire blast wich once used it will burn for a bit but disappear if ice is nearby or after 15 seconds of waiting for it to dissapear wich is basicaly the same as your weapon but it covers more land and pushes people back a little while doing 4 damage per second instead of 2 but it gose away a little faster.
x is for:jet boots with boost you in any direction for 15 fuel[]in other words mana[] and wastes 5 fuel for each 2 seconds your flying and when your out of fuel you fall and take damage unless you landed already and if protos follow you your fire from jet boots will make them take damage a little bit.
c is for:homing rocket wich will send a projectile in the direction of your mouse and press u to speed it up and j to slow down and it can hover so it can be a good defense with uses 40 fuel.
v is for:rocket shower wich shoots dozens of dumb fire rockets at where you clicked with your mouse with uses 60 fuel |
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Offensive class name: Fuhrer
The undead lord of the na zis who signed a contract with the devil to bring himself back to life.
Very squishy, but his passive and abilities make up for that squishiness
Abilities:
[Passive] Sieg Heil!: The fuhrer gains control of every person he kills.
E: The Fuhrer summons the person he killed LAST for a short amount of time.
Z- Concentration Camp:[AOE] The fuhrer brings up soldiers from the ground, who fire gas bombs in the direction in which the fuhrer is facing.
X- Holocaust: [AOE] The fuhrer brings up soldiers from the ground who advance with him unleashing a torrent of bullets from their guns.
C- Panzerschreck: [AOE] The fuhrer grabs this weapon from the ground and fires in the direction in which he is facing.
V- Fritz X: [AOE] The Fritz X falls from the sky, dealing a considerable amount of damage.
I can't believe I spent 20 minutes of my life creating this joke. |
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ganorithJoin Date: 2012-08-31 Post Count: 6 |
Alas, this may not get any support. We Genetically-Modified Rabbits don't get lots of love, considering most of my kind are long gone. But here is goes:
It would be an Offensive class under the name of Duelist. His/Her Weapon consist of 2 daggers, named Ageme and Turthon, that revolve around the hilt. They are high in speed, but low in defensive power.
Basic attack deals 3-4 damage
Skills:
[E] Blade Spin: The Blades revolve around the hilt as long as you have Mana, deal an extra 4 damage for all attacks.
[Z]Sucker Slash: Teleport right behind a nearby enemy and slash their back, causing Stun.
Deals 5-6 damage.
[X]Shadow Clone: Create a clone that attacks with you for 10 seconds, dealing half of normal damage. Hitting X again will cause the Clone to appear behind an enemy, turn the camera towards the person, and do a Dash Slash together
Dual Dash Slash does 7-9 damage.
[C]Dash Slash: Dash forward, hitting everyone in your path.
Deals 5-6 Damage
[V] (Ultimate) Raid: Ageme and Turhton Turn big and fly around you in a circular pattern, dealing massive damage to anyone who is hit by them.
Deals 16 damage per hit. |
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This class... I guess can be a support type that can play offensively and defensively.
Class name: Not decided
Weapon: Excalibur
Modes: Defensive/Offensive
Defense mode: Press e to take Excalibur's scabbard off your back and use it as a shield.
Attacks:
Night's Bane (z)- The player raises Excalibur and then a ball of light that engulfs the player for a while giving .1 damage to himself or teammates in offensive mode and .2 defense in defensive mode. Gives .2 speed in both modes. Does 4-5 damage to enemies and slows them by .1.
Heaven's Edge(x)- An attack that increases the player's attack regardless of their mode by .3 (only for the time the attack is activated). The player swings their weapon in an x pattern 2 times and then does a spin whilst still swinging excalibur. The attack itself does not have any damage.
God's Strike(c)- The player thrusts their sword down and lighting falls next to them stunning enemies and giving the player and his friends .1 damage regardless of mode, but slows player and allies by .2.
Dark's Destruction (z)- Excalibur's ult. The player holds the sword with both hands and swings excalibur down sideways and a massive wall of light rushes outward from the player. The wall of light does 50-53 damage and takes a minute or 1.2 minutes to charge. It also slows the player by .3 or .4. It gives enemies 30 stun and knocks down the player (not stun) for 5 seconds.
EXCALIBUR! >:D |
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