EIiwoodJoin Date: 2013-11-13 Post Count: 32 |
Class type: Offensive
Name: Himari
Weapon: Katana
Description:
''The last of the female monks that can use the Mirrah stance, Himari is a deadly close-range fighter. Despite her intellectual, spiritual, and endurance training, Himari can crack under pressure easily.''
Idle: Himari is standing in a side-ways position, with her katana still in the scabbard.
Moving: Himari walks normally, with her katana still in the scabbard.
[Moveset]
--Attack One: Himari puts her hand on her katana, and slices with it extremely fast, only a glimpse of where she cut is seen.
( Like Vulca's projectile, but is not moving. )
--Attack Two: Following up from her first attack, she attacks twice in quick succession, with her Katana's blade being slightly shown
( This still uses Vulca's projectile )
--Attack Three: Himari waits for a second, then dashes forward. She leaves behind a trail of sword slices, which deals minor damage. At the end of her dash, she is seen with her sword out of the scabbard, then she puts it back in.
[Base Stats]
Attack: 1
Defense: 1
Speed: 1 ( 1.1 when weapon is not drawn )
[Passive]
The more people around Himari, she gains a boost of 5% of what her current stats are.
[E ability]
Himari stops, with her slowly drawing her Katana, and she slices 8 times in rapid succession. For every of these slashes she hits, she gains 2 hp.
( Cooldown is 10 seconds )
[Z ability]
Himari teleports to where the mouse is pointing at. This slows her by .2, but decreases the Attack and Defense of her enemies by .15
( Cooldown is 15 seconds )
[X ability]
Himari screams, increasing her Attack and Speed by .5, but decreasing her defense by .25
( Cooldown is 10 seconds )
[C ability]
Depending on the amount of HP Himari increases her attack by the amount of HP she is missing.
( If she is missing 60 hp, then her attack will increase by .6 )
( Cooldown is 30 seconds )
[V ability]
Himari stabs herself, dealing 25 damage, but increases her attack by 2 and her speed by .5
( One-time use only, health regeneration stops at 75 and will not go to 100. ) |
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I have an idea, I think it's kinda decent. If you accept this idea, then you can do the damage output as I have no idea what seems legit. Only one I thought would seem fair would be Roi Sao.
It's name was gonna be Akuma.
Weapon: Chakrams.
Passive: Shadow Step
While not in combat ( As in, while not being hit for 5 seconds ) Akuma receives a .10 walk speed boost.
Normal Attacks: First one is just a simple slash Diagonal-Down, Next is an Upward Diagonal Slash. The third strike, using both Chakrams, is a Spin Attack. The final one is a Dashing Strike.
E - Onikiri
Akuma slashes in the form of a V, And a Fiery V emerges, traveling 30 studs if an opponent is not hit, but on contact explodes. Also, Once the V reaches it's maximum Range, it explodes as well.
Z - Shadow Pulse
Akuma's Chakrams Spin in the air, making a dark cloud that covers 15 studs high above him. The circle shoots a dark laser down on everyone within that radius.
X - Roi Sao
Akuma teleports into the sky, his Chakrams beside him, and he falls down. Upon landing, anyone caught inside the radius of the Chakrams Impact of 10 studs gets dealt with 10 damage. Anybody within Akuma's Radius of 20 Studs is death with 15 damage.
C - Bursting Flame
Akuma quickly dashes 15 studs forward, turns around and throws his charms, which are on fire. Maybe implement a continuous damaging script because of Fire? If that's to much then, like you're allowed to, change whatever you want/need.
V - Agmaui Geulimja
Akuma slashes in front of him in the form of an X, and it disappears. A wave of shadowy energy emerges from Akuma and knocks back opponents.The energy flow stays within a 40 stud radius. Whoever is caught in this radius is dealt constant DPS of being in there. The wave of energy stays there for 10 seconds, while Akuma is in that radius he gets a .5 damage boost and .5 defense boost. All players can enter and exit the circle once the circle completes it's radius.
Well, I hope you guys like it. It took a while to think up, and I hope it doesn't seem like I ripped any attacks from anything, I have no idea about any of what this could seem like in Strife.I guess you can PM me if you like it, or dislike it, and maybe say if you supper it in the thread too?
Thanks for reading it all, I truly appreciate it. |
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I meant support, not supper. XD
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New offensive class: Santoryu = He wields 3swords, 1in mouth and the other 2 in hands. Skills you decide. |
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Offensive Class: Tridon
Weapon Name: Retiarius
Description: Tridon was a skilled spear fisher who excels at trapping his foes and leaving them vulnerable to his attack. He is able to throw nets at his enemies which can leave them immobile for a while; allowing Tridon to finish off the wounded that are fleeing and catch up to ranged units trying to keep their distance. Tridon’s trident has the ability to sometimes ignore defense, allowing him to take down heavily armored foes. However, he is quite fragile himself, so those who can hit hard can take him down with ease.
Posture: Tridon will begin by having his net by his waist and his trident on his back, pulling the trident over his shoulder and grabbing the net when he equips it. While idle, Tridon will have his trident by his side and his net on the other side, letting the net hang and touch the ground. While moving, Tridon will have his trident in front of him as he walks and have his net dragging behind him.
Standard Attack Combo: Tridon’s combo will begin by having him stab whatever is in front of him in a straight motion, followed up a diagonal slap to the upper right with the net he is holding, which will deal less damage than his trident’s attacks. This attack will follow with an upwards slash with his trident and then end with a powerful downwards stab.
[PASSIVE] Puncture - All of Tridon’s attacks have a chance to ignore the opponent’s defense when inflicting damage. If the opponent is trapped in one of Tridon’s nets, all of Tridon’s attacks will ignore the opponent’s defense while they are in the net. (50% chance of ignoring defense, 100% chance if caught in net)
[E] Net Toss - Tridon throws out a net in front of him, travelling a short distance at an arc before hitting the ground. Any enemies caught by the net will have their speed set to 0 and left immobile for a couple of seconds. Enemies will also be unable to use their skills while trapped in the net, but can still perform standard attacks. (Consumes 15 mana, 5 second cooldown, 3 second duration)
[Z] Barbed Netting - Tridon throws out a special type of net armed with barbs right in front of him, travelling a much shorter distance than his standard net. Those caught in it will be trapped and left immobile for a couple seconds. The opponent will also take constant damage from the barbs while he is trapped every second. The victim cannot use his skills while trapped, but can still perform standard attacks. However, the victims attack will be halved while he is trapped in the barbed net. Once the foe escapes the net, his speed will be decreased by 0.2 for a while. (Consumes 25 mana, 20 second cooldown, 5 second duration)
[X] Geyser - Tridon hits the ground with the bottom of the handle of his trident, calling forth a large pillar of water to rise from the ground from under his feet and carry him some distance into the air and then falling back down shortly after. This allows Tridon to access higher up platforms he cannot reach by merely jumping. Enemies around him will take damage and be staggered when the pillar rises. (Consumes 25 mana, 25 second cooldown, 3 second duration)
[C] Shield Skewer - Tridon raises his trident over his shoulder and swiftly stabs the enemy in front of him with incredible force capable of piercing through shields and armor. Enemies hit by the stab will take heavy damage and have their defense decreased by 0.2 for a couple seconds. Shielded enemies cannot block this attack. If a shielded enemy is hit by this, their shield will be cancelled out, dealing heavy damage, draining their shield bar entirely, and leaving the shielded foe stunned. This attack also ignores the defense of the enemy hit. (Consumes 30 mana, 30 second cooldown)
[V] Whirlpool - Tridon raises his trident skyward, summoning a huge whirlpool around him that damages enemies and pulls them towards Tridon. Tridon’s attack will increase by 0.3 for a couple seconds after summoning the whirlpool, and he is free to move around while the whirlpool is active. Enemies within range will be take constant damage every second they are in the whirlpool and be pulled in towards the center (where Tridon is) with incredible force that enemies cannot outrun. (Consumes 50 mana, 45 second cooldown, 6 second duration)
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Class : Lance - Offensive
Weapon : Yari - Spear
Stance : The Lance will hold the Yari like the Renegade
Description : The Lance is long-ranged meelee fighter that keeps his/her distance from the enemies though still capable of doing damage to them. The Lance is a good one on one damager, but is very challenging to master.
Attack Animation : The Lance will spin with the Yari facing outward. Then, it will spin it around its neck. Finally, it will stab in the torso of its opponent.
Weapon Design : The Lance's Yari will have spirals on the stick. At the end, there is a small red cloth.
Passive : The Lance will get a boost of attack for how low the percentage of the Lance's health is.
E : The Lance will get into a defending position. If an enemy attacks it they will be slowed, weakened, and small amount of damage is done to them.
Z -Combust : The Lance stabs the ground with his Yari. In an area in front of him will explode doing damage to enemies.
X -Sharpen : The Lance increases movement speed and attack, but decreases defense. If any enemies are near the Lance, they will be knock backed.
C -Stunning Strike : The Lance jabs at an opponent with his Yari, stunning them and doing a mild knock back.
Z -Spinning Spear : The Lance spins around, doing constant of small amounts of damage. Then, he throws his Yari at an enemy. If the Yaro hits an opponent, the Lance teleports there, making a small explosion with a large amount of stun. If the Yari doesn't hit an enemy, it will be teleported back to him, though he will suffer movement and damage decrease.
(Wondering if you guys like my ideas :/) |
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Supportive Class: Sapper
Weapon Name: Gravedigger
Description: Sapper is a hybrid support strategist who also excels at defensive combat. Sapper has the ability to set down stationary traps or equipment that will trigger when someone is nearby. This allows him to effectively execute defensive strategies involving fortification and luring the enemy in. Sapper lacks the attack power and skills for direct combat, putting him at a disadvantage when enemies close in.
Posture: Sapper will begin with his shovel over his shoulder, pulling it over his shoulder when he equips it. While idle, Sapper will have his shovel resting on his shoulder, keeping it on his shoulder as he walks around as well.
Standard Attack Combo: Sapper’s standard attacks are fairly weak and deal minor damage, but they fill the stun bar more than other standard attacks. He will hold his shovel with both hands when he strikes. First, Sapper will swing his shovel horizontally to the left, and then to the right. After that he will raise the shovel up and swing it diagonally to the lower left. Lastly, he will end by raising the shovel over his head and slamming it down in front of him.
[PASSIVE] Fortification - Every time Sapper places down a trap or equipment, his defense will increase by 0.1 for a couple seconds (buffs are stackable).
[E] Anti-Personnel Mine - Sapper digs into the ground a bit and plants an anti-personnel land mine into the ground, leaving only a small bit of it visible. If an enemy steps within the mine’s detection radius while it is active, it will detonate and cause a medium sized explosion, dealing good damage and stun. The mines deal a fixed damage and the damage amount is not affected by Sapper’s current attack stat. These mines, if untouched, will last until the round ends, even if Sapper dies. Sapper can have up to 3 landmines active at a time. If he plants a 4th one, the oldest mine he planted will automatically self-destruct. After planting a mine, the mine will remain inactive (will not detonate) for a couple seconds before it arms itself. If a mine is triggered by the enemy, it will make a beep or click sound before detonating a second later. Mines will also detonate if hit by a ranged attack or an attack that deals area damage. (Consumes 20 mana, 3 second cooldown, 3 second arming process, maximum 3 mines active at a time)
[Z] Sentry - Sapper sets up a stationary turret that automatically targets nearby enemies within its range and rapidly fires projectiles at them. The sentry will fire about 3-5 shots every second while it is active, each bullet dealing light damage to the enemy. The bullets will travel about as fast as trooper’s bullets. After a while the sentry will malfunction and self-destruct. Sentries have 20 health can be easily damaged and destroyed by enemies. Sapper can have only one turret active at a time. The damage the sentry deals is not affected by Sapper’s current attack stat. (Consumes 30 mana, 15 second cooldown, 15 second duration)
[X] Energy Field - Sapper sets up a temporary stationary device that radiates dense energy around it that can revitalize those within it. While Sapper and/or allies are in the field, their natural health regeneration and mana regeneration speed will double. This device however, is very fragile, having a max health of 10 and can be destroyed by enemy attack. (Consumes 30 mana, 25 second cooldown, 20 second duration)
[C]Shovel Smash - Sapper swings his shovel hard and slams the flat head of his shovel into the enemy in front of him, dealing moderate damage and heavy stun. The enemy will also be flung a short distance away from Sapper. The enemies speed will also decreased by 0.2 for a while. (Consumes 40 mana, 30 second cooldown)
[V] Bubble Shield - Sapper charges for a second, and then creates a huge stationary bubble shield around him. Enemies around him will take moderate damage and be pushed back, while allies will be shielded within the giant dome. This bubble shield is impassable for the enemy, but allies can freely enter and exit as they please. While in the shield, any damage dealt to Sapper or his allies will be blocked, and their health will rapidly restore while it is active. If an enemy strikes the shield with his standard attack, he will be left staggered. (Consumes 50 mana, 45 second cooldown, 10 second duration)
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I44cJoin Date: 2014-03-21 Post Count: 170 |
Note: this class has the looking based on lord vanaduke of spiral knights.
Class type: Support
Name: Fiery lord
Weapon: Hell's mace
Description:
''The last survivor from the deadly war in (Insert Fiery land name here), when really skilled at leading groups and summoning allies, an fiery lord without any reinforcements in battle can make him to be defeated''
Idle position: the fiery lord stands with the mace in the back and the left hand would be pointing forward
Moving: he would be dragging his mace on the ground
Click attack moveset:
first click: he smashes his mace to the left
second click: he smashes his mace to right
third click: he smashes his mace with both hands to the ground
Base stats:
Attack: 0.8
Defense: 1
Speed: 1.2 (1.5 if the weapon is not drawn)
Passive:
Hell's breath: if his health is under 85 he gets an fiery orb orbiting him and dealing 1 damage ignoring 0.2 armor, if his health gets under 40 then he will have 2 and will ignore all armor, but his attack decreases by 0.2.
E ability:
Fiery lord would spawn a volcanic cerberus
Z ability:
Fiery lord does an powerfull smash to the ground leaving a crater
X ability:
Fiery lord makes an lava shockwave that would increase allies Attack stats by 0.3
C ability:
Fiery lord Does an spin attack with the mace burning everyone that touches the mace (the fire would deal 1 damage per second ignoring all armor)
V ability:
Fiery lord makes multiple pillars of fire around him that blocks other players attacks, but it decreases his defense stats by 0.5 |
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Support Class Name: Aerosmith
Weapon Name: Floating Forge
Description: An engineer who was intent of conquering the skies, Aerosmith bears a large pack that rests on their back, filled to the brim with dangerous toys. They help their allies with well rounded skills that provide defense, speed, attack, and healing, as well as using some quite risky attacks themselves. Without their ability to fly or any skills, combined with their sub-par regular attacks, Aerosmith becomes helpless to most classes.
Posture: When the Forge is not equipped, it rests within a backpack. When equipping, wings stretch out from the side, and Aerosmith assumes a fighting stance. While running, Aerosmith's wings will gently shake with the movement.
Basic Combo: Aerosmith turns sideways to bat the enemy with their right wing, followed by another turn to hit them with the left. Afterwards, Aerosmith's wing jets charge slightly, before clapping both in front of the player, generating a sizable stun buildup.
Passive: Turbulence- Every time Aerosmith gets hit, they receive a 1.0 defense buff for 3 seconds. Cooldown 10 seconds.
E Skill: Flight- The jets on the Forge wings let Aerosmith jump high into the air, before allowing for free flying. Drains 5 mana/second, and Aerosmith can only cast supporting spells for the duration.
Z Skill: Blitz- Aerosmith enables the afterburners on their wings and does a powerful dash straight forward, staggering any enemy they come in contact with. Any ally they pass gets a .3 speed increase. Can be used during Flight. Cool down 15 seconds.
X Skill: Second Wind- Aerosmith's wings break apart, and head towards the targeted entity to heal or hurt them with nanomachines, son. When no allies are nearby, Aerosmith will use the wings on themselves for heals. While the nanomachines heal, the administer a powerful painkiller, which gives the ally a 0.5 defense buff. Targeted enemies are slowed by 0.4 for a few seconds. 25 second cooldown, helpless duration is 5 seconds.
C Skill: Screaming Eagle- Aerosmith releases an aura of sound, pumping up every nearby ally, while staggering any enemy that is too close. The resulting buff for allies is 0.3 attack and 0.5 walkspeed for 5 seconds. Cooldown 30 seconds
V Skill: Ride of the Valkyries- Aerosmith prepares for a launch, springing upwards, before turning around and turning on afterburners, hurtling towards the floor. The high-speed impact gives allies vigor and leaves enemies stunned. The resulting buffs for allies are a .5 defense buff, .3 attack buff, and .3 walkspeed buff for 10 seconds. The debuffs for enemies include an instant stun, 30 pure damage, and a 0.2 defense decrease. |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
i know that a lot of people would like if we could buy skins for our weapons (example: shadowy frigost) we could get them by coins in-game that we get after every match, doesnt matters if we lose or win, if you win u just get x2 coins, and there would be gamepasses to get extra coins, who's with me? |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
another example: steel-maded hashira (it would look like an gigantic warhammer, and the obelisks would be like floating iron pieces, idk) |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
Anoooother example: holy tempus :P |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
Note: this class is a mix up of vulca and obsidian.
Class type: defensive
Name: Adhibitus
Weapon name: Divine mauler
Description:
Once a great angelic warrior than now is exiled from the heaven and condemned to fight in the Strife arenas, Adhibitus focuses on blocking with his own broadsword and dealing multiple slashes, a Adhibitus with many enemies cornering him can make him to fall under pressure
Idle: Adhibitus stands with his broadsword in rest in his right shoulder
Moving: Adhibitus grabs the broadsword with both hands in his back dragging the broadsword in the ground
Click attack moveset:
First: Adhibitus grabs his broadsword with both hand and deals a slash downsides
Second: Adhibitus spins his broadsword (he uses a onebladed broadsword) and deals an uppercut
Third: Adhibitus spins his broadsword to right, smashes downsides till the sword is at the same height as the arms and makes a spinning slash 1 time
Base stats:
Attack: 0.85
Defense: 1
Speed: 0.67 (0.95 when its broadsword is not drawn)
Passive:
Running Rage - as Adhibitus gets damaged his Speed will increase by 5 seconds
(example: if he gets damaged by 12 then he will have an .12 speed bonus)
E ability:
Adhibitus blocks a max of 3 attacks with his sword but his blocks wont stun or give any effects to enemies or allies and decreases .1 of his defense
Z ability:
Adhibitus transforms any buffs by .12 defense
X ability:
Adhibitus makes an powerfull uppercut that makes him to elevate in the air
C ability:
Adhibitus does an speedy slash forward leaving the enemy with 50 stun (it gives you a thurst forward so you would be like 10 meter away from the enemy where you landed the hit)
V ability:
Adhibitus generates a pit of souls that decreases enemies speed by 0.85 (is like of the same size of vulca's red field)
The sword should look like this:
http://www.roblox.com/Divine-mauler-item?id=220820265 |
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Offensive Class: Feral
Weapon Name: Steel Claws
Description: Feral is a brutal warrior who possesses the ferocity of a wild beast, attacking his foes with his sharp claws (not literal claws but gauntlets that have 3 medium-length steel blades that resemble claws). He is great at hunting down retreating prey and finishing them off, and taking down those who stray away from the group. Powerful attacks on him may prove lethal with the little armor he bears, and being stunned can give his foe a huge advantage over him.
Posture: Feral will begin with his steel gauntlets with the claws retracted into the gauntlets. When he equips his weapon, the blades of his claws will slowly extent from his gauntlets. While idle, Feral will have his left arm in front of him pointing to the right sort of, and the left one will be in the position as if he was ready to stab someone with the claws. While moving, Feral will have both arms with his claws drag behind him.
Standard Attack Combo: Feral’s standard attack consists of a high amount of rapid hits. He will first slash his right claw upwards in a diagonal motion to the upper-left, and then slash his left claw in a diagonal motion to the upper-right. Next he will perform two horizontal slashes with each claw, one slashing heading left and one to the right. Then he will raise and cross both arms and create an X-shaped slash using both claws with a diagonal downwards motion. Finally he will lunge both claws forward and stab whatever is in front of him, dealing greater damage than the other slashes.
[PASSIVE] Natural Instinct - When Feral is nearby another player, ally or enemy, one of his stats will increase by 0.1 based on what class that player is. Offensive classes will increase his attack, defensive will increase his defense, and support will increase his speed. These buffs will last until Feral leaves their vicinity. These buffs are stackable if Feral is nearby multiple players.
[E] Predation - If this skill is used while the mouse is pointing at any nearby “prey”, Feral will set his sights on this soon-to-be victim and observe his condition. Feral’s speed will then increase based on how low the prey’s health is, allowing him to hunt down wounded foes and finish them off. For every 1% of lost health of the prey, Feral’s speed will increase by 0.01 for a while (ex. an enemy that has lost 78% of his health would increase Feral’s speed by 0.78, maximum speed gain being +0.99). If the victim is killed, either by him or another player, his speed will return to normal. His speed boost will also be lost if he strays too far away from the targeted prey or he attacks a different target. These buffs are not stackable, and if used predation is used again while the previous speed buff is still active, that buff will be replaced with the new speed buff. (Consumes 15 mana, 5 second cooldown)
[Z] Pounce - Feral crouches down, preparing to jump. By clicking on a spot within the Feral’s range, he will pounce and perform a fast jump to that spot. If Feral clicks on nearby prey, he will quickly pounce to the foe and tackle him to the ground, heavily stunning him and dealing some damage. If Feral successfully pounces on his prey and stuns him, he will then proceed to deliver a barrage of rapid slashes from his claws at the enemy (roughly 8 hits total) while he is stunned. Feral’s speed will increase by 0.2 for a couple seconds after he finishes slashing the enemy. (Consumes 25 mana, 20 second cooldown, 8 total hits)
[X] Tearing Top - Feral will cross his arms for a second, while his claws begin to heat up and turn yellowish-orangish/red from the blazing heat. He will then proceed to extend his arms straight out and rapidly spin around like a top for a couple seconds, rapidly damaging nearby enemies with the heated claws. Feral can freely move around while spinning and can take damage from enemy ranged or area attacks. If Feral is staggered or stunned while spinning, the skill will be cancelled out and he will fall over. (Consumes 30 mana, 30 second cooldown, 4 second duration)
[C] Leer - Feral glares at the potential prey (enemies) in front of him, delivering a frightening and intimidating image of him to those victims. Enemies affected by the glare will be intimidated and have their attack and defense decreased by 0.03 for a while, but they will also become frightened and have their speed increased by 0.2 for a while. (Consumes 25 mana, 25 second cooldown)
[V]Carnage - Feral stabs the ground with one of his steel claws, sinking it deep into the earth and causing a field of tall steel spikes to suddenly shoot out from under the ground around him. Enemies hit by this will take good damage, heavy stun, be pushed back, and have their defense decreased by 0.2 for a while. Feral will remain idle in his current position with his claw dug into the earth for a couple seconds. After that he will pull his claws out of the earth while the spikes descend back into the earth in sync. (Consumes 60 mana, 65 second cooldown, 3 second duration)
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Got my idea. Hope you all like it. I had no idea I said 30 seconds, I intended on 3 from the start. XD
I'll just say that E is the Counter Attack, drains your Guard bar, depletes by 5 when hit by ranged, drops to 0 when hit by melee.
So, here's the new one. :P
Class: Royal
Type: Offensive
Weapon: Rapier
Idle Stance: Royal has his rapier in his left hand, arm straight out keeping the rapier able to touch the ground.
His moving position, he runs with his rapier flowing behind him in his left hand.
[ Passive ]
Fair Fighter - Whenever Royal takes a normal hit, the stat increase and decrease of that opponent is shared with you.
New Special Bar: Guard
[E] - Counterattack
Royal guards his chest with his rapier, draining the Guard bar quickly, 7% Guard Energy per second. If hit by a melee attack, Royal teleports right behind the opponent, and does a vicious backstab, 3 second stun, and drops the Guard Bar to 0.
If hit by a Ranged attack the attack is nullified by 50% and depletes the Guard Bar by 5%.
No mana loss, only Guard Bar.
Deals moderate damage, no more than 20 preferably.
Cooldown: 20 seconds
[Z] - Lightning Dive
Royal's rapier glows yellow, and dashes forward. If this dash hits, much like Tempus's Time Crack ability, the opponent gets hit by multiple slashes.
Deals separate damage from the lunge and multiple attacks, around 10 damage for the Lunge and 15 for the multiple hits.
Mana depletion by 20.
Cooldown: 10 seconds
[X] - Cross Crash - Royal's rapier glows blue as he slashes the air twice to make an blue X mark in the air. Then he will point his rapier forward and launch the X forward as a crossed shockwave, dealing damage to enemies in the way and pushing them back.
Deals a bit under moderate damage, around 10-15 in my opinion.
Also decreases defense by .1 . for 5 seconds.
Mana depletion by 30.
Cooldown: 15 seconds
[C] - Millenium Striker
Royal's rapier glows green, and then unleashes a flurry of stabs.
Deals separate damage per strike, preferably 10 strikes with 3 damage each, and the hotbox can be walked out of during the attack, but not easily.
Mana depletion by 40.
Cooldown: 30 seconds
[V] - Starfall
Royal's rapier glows Dark Red. Royal leaps up into the air, and with his rapier right beside him, he darts down.Upon hitting the ground or an enemy, an explosion of 30 studs with Royal in the middle occurs. Royal gets healed by 50% of the damage dealt.
Deals heavy damage, preferably around 35-50.
Mana depletion by 55.
Cooldown: 40 seconds |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
^
YAY, a rapier-user class!!!
i like rapiers :3 |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
wait... THE SKILLS DEALS TOO MUCH DAMAGE DUDE, YOU DONT EVEN KNOW THAT ONLY 1 SIMPLE ULTIMATE CAN DO A MINIMUN OF 20 DAMAGE AND YOU'RE TRYING TO PUT A FREAKING ONE OF 35-50??!
also... you are overpowering that class, with all that damage that rapier got... his normal defense stats must be -2.0 to recompensate the excessive ammount of damage that it deals o_e |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
unless you have only seen vulca's normal damage, a moderate damage ratio would be like 4-8 per hit .-.
do 13 of damage with a click hit or a Z ability would be really rare (unless you got damage buffs) |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
Ummm... i would preffer a trooper that uses a sniper rifle rather than one with dual guns :L |
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Class name: Berserker
Class type: Offensive
Weapon type: Rapier
Weapon name:Sky Piercer
Class stats:
Def: 1
Atk: 1
Spd: 1.1
Passive: Press E to increase speed by .2. Cool down of 12 seconds and uses 10 energy. There is a new bar called energy. If full, it will be a substitute for mana when using E, Z, and C. If the bar is at 10% or below, the player's speed will decrease by .3.
Attacks:
Normal: [Attack speed is high] First hit does 3-4 damage, the player stabs the enemy at head height. Second hit stabs the player in the chest, does 4 damage. Third hit stabs the enemy at the legs, does 2 damage. The fourth hit stabs the enemy in the chest and decreases their defense by .02. The first 3 hits increase stun bar by 2%, but forth does 4%.
Z-(Pierce) [Attack speed is high] The player rushes at a the direction the player is facing and points their rapier infront of them. They rush up to 10 studs. If an enemy is hit, it does 8 damage and decreases the enemy's defense by .1. This attack takes 10 mana and has a cool down of 11 seconds. Increases stun bar by 15%
X-(Cyclone) [Attack speed is average] The player takes hold of their rapier with both hands and twirls in a circle 4 times. This attack does 7-8 damage per hit. This takes 14 mana and has a cool down of 14 seconds. Increases stun bar by 4% each hit.
C-(Whirlwind) [Attack speed is high] The player stops and stabs at the air for 3 seconds and hitting enemy's in front of them. Enemies take 3-4 damage per hit.The attack range is like a large cone, but the point is facing you. This attack takes 20 mana and has a cooldown of 17 seconds. Increases stun bar by 2% each hit.
Z-(Full Force) [Attack speed is slow] The player holds their rapier back for 2 seconds and thrusts it forward. If it hits an enemy it does 12 damage, but reduces the enemy's defense by .25 for 6 seconds and staggers them. This takes 55 mana and has a cool down of 27 seconds. Increases stun bar by 87%.
SUPPORT THIS EPIC CLASS BY CALLING 1800-SPAM-I-WANT-THIS-NOW |
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I44cJoin Date: 2014-03-21 Post Count: 170 |
Note: this class is based on the looking of guardian class of lockdown in SK
lel. c:
Class type: Defensive
Name: Prime ward
Weapon name: Valiance (it would look like leviathan blade but its called valiance cause... it fits best, Also if you want speedy ;3 you could use a spiral knights sword model. :3)
Description: This excelent defensive knight will be able to block powerfull blows, thought... great hits could disarm him easily and leave him with no escape.
Idle: Exactly as frigost :P
Moving: he would look like running (just exactly like a Spiral knight. [God, im addicted D:])
Click attack moveset:
1th: He does a left-sided slash
2th: he does a right-sided slash
3th: he does a dash forward at same times that does an stab forward
Base stats:
(it is supposed to have a great blocking capability)
defense: 1.5
attack: 0.9
speed: 1 (1.1 if its not drawn)
Passive:
All-around blocking:
When the ward blocks he creates a force field that will boost defense of his allies by .1 and also he will block attacks from everywhere
E ability: Ward blocks (remember, he blocks attacks from everywhere and also gives a defense boost for his allies of .1)
Z ability: ward stabs his sword in the ground making a little shockwave (like the commander's last click attack) that increases his defense by .5 and decreases damage of enemies by .49 (coldown is of 7 seconds)
X ability: ward does a shield bash, it has a coldown of 15 seconds, it decreases defense of ward by .2 and defense of enemies by .11
C ability: ward makes a powerfull downside swing that leaves a crater where the slash landed
Note: this is a finisher move
Z ability: ward activates a berserk mode that will create a shockwave that generates everytime that ward gets hit, also the shockwave will have a really powerfull stun, it will deal 5 damage ignoring all defense. (Protos will be completely dead when the ward would use this, lol) |
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New Class:
Aquis
Support or Defensive.
E: Flow: The lower the Aquis's health gets, the faster he gets and the faster his spells move.
Z: Tidal Flurry: Strikes an foe with a series of small waves, The target cannot move but is immune to all other damage sources during this.
X: Tidal Surge: A wave carries the Aquis for 50 studs, dealing 10 damage to whoever is caught in it once and knocking them aside.
C: Aquatic Drain: Siphons the water from a foe's body, restoring 10% of the damage dealt to the aquis, or a nearby team member, whichever is lower,
v: Ocean's Fury: A bigger, deadlier, single wave form of Tidal Flurry appears, dealing 5 damage no matter what every .2 seconds for 5 seconds, and carries whoever touches it with them.
The aquis can also ride this wave unharmed. |
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Defensive Class: Aegis
Weapon Name: Arms of Aegis
Description: Aegis is a powerful defender equipped with gauntlets with large blades that extend all the way up to the shoulder. When combined, these blades then form a huge shield capable of blocking pretty much everything from hurting him and allies behind him. Aegis is great at repelling enemy attacks and then beating the attackers down into submission so they can’t retreat. However, Aegis bears heavy armor that limits his mobility, allowing enemies to escape his grasp and ranged units to keep their distance while they slowly chip down at his health.
Posture: Upon starting, Aegis will have his gauntlets on his arms with the huge blades sticking out while standing in the standard Roblox pose, actually getting into proper posture upon equipping it. While idle, he will have his arms kind of in a boxing position, moving his arms more by his sides when he runs.
Standard Attack Combo: Aegis will begin attacking by slashing his left blade to the right, then his right blade to the left. Then he will slash with his left blade again, except this time to the left, hitting the enemy with the back end of the blade. After that he will cross both arms and perform a cross chop. Finally, he will create his shield with the 2 blades like he does when he uses Obstruct and then does a quick bash forward before breaking the shield back into the two blades. The last strike inflicts more stun than the other strikes (perhaps even having a chance of staggering him if you like).
[NEW BAR] Shield – This bar will quickly regenerate on its own over time. Once this bar exceeds 80, Aegis can use his Obstruct ability. While Obstruct is active, this bar will quickly drain until Aegis stops using Obstruct. Obstruct will automatically cancel out once this bar is empty. If Aegis is hit by a physical attack that staggers the attacker, his bar will drain by 50. Other attacks will not drain the shield bar.
[PASSIVE] Impenetrable - Each time Aegis is hit by a physical attack, his defense will increase by 0.05 for a couple seconds. These buffs are stackable and can add up to huge increases in defense against rapid attacks (R.I.P. Proto). Ranged attacks and area attacks will not increase his defense.
[E] Obstruct – Aegis puts both arms in front of him right next to each other, connecting the large blades on his gauntlets to form a huge shield. While this shield is up, attacks on Aegis will deal no damage and no stun. If Aegis is hit by a physical attack, the attacker will be staggered and his attack will decrease by 0.2 for a while and Aegis’s shield bar will drop by 50. If this physical attack is a skill, the skill will be cancelled out. Ranged attacks will also be blocked. If a projectile hits Aegis head on (hits the front of his shield), it will be reflected and sent flying back the opposite direction it was heading, dealing damage and whatever other secondary effects the projectile inflicts on the attacker. Allies can hide behind Aegis’s shield and be protected from ranged attacks. Aegis is not damaged by area attacks either, but allies hiding behind him are still vulnerable. While shielded, Aegis cannot move.
[Z] Soaring Stone - Aegis grabs the earth with both hands and pulls out a giant stone slab, which he will carry over his head. Aegis can walk around while holding the slab, but his speed will be cut until he throws it. By activating this skill again or clicking the mouse, Aegis will throw the slab in the direction the mouse is pointing. Aegis will also be forced to throw it after holding it for a while or if he is staggered or stunned. This slab is affected by gravity and will begin to arc as it flies. When it hits a surface, it will change the direction it is heading (Basically let Roblox physics determine its movement). If the slab hits an enemy, it will deal good damage and heavy stun, and the slab will then continue its journey (multiple enemies can be hit by it). After a couple seconds the slab will break into small pieces cease moving. The stone will not damage enemies that touch it if it is not moving or just moving extremely slow (friction will cause the stone to decelerate over time). (Consumes 20 mana, 20 second cooldown, 5 second carrying time, 5 second stone duration)
[X] Barrage - Aegis pulls both arms back and then begins to launch of storm of jabs to pelt any unfortunate enemy in front of him. Aegis will launch a total of 6 blows over the course of 3 seconds. Each strike will deal moderate damage, decent stun, and decrease the enemy’s speed by 0.05 for a while. Aegis can move freely while Barrage is active but his speed will be cut until he stops. This skill can be cancelled out if Aegis is staggered or stunned while using it. (Consumes 25 mana, 30 second cooldown, 3 second duration, 6 total hits)
[C] Uppercut - Aegis delivers an uppercut blow with one is his arms that will send any enemy hit by it flying into the air. The enemy hit will take good damage, heavy stun, and have his speed decreased by 0.1 for a while. The enemy will also be launched upward, traveling upward a far distance, but landing not too far away from Aegis. Using this attack on already stunned enemies will not fling them into the air. If this attack does not hit a target it will fail and nothing will happen. (Consumes 30 mana, 35 second cooldown)
[V] Giga Bash – Aegis creates a shield with his gauntlets like he does when he uses Obstruct, but however, this time he crouches a bit and readies himself. Then, with most of his strength concentrated in his feet, he launches himself forward, propelling himself and his giant shield in the direction he as facing. Any enemies that are in the way will be smashed by the shield and either be sent flying in the direction Aegis was heading, or carried along with the shield until it stops (you can choose), where the enemies will then be flung a shorter distance, taking major damage and heavy stun. Aegis will travel a moderate distance before he suddenly stops and goes back into his normal form. If Aegis rams into a wall, his dash will immediately stop and he will be put him back into his normal form and be left staggered. However, when he hits a wall, enemies being carried by the shield will take even more damage, extremely heavy stun and have their defense decreased by 0.2 for a couple seconds, but they won’t be flung at all. (Consumes 65 mana, 60 second cooldown)
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Re_BuildJoin Date: 2010-06-04 Post Count: 164 |
w8 ppl still post here? lol |
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FalnerJoin Date: 2009-05-26 Post Count: 6 |
Class name: Disma
Weapons:
Backpack name - "Blight's Kiss"
Plague grenade
Doctor's blade
))Speed: 1
+Health: 100
|Defense: 1
-Damage: 1 (Can be buffed by the "Gas" bar if it is higher)
Passive:
Disma is a very good debuff class that instead of focusing on supporting, he will focus on debuffing and weakening. Disma is the only class in the game that will cause over time damage which will also increase the more times they are damaged by it. Disma is a very good support class to help the team by instead of helping his team, he dominates the other with his plague artillery. His "Gas" bar by his mana will some-what quickly go up. The more "Gas" bar is up, the more damage his gas attacks will do. Pressing "E" will cause Disma to fade into a cloud of gas, this will increase his walkspeed by .2 but be trailed by green smoke that follows him, but it will also decrease his defense by .5 which will put him in harms way. You cannot attack or damage anyone while the gas is being used, this will also swiftly take energy from the "Gas" bar. The higher the gas bar is, the faster Disma will walk in the gas, but the lower it is, the slower he will walk in the gas. This is great for escaping and ambushing if needed. Once you press "E" again to get out of the gas cloud, Disma's defense will crawl down by .2 as well as his movement by .2 for a couple of seconds. This passive will also stop "Mana" regaining until Disma is out of the gas.
Disma:
Category - Support
Z - "Fungal Arch"
Damage: 6-12
Mana catch: 10
Gas catch: 40
Recharge time: 15 seconds
Disma will throw a plague grenade that will explode on contact with another surface.
This explosion will cause a cloud of green smoke that will damage anyone inside it, doing 10 damage
each time they are inside it as well as slowing their movement by .5 if they are in it. The more they are hit by the cloud, their damage will decrease by .05 every hit.
X - Bubonic breath
Over-time damage: 2-40
Mana catch: 10
Gas catch: 40
Recharge time: 15
Disma will puff a cloud of green smoke around him. Anyone caught in this smoke once he has used it will take over time damage as well as their movement and defense decreased by .2. Every second, they will take 2 damage and it will last for 20 seconds. However, once Disma uses this, his own speed will be decreased by .3 for a couple of seconds once he has used this. This will also knockback anyone in the cloud of smoke. This can also be countered if a enemy Abyss heals them while the over-time damage is still happening, and the damage will sub-side. The debuff will last until the over-time damage ends.
C - Leech blade
Over-time damage: 2-20
Impact damage: 5-10
Mana catch: 5
Gas catch: 40
Recharge time: 10
Disma will slash his blade at a enemy (Similar to Frigost's slash). Once they are hit by the blade, they will take 2 damage over time, this will last for 10 seconds. The enemys' damage will decrease by .3. The debuff will last until the over-time damage goes away.
V - Cure (ULT)
Mana catch: 100
Use: Only 1 use
Health regained: 100% of a teammates' health
Disma will throw a vile of blue liquid at a teammate. This will heal them fully, but there is only 1 use for this attack. It will also grant .2 defense for a couple of seconds on the target you have healed. This will not take any mana from the "Gas" bar. If you have hit a enemy, it will stun them for a couple of seconds but it will cause no damage, nor debuffs.
lol hope you like it
tell me if it's OP or not |
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