Its element could be a new grey element called steel, or for you purists it could be boring physical. I will use both interchangable, most likely. You can vote on which is better.
The weaponry used in this class is any 1- handed weapon. (uses primary and secondary.) I was also thinking that you could use all weapons for either spot, but they would have better stats when used as primary. tell me if this is a cool or stupid idea.
Some of this class' moves are used in other posts (rush on volcanological, tornado strike on cycological comments) but were intended for this class.
Lastly, I wanted to describe 2 builds i am basing this unit on. Ninja: uses piercing, speed, and buffs to deal high damage and crits. Also has enough speed to dodge a fair share of attacks. Berserk: Focused on strength, survivability, and recovery.
On to the moveset:
Starting moves:
Velocity Strike Attacks the enemy for 200% of your speed and regenerates 8 focus.
Shuriken CD: 3, Cost:30 focus Attacks the enemy for 70% of your speed, strength, and instinct and applies "Steel Wound" which decreases its steel defense by 15% and deals damage equal to 50% of your speed every turn for 3 turns
Active:
Rush CD:4, Use: 2, Cost: 15 focus Deals damage equal to 225/265/305% of your speed and applies the debuff "Crush" to the target, which decreases its damage output by 10/20/30% for 3 turns.
Blade Spin CD:6, Use:1, Cost: 25 focus Spins around 4/5/6 times, hitting the enemy for damage equal to 60/75/90% of your speed each time but applies the buff "Dizzy", which lowers your speed, piercing, and defense by 40/30/20% for 3 turns
Sharpen CD:9, Use:1 Regenerate 20/40/60 focus and increase your piercing by 25/45/65% for 5 turns.
Blade Dance (yea, it's felicity's move) CD: 7, Use:1, Cost: 15 focus Shield yourself from damage equal to 100/175/250% of your speed for 5 turns. If the shield is broken while the buff is active, you take 50% more damage.
Dual Strike CD:3, Use:3, Cost: 10 focus Attack the enemy twice, for 80/120/160% of your speed and strength each time, but these attacks have a 70/75/80% accuracy.
Seppuku CD:8, Use:1, Cost: 10% of max health Cut yourself to regenerate spiritual energy. Gain 60/100/140 focus over 5 turns.
Shadow Form CD:12, Use:1, Cost: 50 focus Increase your speed and avoidability by 90% and your instinct by 40% for 5 turns.
Berserk Form CD:12, Use:1, Cost: 10% of max health Increase strength and speed by 70% and vitality by 30% for 6 turns.
Pressure Point CD:6, Use:2, Cost: 20 focus Attack the enemy for 90/110% of your speed plus a 25/35% chance to do an extra 180/200% of your strength, speed, and instinct.
Blood Strike CD:4, Use: 2, Cost:10 focus Attack an enemy for 120/140/160% of your speed and 60/80/100% of your strength. If the attack hits, you apply the buff "Bloodthirsty" which heals you equal to 50/70% of your speed and strength for 2 turns and increases your direct damage dealt and taken by 15/20/25%.
Divine Armor CD:7, Use:2, Cost:10 focus Heals a friendly unit for 180/220/260% of your speed and applies a buff that increases the target's vitality and defense by 15/20/25%
Puncture CD:3, Use: 3, Cost: 10 focus Attack the enemy for 140/190/240% of your physical piercing, bypassing all defense. This attack also has a 120/160/200% crit chance.
Sabotage CD:7, Use:2, Cost:10 focus Attack the enemy for 110/130/150% of your instinct and speed and apply a debuff that decreases its speed and damage output by 15/20/25% for 4 turns.
Scar CD:8, Use:2, Cost:15 focus Attack the enemy for 130/170/210% of your speed and apply "Scar Tissue", which causes it to receive 10/15/20% more damage and take damage equal to 50/70/90% of your speed per turn for 5 turns.
Balance CD:6, Use:2 Applies a buff on a friendly unit that increases their speed by 20/25/30% and regenerates 10 focus and 2/3/4% of the targets max health per turn for 6 turns but decreases their piercing by 30%
Passive Abilities
Acceleration Increases speed by 5/10/15/20%
Double-Edged Increases steel piercing by 40/80/120/160/200%
Patience Increases healing and damage over time dealt by 4/8/12/16/20%
Well, It's late and I'm done for now. Please contribute your suggestions, opinions, and ideas!
Air armor is overpowered, wrong element, and replicating a skill I already have (I think...)
Cripple is taken from another class, I think bio, and it had too big a skill leap. Plus no CD or cost and level 1? C'mon. You probably know how picky I am by now...
Attack the enemy for 100/150/200% of your speed and 25/50/75% of your strength and apply the 'Cripple' which decreases the enemy's speed by 20/25/30%.
Air Armor to:
Pump Up
Level 15 Ability CD: 20 Costs 100 focus.
Pump up you or your teammates and apply then 'Buff' effect which decreases damage taken and speed by 10/20/30%, and it also increases defenses and piercing by 10/15/20% all for 8 turns.
Increase your speed by 150% for 7 turns. If you get stunned while this effect is active, after stunning is resolved increase your speed by another 150% for the rest of the time this effect is active.
cool, can be part of master combo (like DoT implosion, withdrawal, etc. But you should make it cost 15 focus and last 6 turns. More moves to use in the combo:
Jumpstart CD:4, Use:1 Stuns you for 1 turn and recovers 10/20/30 focus on that turn, and increases your speed by 50/75/100% after for 3 turns.
Mass Driver CD:5, Use:1, Cost:100 focus Accelerate into your target to deal damage equal to 400/440/480/520% of your speed.
Transfer CD:10, Use:1, Cost:15 focus Increases the healing and damage recieved by the target by 40/60/80/100% for 5 turns
Prime Preparation CD:7, Use:1 Makes your next attack 100% accurate and deal 20/30/40/50% extra damage, but you receive an extra 60/50/40/30% damage.
So far its Steadfast-Transfer-Jumpstart-Prime Preparation-Mass Driver, I haven't even looked at previous pages. So far, 500 speed at level 30 will yield... 39000 damage and has 100% accuracy! Fair though, as it takes longer to set up, doesn't have crystalize to immobilize your enemy, has debuff aspects (higher healing on enemy, take extra damage, stunned for 1 turn), and doesn't heal like withdrawal. I like it!
berserk warriors and ninjas are based on using different weapons... just putting that in. (arms means weapons if you didn't know... hence armory, armed and dangerous, etc.)