ForumsGamesArmological class

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zarco
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zarco
166 posts
Nomad

This is my 3rd fantasy class (in like a week, wow) and I feel as if all the class ideas are taken, but I think I can squeeze 1 more in.

The Armological class is based on weaponry and agility. Its attacks are based chiefly on speed, but uses a patchwork of attributes. To illustrate:

Primary stat: Speed
Secondary: Piercing, strength
Tertiary: instinct, defense, vitality.

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!

  • 33 Replies
EpiKc
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EpiKc
244 posts
Nomad

Air Armor
Level 15 passive ability

Uses the water vapors in the air to decrease damage by 5/7/9/11%, increase your speed by 5/10/15/20%, and make you gain 2/6/10/10 focus.

Cripple
Level 1 ability
Costs 0 focus.

Attack the enemy for 25/200% of your speed and 25/25% or your strength and apply the cripple effect which decreases the enemy's speed by 10/20%.

zarco
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zarco
166 posts
Nomad

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...

EpiKc
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EpiKc
244 posts
Nomad

Cripple
Level 5 ability
Costs 30 focus.
CD: 5

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.

zarco
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zarco
166 posts
Nomad

cool...'nuff said.

firetail_madness
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firetail_madness
20,540 posts
Blacksmith

Steadfast
(CD: 13, Use: 1, Costs 0 Focus)

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.

zarco
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zarco
166 posts
Nomad

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!

t3hzb0t
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t3hzb0t
30 posts
Nomad

Demoralizing shout
Level 30 spell
Focus: 65 CD: 10


Weakens target decreasing all stats, piercings and defences by 10%

obscuredemon
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obscuredemon
1,426 posts
Nomad

Guard
Level 5 Spell
Focus: 75 CD:7

Shields a friendly unit from damage equl to 20x/30x/40x your Strength.

firetail_madness
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firetail_madness
20,540 posts
Blacksmith

No Guard
(CD: 18, Use:1, 0 Focus)

Target an enemy. That user cannot dodge any attacks for 10 turns.

zarco
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zarco
166 posts
Nomad

cool opposite effects. 2-branch skill tree?

firetail_madness
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firetail_madness
20,540 posts
Blacksmith

One side should focus on damage/speed, the other life and buffs.

Coat of Steel
(CD: 7, Use: 1, 35 focus)

Increase a friendly unit's physical defense by 80%, and have them take 5% less damage from all sources, for 3 turns.

zarco
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zarco
166 posts
Nomad

i think its better to mix those- how bout berserk and ninja? 2 builds like poison and physical or electric and shadow. (or cold and hot hydro...)

firetail_madness
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firetail_madness
20,540 posts
Blacksmith

Doesn't have much relation to the name...

zarco
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zarco
166 posts
Nomad

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.)

firetail_madness
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firetail_madness
20,540 posts
Blacksmith

Meh.
Most of your classes revolve around damage, needs more strategy =P

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