This seems to be the new fad eh? Anyway I bring you this class based off an old idea of mine (maybe you can remember it) about how Sonny should use guns (shooting them, not using them as a melee weapon). This class is built around guns and the skills of a trained soldier. The soldier class is split into 2 trees, Rambo and Strategist. Most of the soldier class revolves around having a rifle, so you can't use some powers without a rifle.
So when making powers/armor take in account if a rifle is needed.
I spent 2 minutes thinking up this class, so there are still some holes. Feel free to help out.
Starting powers: (basing these off the fact the you start off with a melee weapon)
Combat Kick Level 0 CD: 0 Focus cost: 15 Attack the enemy using 120% strength, 50% speed, and 20% instinct. The attack has a 10% chance to stun for one turn
Take Cover! Level 0 CD:5 Focus cost: 0 Last 3 turns Enables the Covered effect, granting a 70% increase in defense. You also recover 10 focus every turn for 3 turns.
This seems like a lightning/fire based class atm...O_o
I think it is a everthing class, just matters what rifle/armor you are going with. It also is a very focus heavy class. along with all the other attributes. So it is an extremely broad class, with many different variations and strategies, which makes it AWESOME HAHAHAHAH...
I thought this one up in the shower:
War Legend Level 12 Passive
When under 40% of max health, all enemy attacks have a 50% chance of doing no damage.
Attack the enemy for 200% of your strength/instinct and apply the Burning Wounds which make them bleed off 5% of their health per turn for 4 turns. Pepper Spray Bomb Level 2 ability Costs 15 focus CD: 10 [2/2]
Attack the enemy for 200/210% of your instinct and 15/25% of your strength and stun them for 1/2 turns. 30% more damage if 'Burning Wounds' effect is active.
Camoflage CD: 12, Use:1, Costs Nothing Speed is increased by 15%.
Plant Remote Explosive CD: 4, Use:1, Costs 25 Focus Can only be used while Camoflaged.
The enemy recieves a debuff, "Planted Explosive", which does nothing. Lasts 2 turns, at the end, explodes and damages the opponent for 340% of your Strength and 100% of your Speed.
Oh yeah, buff up Snipe by 125%, Shoot and Pyro Blast by 175%, and switch the %, I think they're too weak for a spamming skill...and snipe's isn't THAT good for a finisher that needs at least 2 turns of setup...
Field Dressing Level 2 CD:8 Focus: 20 Eqippable 2 times
Dress you or your allies wounds. Initial healing is 10% percent of your max vitality. Enables the "mending" effect which restores an additional 5/10/15% of your max vitallity for 3 turns. Also dispels one physical debuff.
Barricade Level 5 CD: 8 Focus: 50 Eqippable Once
Build a barricade for you or a ally. The barricade has a 70% chance to take all damage of an attack or to block a spell. The barricade has 1000/1250/1500/2000 heatlh.
Attack the enemy for 300% of your Strength and 100% of your Strength and Speed, plus an additional 150 damage. Is not effected by defense, so all defense is reduced to...base.
Also, may damage a random ally of the opponent for 10% of your Strength (10% chance).