Smite the enemy with brightest light, or crush them with darkest night... Whatever path you choose, the Paladin class dominates with pure damage dealing potential.
This class focuses on 2 elements: Light (Made up, I KNOW), amd Shadow. Light can do massive damage, but it takes a while to set attacks up, a la Withdrawl Combo. Shadow is fast and deals high damage per turn, but has little stunning or healing power.
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General Overall Stats: Light -
Speed - Low Vitality - Medium Instinct - Very High Strength - Low
Shadow -
Speed - High Vitality - Low Instinct - Low Strength - Above Average
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Example Moves:
Full Power (CD:5, Costs 100 Focus, Use:1)
Attack the enemy for 500% of your Instinct. Slows focus recovery by 50% for 2 turns. Level: Starter
Rapid Slash (CD:0, Costs Nothing, Use:1)
Attack the enemy for 150% of your Speed, and gain 70 focus back over 3 turns. Level: Starter
Sigh... It's a concept class. If you were here a month or two ago, there were about 467963540000000 of them. The idea is to make moves for it. Like this:
Intensify (CD:2, Costs 30 Focus, Use:3)
Reduce all damage taken by 20/40/80/160% for two turns. Level:1
I dont think the paladin class is a good idea. Normally paladins tend to become an i-win class. Eg. in world of warcraft a whole ton of people i know hate paladins cause they have so many healing spells making them nearly impossible to defeat. (at least if they know what theyre doing)
Adds the debuff 'KILL IT WITH FIRE!!!' to the target, which damages it for 100% of it's own Shadow Piercing each turn for seven turns, but causes their Focus to increase by 150/140/130/120/110/100%.
Cloak (CD:5, Costs nothing, Use:1)
Increases your Shadow Piercing by 800% for one turn, but causes the enemy to increase their Shadow Piercing by 400% for two turns.
Dagger (CD: 4, Costs 20 Focus, Use:5)
Attacks the target for 300% of your Speed with a higher/high/extremely high chance of a critical hit if they have a debuff on them.
Holy Fire, then Cloak and Dagger. High damage AND Dagger is spammable with Rapid Slash. Heal could be thrown in, as well as anything else, and it stays balanced out. More points into Speed into this build, as well as Instinct for Heal.
Compulsion of Light (CD: 2, Costs 10 Focus, Use: 1)
If the target has 1 or more shadow buffs active, deals 7/77/777% of your instinct. If the target doesn't have any shadow buffs or you miss, it deals 6/66/666% of your instinct to yourself.
For the antiheal skill, I forgot to mention that the effect lasts for 2/3/4 turns and the required level is 8.
Revival (CD:99, Costs 100 Focus, Use:1)
When you click on this after clicking on any member of your team, a small menu will appear with your teammates names. Click the one you wish to revive, and they will be revived with 40%/60%/80%/100% health and 50/60/70/80 focus. You can revive yourself by clicking a teammate and choosing revive when you're dead. When you revive yourself, you will revive with 0 focus.
Resurrection (CD:99, costs 100 focus, use:1)
The shadow version of revive. Works the same way as revive does. When someone is resurrected, they return with 1 health and 70/80/90/100 focus. They will also have the buff Resurrected Soul, which lasts 4 turns. While in affect, all damage that the character takes will be negated and will be converted into focus gain. They will also deal 70%/80%/90%/100% more damage with all sources, as well as having a 30%/40%/50%/60% increase in all stats. After the 4 turns expires, they will disappear.
Convert all your attacks to the cosmic typing. Whenever you attack, remove all shadow debuffs on yourself and shadow debuffs on the enemy. Also boost shadow defense by 25/35/50% and cosmic piercing by 25/35/50%. Lasts 4 turns.
Convert all your attacks to the shadow typing. Whenever you attack, remove all light debuffs on yourself and light buffs on the enemy. Also boost light defense by 25/35/50% and shadow piercing by 25/35/50%. Lasts 4 turns.