A Premium, purchasable class, $2-$5. To justify the price, this class comes with a living item that's class specific (off hand item).
Class Premise: A Chinese themed mythical warrior specializing in straight sword. (Samurai, Ninja, Monks are too overdone in RPG universe)
Class Name: SoulCalibur
Play styles: Three play styles identified by the chosen off hand living item. Boss Killer (Single target damage), Mob Killer (Multi Target nuking), and Arionthe Special (something wierd)
Normal Attacks:
1) Tai-Chi Sword: Defensive normal attack where incoming ranged attacks are parried and reflected back to the attacker. Melee attacks are misdirected to nearby foes. In actual game mechanic terms, % of ranged attacks are reflected back to the attacker, % of melee attacks are redirected to other melee targets. Higher skill level = higher % reflected attacks. Attacks per second limits the number of attacks redirected in this fashion per second.
2) Bagua Sword: Offensive normal attack. Melee range attack where each attack increases the attack power of next attack by 20% upto 8 times at max skill level.
3) Aura Blade: range normal attack where small air vortexes form from the end of the sword and explode forward towards foes. Slows foes and also make them more prone to damage (dmg received debuff stackable for 5 secs, think amplified damage hex)
Common Utilities:
1) Stalking Dragon Dance: works like Devastate, multiple hits against one or more foes doing massive damage.
2) Mountain Sword: Huge Sword appears and strikes a single enemy. (sorta like the dancing scimitar spell, but just one massive hit)
3) Rain of Swords: Spirit swords rain down from the sky, striking an area of your choosing. Think Blizzard
4) Blood Sacrifice: Trade some Hp for a temporary boost in attacking power
5) something we can think of in the future
Subclass Ultimate (Utility skill that defines the playstyle and enhanced by the offhand living item):
Boss Killer: The ultimate aim of this subclass is to devote everything to the sword, your body and soul. The perfect expression of this objective is merging oneself into the blade and form that perfect unity.
Skill Name: One with the sword.
Skill Description: Player disappears and merges into the sword. The blade pulsates with power and pierces the very fabric of reality itself as it turns everything asunder.
Skill Mechanic: Works like snipe, player transforms into a sword, dashes to the destination, damaging everything in its path (very narrow line). While transformed, player is immune to control and takes only 10% damage.
Living Item: Scared Scabbard: The sheath that empowers the blade
Living Item Special: Every 5 secs, a significant damage buff is granted to the sword, lasting between 1-2 seconds. Buffs can be 500% damage (Yellow Aura), 3X LOH (Red Aura) etc
Boss Killer Set:
Bonus 2: When triggering One with the sword, transformed sword will return to its original position, damaging everything in its path one more time.
Bonus 4: One with the sword will have a slightly wider damage path (2-3x wider, hitting more mobs in its path)
Bonus 6: When triggering One with the sword, transformed sword will double back and hit the path for a 3rd time. (Think Blanka or M Bison)
Mob Killer: The ultimate aim of this subclass is to be the absolute master of the sword.
Skill Name: Spirit Sword Storm
Skill Description: Multiple sword spirits/shards appear and blasts forward in a fan shape, think teeth/multishot in D2.
Skill Mechanic: Works like multishot for BH. The force of the blast is so strong that a force field also forms around the player, granting it some protection (like shield bubble)
Living Item: Sacred Gourd
Living Item Special: When SSS is cast, a SSS mirror wave is also cast
Mob Killer Set:
bonus 2: When SSS is cast, 33% chance one more SSS is cast (which can also trigger the living item special)
bonus 4: SSS shards also pierce 100%
bonus 6: Bonus 2 % chance is now 100%
Arionthe Special: This can be fun
Skill Name: God Killer Sword Formation
Skill Description: Hundreds of swords fly out of player's body forming intricate patterns.
Skill Mechanic: a damage field around the player, think Armageddon in D2, or enlarged version of WW. Mobs caught in the field are disoriented and confused, -50% attack speed, a vortex effect also pulls the mobs into the damage field. Longer they stay in the damage field, greater damage is done. 20% more damage than each previous second. Max level duration 4 sec.
Living Item: Scared Sword Scroll
Living Item Special: Power of the scroll sustains the formation for longer than possible. Duration +2 sec
Set Bonuses:
Set 2: Radius is increased by 50%
Set 4: Duration + 2 sec
Set 6: Focused Fury: Fewer the target caught within the AoE, greater the concentrated power felt by your foe. When mob # > 4, normal damage, mob # 4 = each taking 125% damage, mob #3 = each taking 167% damage, mob # 2 = each taking 250% damage, mob # =1 each taking 500% damage
Passives:
Common ones plus a few specials
If combined with the elemental crafting idea I proposed earlier, here are some interesting possibilities:
Elemental overload: Add 50% to your strongest element when calculating elemental overload
Holy Beads: Add 100% to the Holy element when calculating elemental overload
Negative, fire, ice, earth etc
That's the basic framework. I for one would love to play a class like this.
Class Premise: A Chinese themed mythical warrior specializing in straight sword. (Samurai, Ninja, Monks are too overdone in RPG universe)
Class Name: SoulCalibur
Play styles: Three play styles identified by the chosen off hand living item. Boss Killer (Single target damage), Mob Killer (Multi Target nuking), and Arionthe Special (something wierd)
Normal Attacks:
1) Tai-Chi Sword: Defensive normal attack where incoming ranged attacks are parried and reflected back to the attacker. Melee attacks are misdirected to nearby foes. In actual game mechanic terms, % of ranged attacks are reflected back to the attacker, % of melee attacks are redirected to other melee targets. Higher skill level = higher % reflected attacks. Attacks per second limits the number of attacks redirected in this fashion per second.
2) Bagua Sword: Offensive normal attack. Melee range attack where each attack increases the attack power of next attack by 20% upto 8 times at max skill level.
3) Aura Blade: range normal attack where small air vortexes form from the end of the sword and explode forward towards foes. Slows foes and also make them more prone to damage (dmg received debuff stackable for 5 secs, think amplified damage hex)
Common Utilities:
1) Stalking Dragon Dance: works like Devastate, multiple hits against one or more foes doing massive damage.
2) Mountain Sword: Huge Sword appears and strikes a single enemy. (sorta like the dancing scimitar spell, but just one massive hit)
3) Rain of Swords: Spirit swords rain down from the sky, striking an area of your choosing. Think Blizzard
4) Blood Sacrifice: Trade some Hp for a temporary boost in attacking power
5) something we can think of in the future
Subclass Ultimate (Utility skill that defines the playstyle and enhanced by the offhand living item):
Boss Killer: The ultimate aim of this subclass is to devote everything to the sword, your body and soul. The perfect expression of this objective is merging oneself into the blade and form that perfect unity.
Skill Name: One with the sword.
Skill Description: Player disappears and merges into the sword. The blade pulsates with power and pierces the very fabric of reality itself as it turns everything asunder.
Skill Mechanic: Works like snipe, player transforms into a sword, dashes to the destination, damaging everything in its path (very narrow line). While transformed, player is immune to control and takes only 10% damage.
Living Item: Scared Scabbard: The sheath that empowers the blade
Living Item Special: Every 5 secs, a significant damage buff is granted to the sword, lasting between 1-2 seconds. Buffs can be 500% damage (Yellow Aura), 3X LOH (Red Aura) etc
Boss Killer Set:
Bonus 2: When triggering One with the sword, transformed sword will return to its original position, damaging everything in its path one more time.
Bonus 4: One with the sword will have a slightly wider damage path (2-3x wider, hitting more mobs in its path)
Bonus 6: When triggering One with the sword, transformed sword will double back and hit the path for a 3rd time. (Think Blanka or M Bison)
Mob Killer: The ultimate aim of this subclass is to be the absolute master of the sword.
Skill Name: Spirit Sword Storm
Skill Description: Multiple sword spirits/shards appear and blasts forward in a fan shape, think teeth/multishot in D2.
Skill Mechanic: Works like multishot for BH. The force of the blast is so strong that a force field also forms around the player, granting it some protection (like shield bubble)
Living Item: Sacred Gourd
Living Item Special: When SSS is cast, a SSS mirror wave is also cast
Mob Killer Set:
bonus 2: When SSS is cast, 33% chance one more SSS is cast (which can also trigger the living item special)
bonus 4: SSS shards also pierce 100%
bonus 6: Bonus 2 % chance is now 100%
Arionthe Special: This can be fun
Skill Name: God Killer Sword Formation
Skill Description: Hundreds of swords fly out of player's body forming intricate patterns.
Skill Mechanic: a damage field around the player, think Armageddon in D2, or enlarged version of WW. Mobs caught in the field are disoriented and confused, -50% attack speed, a vortex effect also pulls the mobs into the damage field. Longer they stay in the damage field, greater damage is done. 20% more damage than each previous second. Max level duration 4 sec.
Living Item: Scared Sword Scroll
Living Item Special: Power of the scroll sustains the formation for longer than possible. Duration +2 sec
Set Bonuses:
Set 2: Radius is increased by 50%
Set 4: Duration + 2 sec
Set 6: Focused Fury: Fewer the target caught within the AoE, greater the concentrated power felt by your foe. When mob # > 4, normal damage, mob # 4 = each taking 125% damage, mob #3 = each taking 167% damage, mob # 2 = each taking 250% damage, mob # =1 each taking 500% damage
Passives:
Common ones plus a few specials
If combined with the elemental crafting idea I proposed earlier, here are some interesting possibilities:
Elemental overload: Add 50% to your strongest element when calculating elemental overload
Holy Beads: Add 100% to the Holy element when calculating elemental overload
Negative, fire, ice, earth etc
That's the basic framework. I for one would love to play a class like this.
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