Jan 16, 2007, 09:05 PM // 21:05
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#1
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Pre-Searing Cadet
Join Date: Sep 2006
Guild: Tribo dos Reis
Profession: Mo/
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Concept Class - Knuckle Fighter
I posted this class in some other forums and ppl really liked it... i hope someone who likes the game will read it and find it interesting also cuzz i've been taking a look at the concepts some guys try to sell that are really crappy!! Hope u enjoy!!! PLZ VOTE FOR THIS!!!
The Brawler/Knuckle Fighter
The concept of this class would be a mixture of the more common Monk style we see in most games ( such as Ragnarok ) and merge it with the infamous Brawler of many games ( Disgaea for example ). The class has the damage/assist task focusing in some fighting styles and using the class weapon, the knuckles. It has the status of a street warrior, kind of the “Kind Hearted Rebel”
Attributes
Inner Focus (Primary) – The duration of all nonspell skills are increased by 3% for each rank in Inner Focus. For example, with 10 points in Inner Focus, a 10 second lasting stance would instead last for 13 seconds. This would apply to Preparations, Stances, Shouts, Glyphs, Anthems and Styles (The new twist in the class)
Knuckle Mastery –Knuckle Mastery increases the damage you do with knuckles and your chance to inflict a critical hit when using a knuckle. Many skills, especially knuckle skills improve with higher Knuckle Mastery.
Martials – No inherit effect. Many skills related to Martial styles* and Defense are improved by this attribute.
Discipline – No inherit effect. Many skills related to energy management, hexes and enchantments are improved by this attribute.
* The martial styles are something I came up with to make the class seem cooler… but if the mechanics make it hard to use it could fall into preparations category. They shouldn’t be turned into stances since the styles only add up some benefits that will work along with stances. You’ll see what I mean later!!
At Level 20: Hp – Custom
Energy – 35
Energy Pips – 3
Armor – 70
Armor Art and Concept
The armor concept for the brawler is a mix of Ranger (cloth/light) armor and the Monk (Tatoos/Wrapings). Since the armor of Brawlers is something that’s got to be comfortable and offers no restrain to it’s quick moves an punches.
NOW ---- SKILLS
First I want to explain how styles would work:
Styles are something to be compared to a weapon spell but in a more discrete way. You will see next that sometimes a style’s effect is modify the element (fire, cold, and lightning) and damage type of a weapon (blunt, piercing, and slashing). This worthless, apparently, changes are boosted with the Inner Focus and Discipline hexes and enchantments that enhance the power of those weapons or lower a foe’s defense towards some kind of element or damage type.
Skills are not sorted by attribute!!!
Relaxed Mind - Skill
Energy (10) ---- Cast Time (-) ---- Recharge (15)
Lose all adrenaline, for each strike lost you gain (0…2) Energy
Sense the Danger – Enchantment Spell
Energy (10) ---- Cast Time (2) ---- Recharge (20)
For 30 seconds, the next time your health drops below 50%, you lose all adrenaline and gains (30…110) health
Enhanced Rage - Skill
Energy (15) ---- Cast Time (1/2) ---- Recharge (20)
Lose all enchantments. For each one lost you gain (1…3) strikes of adrenaline
Gaze of Humility - Skill
Energy (10) ---- Cast Time (1/2) ---- Recharge (30)
Target foe is interrupted. If he was casting a spell, that spell is disabled for an additional (8…20) seconds
Sundering Gaze – Elite Skill
Energy (15) ---- Cast Time (1/2) ---- Recharge (20)
Target foe is interrupted. If he was casting a spell, he takes (8…80) damage and suffers Deep Wound for 10 seconds
Deafening Shout - Shout
Energy (5) ---- Cast Time (-) ---- Recharge (40)
Lose all adrenaline. Foes in the area can’t be affected by shouts for (3…18 seconds)
Signet of Discipline - Signet
Energy (-) ---- Cast Time (2) ---- Recharge (30)
For each strike of adrenaline you have you gain (8…18) health.
Mirror of Souls – Elite Enchantment Spell
Energy (10) ---- Cast Time (1/2) ---- Recharge (40)
For (10…30) seconds, the next 3 spells cast against you fail and you lose ( 15…4) energy.
Zealous Gaze – Enchantment Spell
Energy (5) ---- Cast Time (1/2) ---- Recharge (10)
For 10 seconds, the next time target other ally takes damage, that damage is redirected at you and you gain (10…50) health
Ignore Conditions – Enchantment Spell
Energy (10) ---- Cast Time (1) ---- Recharge (30)
For (6…17) seconds you are immune to conditions. When Ignore Conditions end, you suffer from Bleeding, Crippled and Deep Wound for 15 seconds.
Blurred Image - Elite Stance
Energy (10) ---- Cast Time (-) ---- Recharge (30)
For 30 seconds you move 25% faster and cannot be knocked down. Blurred Image ends if you fail to hit a foe for more than (2…6) seconds.
Live in the Past – Enchantment Spell
Energy (15) ---- Cast Time (1) ---- Recharge (40)
Lose half of your maximum health. For 50 seconds you gain (8…16) % of the amount lost every 10 seconds.
Shattering Touch - Spell
Energy (5) ---- Cast Time (1/2) ---- Recharge (30)
Target for loses up to (2…8) enchantments. For each one lost you lose 5 energy and (30…11) health.
Charged Hook – Attack Skill
Energy (5) ---- Cast Time (2) ---- Recharge (10)
Your next attack deals (6…26) more damage and knocks down foes suffering from weakness.
Signet of Hundred Fists - Elite Signet
Energy (-) ---- Cast Time (1) ---- Recharge (20)
Target foe takes (6…40) damage. If you are under the effects of a stance and a style, you deal extra (5…35) damage.
Quick Step - Stance
Energy (10) ---- Cast Time (-) ---- Recharge (30)
For 10 seconds you run 33% faster and have a (10…60) % chance of evading attacks.
Slow Step - Stance
Energy (5) ---- Cast Time () ---- Recharge (30)
For 20 seconds you can’t be knocked down but run (50…20) % slower.
Ankle Smash – Attack Skill
Energy (10) ---- Cast Time () ---- Recharge (20)
Target for is crippled for (5…15 seconds)
Rapid Kick – Attack Skill
Energy (10) ---- Cast Time (1/2) ---- Recharge (20)
You deal (40…10) less damage and target foe is knocked down.
Raging Stomp – Elite Spell
Energy (20) ---- Cast Time (2) ---- Recharge (30)
All foes in the area are struck for (5…30) Holy damage, (5…30) Earth damage and (5…30) Fire damage.
Razor Hands – Attack Skill
Energy (5) ---- Cast Time () ---- Recharge (5)
You next attack causes bleeding for (3…15 seconds)
Heavy Punch – Attack Skill
Energy (5) ---- Cast Time () ---- Recharge (8)
Your attack deals (8…25) more damage and cannot be blocked.
Throat Grasp – Attack Skill
Energy (10) ---- Cast Time (1/4) ---- Recharge (20)
Your next attack deals (8…30) damage and interrupts your target.
Throat Twist – Elite Attack Skill
Energy (10) ---- Cast Time (1/2) ---- Recharge (20)
Target for is interrupted. If he was casting a spell, all his spells are disabled for (3…5) seconds
Adept of Brawling – Stance
Energy (5) ---- Cast Time (-) ---- Recharge (30)
As Long as you are wielding a knuckle, for (5…18) seconds you have 30% of evading attacks.
Whole Body Style - Style
Energy (5) ---- Cast Time (1) ---- Recharge (30)
For 20 seconds, the next hex spell cast on you fails and you gain (2…10) energy.
Justice – Attack Skill
Energy (10) ---- Cast Time (-) ---- Recharge (8)
Deal + (3…40) damage. If you hit a foe with less health than you, you are knocked down.
Steal Thoughts - Spell
Energy (15) ---- Cast Time (1) ---- Recharge (20)
Target foe’s skills are disabled for (1…4) seconds
Gamble Life – Enchantment Spell
Energy (10) ---- Cast Time (2) ---- Recharge (10)
Lose all but 50 health. For each 10 points lost you have 1 second of (1…6) health regeneration.
Escape Plan - Style
Energy (10) ---- Cast Time (1) ---- Recharge (20)
For 10 seconds, if your health drops below 25%, you gain (20…120) health and run 25% faster for 10 seconds.
Hundred Arms - Stance
Energy (10) ---- Cast Time (-) ---- Recharge (30)
For (2…14) seconds you attack 25% faster. When this stance ends you are knocked down.
Mime – Elite Spell
Energy (20) ---- Cast Time (1/4) ---- Recharge (50)
For (3…25) seconds Mime is replaced for target foe’s elite skill.
Sinful Gaze – Elite Spell
Energy (5) ---- Cast Time (1) ---- Recharge (15)
Target foe takes (10…60) damage. If he has more health than you, you are knocked down and he loses (2…9) energy.
Melting Flames – Hex Spell
Energy (10) ---- Cast Time (1) ---- Recharge (20)
For 20 seconds, as long as target foe is on fire he has – (10…40) armor.
Accumulated Frost – Hex Spell
Energy (10) ---- Cast Time (1) ---- Recharge (10)
For 20 seconds, every time target foe takes cold damage, he moves (10…60) % slower for 2 seconds.
Whirlwind Strike - Skill
Energy (10) ---- Cast Time (1) ---- Recharge (10)
Each adjacent foe takes (10…40) damage for each adjacent ally to him.
Sundering Style - Style
Energy (15) ---- Cast Time (2) ---- Recharge (30)
For 20 seconds you have + (5…20) armor penetration and + (1…9) % chance of landing a critical hit.
Tackle – Attack Skill
Energy (5) ---- Cast Time (-) ---- Recharge (20)
You and target foe are knocked down. If you have more health, he takes (10…55) earth damage.
Forbidden Style - Style
Energy (10) ---- Cast Time (2) ---- Recharge (20)
For 15 seconds you deal + (2…15) damage in melee but suffer – (5…2) health degeneration.
Coldfire Style - Style
Energy (10) ---- Cast Time (1) ---- Recharge (15)
For 10 seconds you deal cold damage. If you hit a foe in a stance he is set on fire for (0…5) seconds.
Asura – Elite Skill
Energy (20) ---- Cast Time (1) ---- Recharge (40)
Target foe and you lose all adrenaline, energy, stances, styles, enchantments, preparations and hexes. Whoever lost less hexes takes (10…90) damage.
Piercing Thunder – Hex Spell
Energy (10) ---- Cast Time (1) ---- Recharge (8)
For 10 seconds lightning damage has (3…30) % armor penetration against target foe.
Acrobatic Strike – Attack Skill
Energy (5) ---- Cast Time () ---- Recharge (10)
Your next attack deals (30…5) less damage and causes one of the following: Daze (5 seconds), Bleeding (10 seconds) or Cripple (15 seconds).
Survivor’s Punch – Attack Skill
Energy (5) ---- Cast Time () ---- Recharge (15)
For each hex on you, you deal + (2...13) damage and for each condition on you, you gain (5…20) health.
Store Life – Enchantment Spell
Energy (5) ---- Cast Time (1/2) ---- Recharge (10) ----Upkeep (-1)
As long as you maintain this enchantment, you have -2 health degeneration. When Store life ends, you gain (1…3) health for ach second you had this enchantment on you.
Delayed Pain - Hex Spell
Energy (5) ---- Cast Time (1) ---- Recharge (12)
After 5 seconds target foe takes (9…65) damage.
Store Pain – Elite Hex Spell
Energy (15) ---- Cast Time (1) ---- Recharge (30)
For 20 seconds target foe takes no damage on melee. When Store Pain ends, he takes (6…35) damage for each time we would have been hit in melee while hexed.
Signet of Gods - Signet
Energy (-) ---- Cast Time (2) ---- Recharge (10)
You gain (0…4) energy for each adjacent foe.
Reality Strike – Elite Attack Skill
Energy (10) ---- Cast Time (-) ---- Recharge (10)
You deal + (6…30) damage. If you hit a minion or a spirit, you gain (2…15) energy
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Jan 16, 2007, 09:54 PM // 21:54
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#2
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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I stopped as soon as I read the two intterupt skills. saying to myself "WTF!?!?!" those interrupts would be insane, even as elites.
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Jan 16, 2007, 10:22 PM // 22:22
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#3
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Krytan Explorer
Join Date: Sep 2006
Location: Dead Isle
Guild: Farmers Of Woe [FoW]
Profession: W/
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Hmm interesting Profession. I did realise that GW's is missing a full out physical Profession. Maybe it might make it for the nxt chapter (should there ever be one)
Nice try...Great stuff. knuckle Fighter 8.5/10
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Jan 17, 2007, 01:52 AM // 01:52
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#4
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Helcaraxe
I stopped as soon as I read the two intterupt skills. saying to myself "WTF!?!?!" those interrupts would be insane, even as elites.
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In a similar vein, Steal Thoughts is at least an elite. Compare, for instance, to Blackout. And also note that disabling a skill also happens to be the most guaranteed form of interruption there is (even knockdowns can be prevented, but there's no skill I know of that prevents skill disabling, and a skill that is disabled while in use is disrupted).
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Jan 18, 2007, 09:45 PM // 21:45
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#5
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Ascalonian Squire
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I feel this profession needs some working but I have a "feeling" that a martial arts type monk type fighter will make it into the next chapter.
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Jan 18, 2007, 11:34 PM // 23:34
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#6
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Jungle Guide
Join Date: Dec 2006
Guild: Goon Squad [LLJK]
Profession: Mo/
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They were planning on doing a Kung-Fu Monk in factions but it got cut (PCGamer Article)
Great profession, I'd play it and I hope it makes C4
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Jan 19, 2007, 12:49 AM // 00:49
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#7
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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I like this alot, i would call it brawler for sure, and it is a little unbalanced at the moment. there arent enough attributes, and there should be an "energy management attribute, also the interrupt "skills" are overpowered(straight through spell breaker). but other than that i think its great.
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Jan 19, 2007, 12:49 AM // 00:49
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#8
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Forge Runner
Join Date: Dec 2005
Guild: [PHNX]
Profession: Mo/
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I love the idea of a Fist Fighter, Although in some of the skills I notice you mention Adrenaline, yet I see no skills that use adren, Am I just missing something?
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Feb 03, 2007, 01:54 PM // 13:54
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#9
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Pre-Searing Cadet
Join Date: Sep 2006
Guild: Tribo dos Reis
Profession: Mo/
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well.... adreneline can be and should be used in most physical classes... warriors and paragons have it and why couldn't the next class have it as well?
As for the interrupt skills i agree that thy're kinda overpowered... it's just a concept class but as i said before... compared to most classes out there i think it's very playable and doesn't mess up the mechanics like the others!
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