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Old Dec 30, 2006, 11:08 PM // 23:08   #1
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Default Concept Class-The Royale (because people wanted a Battlemage)

Royal

"Slow and dependable. Swift and powerful. The Royal mixes the elements of nature and magic as one and then combines it with his two-handed sword to create the ultimate force of power."

Attributes

Fortification - You gain 1 energy for every nearby creature around you with a condition when using a focus spell.(maximum 1 energy every 2 ranks) The count of creatures includes the caster.

Two-Handed Sword Master - Two-Handed Sword Mastery increases the damage you do with two-handed swords and your chance to inflict a critical hit when using a two-handed sword. Many skills, especially two-handed sword attack skills, become more effective with higher Two-Handed Mastery.

Ruination - No inherit affect. Many Royale skills, expecially those relating to destroying enemies become more effective with higher Ruination.

Divine Sanction - No inherit affect. Many Royale skills, especially those relating to survival and using skills against foes become more effective with higher Divine Sanction.

Grave Sanction - No inherit affect. Many Royal skills, especially those relating to sickening foes become more effective with higher Grave Sanction.

Skills

Fortification

Blooming Divotion [E] - Elite Spell; You gain 0...2 energy every other second for 10 seconds. That energy doubles every seconds.

10e 30r 2c

Signet of Knowledge - Signet; For each skill equipped that has the same attribute, target foe suffers 10-50 dark damage and you are healed for that same ammount. (maximum: 150)

30r 3c

Flash of Vertigo - Focus Spell; target for is knocked down for 0...3 seconds and dazed for 5-14 seconds. You gain 1-5 energy if you are not suffering froma condition.

5e 15r 1/4c

Shuffle - skill; you are knocked down and the next skill against you is negated. All attacks against you miss while knocked down.

5e 20r 1/4c

Two-Handed Sword Mastery

Binded Elemental Strike [E] - elite two-handed sword attack; you stike for +5-15 damage and target for is either set on fire for 1...3 seconds, stricken for an added 25% armor penetration, is knocked down for 1...3 seconds, or takes double damage.

5e 15r 1c

Switchfoot Strike - two-handed sword attack; your two-handed sword moves 3 times as fast and knocks down foe.

6a

Critical Slash - attack; if this strikes for a critical hit target foe bleeds and suffers a deep wound for 12-24 seconds.

5e

Power Sweep - two-handed sword attack; target foe is knocked down if bleeding and takes 20-55 damage.

10e 20r 1c

Ruination

Blazing Twister [E] - Focus Spell; target foe takes 20-60 damage and if dazed or blinded, they are knocked down and set on fire for 1...5 seconds.

5e 20r 1/4c

Retracting Wound - Focus Spell; target foe takes 5-20 damage. That damage is doubled if foe is bleeding. That damage is trippled if suffering a deep wound. That damage is doubled and suffers disease for 10-20 seconds if target foe is suffering both.

5e 20r 1/4c

Searing Head Ache - Focus Spell; target foe is interupted and takes takes 10-50 damage. That foe is hexed with headache if diseased. If target foe is hexed with Head Ache, for 4-10 seconds hexed foe moves 66% closer.

10e 10r 1/4c

Choking Signet - Signet; target foe's spell is interupted and is target for is dazed for 2-8 seconds.

30r 1/4c

Metalic Veins - Focus Spell; target for takes 20-80 damage and is crippled for 3-12 seconds if not moving.

Divine Sanction

Leveling Deliverence [E] - Elite Enchantment Spell; for 10-30 seconds you only take half damage from elemental sources.

10e 60r 2c

Fake Footing - Stance; you evade the next 10 projectiles if moving.

5e 30r

Mending Glance - Spell; target other ally gains 10-120 health if you are suffering a condition.

5e 10r 1/2c

Alarming Clap - Chant; all nearby allies move 33% faster for 2-12 seconds if not moving when cast.

5e 30r 1/4c

Grave Sanction

Blood Hunger [E] - Elite Enchantment; for 5-20 seconds you life steal all blunt and slashing damage but take double damage form projectiles.

10e 30r 3c

Vulnerable Gash - hex, target foe is hexed for 10...60 if suffering a condition. When hexed with Vulnerable Gash, target foe is disease for 1..3 seconds when taking physical damage.

5e 30r 3c

Dishonest Breath - Focus Spell, target for takes 20-50 damage for each degenerating condition target foe is suffering. (Maximum:150)

10e 45r 1/4c

Elbow Strike - attack, you stike for +5-12 damage and target for is dazed for 5...12 damage.

4a

Other

Energy: 35
Energy Pips:2
Armor: 85
WoC: Two-Handed Sword
Hands: 2 (obviously)
Weapon Speed: every 2 seconds (slower than hammers)
Damage: 21-32
Type of Damage: Slashing

Last edited by Brandon1107; Dec 31, 2006 at 12:39 AM // 00:39..
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Old Dec 30, 2006, 11:27 PM // 23:27   #2
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Quote:
Originally Posted by Brandon1107
Skills

Fortification

Blooming Divotion [E] - Elite Spell; You gain 0...3 energy for each condition target for is suffering.
Victory is Mine???
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Old Dec 31, 2006, 12:33 AM // 00:33   #3
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changing that...hehe
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Old Dec 31, 2006, 12:40 AM // 00:40   #4
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I'd like to know which people wanted a battle mage, because Royale isn't impressing me, and the abilities arn't impressing me.

I see a broken warrior and broken elementist put together to become a double broken class which has nothing so far to offer to the game. And no, broken skills don't count.
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Old Dec 31, 2006, 02:24 AM // 02:24   #5
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Yeah, BahamutKaiser hit the nail on the head. Two halves of a whole don't always make a complete. It's like using cake frosting in place of mayonise on a cheeseburger... Not only is it nasty, it leaves a horrible taste in the back of your mouth which lingers for a day or two, depending on how hard you brush the back of your throat.

Personally what I see wrong is that none of the skills really seem linked together, they seem, disjoined and out of place. Not only are they out of place, some of them are foreign and fail to make any sense, a good example is Metallic Veins.
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Old Dec 31, 2006, 08:54 AM // 08:54   #6
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I do think a energy heavy melee/short range battle mage have a place. However, it is a very small place, as the dual system of GW proff really does a well job in filling that spot.

Anyhow.. the suggested seem blend... But I do wonder what a Force skill is, and how might it be differnt from other skill. more detail on it?
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