Since you are focusing on one CC, I will do a more focus comment/reveiw on it as well. (And as it is really uncertain as to how GW2's proff and class and game play mechanic is really going to be like, will still judge it base on its potential feastiblity in GW1)
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Originally Posted by Dubby
Athletics_________________________________________ _________________________
For every rank in Athletics, the Acrobat moves 3% faster. The movement increase from their armor, and from Athletics, raise (STACK with) the maximum cap for movement increases instead of adding to the current movement bonus, thus allowing the Acrobat to achieve great speeds.Hustle
5 Energy / 10 Sec. Recharge
Stance. For 1...9 seconds, you run 25% faster.
Burst of Speed
15 Energy / 15 Sec. Recharge
Stance. For 10 seconds, you move 1...45% faster. When this Stance ends, you are slowed 33...20% for 5 seconds.
Leaps and Bounds
5 Adrenaline / ¼ Sec. Cast / 20 Sec. Recharge
Skill. For 15 seconds, you jump 10...33% higher, and 1...5 feet farther.
Roaring Bits
5 Adrenaline / ¾ Sec. Cast / 15 Sec. Recharge
Skill. For 1...10 seconds, your throwing attack speed is increased 33%.
Acceleration
3 Adrenaline / ¼ Sec. Cast / 5 Sec. Recharge
Skill. For 10 seconds, each second you spend moving you gain a movement boost of 1...8% for 5 seconds.
*The Notion of Motion* [elite]
8 Adrenaline / ½ Sec. Cast / 30 Sec. Recharge
Skill. For 20 seconds, you climb, jump, and swim 10...75% faster.
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I somehow have mix opinion on the passive speed boost of this attribute. While I do see the defensive and utility advantage this would bring, It might offset the PvP side of things a bit.
This would make the melee attack build harder that it is to work, putting alot of dependence on crippling skills, and making kitting of them too easy. And If I recall right, there is a 50% max speed boost cap, thus such speed boost would become negligible when use with other speed-boost skill, which you also offer in this attribute. So in all, I question a bit on the balance of the passive speed boost a bit, but it could still work.
(also you did not say how many point is a rank)
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Mobility__________________________________________ ________________________
The feet are very important to an Acrobat, as are the stances she can maintain with them. Mobility stances help provide the Acrobat with vital defenses. These stances however require an expendeture in the movement of the Acrobat, slowing them down slightly. Because of this, Mobility and Athletics synergize very well.Supervenience
-33% Movement / 15 Energy / 60 Sec. Recharge
Stance. For 10...30 seconds, if a Throwing attack is interupted the interupter is struck with an immediate reprisal attack, if this reprisal attack contacts successfully, the weapon continues moving through the air to strike the original target that the triggered attack was interupted for. If the interupter and original target are the same, the target is hit twice. Each time a reprisal in this manner occurs, you lose 1 strike of Adrenaline or Supervenience ends.
Boomeranger
-25% Movement / 10 Energy / 30 Sec. Recharge
Stance. For 5...20 seconds, once arriving at a target, thrown weapons will complete a return trip to the attacker (you), grazing any enemies in their path for 10...25% damage. These grazes count as individual attacks.
Puddy Swap
-15% Movement / 5 Energy / 10 Sec. Recharge
Stance. For 15 seconds, the next time you are struck in melee your attacker is slowed 5...50%, and your movement is increased by 5...50% for 5 seconds.
Lunatic
-5...30% Movement / 3 Adrenaline / 5 Sec. Recharge
Stance. For 3...5 seconds you attack 25% slower and you have a 33...75% chance to dodge attacks.
Fancy Feet
-20% Movement / 8 Adrenaline / 10 Sec. Recharge
Stance. For 5 seconds, enemies near you that have a movement boost lose that movement boost if they are moving while near you. This does not cancel the enchantment, skill, or stance that is providing the boost, only nullifies it.
*Perfect Avoidance* [elite]
-50-75% Movement / 10 Energy / 20 Sec. Recharge
Stance. For 5...10 seconds, you cannot be the target of projectile attacks.
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Its a good line of skills, and I like the movement cost stance alot. But not sure about calling this attribute Mobility... Mobility would fit better as the first attribute, and this could be call something like Athletics, or Agility or something like so.
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Throwing Mastery___________________________________________ _______________________
Acrobats are masters of the throwing dart, the throwing star, and many other types of small thrown weapons. (These are not like throwing spears, think throwing darts, throwing stars, etc. These do less damage than a dagger, but attacks slightly faster.)Bullseye
3 Adrenaline / 2 Sec. Recharge
Preparation. Your next attack skill cannot be blocked, and does 10...25 more damage.
Savage Intent
4 Adrenaline / 1 Sec. Recharge
Preparation. Your next attack skill causes bleeding for 5 seconds, and does 8...16 more damage.
Petal Storm
7 Adrenaline / 5 Sec. Recharge
Throwing Attack. Release a volley of 4...12 throwing weapons that shower target enemy and enemies adjacent to them. Each weapon only deals 1...6 damage. This skill counts as a single attack, and the damage ignores armor.
Whirling Needles
10 Energy / 2 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, attacks against nearby enemies also deal 1...15 slashing damage to any foe adjacent to that target. This damage does not ignore armor.
Wild Fling
2 Adrenaline / 8 Sec. Recharge
Preparation. Your next attack skill, if successful, ends any stance on the affected target(s).
Cluster Bits
4 Adrenaline / 4 Sec. Recharge
Throwing Attack. Throw 2...6 throwing weapons at target foe's location. These bits will randomly select and strike enemies on, or adjacent to, the selected target's location - including the target itself. Each successful contact is considered an individual attack.
Double Bit
3 Adrenaline / 3 Sec. Recharge
Throwing Attack. Throw 2 throwing weapons at target foe. These strike for 3...10 more damage each, and are each considered individual attacks.
Savage Bit
5 Adrenaline / 5 Sec. Recharge
Throwing Attack. Unleash a violent attack that deals 1...9 more damage and interupts any action your target is attempting.
Thirsting Intent
[I]15 Energy / 1 Sec. Cast / 20 Sec. Recharge
Enchantment Spell. For 5...15 seconds, throwing attacks you make also steal 1...5 health.
*Cruxing Wave* [elite]
10 Adrenaline / 15 Sec. Recharge
Elite Throwing Attack. All foes in the area are struck 1..3 times with a volley of high arcing, high velocity throwing weapons.
*Orbital Bits* [elite]
15 Energy / 1 Sec. Cast / 15 Sec. Recharge
Elite Enchantment Spell. For 10 seconds, whenever a Throwing attack you make misses, the weapon returns to you, and makes 3...9 orbits around you. Enemies caught in the path of an orbiting weapon will be struck for 50...80% damage. If an orbiting weapon is blocked, it stops orbiting. Attacks from an orbiting weapon are considered melee attacks, not ranged or projectile.
*Magnum Bit* [elite]
3 Adrenaline / ½ Sec. Recharge
Elite Preparation. Your next throwing attack skill deals 5...25 more damage to your first target, and then travels through that target - striking any other enemies within a straight line extending 15 feet away from them in the direction the bit is traveling. This attack travels twice as fast as normal.
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To my thinking, the throwing weapon is something that really make this class Stand out, with the ability to shoot and move. Skill wise, it seem okie (much like Spear or Bow skills).
But for the main mechanicism, would make it where you would attack faster if you are standing still (about same attack speed as dagger), but attack speed would slow if you are moving and shooting (like that of axe)
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Aeriform__________________________________________ ________________________
Limitations of the body need not always apply to the nimble Acrobat, by harnessing magical energies the Acrobat can enhance their agility to unnatural levels. In addition, the same magical powers can be used to affect the footing of those in battle - from speeding up his allies, to slowing down his enemies.Leap
5 Energy / ¼ Sec. Cast / 8 Sec. Recharge
Skill. Leap into the air and travel 2...14 feet. *This can be used to leap over an enemy, or avoid a trap, or even get out of a tight spot.
Dancing Winds
15 Energy / 2 Sec. Cast / 30 Sec. Recharge
Enchantment Spell. For 5...20 seconds, if you are knocked down you stay down for only 80...30% of the knockdown's duration, and rebound at a 3 foot distance to your knocked down location. When this happens you lose 2 strikes of Adrenaline or Dancing Winds ends.
Head Vault
15 Energy / 12 Sec. Recharge
Skill. For 3 seconds, if you are attacked in melee range, the attack is evaded, your attacker is knocked down, and you backflip 1...8 feet away from them.
Transfer of Motion
5 Energy / 5 Sec. Recharge
Skill. For 5...10 seconds, target other ally receives your highest movement bonus and you lose all movement bonuses for 5 seconds.
Reversal of Motion
10 Energy / ¾ Sec. Cast / 10 Sec. Recharge
Skill. For 5...10 seconds, target enemy has their movement reduced by the same amount as your highest movement bonus and you lose all movement bonuses for 10 seconds. (combine with major self-speed boosts to immobilze an enemy)
Curtailing Wave
10 Energy / 1 Sec. Cast / 15 Sec. Recharge
Hex Spell. Nearby enemies are struck and hexed with Curtailing Wave. If hexed by Curtailing Wave, movement is slowed by 5...25% for 5...10 seconds.
*Celerity* [elite]
20 Energy / 3 Sec. Cast / 25 Sec. Recharge
Enchantment Spell. For 1...15 seconds, all allies within earshot are enchanted with Celerity. While enchanted with Celerity, movement and attack speed are increased 1...25%. This also affects the caster.
*Full Throttle* [elite]
15 Energy / 12 Sec. Recharge
Enchantment Spell. For 5 seconds you move 1...100% faster. (given 16 athletics [primary attribute], +5% from armor, and 16 aeriform - an acrobat primary could achieve a speed increase of 186% for 5 seconds (6 if using a 20% enchant boost).)
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An alright attribute. The leap/jump away skill is interesting, (but suggested befoe, BK would told you that if he is around), but could/might be broken off and inserted into one of the two 2 attribute if needed. Unsure about team-speedbuff (enemy debuff) here, as it is step on some toe of other classes. A mix pot.
And of couse I will add my 2 penny in as well. One type of skill that might be consider is a "move-evade" type of skill, which is depended of you movement (and timing). So a skill like "Evade next incoming attack if move" require you to take a step (taping the wasd key, or move) at right time to evade it. This give more player-involvement instead of just a stance.
Overall a very well done class, much better than many on the fourm, and have high original value.