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  1. Hiya, Im not gonna come up with a bunch of spells but ill give some examples at the end. Battle Mage: Melee with some midrange stuff Gear: Leather(?) Weapon: Spear imo They would be a kinda fast moving and very fast attacking hybrid damage class doing huge combos with all sorts of different low cd skills proficient in single target damage and dueling and maybe have them be affiliated with dragons since i feel like that would fit well. The main core concept of the class is to have them be like a tornado gradually gaining speed. They would mainly have short cooldown simple spells but ofcourse a mix of both. The Class would have an ability with an Active and a Passive, The Passive being when they attack (spells and basic attacks i think) They would gain a stack, increasing their attack speed, cooldown reduction, (probably some other stuff just still figuring out what would be balanced) and start Converting 0.5/1/whatev/% of their physical damage to magical damage and vice versa and the max would be 50%. And then when they reach full stacks they are either forced or have the option to (still not sure) use the stacks to increase the stats even more and a 5/10/whatev/% increase in physical and magical damage, so the attacks and spells would do 55% physical and 55% magical resulting in a 10% increase in damage basically. Some spell examples (again, i think its best to mostly keep the spells fairly simple for a class like this but im not a game dev so i might be 100% wrong) all of these deal damage ofcourse, just dont wanna write ''dealing damage'' Double Stab: Stabs twice in quick sucession(?) and has a % chance to cause the enemy to bleed (and maybe slowed) Dragon Stab: Stabs and stuns for a very short while, barely a second Sky Strike(?): Hits the enemy in a way that makes them airborne - Will also maybe have skills that can jump up and attack the person in the air Dragon Strike: Charges forward a short distance and then stabs with his spear, reducing their armor (and maybe slows) No idea namewise: For a x second (maybe 10 idk) duration all spells and attacks summon a magic/element orb behind you temporarily increasing x stat and after the duration shoots towards your last target (not sure if these should deal inital damage or not but Fire increase physical damage and reduces healing/gives them a burn dot when shot. Ice increase armor and slows when shot. Water increases magical damage and heals you when shot (shoots ally with the least health including you). Air increases atk speed or movement speed and when shot it knocks the enemy up into the air. Earth im not sure.) It doesnt need to be elemental, can be anything just the easiest thing to understand for now. Just a few simple spells and a more complex one that really suits and adds to the battle mage style. I will also use this post to just straight up copy paste a few ideas i typed out in the discord, i wrote these pretty fast so no detail basically just the general core concept of the class. Warlock/necromancer ish Dark Magic - Class Ideas: warlock aoe cc control focused (cool spell idea is a giant gate to death that pulls all enemies near towards it and deals damage) instead of the usual just dark magic that deals damage, would be fun with a class focused on cc with access to large scale control spells and for necromancer probably a subclass to summoners with dark summons. Weapon could be Staffs, Scepters/Wands or maybe a Sacrificial type of knife/dagger. - Punch guy/Brawler/whatev - Melee class focused on single target dueling with good self sustain, decently tanky and consistant dps, no big up or downtime imo except for counterattacks/punishers. Could have Subclasses of different fighting styles maybe and that would decide if they are more tanky or more damage oriented. Weapon is a bit hard, im not a big fan of big metal type gauntlet stuff, so i cant rly think of a good weapon that could be flashy and not just invisable. - Phantom/Demon/Ghost Swordsman - Dont have a full idea about this one but maybe he like can summon Ghosts or something that debuffs/buffs/damages/cc the enemies/allies he targets or maybe in a big zone while he fights with them. Maybe think of the old yorick but not corpses and alot more interesting ones like maybe a Poison that when it hits them they take %health damage and get a little slowed or like an old samurai demon that boosts your/allies physical damage while near him/them and fun utility things like that.
  2. Since they already said ther wont be classless character, how about, at least, let us switch bettween the subclasses in our class anytime? thus giving more flexibility to your character so if you're a healer but your party already has a healer, you can change to a support subclass to be more useful in that case. About the skill costumization, there could be the basic skills and then some optional skills and you could choose which one to equip between your 2 subclasses. For example: imagine that you are a warrior, which branches into berserker and knight, you choose to be a knight, and in your skill set you have a bunch of basic skills and 10 optional skills. (also the berserker would have 10 other optional skills) and then you have 10 gaps in which you equip your optional skills and you can choose berserker and knight optional skills, regardless what you are. You could also say that there are 20 common skills for both subclasses from which you choose 10. This could make possible some kind of hydrid classes, but more restrained than archeage for example with thier houndreds of classes
  3. I'm mainly a Rogue in MMOs so here's my question. Would we be able to move while we swing our weapons or we are stuck in place for the duration of the animation ? As references, in WoW you can move freely while pressing buttons. In the Kickstarter video, I can't see anyone moving while swinging. They always use the dodge ability to move or dodge attacks in combat. (Obviously casters can't move while casting or can but only if the spell say so) I'm super hyped about this game ! Peace !
  4. Conserns and Considerations Subscriptions: Though I believe many will disagree with this idea I believe there should be a subscription even if it's just 5-10 a month. I believe this would not only help for future content but would also ease the temptation to make this game a play to win. Dispite what the Devs say (and I hate to compare) video games need proper support and without it every game becomes play to win. With no finacnial stress it giives the Devs peace and freedom to create content and further the longevity of the game. You are already getting the funds from teh players, I dont think any of us would mind a monthly subscription. WOW players understand this well. Mobs and Hob Gob'lins Let's be real no one is ever happy with any state of any game, we always want more and then more on top of that. But longevity is the key here. Players become "brain dead" when they can beat a dungeon, raid or even the basic of mobs (outside the learning quest that come at the beginning of the game) to easilly. MAKE THE GAME HARD! This is where games such as BDO, TERA, DRAGON NEST,Blade and SOUL have failed (IMO) it had no reason to party up and we all know community is everything for many players. Give us a reason to party up, give us a reason to grind and search for rare material to enhance gear. Make monster immune to attacks and abilities. If winning takes no effort then there will be no sense of fulfillment when victory is obtained. Even in defeat I believe "character of the player" can be developed. Don't give in to the whining of individuals who had it easy their who life! Treat us like Spartans! Character Classes: The more the better I say (Sub classes and more)! But what would be the point of all these classes if you have a cleric that can do as much damge as a Swordsman (DPS class). Let there be pros and cons to the classes we play. Dont make it to where a Tank can heal himself to a point there would be no need for a healer in the party. Again this would bring about a sense of community and communication of the player base (needed for Longevity of a game). Gamers play classes that they can relate to and have a desire to relate to but if you can do the same thing on all classes whats the point.... PVP: "Nothing like a good fight"! What is the one thing that can always change without an update? PLAYERS! 2 people can have a conversation about teh same topic many times but not quote every sentence exactly as they did when they first spoke on the topic.....what I mean to say is that PVP is needed (open world, Arena, GvG, events and then some) This is the only thing that would not need an update per say because we are our own update, we are always evolving finding new ways to play and win. We are the Boss at the end of the dungeon to beat, We are reason players have a desire to log in for the day.... Final Thoughts on this thus far: I am excited for this game, but I believe everything should mean something down to the conversations we have with NPC's. Give us a reason to log into the game for years to come and be open and honest with what you all are trying to do. This is a relationship between Dev's and Players and trust me the Players have recieved the negetive end of many failed relationships with companies. Dont make a game that you won't support 3 years down the line. Make this game the "Golden Egg". I hate to Use anime as references but the reason they Video Game Anime related shows were sp popular is because it's what gamers want (not VR) yet we dont have. Watch Sword art online, Log Horizon, etc. These thoughts are my own and I understand everyone may not feel this way but I hope it helps the Devs create content worth playing.
  5. THE FOLLY OF LIMITED CLASS/SUBCLASSES The information discussed in this specific topic is based on what I have experienced as a gamer and what many can relate to . If considered by the Devs I believe OATH will avoid falling in the same whole (making the same mistake) other companies have before.   Short Version- Limiting the amount of classes/subclasses to choose from will bring a sense of dullness to a game. The "replayablity" (may have made that word up) of a game can quickly be increased in a positive manner if each Class presented a new way to play the same story. Take the story of the "Three Little Bears" (told from the point of the bears) as one way to playa game; Then tell the same story from the view point of Goldie Locks as another "way of playing the game" and you will see two very different experiences though the same story has been told. In contrast, if OATH presented such a uniqueness within the character class system (which will take time, effort and a ton of research) then I personally believe the game will pay for itself. Gaming companies have only begin to scratch the surface of what giving options can do for a game. The more to choice from the more personable a class is to the gamer/player using it. With that being said consider the examples: "Player will have the ability to select from a series of subclasses in the game based on the main class they picked from the start".       Warrior-------------------------------------Duelist -------------------------------------Defender -------------------------------------Monk -------------------------------------Guardian -------------------------------------Fighter   I believe the more that is presented come launch day the more space and time the Devs have given themselves to further develop the game; Why? Because we now have options.       Anyway these are my thoughts, feel free to pm me if need be (anyone). I have many more thoughts about the game. Be Blessed. (IT WOULD BE NICE TO GET FELLOW GAMERS ON THE SAME PAGE, LIKE THE COMMENT, SHARE IT AS WELL. IT'S ONE THING FOR A SINGLE INDIVIDUAL TO SPEAK ON A TOPIC BUT THEY WILL ONLY LISTEN IF WE UNITE UNDER OUR REQUEST.) Discord Name- Corinthius_Prime#1783
  6. I would love to see a Witch Doctor class. A class that would spread disease and/ or plagues. Main focus is DOT (damage over time), or HOT (healing over time). Light Armor Class Weapons would be Staff, one handed weapon such as a dagger, or Scepter which would be usable with a side item such as a shrunken head or book. Tell me what you think.
  7. Hydrokinetic / Tides master:(cryomancer potential subcalss) Type: middle range/melee dps-support Armor: leather / cloth Weapon: bracelets Description: the hydrokinetic is a fast paced magic class with a high agility that uses powerful water attacks. With a high survival rate, the hydrokinetic is the perfect class to get into the battle to help your allies attacking enemies and healing his teammates with different kinds of buffs and AOE healing. With a mechanic of water puddles that you have to take in count to compliment your gameplay. Skills: - Puddles(passive skills): your skills have the chance to leave water puddles where they hit/affect area that last X seconds or until they’re used for a skill. - Water blessing: while on a puddle your attack and attack speed increases. - Mana flow: it releases an aura that regens all nearby allies’ mana including yours. - Cleansing current; (cast ability) yo surround yourself in a water ring and then expand it, removing all negative states from you and your allies and healing regarding character's current health, the less HP you have the more it heals. - Healing fog: you create a fog from your surrounding puddles that heals all party members and increases evasion. - Mana source: regenerates your mana overtime. - Mana oasis: you create a circle of water, all allies inside including you consume X% MP less when using skills. - Water shield: you create a water dome that blocks all range attacks coming from outside and reduces damage taken from attacks from inside. - Mighty storm: you throw a water column into the air and starts raining, all teammates in range gain attack and defense, while the enemies loose them. - Geiser: creates a geiser on a designated area with a puddle knocking your enemies in the air. - Bubble burst: you cover yourself in a bubble which explodes knocking back your enemies. - Drown: you encase an enemy inside a water bubble that eliminates all buffs and slows down X% for 2 seconds, then it explodes dealing damage to him and all surrounding enemies. - Rapids: water starts splashing around you stunning and slightly damaging enemies in range and reducing damage taken from range attacks; you can maintain this skill provided that you have MP left, the stun effect will remain for 1 second after ceasing the attack. - Fluid: you dodge the next 3 melee attack within X seconds. - Turning tides: within X second you redirect incoming range attacks against your enemies with a water current that shifts it’s direction. - Thrust: you use water to propel yourself in the direction you are walking (regarding the movement keys your pressing) and increasing your movement speed for X seconds. - Water cannon: yo create a water ball in front of you, the more you hold the attack the bigger, stronger and slower it gets, and you shoot it to an enemy, if you don’t charge it, you can use it up to 3 consecutive times before it goes on CD,at full charge you can make the sphere explode before it hits target dealing AOE damage. (homing type projectile) - Water dance: you shape water into blades and make them circle around you and finally shoot them all around. - Boomerang: you throw a quick water sphere with a stele that describes an ellipse going forth and back to you. - Needle shots: you shoot bursts of water needles in a rectangular frontal área damaging your enemies, you can use this skill 3 consecutive times before it goes on CD. - Whip storm: you form water into whips that hit targets in front of you. - Rising spears: you create ascendant water spears from your surrounding puddles damaging enemies within. - Restrain: all enemies on a puddle get tied by water chains preventing them from moving or attacking for X seconds or until attacked. - Water slash: you wave your hands drawing 2 c-shaped water blades and throwing them one after the other in an x form. - Whirlpool: you rotate moving to the side, waving water blades, damaging all surrounding enemies. - Changing tides: you create a current that flows towards you in a cone-shaped area pulling enemies and then explodes throwing them back. - Rising tides: you make a big jump forward while waving your hands from your back to the front, creating 2 streams of water that you throw and hit the ground in front of you as you fall, damaging inrange enemies. - Spiral blades: you slide a couple of meter forward and then spin, creating a spiral of water blades around you that deal damage to all surrounding enemies. (you can steer with your cursor while sliding) Some other attacks would include using water as whips, blades, bullets, waves among others, inspired in Nickelodeon’s Avatar the legend of Aang/Korra and their waterbending. If you haven’t seen the TV show, please watch the videos bellow, it’d help a lot to picture the animation. You may also be able to personalize your skills to be more range, melee dps or healer or changing you weapon to have more range caster type skills. References: https://www.youtube.com/watch?v=zCzyt-55PiQ https://www.youtube.com/watch?v=suwztI2B3Wk https://www.youtube.com/watch?v=XBSx_MbKJew&t=39s https://www.youtube.com/watch?v=cEn7sT4Wb1w
  8. Ballard

    Technopath

    Technopath: Type: middle range dps-support Armor: chain Weapon: 6 levitating blades or chakhrams (when sheathed, they overlap looking as if you only had 1 in your back). Description: Technopath is a high skill class that has the ability to control a powerful ancient weapon that uses a lost technology which you control with your mind. This class would have a mechanic that takes in count how many blades you have available, this means that some skilla will use X number of blades, so if you want to use a skill that needs more than 6-X blades, you’ll have to wait for the first attack to finish, meaning that some attacks are automatic, allowing you to use other skills while the first is still on. The less blades you have available, the less damage you deal with regular attacks. Skills: - Drones: you have 3 drones, with separate CDs, that you can deploy 1 per ally to regenerate her/his MP or HP overtime. - Aid bot: you deploy a robot that follows an ally that, when his HP reaches a mínimum, heals X% to that target. - Upgrade: enhances an ally’s attack and defense. - Overclock: your weapon gets larger and starts to shine enhancing your attack. - Digital shield: (lock-on target) including yourself, you select any number of teammates and grants them a shield that will defend them 100% from the next attack they receive within X seconds. - Virtual armor: all nearby party members receive a buff that reduces X% of damage taken for X second. - Energy shield: (you need the 6 blades) you engage your weapon in a hexagon formation and Project a shield that blocks all frontal attacks, you can turn it around 180º(maybe 360º), you can hold it for as long you have mana. - Energy beam: (you need the 6 blades) you levitate and engage your weapon in a hexagon formation and shoot a huge beam that deals damage, you can slowly move while casting it, you can hold it as long as you have MP remaining, the damage it deals is indirectly proportional to your MP(the less MP you have the more damage you deal). - Controlled explosion: you throw a bomb to an enemy (homing projectile) that will explode after X second dealing instant damage to all nearby enemies and extra overtime damage to the target (can be removed by healers before it explodes). - Beam strikes: (lock on ability) your weapons aim to the sky, you select enemies up to the number of blades you have available and your weapons shoot into the sky, beams fall onto your enemies from above, dealing damage and slowing X seconds for each hit they take. - Gravity core: you shoot a ball in a parable, when it hits the ground it generates a gravity field that attracts all nearby enemies and slows them for X seconds. - Spinning guardians: you use up to 3 (depends on how many you have available) blades and make them circle around you in a spiral motion towards you, every enemy that gets hit by those blades will receive damage and get his defences lowered. - Spinning blades: (needs 3 blades) over a designated area your blades spin in a spiral motion from the center to the rim damaging enemies and leaving a bleeding stack that deals damage overtime. - Magnetic field: (needs 1 blade) you throw a blade stabbing it in the floor, creating a magnetic field that stuns in-range enemies for a second on the strike and slows them down - Restrain: you put 4 blades around an enemy and generates a shield that prevents him from moving. - Sidekicks: you deploy 2 robots that shoot whatever you’re attacking or attacks you. They can be destroyed and CC’d. - Storming:(need 4 blades) your blades star to fly across a designated area repeatedly damaging every enemy they hit. - Stabbing: (need 1 blade)you throw one blade to an enemy, doing instant damage, the blade remains stabbed for X second dealing overtime damage. You can use it until you run out of blades. - Reset: all blades stop attacking and return to you. Other attacks would involve “juggling” with the weapon, waving it like a fan, storming and swarming your enemy with a rain of blades, throwing, stabbing, etc.
  9. Ballard

    Druid

    Druid: Type: healer Gear: cloth Weapon: staff and forest spirit (kind of like a Little tree or plant) Description: alongside his companion, the forest spirit, the druid will aid his teammates succeed in battle healing and buffing them using the forces of nature. Alternating between healing around you, your spirit, an ally or a designated area will make you think first which kind you rather use depending on the fight development, adding a twist to the traditional healing of spamming the same heal for the tank and AOE healing. Skills: - Spirit call: your spirit grows from the earth like a tree. - Nature’s blessing: all healing skills consume no MP for X seconds - Aromatherapy: flowers bloom over your spirit, releasing fragrance that heal allies in range overtime. - Dandelion’s Bloom: you throw a seed, while the flower grows it heals HP and MP and when it finishes flourishing, it bursts, making all the dandelion seeds fly and increasing all nearby allies defense. - Purifying garden: druid’s staff start shining and around him grows flowers, it heals all nearby allies and removes negative effects. - Healing seeds: you throw 3 seeds from which some fruits grow, if an ally picks one, gets healed. - Draining vines: some vines grow in a certain área that absorbs enemies’ HP and transfers it to inrange teammates, so the more enemies there are in the vines the more HP it heals. - Simbiosis: you put a buff to an ally which effect is that all the damage he deals it’s absorbed in HP divided through all nearby teammates. - Photosynthesis: your spirit stands still with a flower on his head and heals himself. - Life infusion: you stand still and you and an ally target get surrounded by polen, healing that target for as long you hold the skill, you can hold it until you run out of mana. - Sacrifice: your spirit dies turning into polen that spreads and heals all nearby allies 100% HP and 50% MP. - Second chance: (passive skill with large CD) if you were to die with an attack, you recover 50% HP instead. - Sturdy: you and your summon become immune to CC and get a 50% damage reduction for X seconds. - Exchange: you absorb MP in exchange for your spirit’s HP. - Nature’s wrath: a giant spectral form appears behind an ally and enhances his attack. - Natures endurance: a giant spectral form appears behind an ally, removes negative effects and enhances his defence. - Natures life: a giant spectral for appears behind an ally, removes negative effects and enhances MP and HP regeneration. - Nature’s rage: your spirit grows and all his stats are increased. - Call of the forest: you revive an ally - Forest rebirth: resurrects all nearby allies. - Wooden Wall: you make grow a shield of roots that block all frontal attacks - Thick vegetation: high grass grow around you slowing down your enemies. - Carnivorous seed: you throw 3 seeds form with carnivorous plants emerge and deal damage to enemies. - Tremor: your spirits rushes underground to a designated area and bursts out creating an earthquake that stuns all surrounding enemies. - Poisonous cloud: the spirit spreads poisonous spores in the air that affect nearby enemies. - Poisonous skin: all enemies that attack you with melee attacks are poisoned and they receive damage overtime from the second 0 and slow down, every time the enemy attacks you the poison stack resets on him/her.
  10. Lets Hear In Some Detail What You Think Is The Perfect MMO -Mounts- -Pets- -Classes- -QuestLine- -PvP- -Dungeons- -World's/Area's- -Monster's- -Professions- -End Game- -PvE- Lets See Those Long Answers
  11. Type: middle range/melee dps Gear: cloth/leather Weapon: clawed glove Description: the shadow mage is a close range dps that uses deception and ambush moving in the shadows to stalk and chase enemies to their death, attacking not only the body but the soul. Move faster and be more elusive inside the shadows to hunt and haunt your prey taking advantage against him and defeat him before he notices you. Skills: - Shadow walk: (passive skill) while inside your shadow clod you gain movement speed, evasion and, in case of PvE, attack power. - Shadow cloud: dark cloud that you create with certain attacks, it lasts X seconds and can be removed by some healing skills like purifying garden and cleansing current. - Shadow bomb: you punch the floor creating a shadow cloud. - Shadow step: you Dodge the next 3 attacks you receive within X second, if you do, for each attack you teleport 1 meter on the direction you’re walking in that moment (regarding the movement keys your pressing) leaving a shadow cloud behind, if you’re standing still, you teleport forward. - Shadow dash: you transform in a shadow/smoke dashing forward, you are immune while in shadow form. When inside a shadow cloud you can use it twice. - Shadows spreading: for X seconds, each hit you deal creates shadow cloud. - Rampage: while in a shadow cloud, you absorb your surround cloud and for X seconds each time you hit the same target, your attack speed increases. If you hit a different target the attack speed goes back to normal. - Invisibility: while you are inside a shadow cloud you can turn invisible permanently provided that you stay inside the cloud or until you attack, but if you get out of the cloud it will last X seconds. The CD countdown will start once you’re visible again. - Darkness curse: you cast a seal under your enemy that immobilize for a second and a darkness stream shoots upwards reducing his defence and increasing the chances of missing attacks for X seconds. - Hallucinating curse: while you and your target are inside a shadow cloud, you infuse your enemy’s surrounding cloud into him, making him attack (just basic attacks) the nearest target, whether it’s npc or a character. - Alternative reality: you create a clone of yourself that merges from you running towards a target and attacks him with basic attacks and exploding if attacked, leaving a shadow cloud, and you become invisible for X seconds. - Doppelganger: you push yourself away making you invisible while leaving a copy of you where you were and exploding if attacked, leaving a shadow cloud, you have 2 charges with separated CD. - Detonate: you make your clones explode. - Soul wound: you throw a shadow projection of yourself to your enemy, it reduces it’s mana overtime. - Soul leech: you stab your enemy’s heart with your hand, absorbing his MP and immobilising him while the attack lasts. - Soul trace: you quickly teleport to you enemy’s back, touch his/her back and return to your previous position, leaving a mark on your enemy that lets you see him through obstacles and increasing your attack power against him. You can be CC’ed when you teleport to your enemy, canceling the attack. CD resets upon kill. - Darkness mine: you set a trap that triggers when your enemy walks by, it explodes doing damage overtime, slowing your enemy’s attack speed and releasing a shadow cloud. - Shadow burst: (quick cast) you condenses the shadow in a certain area into a sphere and you make it explode damaging all surrounding enemies. - Thousand cuts: you create 6 shadow clones around your enemy that rush to him/her several times each in a quick succession for 2 seconds, dealing damage and mini stuns for every strike. - Soul bind: you create a seal under your enemy and shadow hands appear, grabbing him, preventing movement. - Soul grip: you create a giant shadow hand that grabs your enemy and disappears, preventing him/her from attacking for X seconds. - Blinding strike: you reach for your enemy, throwing a shadow hand projection to her/his face, blinding the target. Enemy attacks won’t hit any target. - Shadow path: while inside a shadow cloud, you throw shadow projection of yourself leaving a shadow trail and damaging enemies on hit, you can use it 3 times consecutively before it goes on CD. - Dark darts: while inside a shadow cloud you throw a barrage of darts to a designated area in a parabolic trajectory. - Mimic: you copy the lask skill your target used. - The deceiver: you can copy the appearance of a target, even the nickname, (enemy or rally) for X seconds or until you use a skill.
  12. Name; Witch doctor Type: Healer Gear: Chain Weapon: staff and dagger Description: The witch doctor draws power from all surrounding life forms, even himself if necessary, to help his allies buffing them and cursing the enemies to use their attacks against them and draining their HP and MP. Skills: - Fair trade:(passive skill) the lower your health, the higher your attack power is - Voodoo doll: you summon a mannequin and link it to a character; if it’s an ally, all damage taken by him will be taken by the mannequin instead, if you link it to an enemy the damage the mannequin receives will be taken by the enemy instead, in this case, the doll can be attacked by allies and enemies. - Soul voodoo: you summon a mannequin and link it to a target, if the target is an ally, you aim the mannequin with your staff and strike with a dark ray, your target gets healed overtime and gets his defenses increased, if the target is an enemy, you stab the mannequin with your dagger, the target gets stunned and gets a bleeding stack that deals damage overtime. - Martyr: you put a spell on an ally, all damage taken by him heals nearby allies by the same amount divided through them. - Soul transfer: you transfer all your HP-1 to an ally. - Bonding souls: you connect yourself to a player; if targeting an ally, sets your and your ally’s HP percentage to the highest one between the two of you, if targeting an enemy, sets it to the lowest. - Dark ritual: you stab yourself reducing X% if your HP, healing that same percentage to each of your surrounding allies. If your HP is already less than X%, you are left with 1% HP. - Soul curse: if targeting an ally, you remove all his buffs but increase healing received for Xsec by 100%; if targeting an enemy, you remove all negatives states from him, but negates all heals he receives for Xsec. - Bonding curse: you curse a target for X seconds, when your target is an ally, you connect all his surrounding allies to him, if the first target receives any healing, connected allies will receive a healing equal to X% of that heal, if your target is an enemy, you connect all his nearby enemies, when the first target receives any damage, all connected enemies receive damage equal to X% of that damage. - Dark stalker: you strike the floor with your staff and a dark root trail travels towards your target, a grim reaper merges from the floor, if the target is an enemy, the grim reaper strikes him, and the lower the target’s health, the higher the damage it deals, if the target is an ally, the reaper, stays next to him, during this time he receives no damage. - Dark bargain: you aim to a target, if the target is an enemy, you will steal all his buffs, if it’s an ally, you will steal his debuffs and negative states. - Darkness shield: your HP cannot go under 1HP. - Darkness armor: you buff an ally, when attacked, the attacker also receives X% of that damage. - Soul mirror: you buff an ally or yourself, the next 2 attacks he receives within X seconds are reflected, being the damage dealt to the attacker. - Dark protection: you summon a totem that creates a black circle removing all negative states, all allies within it are immune to CC and negative states and defence increased, while enemies’ defence decreased. (totem can be attacked) - Eye for an eye: you link yourself to an enemy, if that enemy attacks you, he will receive that damage too, if he gets healed, you will be healed too. - Poisonous stab: you throw your dagger to an enemy dealing X damage and leaving a poison stack that deals increasing overtime damage. - Rotting floor: the floor around you turns into poison, you can move leaving a trail of poison. Enemies that go through this areas get slowed down and get overtime damage. - Venomous breath: you throw a venom cloud in a cone shaped area, poisoning all enemies within and receiving damage overtime, this enemies ar contagious, if they get near to their allies they’ll get poisoned with a weaker noncontagious version. - Dark binding: You strike the floor with your staff appearing black roots from it that will attach to all surrounding enemies, preventing them from moving for X seconds or until they receive damage and decreasing their defenses. - Fade: you get swallowed by a shadow in the floor granting you invulnerability, you can move that shadow and where ever it is when you use the skill again or the time limit is reached, you will reappear
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