This class uses a weapon called a "Glaive", it's basically a very large 4-pointed shuriken, around 2 1/2 feet in diameter, and it's used similar to a boomerang. Search this page for "Shuriken" for some information on it: http://en.wikipedia.org/wiki/Glaive
These versions should also have a large hole in the center to hold it with.
They also use "tools" to perform many skills, and they are very agile.
With the Glaive, they are capable of performing either ranged or melee attacks, though it focuses primarily on range. The Glaive is a 2-handed weapon.
-If you don't want to read all of the little details of the class, skip down to the "Attributes" section, marked by a "-".
Appearance:
They should be very thin, similar to an assassin. They should also have somewhat loose-fitting clothes.
Armor:
Cloth-type. 70AL, 25 energy, 3 regen, +20 vs physicle. Additional +'s to AL based on armor set, including +10AL while moving or attacking (one effect).
Purpose:
The class' purpose is as an insanely mobile source of consistant damage, both from melee and range. They can keap on a target effortlessly, and pressure the $%^# out of them. They are also good at avoiding direct conflict against themselves.
New Mechanics:
These are things completely new to the game which the class adds. And just for clarification, 50' is a measurement equal to about the length of the aggro bubble.
Glaive:
The Glaive has 2 different "attack-forms", ranged and melee.
The Glaive starts out in Ranged attack-form, and switches back and forth between ranged and melee when you use Glaive skills. Ranged Glaive attack skills put it in the ranged attack form, and melee Glaive attack skills put it in the melee attack-form. You will continue to attack in that form until you use an attack of a different form.
When in the ranged form, the Glaive attacks at a max range equal to that of spells, 50'. The actual wind-up of the attack is very fast, but you have to wait for the Glaive to reach the target and return before you can attack again, creating a total speed of about 1.75 seconds. The closer the target is to you, the longer the "wind-up" animation, so that the speed stays equal at any range. You should also be able to run around after it's hit the target and is returning. Some of the ranged form attacks will also travel in an arc to help avoid obstacles.
In melee form, the weapon has an attack speed of about 1.45, but it does the same amount of damage as in ranged.
The Glaive's damage should be around 20-28, and it should do slashing damage.
Here's the summary of that:
Damage: 20-28
Speed: 1.75 in ranged form, 1.45 in melee form.
If you try to attack outside of melee range without a skill, it will go into ranged form automatically, and if you try to attack inside melee range without a skill, it will switch to melee form automatically. Skills switch the form automatically regardless of range,.The ranged glaive attack skills cannot be used in melee range, and a melee glaive attack skill used at range will cause you to chase the target.
Tools:
Tools are skills that have no cost, just like signets and glyphs. They should also actually show you pull out the tool when you use the tool skill. They usually have a high reset time to compensate, which makes Rogues the best users of tools.
Weapon Attachments:
Weapon attachments are a type of tool that works much like a Weapon Enchantment, but they last permanently from when you activate the skill untill you activate it again, and they grant negative effects just as they grant positive ones. The attachment is removed automatically if you unequip the weapon. Up to 3 attachments can be placed on the same weapon.
Maneuvers:
Maneuvers are skills that cause you to leap or dodge in a certain way. When you are using one that causes you to leap, you do not actually leave the ground, it just appears that you are, just like with the /jump emote. They typically cause you to move very quickly in a certain way (equivalent to a 60% run boost), and while you are perfoming the maneuver animation you "avoid" any attack against you. "Avoid" is basically the same as "Evade", except that it can't be countered to hit you anyway. These skills are meant to be used either as a controlled dodge in combat, or to get into a strategic position in combat, like leaping out of melee range or keaping on a target trying to avoid you. The leaping versions typically have a range of about 25'.
Attacks performed during maneuvers either take place during the moving animation, or are very fast, around 1/3 of a second.
Leaping maneuvers also allow you to move through body-blocks.
One of the most important things to know about Manuevers is that they cannot be used while you're crippled.
-Attributes:
Glaive Mastery: Each point in this increases the damage of Glaives, and the chance to score a critical hit with one. Glaives have both melee and ranged skills.
Tools: Each point in this enhances the effects of skills relating to the use of Tools.
Agile Maneuvers: Each point in this enhances the effects of skills relating to dodging, chasing, or manuevering around enemies.
Finesse (P): Each point in Finesse reduces the reset time of skills by 4%. The effect is only raised by 3% for each point after 5, and 2% for each point after 13. (Skills include anything but spells, enchantments or hexes. The effect caps at 50% at rank 16.)
Skills:
Glaive Mastery:
Inordinate Velocity: 5e cost, 20s reset.
Glaive ranged attack. Throw your glaive at target foe, inflicting +8...20 damage and interrupting their current action.
Hail Fall: 5e cost, 12s reset.
Glaive ranged attack. Throw your glaive in an upward arc, striking your target from above and inflicting +8...30 damage. This attack grants 1...3 strikes of adrenaline if it hits.
Blade Squall: 10e cost, 14s reset.
Glaive ranged attack. Throw your glaive in an expanding circle around yourself, striking all foes in the area.
Disembowel: 5e cost, 15s reset.
Glaive ranged attack. Throw your glaive in a circling right arc, hitting your target from the side and inflicting Deep Wound for 6...18 seconds.
Oversight: 5e cost, 6s reset.
Glaive ranged attack. Throw your glaive to full range, striking your target as it reaches them and a second time as it returns. The glaive will not go to full range if it strikes an obstruction.
Wilt: 8a cost.
Glaive melee attack. Strike target foe twice, dealing 25% less damage with each strike and inflicting Weakness and Crippled for 4...10 seconds.
Pinwheel: 8a cost.
Glaive melee attack. Strike target foe three times, and recover 1 energy for each successful strike. Your enchantments do not take effect during this attack.
Bladed Uppercut: 2a cost, 6s reset.
Glaive melee attack. Strike target foe, inflicting +5...10 damage and Bleeding for 5...16 seconds.
Fabricate Slash: 1a cost, 5s reset.
Glaive melee attack. Swing at target foe, but "miss" automatically. Your next attack cannot be blocked or evaded, and is 40% faster. This grants 1adrenaline.
Blade Gyre (E): 10a cost.
Glaive melee attack. For 3 seconds, become immobile and attack all adjacent foes every 0.75 seconds, for a total of 4 attacks.
Unyielding Assault: 5e cost, 20s reset.
Stance. For 10...25 seconds, all of your Glaive attacks recover +1 of your energy, and have a 10% chance to strike through a Block or Evade.
Tools:
Lead Plating: 4s cast, 5s reset.
Weapon Attachment. While this is attached, you deal +5...10 damage, but your attacks are 1/2 second slower.
Trap Disarmer: 3s cast, 30s reset.
Tool. Disable all traps in the area. You lose 4 energy for each trap disabled.
Flask of Water: 1 3/4 second cast, 6s reset.
Tool. Recover 40...180 health and 5 energy. This skill is easily interrupted.
Blackjack: 1s cast, 20s reset.
Tool. Can only be used on a target from behind. This inflicts Dazed on target foe for 4...10 seconds.
Blade Extension: 4s cast, 5s reset.
Weapon Attachment. While this is attached to a slashing weapon, all non-skill attacks with it strike all foes adjacent to the target as well. You lose all enchantments and cannot be the target of further enchantments while this is attached.
Hidden Pistol: 1s cast, 25s reset.
Tool. Fire a small pistol at target foe from up to 30' away, inflicting 10...70 damage.
Medicinal Herbs: 2s cast, 10s reset.
Tool. Heal any negative conditions from yourself, but suffer from Dazed for 5...3 seconds.
Metabolic Siphon: 4s cast, 5s reset.
Weapon Attachment. While this is attached to a melee weapon, you steal 2 energy any time you successfully strike a foe, but you will absorb one condition from them, with 100...60% of it's remaining duration. If you successfully strike a foe 5 times in 4 seconds, you suffer from Dazed for 5 seconds.
Agile Maneuvers:
Leaping Slash: 5e cost, 10s reset.
Maneuver. Leap up to 25' to target foe and strike them if you have a melee weapon equipped. The attack inflicts Crippled for 2...6 seconds. This will switch a Glaive to melee attack form. This cannot be used in melee range.
Backflip: 5e cost, 8s reset.
Maneuver. Leap backwards 25', and attack target foe at the end of the skill if you have a ranged weapon equipped. This will switch a Glaive to ranged attack form.
Roll: 5e cost, 4s reset.
Maneuver. Dodge at random to either the left or right 15'. Anyone who attempts to strike you in melee during this takes 10...40 damage.
Slit Throat: 5e cost, 6s reset.
Maneuver. Quickly dodge behind target foe. If you have a melee weapon equiped, you strike for an automatic critical hit. This will switch a Glaive into melee attack form.
Ethereal Defense: 5e cost, 45s reset.
Stance. For 4...6 seconds, you have a 75% chance to evade. The duration is refreshed every time you use a skill.
Birr: 5e cost, 20s reset.
Stance. For 6 seconds, you run 50% faster and have a 50% chance to dodge while moving. Any time you stop moving, you are knocked down.
Aggressive Will: 10e cost, 30s reset.
Skill. For 5...15 seconds, you are unaffected by Crippled or slowing hexes, though you will still recieve the condition or hex.
Cannonade: 5e cost, 12s reset.
Maneuver. Must have a Glaive equipped. Throw your glaive at target foe, leap towards them and catch it on the return, then slash target foe a second time in melee. This has a maximum range of 25', and cannot be used in melee range. Air-speed enhancements do not work with this skill.
Finesse:
Battle Expert: 5e cost, 25s reset.
Skill. For 20 seconds, attack skills recharge 10...20% faster, but cost 2 more energy to use.
Swift Celerity: 10e cost, 30s reset.
Skill. For 20 seconds, you attack 33% faster, but suffer 1 energy degeneration.
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I Was going to make a "Black Powder Bomb" tool, but I couldn't find the real name for them. They were little round sacks of Black Powder with a wick sticking out of the top, and they were used by Pirates. If any of you have played a Legend of Zelda game, that's what they look like.
Can anyone find the name of that bomb? It'd also be cool if anyone could give me some suggestions for some Pirate-like skills, 'cause pirate's are so damn cool
