Armor : 80
Health : 480
Energy : 20 +1 regen
Weapon : Quarter Staff - melee range damage 5-15 attack speed 1.2seconds
Attributes:
• Meditation (Primary) for every 3 points in this attribute you gain 1energy and 3health for evading or blocking attacks.
• Quarter Staff
• Insight
• Runic Symbols
Meditation Skills : These would be mostly all stances used to evade or block attacks. Rather than timed stances like a war or ranger these would be based on the number of attacks you could block or evade. ie. 12 points in this attribute and a stance would block the next 8 attack skills.(elite?) Combination of adrenaline, energy(mostly) and signets
Quarter Staff Skills : These would be mostly low damage skills that included knockdowns or caused dazed/cripple. Elite attacks here would knock down multiple adjacent foes. Mostly adrenaline skills and some energy attacks
Insight : These skills would allow the Zen Disciple to create a field around himself and any adjacent allies. While in the field his allies would gain one of the following, health regeneration, energy, blocking, evading,interupt avoidence, speed, armor or increased attack damage. Only one field could be created at a time. These would last for set numbers rather than time and would fail if you left the adjacent range. ie. Ally gains 1..5 arrows of energy regen, max energy gain 5..25. High energy cost + some signets for self energy gain/management.
Runic Symbols : These skills would create an aura around the Zen Disciple that would affect him, his adjacent allies or his foes. Only one aura could be used at a time. These would reduce damage from magical attacks, increase magical damage dealt, reverse damage dealt to him/adjacent allies, slow attack speed of foes, cause interupts or cause health/energy degeneration to adjacent foes. High energy cost + some signets for knockdowns/light damage
This is meant to be a purely support class that can take a lot of damage while buffing his allies in close proximity. Some of his skills would be for any ally/foe in adjacent range others would only affect one target/ally.
Meditation stances would need to be used to regain most energy and some health, a balance of them and the buffing skills would make this char an excellent support class as it can stand in the front line with a war and boost him or stand in the back with casters and protect them.
For the look of this char I was thinking that he/she would have tattoos covering there upper body and use a sleaveless vest. To activate the auras/fields would require them to touch one of the tattoos which would then start to glow. They could were loose pants with combat style boots, maybe.
Its assumed they gain armor protection form the tattoos much like a monk or necromancer.
The armor lvl seems a bit high at first but keep in mind this char deals very little damage and mostly his buffs only affect allies not himself.
Still there is always balance adjustments to be made. Here are some sample skills. Note I did not list any of them as Elite skills but some of them might fit in as they are powerfull.
Meditation
Basic Stance : 5e 15sec recharge - the next 0..5 attacks have a 50% chance of being blocked and you gain 0..3 energy for each one not block
Advanced Stance : 6adren 15sec recharge - the next 0..5 attack skills have a 50% chance of being evaded and you gain 0..3 for each one not evaded.
Elite Stance : 10adren 20sec recharge - the next 0..10 attack skills have a 75% chance of being evaded and you gain 0..5 energy for each attack skill that hits.
Practice Signet : 1sec 30sec - gain 0..10 energy for each equiped stance
Inner peace : stance 4adren - you gain +0..4 energy regen untill you recieve dmg or use a skill.
Crane stance : 5e 15sec recharge - the next 0..3 times you should be knocked down you are not and you gain 0..5 energy each time.
Cobra stance : 8adren - the next attack skill against you is blocked and you steel 0..10 energy from your attacker.
Healing Thoughts : Stance 10adren - if you are suffering from a condition you gain 0..6 arrows of heal regen untill you use a skill.
Quarter Staff
Leg Sweep : QS attack 8addren - target is knocked down
Knee Tap : QS attack 5energy 1sec 15sec - target is crippled for 0..7 seconds
Toe Spike : QS attack 4addren - if target is attacking, target is knocked down
Hand Poke : QS attack 5energy 1/2sec 5sec - if target is attacking, target is interupted
Chin Sweep : QS attack 10addren - If target is casting a spell his action is interupted and target is dazed for 0..6 seconds
Paddle Swing : 10energy 1sec 15sec - all adjacent foes are struck twice, any foes attacking are interupted
Insight
Energy Field : 15energy 1sec 30seconds - Create an energy field around yourself and any allies adjacent to you. Allies in the field gain 0..4 arrows of energy regen. Max energy gained cannot exceed 5..20
Defencive Field : 10energy 1sec 30sec - Allies in the field have the next 0..5attack skills targeting them blocked
Healing Field : 10energy 2sec 20sec - Allies in the field recieve 5..30health each second, maximume health gained 30..120
Guiding Field : 10e 1sec 20sec - For any allies in the field there next 0..5 attacks cannot be blocked or evaded.
Quickining Field : 15e 1sec 30sec - For any ally in the field there attack speed is increased by 25% for 0..30seconds
Power Field : 15e 2sec 30sec - any ally in the field deals +5..15damage with there next 1..10 attacks.
Swift Field : 5e 1sec 10sec - anyone in the field has there movement speed increased by 25% for 1..15seconds
Concentration Field : 15e 1sec 30sec - the next 1..5 skills used by allies in the field cannot be interupted.
United Stance : 10e 2sec 45sec - all allies in the field gain 5..30 armor for 5..30 seconds.
Wisdom Signet : 1sec 60sec - Gain 0..5energy for each Insight skill equiped
Runic Symbols
Ethereal Aura : 15e 2sec 45sec - Create an Ethereal Aura around yourself and any adjacent allies. Allies within the aura recieve 10..50% less damage from magical attacks. This aura lasts for 2..15seconds.
Flaming Aura : 15e 2sec 45sec - Allies within the aura have there fire attribute raised by 0..3 for there next 0..3 spells
Divine Aura : 15e 2sec 45sec - Allies within the aura have there Divine Favour attribute rased by 0..3 for there next 0..3 spells
Encouraging Aura : 10e 2sec 45sec - Allies within the aura gain 50% more addrenalin when they gain addren for 5..15seconds
Reflective Aura : 15e 2sec 60sec - The next 1..3 spells targeting anyone in the aura fail and the caster recieves 10..100 damage
Density Aura : 10energy 2sec 30sec - Any foes in the aura have there attack speed reduced by 25% for 5..15 seconds
Draining Aura : 15e 2sec 30sec - Any foes within the aura lost 0..3 energy every second. Maximum loss of energy 10..30
Painfull Aura : 15e 2sec 45sec - Any foes within the aura suffer 1..6 health degen for 5..15 seconds
Screaming Aura : 15e 2sec 60sec - Any foes within the aura have there next 1..6skills interupted
I hope this lays out the balancing act needed to keep auras/fields up and energy gaining stances.
