Blood Knight
General Info.
Blood Knights are semi-suicidal warriors, with the central idea behind them as gaining more benefits from losing more health and becoming closer to death. Their a very fragile class, but can be very powerful and hard to kill if used correctly.
History
The Blood Knights were originally White Mantle Warriors selected by the Mursat for their unusual strength and courage. They were then subjected to horrid experiments by the Mursat's dark sorcery, morphing into various hideous creatures that mainly didn’t survive. However the Mursat eventually found a form which the Humans could morph into with a decent survival rate, they were called Blood Knights. Their blood resonated with dark power, and the more traumatic injuries thier body endured, the more this power in their blood is provoked. The blood knights were largely a secret, as the mursat considered the experiments not fully complete since they wanted all human elements expunged. The mursat were overthrown before this was accomplished, and the blood knights eventually freed themselves from the dark prisons they were forced to stay in. Disillusioned to what the Mursat actually were, and ashamed of themself for the form they have taken on, the blood knights wander the world venting their frustrations on anyone who stands in their way.
Armor
Exactly like Warrior's
Health/Energy
Health will be like Warriors
Energy will be 25 maximum.
Attributes
Blood Power
Injury Strength
Near Death Survival
Mace Mastery
Skills - Beta
Injury Strength
Deadly Frenzy, 5 energy, 15 second cooldown.
Stance. For 30 seconds you attack 50% faster, and you also lose 15 hitpoints for every successful attack.
Reckless Charge 10 energy, 30 second cooldown.
Stance. Movement Speed is increased by 50% for 15 seconds. For each second you are moving with this on you will lose 20...5 hitpoints
Progressive Rage 10 energy, 30 second cooldown.
Stance. For 30 seconds for every 10% of your maximum health missing you will gain an additional 1...12damage.
Sacrifice 5 energy, 10 second cooldown.
Deals +20....60 damage to target foe, and also deals +20....60 damage to yourself.
Infectious strike, 5 energy, 10 second cooldown.
Deals +1...25 damage, and if target foe is suffering from bleeding he will be posioned for 1..10 seconds.
Supressed Power.
Enchantmnet. If you die within the next 10 seconds you'll deal +20...100 damage to all adjacent enemies.
Near Death Survival
Mock Death, 3 second casting time, 60 second cooldown.
Removes 1...5% of death penalty
Will to Live (elite) 10 energy, 90 second cooldown.
For 30 seconds while this enchantment is on you, if you die you’ll automatically resurrect with 25%...75% of your health returned.
Paradoxical Endurance, 5 energy, 30 second cooldown.
Spell. For 10...30 seconds for every 10% of your maximum health missing you will gain an additional 5...13 armor.
Last Stand, 5 energy, 60 second cooldown.
Stance. for 1..12 seconds if your health 25% or below of maximum, you will have a 75% chance to block attacks, and gain +24 armor.
Suicidal Negation, 10 energy, 30 second cooldown.
for the next 1...10 seconds, all damage you receive is negated. When this wears off you will receive the damage you negated and it will ignore armor.
Suppress Healing, 10 energy, 45 second cooldown.
Spell. for 30..60 seconds while this enchantment is maintained, all healing spells will only affect you if your health is below 80%...60% of maximum, and will also be 1...25% more effective.
Mace Mastery
Merciless Strike, 5 energy
Skill. Strike Target Foe for +5....24 damage, if you’re in a stance while using target foe will bleed for 1...8 seconds.
Shattering Blow, 10 energy
Skill. Strike Target foe for +1...24 damage, cracks the armor of the target for 1...15 seconds.
Two-Handed Strike
Skill. Strikes for +1...32 damage, if you're weilding a sheild while using this, the sheild will have no affect for 8...1 seconds afterwards.
Ground Strike, 10 energy, 20 second cooldown
Spell. Strikes the ground with your mace/hammer (realistic for hammers), knocking down all adjacent foes.
Finishing Blow, 5 energy, 20 second cooldown
If target foe has below 25% of his health, this will deal +1...40 damage.
Blood Power
Bleed 5 energy, 30 second cooldown.
Skill. Causes bleeding on yourself for 10 seconds. For 30 seconds you will gain 50% more adrenaline.
My Wounds are yours! 6 adrenaline, 30 second cooldown.
Shout. Any Bleeding affect you’re suffering from is shared by all adjacent enemies for half the remaining duration.
Ignitable Blood, 10 energy, 20 second cooldown.
Any adjacent enemies bleeding will also be set on fire for the remaining duration of the bleeding affects, and will also take 30...100 fire damage.
Blood Form (elite), 10 energy, 30 second cooldown.
for 1...20 seconds you become immune to attacks (not spells). This causes bleeding for however long it lasts.
Draw Power, 5 energy, 60 second cooldown.
Spell. For 30....60 seconds if you are bleeding with this on you will gain +1...8 health regeneration. When this spell ends it causes exhaustion for 15...3 seconds.
Notes
This is still very much in the making, and any new ideas, or refinement of existing ideas would be appreciated.
The tooltips aren't exactly as you would expect from GuildWars.