The movement rogue
"You can't stop me, nobody can!"
In 1 on 1 the acrobat interrupts and steals from his foe, softening them to finish them with physical attacks.
In team combat, an acrobat juts around, constantly elusive and constantly hindering and harming foes.
[For skimmers]
The consept skills are at the bottom
New Stuff
Class: Acrobat
The acrobat is a multi target melee annoyance.
An acrobat specifically targets groups of foes together, or in a row and uses acrobatics and acrobatic attacks to work his way through them.
This manner of attack doesn't offer a lot of control, and you probably won't be interrupting that crucial skill, or attacking only the monk to take him out.
But that is not what the acrobat is for, they are to keep the entire group suppressed, both distracting them by hopping around in their way and applying conditions and other debuffs to hinder them from fighting the acrobat and his team.
When you have worked your way through a group of foes, hindering and stealing where you could; run out of their direct vicinity as your skills recharge, then run back again and do the whole thing again and again until the foes are dead.
In a way an acrobat is like the melee version of a full-auto Kalashnikov, you won't be hitting what your aiming at, but all your foes will be forced to keep their head down.
During all this, your team that cán aim, will take them out.
Condition: Awe
When awed your ranged attacks and projectile spells have an additional 33% of straying and you have 33% less chance to block attacks against you.
Condition: Disarm
I already used it before but, here’s it again: Your current wielded weapon is replaced with a melee weapon with the same damage and stats, does not have a skin, and is of a non existing type.
This accomplishes:
- The absence of a skin makes you look empty handed.
- Your damage decreases because your weapon attribute isn’t benefiting your weapon anymore(25% effective).
- You can’t use weapon specific attack skills, only melee attacks, because you are wielding the wrong type of weapon.
- You can only attack in melee.
By switching to a different weapon set you will no longer suffer the effects of disarm but are still affected by disarm and it can be applied to you again, applying the effects to the currently used weapon set.
If you switch back to the disarmed weapon set before the duration of disarm is over you will still be disarmed.
Disarmed weapon sets will be marked with a gray cross or something until it ends.
Skill type: Acrobatics
An acrobatics skill is a skill that causes you to perform forced movement, they are activated instantly and last a duration; Using another acrobatics or an acrobatic attack will end the effect prematurely and stop you from moving.
Some acrobatics do not cause you to forcefully move for their entire duration, only at times during it. While you move forcefully, being knocked down or interrupted will stop you and end the acrobatics, at other times the acrobatics remains untouched.
Whenever you move forcefully you chance to inflict awe applies to all nearby foes, however each activation of a skill can only affect each foe once, even if it starts and stops you moving several times.
Skill type: Acrobatic Attack
An acrobatic attack is a melee attack skill only usable with a pole, it acts like a normal attack skill except some also have a forced movement component; during this forced movement part they are interruptible like acrobatics skills.
Acrobatic attack may have a set gripping at which they are preformed, this is the way an acrobat can control how to grip, as the next attack will be made at the opposite of the grip from the attack skill.
Action: Move over …
What it does is rather obvious by the name, it does by making a jump animation and moving(not shadow stepping, it is a move action, it takes time and you are completely attackable and interruptible while doing so) onto what is designated as the top of the target creature, perform an animation(e.g. hitting the foe you are standing on) then perform a jump animation and moving to the ground on the other side of the creature or the next foe to jump onto.
The point of this action is to move past creatures easily, acrobats aren’t very good at fighting head on and need to disorganise their foes, beating formations is one of the first things needed for that, using their formation against the foes is even better.
Action: Move past …
Similar to the move over action; move past, lands you on the other side of target foe. However move past doesn’t have a stop in the middle to perform an animation for attacking or applying an effect to the foe, its 1 animation applied to you(and in some skills also to the foe, e.g. being pushed aside)
Stealing
I used maintained enchantments to simulate stealing in GW mechanics, as you take something and you decide when to throw it away so the owner can reclaim it, the steal can also be ended by removing the enchantment from the thief(you magically take back the item, giving it to the owner)
Equipment
Energy:
20 base energy at 4 pips of regeneration.
Poles are 2 handed so acrobats can not increase this with a focus.
Armor:
60 AL +20(vs. physical)
Acrobats wear mostly loose clothing, preferring feather weight and maneuverability over protection. Still acrobat armors are enforced with leather straps and/or padded cloth.
The armor looks go somewhere between performer and burglar Link to image
Weapon:
Acrobats use a pole as a weapon, a very long staff taller than a person. Strong, flexible and the ends often decorated or enforced with metals.
A pole is carefully balanced on both ends, to allow consequential attacks with both ends; being a '2handed weapon', but attacking like a 'both hands weapon'.
Giant’s FluteThough the damage number is not exactly representative for the damage of the pole, a pole is gripped at any number between 0,3 and 1,8 this represent the placement of the hands on the pole opposed to the end with which you are currently striking the foe.
Damage Blunt: 8-16 (Requires: 9 Pole Mastery)
Range: Melee
Re-swing: 1.44 X 2
0.3 means you have so little wood on the hitting end you are almost punching the foe, while 1.8 means you are holding the pole at 1 end hitting with the other.
Whenever you attack you are gripping somewhere, the damage and attack time are adjusted by this, as a high grip is a long swing with much of the staff having more momentum and thusly dealing more damage, but taking longer to turn the staff around to hit with the other end.
- When gripped at 1,0 the attack takes exactly 1.44 seconds and deals the normal damage.
- At 1.1 it takes 1.4832 seconds (3% slower) and deals 10% more damage.
- At 0,9 it takes 1.40(1,3968) seconds (3% faster) and deals 10% less damage.
- The maximum is 1.8 taking 1.79(1,7856) seconds or 24% slower and deals 80% more damage
- The minimum is 0.3 taking 1.24(1,1376) seconds or 21% faster and deals 70% less damage.
After each attack, the attack with the other hand is made at the opposite of the last grip, hence you are hitting with the other end of the staff(e.g. if the last attack gripped at 1,5 an attack with the other end grips at 0,5).
Whenever you switch this way, whatever you are gripped at is adjusted by 0 to 0.6; weather this is to the positive or to the negative depends on the attack animation that was played.
Insignias:
Typhoon’s | +15*<gripped> against elemental.
Burglar’s | +5AL for every enchantment you are maintaining.
Graceful | when you are knocked down for longer than 1 second, knockdown lasts only 1 second.(non stacking)
Tornado’s | +10AL while performing acrobatics.
Acrobatics (Primary)
For each rank in acrobatics, whener you use an acrobatic attack or preform acrobatics you have 1% chance to cause awe on nearby foes for 5 seconds.
You also gain 4% chance melee attacks will miss you if you are moving.
Running Start acrobatics 5 8Pole Mastery
You move forward for 4 seconds and will move over creatures or up to large obstacles. While this skill is active, the next acrobatics or acrobatic attack you use will have its attribute raised by 0…3(4).
Trample acrobatics 10 15
Move over up to 2…5(6) adjacent creatures, enemy creatures are struck gripping at 0,8…1,1(1,2).
Leaps and Bounds elite acrobatics 10 20
For 7…16(19) seconds, whenever you are attacked in melee you have move over the attacking foe.
Fickle Fortune elite stance 10 20
For 25 seconds, while affected by an acrobatics your pole attacks will only grip above 0,9…1,5(1,7).
Collective Consent acrobatics 5 25
You take 1...½(¼) second to reach a random nearby location and move past creatures in your path, when Collective Consent ends you are cured of 1 application of disarm.
Each rank in pole mastery increases the damage you deal with poles, as well as the chance to achieve a critical hit.
Every rank also decreases the effect on attack speed by 1% whenever gripping above 1,0 .
Squee’s Hurricane Dance stance 10 18Guile
If you have a pole equipped, for 3 seconds you can’t attack; but strike all adjacent foes each second, gripping randomly between 0,5…0,8(0,9) and 1,5 for each target hit.
Squee’s Hurricane Dance ends if you move; if it does, you are knocked down.
Back Slapper acrobatic attack 5 15
Move over target foe, and attack for an additional 6…24(30) blunt damage gripping at 1,8.
Poke melee attack 5 ½
If this attack hits, target foe is interrupted and poke takes an additional 30…18(14) seconds to recharge;
If target foe is not using a skill this attack is blocked and your next attack against target foe misses.
Cheap Shot acrobatic attack 5 5
If this attack hits, it deals +15 damage.
If target foe is suffering from awe, you move past that foe and gain 3…9(11) energy.
Typhoon's Grace Acrobatic Attack 5 15
You are immobilized for 1 second, you attack all foes adjacent to you twice; the first attack dealing 50...26(18)% less damage the second attack dealing 50% less damage.
Eye of the Hurricane elite skill 10 20
If this skill is activated while moving over a foe, for 1 second all damage you would deal to target foe is negated; all foes near that foe take 12...42(52) cold damage, and all adjacent foes are knocked down and take 12...42(52) blunt damage.
Stolen Source of Power enchantment spell -1 10 1½ 20Performance
While you maintain this enchantment, target touched foe has up to 4…10(12) less max energy, and you have 1 additional point of max energy for every point the foe lost.
(When this enchantment ends the max energy is returned to the foe emptied, and you do not lose energy)
Squee’s Ambush stance 5 8
If there are foes adjacent too you this skill fails.
You are disarmed, the next time a foe moves into adjacent that foe is knocked down and this stance ends.
When Squee’s ambush ends you are cured of disarm, Squee’s ambush ends when you move.
Sticky Fingers elite enchantment spell -1 15 2 60
While you maintain this enchantment, the next 4...10(12) times you move over or past a foe you steal 2…5(6) energy.
Typhoons Rampage enchantment spell -1 5 2 R20
While you maintain typhoons rampage your acrobatic attacks deal 5...20(25)% more damage.
Obtain Resolve skill 5 15
If this skill is activated while moving over a foe the acrobatics or acrobatic attack you are currently using recharges 1...7(9) seconds faster, if the foe you are moving over is suffering from awe the skills it is currently recharging take 25% longer to recharge.
Dance of Fools stance 5 50No attribute
For 15…27(31) seconds attacks against you have 25% to miss, when you evade an attack this way your attacker will suffer from awe for 2...3(4) seconds
Dance of Fools ends if you move.
Display of Skill acrobatics 15 120
You are immobilized for 4 seconds, you lower the death penalty on nearby other allies by 4...22(28)% for 60 seconds, but all nearby allies suffer from awe for 10 seconds.
(this skill cannot decrease the penalty below 0%)
Xe Que’s Instinct elite enchantment spell 15 ½ 40
For 30 seconds, for every 4…3(2) enchantments you are maintaining you gain 1 energy regeneration.
Trail of the Hurricane elite enchantment spell -1 15 3 60
While you maintain this enchantment, whenever you move over a foe, after 2 seconds that foe is knocked down and takes 2...11(14) blunt damage.
Graceful Kick skill 15 8
If this skill is activated while moving over a foe, that foe is disarmed for 2...5(6) seconds.
Obtain Trinket enchantment spell -1 5 ¼ 10=========================================
If target touched creature was using a signet it is interrupted; while you maintain this enchantment, that signet costs 20 energy to activate, but must be used on targets within range of you instead of the caster.
Hopefully I’ve gotten my point over clearly, I also hope you like it, or at least some small part of it.
I know it’s not perfect yet and any suggestions and comments will be appreciated.