This all makes sense in my head but I have been told before that I am not very good at explaining what I mean so heres to hoping it will be clear enough.
Hope you enjoy, There is some reading for this class. would like to hear some feedback.
Edit: I notice that I move between using the word Shell and Orb, to save confusion I have changed most about, but for those still confused. A shell relates to the energy regeneration part when it is not giving energery regeneration I refer to it as an orb.
General-The Spherus is unique in the way that they work. They can attack in AOE but for a limited amount of targets. They use magic to control their martial weapon, the Orbi. The Orbi is a complicated weapon and I will get into further detail of this later on. Explanation-The Spherus can manipulate the movement and to some extent the properties of his weapon. They are almost fully focused on the use of this weapon, the Orbi. The Orbi is a multipart weapon, it contains the cores which is held by the user and surrounded by 4 ‘shells’. The Shells are orbs that surround the core and work alongside your energy pips (expanded in the next paragraph). The Shell’s Orb can take on a property temporarily when certain skills are used, making it deal fire, lightning, cold, earth, holy or chaos. By default the damage dealt by a Shell is either blunt or piercing. -Energy: The Spherus has a natural energy regeneration of 2+, they then gains a further +2 pips from his armor. While wielding an Orbi the weapon is directly linked to your energy. The 4 pips are linked to your shells. When a skill is used that requires one shell, you no longer receive the pip for this shell. As such, when 4 skills are used, you will receive no energy regeneration Eg: Spherus uses 1 orb for defence, 2 for maintained assaults and 1 for auto attack. The Spherus would not receive any energy regeneration while the orb for auto attack is in flight. Orbi Base Stats Damage: 7-17 Attack Rate: 1.33s Two handed While attacking one orb will always be in flight towards the intended target, as such the energy regeneration is reduced by 1 for half of the attack rate, effectively giving you ½ pip If a shell is already in use it cannot be used in conjunction with other skills If the Spherus is maintaining any enchantments that is then using 1 or more orbs, the amount of orbs used in that skill is reduced equally, Eg: Orb Assault: Orb Assault: 10E/1S/10R 1-4 orbs are fired at the target, dealing +5-15 damage per orb. If you have 2 Maintained orb skills active -> 2 Orbs fired. 22-32 per orb for 44-64 damage before mitigation with Orbi mastery of 12. Class Attributes These attributes require some work before they would actually fit into the game and as such the names are simply temporary until (or unless) a better name comes up for them. Primary Attribute-Orbi Mastery: Increases the attack speed of the Orbi weapon by 1.25 % per point, increases the effectiveness of Orbi mastery skills Eg: a Spherus with 12 Orbi Mastery gains 15% attack speed (orbs return 15% faster as well to counter any energy regeneration problems) Focus fire: The Spherus is focused on the use of its weapon on single target opponents, Skills which target singular opponents will become more effective with every point. Dispersed Fire: The Spherus can target multiple enemies with ease. Skills which target multiple enemies or cause damage over time become more effective with every point. Defensive Concentration: The Spherus is able to manipulate his orbi to counter attacks, projectiles, spells and other incoming attacks. May also be used to heal or promote better use of other effects. Armor Level The Armor value is light, allowing flexibility and protection at the same time. 70AL Energy Level They receive a base energy of 20 and armor bonuses bringing it to 30. Base regeneration of +2 and an armor bonus to +4. Energy Regeneration becomes linked to the Orbi while wielded Range Type The Orbi requires moderate concentration to use effectively and have the same range as the spear, although skills may require shorter ranges. When stated #-# shells the amount used depends on how many shells are currently not in use. Eg: if Sustained attack was used, 3 orbs would circle the Spherus until the Sustained attack expires. Skill Examples E-Energy : S-cast time(seconds) : R-Recharge Orb Mastery: Orb Shot: 5e/½S/5R: Attack Skill: You fire an orb towards an enemy, dealing +15-17 damage to the target. Orb Assault: 10E/1S/10R Attack Skill: 1-4 orb(s) fired at the target, dealing +5-15 damage per orb. Aerial storm: 20E/1s/20R Attack Skill: You fire 1-4 orbs(s) in a large arc towards the target, for every Orb that hits you deal +7-25 damage (Maximum of 120). If target is suffering a condition and receives 3 or more hits target becomes dazed. Sustained Attack: 10E/1s Attack Skill: You fire an orb at target foe, target foe and all adjacent foes take +3-15 damage per second. While active you suffer -1 energy regeneration. Hail barrage: 15E/2s/45R Attack skill: You fire 1-4 orbs to target foe hitting all foes in the area for 3 seconds. Every Second you deal +3-17 cold damage for every shell fired Orb Expertise: 10E/3S/45R Enchantment: For 36-55 seconds, you are fully aware of what each orb is doing. You gain 30% of the energy cost of the skill each time you successfully hit the target. Focus Fire: Heavy shot: 10E/1s/30R Attack Skill: You fire a shot with so much force dealing +8-25 Blunt damage and knocking down target foe. The Orb takes 5-2s to return to User after successfully knocking down foe. Crippling volley: 10E/2s/30R Attack skill: You fire 1-3 orbs at target foe, for each hit target becomes crippled for 2-6S. Maintained concentration:10E/3s/25R Preparation: For the next 10-25s all attacks made by you now deal additional 3-16 damage on your targeted enemy. Holy Orb: 5E/1s/15R Attack Skill: You fire a single orb. Target foe is hit for +10-25 Holy damage. If the target foe is a summoned creature or undead, deals an additional 35-45 damage to target and foes in area. “We shall not falter”: 10E/25R Shout: for 5-15 seconds. Shout affects all party members within earshot. When affected members miss target foe using an attack skill they regain the energy cost of that skill. Unhindered Vision: 15E/3s/25R Preparation: for the next 10-18s you can no longer miss target foe but for each attack that does not hit you suffer blindness for 5 seconds. Dispersed Fire: Fearful blast: 5E/¼S/20R Attack Skill: Fire 1-4 orbs in your area. For each orb that hits a target you gain 1-3 energy, Total of 1 hit per orb. Dust Tempest: 15E/1S/20R Ward: Requires 3 shells. You spiral 3 shells around your location for 5-12s, kicking up dust and debris. Every foe within the ward is hit every second for 6-26 Earth damage, any knocked down foe who takes damage suffers blindness for 5-12s. Dancing Lights: 10E/2s/15R Area of Effect: you fire 1-2 Orbs at target foe, all foes within the area take +10-26 fire damage per orb. If moving, target foes are set of fire for 2-3s. Orbs return to user after 2-3s after foe is no longer burning. Distracting volley: 5E/¼S/12R Attack Skill: You fire 1 orb. Target foe and adjacent foes actions are interrupted. For each foe interrupted the cooldown on this skill extends by 3 seconds. Whirling Prison: 10E/1S/20R Hex: Requires 2 Shells – for the next 4-12 seconds Target foe and adjacent foes are slowed down 18-42% while affected by this skill. Healthy Challenge: 10E/2S/25R Preparation: For the next 3-15 seconds each additional opponents you inflict damage to, you are healed 3-21. Defensive concentration Sure footed: 10E/25R Stance: For the next 5-17 seconds you move 25% faster and dodge 25% of all attacks. Crumbling earth: 10E/1S/25R Area of Effect: requires 3 shells – You bombard the area around you with 3 heavy shells. All foes in the area are knocked down for 3s and suffer 10-45 earth damage. You are knocked down for 2 seconds. Shell Alignment: 15E/2S/15R Maintained Enchantment: Requires 2 shells– While active any melee attacks on you have a 50% chance to miss. When target foe misses he receives 5-24 piercing damage. If knocked down you lose this enchantment. Spiralling Chaos: 10E/2S/15R Maintained Enchantment: While active Target ally is protected by one of your orbs. When target ally is healed, any foes within their area take 10-35 chaos damage (Maximum of 1 hit a second). If Ally takes holy damage this enchantment is lost. Fiery resolve: 10E/3S/20R Enchantment: Requires 1 shell for duration – While active, for the next 7-15 seconds target ally receives +10-40 armor against fire damage. If ally receives fire damage they gain another +5-25 normal armor. |