Tension Line Master
Attributes:
Tension Line Mastery: Increases the damage done by (weapon name), and multi-attack skills
Rippling Attacks: Enhances the power of attacks that cause damage to multiple targets
Binding Attacks: Enhances the power of attacks that slow, immobilize or deal damage to one target
Reflexes: Enchances the skills that deal with attack/movement speed, and defensive skills
Weapon
Tension Line: Length of tightly bound material, very flexible, half the length lined with razor sharp blades, alternating sides, tipped with a long spike.
Off-hand: Hand Bindings, used to protect the palm of the free hand when the weapon swings around the body, or is guided with the freehand.
Summary: This class is created from those who rejected the brutish nature of melee combat, but found the use of one handed weapons more preferable then a bow. The Tension Line Master is the artisan of fluid death from afar.
Skills:
Tension Mastery:
Perfectionist Strike:
Cost: 5e
Cast: .5s
Recharge: 4s
If this attack hits, you deal +(10...35) dmg. This attack have +5% Armor Penetration.
Death from Above:
Cost: 10e
Cast: 1s
Recharge: 5s
The point of the blade falls quickly on the target. If this attack hits you deal +(18...43)dmg and have (5...20)% chance of inflicting cripple for 10s
(Tension Line ONLY)
Focused Stance:
Cost: 5e
Cast: 2s
Recharge: 20s
(Stance) For (10...18s) all attacks gain +5 dmg and +5% armor penetration.
Ensnare:
Cost: 10e
Cast: .5s
Recharge: 20s
(Stance) For 20 seconds your weapon wraps around target foe, neither you nor target foe may move or use skills while using Ensnare. Ensnare ends if you you are struck with an interrupt attack.
(Tension Line ONLY)
Rebounding Strike:
Cost: 10e
Cast: .5s
Recharge: 8s
This attack stikes target foe twice. Each attack does 25% less dmg.
Tuning Strike:
Cost: 10e
Cast: .75s
Recharge: 15s
This attack strikes target foe three times. Each attack does 30% less dmg.
Reverberating Strike:
Cost: 15e
Cast: 1s
Recharge: 15s
This attack strikes target foe 3 times, you gain 2 energy for each successful strike. Each attack does 25% less dmg.
Wrist Flick:
Cost: 5e
Cast: .5s
Recharge: 25s
Your next attack skill strikes one extra time.
(Tension Line ONLY)
Tension Stance:
Cost: 10e
Cast: 2s
Recharge: 20s
For 10s your attack skills strike for 2x the normal amount but do +20% less damage.
Rippling Attacks:
Sidewinder Strike:
Cost: 5e
Cast: 1.5s
Recharge: 10s
Your next attack strikes (1...3) foes nearby target foe.
(Tension Line ONLY)
Brutal Whip:
Cost: 10e
Cast: 1s
Recharge: 15s
Your next attack strikes target foe, foe adjacent to target, and adjacent to you.
(Tension Line ONLY)
Whirlwind:
Cost: 15e
Cast: 2s
Recharge: 12s
For (8...15)s all foes adjacent to you take 15 dmg each second. You are easily interrupted while using this skill.
Duststorm Sweep:
Cost: 10e
Cast: 1s
Recharge: 15s
All foes adjacent AND ALSO in front of you are blinded for (5...10)s. After using Duststorm Sweep you move 15% slower for the next 10s
Circuitous Strike:
Cost: 5e
Cast: .5s
Recharge: 7s
All nearby foes are struck for +(10...25) damage. If less then 3 enemies are struck you take damage equal to that amount.
(Tension Line ONLY)
Backlash:
Cost: 10e
Cast: .75s
Recharge: 8s
If this attack hits, the blade comes back and strikes the nearest foe behind you.
(Tension Line ONLY)
Binding Attacks:
Scorpion Tail:
Cost: 5e
Cast: .25s
Recharge: 15s
If this attacks hits, you deal +(12...30) dmg, and target foe is immobilized for (2...7)s
Dragon's Fang:
Cost: 10e
Cast: .5s
Recharge: 12s
If this attack hits, you deal +(15...40) dmg, and target foe is immobilized for (4...10)s
Searching Stike:
Cost: 15e
Cast: 1s
Recharge: 20s
If this attack hits you deal +(20...35)dmg, this attack immobilizes foe for 10s. If this attack is blocked, you become immobilized for 10s. This attack can not be "evaded"
(Tension Line ONLY)
Rigid Weapon:
Cost: 10e
Cast: 2s
Recharge: 15s
(Stance) For (5...20s) your Force Attack Skills gain +10% Armor Penetration and cause bleeding for (7...15)s
Momentum:
Cost: 15e
Cast: 3s
Recharge: 15s
(Stance) For (8...12)s your skills recharge (25...50)% faster and deal +(1...10%) more dmg. Momentum Ends if you use a non attack skill.
Reflexes:
Spring Burst:
Cost: 10e
Cast: .5s
Recharge: 8s
Coil your weapon behind you and use the force to jumpstart movement. For 10s you move 20% faster.
(Tension Line ONLY)
Pushoff:
Cost: 5e
Cast: .75s
Recharge: 12s
(Stance) If the next attack against you is melee, attacker moves 10% slower for 5s and you move 10% faster for 5s.
Rout:
Cost: 15e
Cast: 1s
Recharge: 20s
(Elite) For 15s if your health is/falls below 50%, you move 50% faster for 10s and gain +2 health regen for 10s. After 10s you lose all energy and your skills are disabled for 8s.
Fluid Stance:
Cost: 10e
Cast: 2s
Recharge: 15s
For (12...20s) you attack 10% faster and your skills recharge 5% faster.
Blind Rage:
Cost: 5e
Cast: .5s
Recharge: 10s
(Stance) If you are Blinded, you now have 75% chance to hit, do +10 dmg, and gain +5% armor
Lame Man's Defense:
Cost: 10e
Cast: .75s
Recharge: 12s
(Stance) If you are Crippled, you gain +10% speed and +20% armor
Viper's Remedy:
Cost: 10e
Cast: 1s
Recharge: 15s
(Enchantment) If you are Poisoned, you gain +2 health regeneration for (5...15)s, and your weapon poisons the enemy for 5s next time it hits.
Burning Rage:
Cost: 5e
Cast: .25s
Recharge: 3s
(Enchantment) If you are Burning, you cease burning and your next attack does +(20...40) fire dmg.
Clarity:
Cost: 5e
Cast: .5s
Recharge: 5s
(Stance) If you are Dazed, you gain +25% casting speed, and your next skill can not be interupted.
Swirling Wall:
Cost: 15e
Cast: 1s
Recharge: 30s
(Stance) You use swing your weapon quickly creating a partial wall around yourself. This wall reduces dmg by (30...60%)
You may not attack, or use skills while using Swirling Wall.
(Tension Line ONLY)
Tension Sheild:
Cost: 10e
Cast: 2s
Recharge: 30s
(Stance) You coil your weapon in on itself in a tight spiral. For 15s this sheild reduce damage by (15...45)%, Swirling Sheild ends if you use a skill. If the next skill is an attack you do +10dmg.
Tension Line ONLY)
Summary: This class is meant to be a bridge between Warriors and Rangers. It's a flexible class that acts much like a Phy. Damage Elementalist, providing the options for multiple target or single target attacks. The uniqueness of the class comes from the ability to use multi-stike skills. Skills that attack a single target multiple times. For balence reasons I had to make those skills deal less dmg per hit or we'd have W/(Tn) wasting people in seconds with multi-strikes using higher dmg Swords/Axes/Hammers.
I mean seriously....W with Strength of Honor on him with a 15^50 Sword/Axe with Frenzy on doing 2x and 3x attacks? Yeah, bad news. So I had to nerf bat the skills a bit to keep that from happening. The devs are going to have to do something to keep casters/rangers from exploiting by doing multi-magic attacks or multi-preparation attacks, etc.
Example: A ranger uses Ignite Arrows then Kindle Arrows, then a multi-strike techique? Immediate death to casters, which is of course, unacceptable.
Thus, those multi-strike skills may need longer recharges and/or even more dmg debuffing. That's up to the devs really.
I had to make some skills weapon unique, for balencing and realism. Some skill animations will require the weapon to make them work.
The skills I REALLY liked were the condition based defensive stances. It adds a perspective of "go ahead, condition me, you might regret it!"
I plan for this class to have armor of about AL75-80. Somewhere around or at an Assassin's Armor or Gladiator Warrior's Armor level of defense.
Anyway, review, suggest, tweak, Be Polite.
Changes:
-W and A are already classes that both do heavy dmg to single targets, so I changed Force Attacks to Binding Attacks and made them more for holding the enemy in place rather then doing more armor penetration.
-Changed name to Tension Line Master.
-Tried to come up with caster friendly skills, see below.
.........
-Switched the function of Tension Mastery to handle multi-strike attacks
-Switched the function of Reflexes to handle defensive skills
-Corrected the skill lineup to account for these changes, they are now under the proper heading.
-Have decided to follow the paths of Light Pressure Dmg/Counter Stances/and Damage redirction.
-More skills coming, focused mainly on damage redirection.
.........
-Added new skills
-Gave Examples of a Tension Line/Elementalist Combo to show the benefits to casters
K

