When people get my brain going it takes a while to expunge all the new ideas I get. Therefore, another concept class for everyone to look at.
Sentinel
Medium Range Melee class. Uses Spears, two-handed swords, or two handed Axes.
This class has better elemental armor then physical armor.
Attributes:
(Primary)Haste: Increases the speed with which the player moves,attacks, and uses skills. Also effects some skills of this type.
Determination: Increases the effectiveness of defensive skills, and the amount of extra dmg done at close range.
Spear Mastery: Increases the effectiveness of Spear skills.
Two-Handed Sword Mastery: Increases the effectiveness of Two-Handed Sword skills.
Two Handed Axe: Increases the effectiveness of Two-Handed Axe skills.
Avg Health: 480 (Lvl 20, no mods.)
Avg Energy: 25
Energy Regen: +2
Health Regen: +1
(Normally attacks at twice a Warrior or Assassin's Range, but attacks slower. However, if a Sentinel attacks a foe at a Warrior or Assassin's range, they do a little less dmg, the damage reduction value can be lessened, based on attribute.)
(Normal Dmg Reduction at close range: 35%, each level of Determination reduces this by 2%.)
Summary: The Sentinel is bred from the best of those trained in war, assigned to defend the crucial and assault the
impossible, they weild massive two handed weapons to assert their talent. As opposed the thier closest "relative' class
the Warrior, Sentinels have better defense against the magics of the world, but lack the physical defenses of their bretheren.
Their extra training and constant exposure to magic have yeilded them a minor natural regenerative ability.
Reasons I made this class:
-A medium range, physical dmg. class, that uses adrenaline.
-I want to make a "melee" class that works better at killing casters.
-I want to make a "melee" class that weilds two handed weapons.
-I want to make a class that has specified skills to benefit group set ups. (i.e. mainly caster groups, or mainly melee groups, etc.)
The Look: The Sentinal is not outfited with the common armors of a Warrior, they are officers and commanders,
adorned in stately armors that glisten in the sun and inspire confidence in those around them. The Armors should be sleek
and polished, not as bulky as Warrior Armors. The helms encompase the entire head and have some sort of "decoration",
optional face plate for some.
The Spear: Designs should range for simple to highly adorned, standard two barb head, long spike,
cone frilled tip (Think of a thinner version of two barb, rotated around 360 degrees)
Max Dmg: 16-37: (Piercing)
Mod Types: Tip, Foreshaft, Backshaft
The Two-Handed Sword: It's a two handed sword, use your imagination.
Max Dmg: 16-37: (Slashing)
Mod Types: Large Pommel, Heavy Hilt, Extended Blade.
The Two-Handed Axe: Long shaft, single of double bladed, some with a hook of spike on the opposite end.
Please for all that's merciful and good, do NOT have a design that looks like the two-handed axes in Diablo II.
Max Dmg: 18-33: (Slashing)
Mods Types: Large Blade, Extended Haft, Heavy Grip.
The Armor:
Vigilant Armor:
AL: 75
Bonus: +30 Armor vs. Fire Dmg.
Resilient Armor:
AL: 75
Bonus: +30 Armor vs. Earth Dmg.
Radient Armor:
AL: 75
Bonus: +30 Armor vs. Lightning Dmg.
Diligent Armor:
AL: 75
Bonus: +30 Armor vs. Ice Dmg.
Ceremonial Guard's Armor:
AL: 75
Bonus: Each piece grants +1 health regen, while suffering from health degeneration due to a HEX.
15k Versions:
-Commander's (Fire)
-Citidel (Earth)
-Champion's (Lightning)
-War Hero's (Ice)
-Royal Guard's (Anti-Hex)
Skills: I based the skills around ficticious fighters and battles, much like a Ritualist's, however, not so....lacking in grammer.
Haste:
Saling's Mighty Charge:
Cost: 6 Adr.
Cast: .5s
Recharge: -- (However long it takes to get Adr. Back)
For (5...20)s, for every adjacent ally, you move 7% faster.
Mal-Kekai's Quicking:
Cost: 5 Adr.
Cast: .5s
Recharge: --
For the next (3...17)s, for each adjacent foe, you attack 7% faster.
Rise of the Red Brigade:
Cost: 10e
Cast: 1.5s
Recharge: 20s
If 2 or more allies are below 50% health, for (7...15s), all allies attack 10% faster, and have +12 armor.
Fate of the Sol-keung Archers:
Cost: 10e
Cast: 1s
Recharge: 15s
For the next 10s, if you or any ally falls below 33% health, all your skills recharge immediately and you attack 5% faster for 5s.
March of Rothgaren:
Cost: 8 Adr.
Cast: .75s
Recharge: --
(Elite)
For (5...20)s, for every nearby ally and foe with health above 66%, you and nearby allies gain +2 armor, +5% casting speed, attack +3% faster, and move 4% faster.
Determination:
Mal-Kekai's Holding:
Cost: 5e
Cast: 1s
Recharge: 10s
For (3...8)s, for each adjacent foe, in front of you, you gain +5 armor.
Barricade of Koth-Kel:
Cost: 10e
Cast: 2s
Recharge: 45s
For (10...20)s, while one ally is behind you and one in front of you, you take 10% less dmg from attacks, Barricade of Koth-Kel ends if one ally moves to far out of position.
Walls of Grandeur:
Cost: 7 Adr.
Cast: .5s
Recharge: --
For 10s you gain +20% armor vs. Elemental Dmg.
Defense of the Vai-Sho Pass:
Cost: 6 Adr.
Cast: 2s
Recharge: --
For 15s, every ally being attacked by more then one foe gains +5% armor vs physical dmg, and +10% armor vs. other dmg types.
Moren's Keep:
Cost: 4 Adr.
Cast: .75.
Recharge: --
For (4...10)s every ally with Sentinel as one of thier professions, you and those allies gain +5 armor and have +10% chance to block incoming attacks.
Bastion of Al-Kokel:
Cost: 15e
Cast: 2s
Recharge: 50s
(Elite) For (10...20)s, every time an ally who has health below 50% takes dmg, you recieve 80% of that dmg reduced by (20...60)%.
Spear Mastery:
Break the Lines:
Cost: 10e
Cast: .25s
Recharge: 12s
If this attack hits a foe with two or more allies nearby, target foe is knocked down and takes +(7...35)dmg. After using this skill, you must move within 3s or you lose 10 armor for 10s.
Shattering Attack:
Cost: 10e
Cast: .5s
Recharge: 15s
If this skill hits a player casting a spell, that spell is interrupted and target loses 5 armor for 10s.
Sweeping Point:
Cost: 8 Adr.
Cast: .5s
Recharge: --
This attack strikes all foes in front of you for +(7...25)dmg.
Mal-Kekai's Needle:
Cost: 15e
Cast: .75s
Recharge: 20s
If this attack strikes a foe with enchantments, that foe loses all enchantments, for each enchantment broken you do 5 less dmg.
Ostron's Impaler:
Cost: 5 Adr.
Cast: .5s
Recharge: --
If this attack strikes moving foe, that foe is crippled for (3...8)s and begins bleeding for (2...5)s.
Trap of Argu:
Cost: 10e
Cast: .25s
Recharge: 15s
(Elite) If you are struck from behind while moving, your attacker is knocked down for 2s, is crippled for (5...10)s and begins bleeding for (7...12)s. You are knocked down for 1s.
(Animation suggestion: Player bends back awkwardly, pinning the attacker down with the spear before falling down themself.)
Two-Handed Sword Mastery:
Yoal's Bane:
Cost: 6 Adr.
Cast: .5s
Recharge: --
If this attack hits a player casting a spell, that spell is interrupted and you gain (10...30) health.
Mal-Kekai's Reflection:
Cost: 6 Adr.
Cast: .25s
Recharge: --
While weilding a Two-Handed Sword, the you block the next attack against you. If this attack was ranged, attack takes (15...50)dmg
(A reversed version of "Riposte" for a two-handed swordsmen. Works best against ranged/magical foes as opposed to melee like riposte is, does less dmg to account for the type of foe taking dmg)
Balenced Assault:
Cost: 10e
Cast: .5s
Recharge: 15s
If this attack hits a player casting a spell, player loses 10e and suffers a critical hit.
Rotating Blade of Hy-Ri-El:
Cost: 6 Adr.
Cast: .5s
Recharge: --
If this attack hits, you do +20 dmg, if this attack is "blocked" you take the dmg, if this attack is "evaded" you each take half the dmg of the attack.
Smash the Lines:
Cost: 10e
Cast: .25s
Recharge: 15s
If this attack strikes a foe with two or more adjacent allies, that foe and his adjacent allies are knocked down for 1.5s. If you do not move with 3s of using this skill, all your skills are disabled for 5s.
Scourge of Nemas:
Cost: 15e
Cast: 2s
Recharge: 60s
(Elite)
You attack 4 times for 0 dmg, each attack that hits causes a condition in this order: (Dazed, Blind, Crippled, Bleeding) for 15s. Scourge of Nemas can not be "blocked" or "evaded"
Two-Handed Axe Mastery:
Sweep of Kaleb:
Cost: 6 Adr.
Cast: .75s
Recharge: --
Strike all foes adjacent to you, front and behind, for +(15...35)dmg
Mal-Kekai's Devestation:
Cost: 10e
Cast: 1s
Recharge: 15s
Target foe and all adjacent foes are struck for +(12...28)dmg and suffer from Deep Wound for (5...10)s
Yoal's Detriment:
Cost: 6 Adr.
Cast: .25s
Recharge: --
If this attack stikes a player casting a spell, that foe loses (3...12)energy.
Panicked Swings:
Cost: 5 Adr.
Cast: 1s
Recharge: --
For (8...15)s, if your health is below 50% you attack 20% faster, for 10% more dmg, but have a 30% more chance to "miss"
Demon's Sweep:
Cost: 10e
Cast: .25s
Recharge: 20s
If this attack strikes a foe who has teleported by any means within the past 10s, that foe's teleportation skill is disabled for an extra (5...18)s.
Twilight at Dar-Keth:
Cost: 7 Adr.
Cast: .5s
Recharge: --
(Elite) For the next (2...8)s, every consecutive hit strikes for +10 more dmg then the last. Twilight at Dar-Keth ends if you are "blocked", "evaded", "dodged", or "miss"
As always, just sample skills, review, be polite. Enjoy.
Notes:
-One can assume that skills under certain Masteries require said weapon to USE them.
K


