still missing are:
- Pictures
- Other attribute, and some skills for the primary
- Backstory?
- Balance issues
- Ideas for Class combos
- Why would it be unique or differnt form other class
Also I am uncertain what to do with those 3 attributes, that while they would fit into the frame work of the class, but it would be too many attributes. So ideas in what to cut or what to combine?
Dual Wield:
Countering:
Footwork:
Will updated more of it soon.
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Class name: Fencer / Duelist
Favored Weapons: They will be expert in using Fencing Weapons, which include ( Saber, Epee, Scimitar, Cutlass, Rapier – Difference in their damage type and damage range). Those light arm weapon have a lower damage output than that of sword (maybe a max damage of 15-18), but are faster to attack (say a 0.8 second per attack)
Energy: Estimate 25 with basic armors; 3 Regen pips. With some set of armor, can go up to 35.
Armor: Estimate the max AL should be around 50-60 range.
Look: Look a bit like cross between Pirates and 17th Century French Musketeers.
Some possible names for the armor sets.
Fencer’s Outfit
Duelist’s Outfit
Sea Dog’s Outfit
Captain’s Outfit
Antagonist’s Outfit
Premise:
They are a class the excel in one on one melee attacking. They have a style of play of fast attack, rapid spaming of skills to create combos, that make you think on your feet. They can lure enemy in with their taunts, erect dueling rings to make the fight more to your advantage, and dish off some good attacks with their attack skills.
Attributes:
Swiftness: (Primary): For ever rank in this attribute, will increase you attack and movement speed by 1%.
Fencing Mastery: Points in this Attribute will have better use in Fencing Weapons and damage/condition dealing.
Taunts: Shouts Skills that cause de-buff on enemy and lure them to attack you.
Dueling: Rings and other skills that help you better to keep the match in a 1v1.
Dual Wield: Under Construction
Countering: Under Construction
Footwork: Under Construction
Skill Examples:
Fencing Mastery:
The main damaging dealing attribute. Much of Fencing Mastery skills are the use of Pose. This allow them to create a more flexible combo than that of warrior or assassin, where they can link different attacks one after another.
Pose
One of the unique playing style of a Fencer is that they can apply different “Pose” to their opponent, and combo from it. Pose is somewhat similar to Conditions, in that they add a negative status to the target, but it will be very short lasting (for now, will say last 2 seconds). And only one Pose maybe applies on a single target (the new one will replace the previous one).
- Open – Skill cast take 50% longer
- Un-guard – decrease AL by 25%
- Cornered – decrease Movement Speed by 33% and back a step
- Unbalance – 50% chance of missing
- Overwhelm – decrease attack speed by 25%
“False Lead”
5e | next attack | 5r: Evade the next melee attack and cause the opponent to be Unbalance. If target is already Open, will make them overwhelm.
“Arc Swipe”
5e | next attack | 5r: Block the next melee attack and cause the opponent to be Open. If target is already un-guard, will disarm them.
“Dual Attack”
5e | next attack | 5r: Attack twice, and cause target to be Overwhelm.
“In Strike”
5e | next attack | 5r: This will have 50% armor penetration, and cause Corner.
“Tip Counter”
5e | next attack | 5r: Block the next melee attack and cause the opponent to be Un-guard. If target is already in Open pose, will deal X extra damage.
“ Unbalance Lead”
5e | next attack | 5r: If this attack hits, will cause Unbalance on the target. If the target is already in Unbalance pose, will knock down.
“ Downward Thrust”
5e | next attack | 5r: If this attack hits, will cause Unbalance on the target. If the target is will knock down, will deal X extra damage and apply Deep Wound.
“Opening Thrust”
5e | next attack | 5r: If this attack hits, will cause Un-guard on the target, and if target’s health is above 50%, will deal additional X damage. If target is already in Open pose, will deal X more damage and Bleed.
“Forceful Thrust”
5e | next attack | 5r: This attack deals X extra damage and cause Corner. If target is already in Corner pose, will deal X extra damage. If target is already in Open pose, will deal X extra damage and Bleed.
“Dazing Thrust”
5e | next attack | 5r: If this attack hits, will cause Overwhelm on the target. If the target is already in Cornered or Overwhelm pose, will deal X extra damage and apply Daze.
“Break Thrust”
5e | next attack | 5r: If this attack hits, will cause Un-guard on the target. This attack is Un-blockable. If target is already in Corned pose, will decrease target AL by X% for T seconds.
Taunt
Similar to Warrior Shouts, but its more aimed toward one target. A good way to distract and de-buff them. Also ways to attract enemy into attacking you. Often time, the taunt will act like double edge sword, giving the target some plus as well as the negatives. Beside the de-buff, could also work as buff skill if targeted toward your allies (also single target). And like Shout, you also get a word bubble on top of you head when using it.
“Come Get Me if You Dare”
10e | 0c | 30r: For the next X seconds, your target decrease in X AL. (will attract Mob). This ends if they hits you.
“Your Mind is as Feeble as you Looks!”
10e | 0c | 30r: For the next X seconds, your target suffer X pip of energy degen. (will attract Mob). This ends if they hits you.
“Look Here Ya Bloated Pig!”
5e | 0c | 30r: Target’s next attack/spell is redirected from its original intended target to you.
"Your Mama is a Sea cow!"
10e | 2c | 45r: For next X seconds, Your target increase in Y attack speed, but decrease Z armor.
"You Aim like a Blind Old Bat”
10e | 0c | 30r: For next X seconds, Your target will have Y% chance of missing in attack, but gain 1 pip of energy regen.
“Grow a Pair of Ear and Hear”
10e | 0c | 30r: Transfer all effect of shout/taunt and their remaining durations from target foe to all foes adjacent to your target.
“You Hold that Sword like a Little Girl”
10e | 0c | 30r: Decrease target foe/allies melee attack by X%, but increase its range attack by Z%.
Dueling
Ring
Rings are like Elementlist’s Wards. They cover an area center around you, and is stationary. But a Duelist’s ring tend to provide more personal benefits, that is use for defending or to change the battle ground to your needs, or to keep the enemy in or out.
“Duelist’s Ring”
10e | 1c | 30r: While in its AoE, your attack gain X% of armor penetration. Last for T seconds.
“Pose Ring”
10e | 1c | 30r: In its AoE, all Pose last 1…3 second longer. Last for T seconds.
“Defender’s Ring”
10e | 1c | 30r: While in its AoE, you gain extra X AL. Last for T seconds.
“Burning Ring”
10e | 1c | 30r: While in its AoE, Enemy suffer X fire damage every second, but can attack 33% faster. Last for T seconds.
“Umbrella Ring”
10e | 1c | 30r: While in its AoE, you have +X AL against all range attacks. Last for T seconds.
“Ring of Unwanted Guest”
10e | 1c | 30r: For two or more enemy inside this Ring, enemy will suffer X damage. If more enemy enters this ring, they will be dealt with X damages. Last for T seconds.
“Fog Ring”
10e | 1c | 30r: While in its AoE, You and your enemy are blind. Last for T seconds.
“Ring Out”
5e | 1c | 30r: In duration of T seconds, if target foe leave any of you rings, they suffer X damage.
“Encircling Ring”
10e | 1c | 30r: In duration of T seconds, target foe can not move out on this Ring.
“Soloing”
5e | 1c | 30r: If there are no Allies near you, you gain +X Attack and +Y HP regen for T seconds.
“Personal Challenge”
10e | 1c | 30r: For the next T seconds, you gain +X AL against all attacks from all enemies but for the one you are targeting, and decrease you movement by 50%. This end if you do not hit your target every 3 seconds.
“Uneven Match”
5e | 1c | 20r: If you are taking damage from more than one enemy, you gain +X damage to your attack and Y HP regen for the next T seconds.
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Dual Wield ( Dual Weapon Binding System)
This system is design to allow dual any two same-type of weapon.
In Blacksmith NPC, you will have the option to “Bind” two single hand weapon (sword, axe, wand, etc) into one dual wield “package”. This allow more freedom in choosing what two weapon you want to bind together, depend on their look or stats. When Bind, the weapon’s mod will be Halved. This mean that if one weapon had a mod of lengthen poison time by 33%, the combined dual weapon package will have the stats of lengthen poison duration by 17%. You will be able to unbind them for another fee. (the attack damage will be depend on the attack pattern, soon to be discussed below)
So take example of two weapons, one is a 16-21 sword with +5 energy and 33% length poison mod, another is a 13-22 sword with a +3/-1 vampire and a 33% poison mod. Combined, it will give a total mod effect of +3 energy, +33% poison, and +2/-1 vampire. (depend on the rounding, in this case, it is rounded up) Overall, it will be better than a single weapon, but remember, you are also sacrificing the off hand slot to equip it.
For damage, it will follow an attack pattern of Right hand. Left hand, Both hand, repeat. The attack speed will be the SAME as that of weapon type. So making a table, it will be like (Assuming your attribute meet the requirement):
1 st strike Right Hand Sword 1.33s 100% damage 2 nd strike Left Hand Sword 2.66s 100% damage 3 rd strike Both Hand 3.99s 75% from one hand, 75% from another*
Again, you are sacrificing your off hand slot for more damage.
I think with this system, it would offer more freedoms (unlike the daggers), but still keeping it in fair balance.
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Work in Progress....??
Concept Class