Post by strat on Sept 14, 2017 1:21:54 GMT
Hey all! I've been extremely busy, so busy that I can barely touch my computer anymore, and within a week I'll be leaving for a 6 month boot camp for the National Guard, so I definitely won't be back for a while. So as of now, the class suggestions will be put on hold for the next 6 months, sorry guys Dx.
Now without further ado, I'll present the next 2 classes that you guys voted on the last post.
Reborn/Advancement class - Lvl. 300 Alchemist/Tinkerer
Specter - A person whose affinity lies with none that align with justice, they continuously are a menace upon everyone they get near to, even giving a chance to poison someone just by being near them. Specter's are alchemists that have turned their backs toward the scholarly life for the underground life, testing their chemicals to create more potent poisons and gasses, with such lethality that even one dose of their best can instantly kill.
Passive Ability -
Lvl. 1 Chemical Knowledge - Immune to poisons
Lvl. 5 Compounded Poison - Applies poison to their opponent on hit, with a 30% chance on each hit to increase the poison's potency. ( Poison lasts for 5 seconds on each hit )
Lvl. 25 Inexplicable result - Each ability provides a 20% chance to double the potency of any applied poisons
Lvl. 30 Mobber - Damage stacks for their first ability for mobs based on how many mobs they've killed previously without dying. Each mob counts for 0.2 hearts. Does not apply to bosses.
Lvl. 50 Sadist - A 10/15/20/25% to increase an ability's damage based on how low the opponent's health is
Lvl. 100 Trained Master - Increased damage with whichever weapon they're holding, only if they kill 10 people with that weapon. ( Passive applies to one type of weapon Ex. Cobalt sword, Iron Sword, Diamond Sword. If enchantments are applied to that weapon, then it is counted as unique and passive applies to that weapon only )
Lvl. 100 Unleveled - Ability efficiency and damage increases permanently every 100 levels after level 100
Lvl. 150 Poison Perfection - Poisons ravage the opponents health more frequently
Ability #1 - Level 1
Affliction - Four prongs on the specter's knuckles allow for extra damage with a guaranteed poison on first hit
Cooldown - 2 seconds
Mana/Energy - None
Ability #2 - Level 20
Throwing Knife - Throws a knife with poison on its edge. Has a 20% chance to prepare an extra knife on each throw. ( Knife chance resets after fighting ceases for 15 seconds )
Cooldown - 8 seconds
Mana/Energy - Idk
Ability #3 - Level 40
Acid Cloud - Throws a bottle that disperses into a poisonous gas, afflicting everyone within an 8 block radius for 5 seconds, pierces all forms of blocking and magic.
Cooldown - 20 seconds
Mana/Energy - Idk
Ability #4 - Level 60
Healing Cloud - Throws a bottle that disperses a healing cloud within a 2 block over 5 seconds , afflicting everyone ( All other players and enemies included, does not affect mobs )
Cooldown - 30 seconds
Mana/Energy - Idk
Ability #5 - Level 80
Perfect Cloud - Throws a bottle that disperses a poisonous cloud that also heals the specter over 5 seconds within a 5 block radius ( Heals other specters and alchemists )
Cooldown - 45 seconds
Mana/Energy - Idk
Ability #6 - Level 100
Poisoned Clothing - Drenches themselves in poison afflicting anyone that attacks them. Starts at Level 2 poison ( Poison does NOT stack )
Cooldown - Every 10 seconds
Mana/Energy - Idk
Ability #7 - Level 150
Poison Knowledge - Able to decide if the applied poisons affects movement speed and attack speed OR health and vision - Toggled Ability
Cooldown - None
Mana/Energy - None
Reborn class - Lvl. 300 Assassin
Phantom - Trained alongside famous assassins, only few are revered to become phantoms due to the skill required to become one. Phantoms are masters of illusions and combat, with many options at their disposal to fight one or many enemies, they can instantly take them out.
Passive Ability -
Lvl. 5 - Sword Mastery - Increased sword damage
Lvl 25 - Light Armor - Able to move faster with less than 2 pieces of armor, and also gain more health permanently ( Basically means you can only wear 1 piece of armor if you want the passive effects ) [ Speed II & 6 - 8 extra hearts ]
Lvl. 50 Backstab - Increased damage if behind an enemy
Lvl. 80 Sap - Applies a 20% chance to all strikes to gain health back equivalent to the damage dealt
Lvl. 100 Sword Mastery II - Increased sword damage
Ability #1 - Level 10
Mirage - Able to deploy a copy of the phantom and have it chase after any opponents, dealing 30% of actual damage. Lasts 10 seconds. Goes away after 3 hits.
Cooldown - Every 15 seconds
Mana/Energy - None
Ability #2 - Level 25
Phantom - Able to deploy a Mirage with a 15% chance on each strike
Cooldown - 3 seconds
Mana/Energy - None
Ability #3 - Level 50
Switch - Able to switch places with any mirage on the field
Cooldown - 5 seconds
Mana/Energy - Idk
Ability #4 - Level 60
Rage - Increases damage dealt by 50% while increasing damage taken by 50%. Applies to all Mirages. Lasts 5 seconds
Cooldown - 25 seconds
Mana/Energy - Idk
Ability #5 - Level 80
Visible Sap - A guaranteed Sap on next strike
Cooldown - 15 seconds
Mana/Energy - Idk
Ability #6 - Level 100
True Phantom - Able to deploy a Mirage with a 20% on each strike. Mirages now last for 4 hits, Mirages also deal 40% of actual damage.
Cooldown - 3 seconds
Mana/Energy - Idk
Ability #7 - Level 120
Smoke Mirage - Deploys smoke and if Phantom is hit within the smoke, a mirage appears. Smoke lasts 6 seconds
Cooldown - 15 seconds
Mana/Energy - Idk
Ability #8 - Level 150
Phantom Barrage - Deploys 5 Mirages, each lasting 2 hit and dealing 20% of actual damage
Cooldown - 30 seconds
Mana/Energy - Idk
That's about it for now, thanks for reading over my class suggestions and hopefully you won't forget about me in 6 months X]
Btw once I come back, I'll do the Rod and alchemist classes. Promise
Now without further ado, I'll present the next 2 classes that you guys voted on the last post.
Reborn/Advancement class - Lvl. 300 Alchemist/Tinkerer
Specter - A person whose affinity lies with none that align with justice, they continuously are a menace upon everyone they get near to, even giving a chance to poison someone just by being near them. Specter's are alchemists that have turned their backs toward the scholarly life for the underground life, testing their chemicals to create more potent poisons and gasses, with such lethality that even one dose of their best can instantly kill.
Passive Ability -
Lvl. 1 Chemical Knowledge - Immune to poisons
Lvl. 5 Compounded Poison - Applies poison to their opponent on hit, with a 30% chance on each hit to increase the poison's potency. ( Poison lasts for 5 seconds on each hit )
Lvl. 25 Inexplicable result - Each ability provides a 20% chance to double the potency of any applied poisons
Lvl. 30 Mobber - Damage stacks for their first ability for mobs based on how many mobs they've killed previously without dying. Each mob counts for 0.2 hearts. Does not apply to bosses.
Lvl. 50 Sadist - A 10/15/20/25% to increase an ability's damage based on how low the opponent's health is
Lvl. 100 Trained Master - Increased damage with whichever weapon they're holding, only if they kill 10 people with that weapon. ( Passive applies to one type of weapon Ex. Cobalt sword, Iron Sword, Diamond Sword. If enchantments are applied to that weapon, then it is counted as unique and passive applies to that weapon only )
Lvl. 100 Unleveled - Ability efficiency and damage increases permanently every 100 levels after level 100
Lvl. 150 Poison Perfection - Poisons ravage the opponents health more frequently
Ability #1 - Level 1
Affliction - Four prongs on the specter's knuckles allow for extra damage with a guaranteed poison on first hit
Cooldown - 2 seconds
Mana/Energy - None
Ability #2 - Level 20
Throwing Knife - Throws a knife with poison on its edge. Has a 20% chance to prepare an extra knife on each throw. ( Knife chance resets after fighting ceases for 15 seconds )
Cooldown - 8 seconds
Mana/Energy - Idk
Ability #3 - Level 40
Acid Cloud - Throws a bottle that disperses into a poisonous gas, afflicting everyone within an 8 block radius for 5 seconds, pierces all forms of blocking and magic.
Cooldown - 20 seconds
Mana/Energy - Idk
Ability #4 - Level 60
Healing Cloud - Throws a bottle that disperses a healing cloud within a 2 block over 5 seconds , afflicting everyone ( All other players and enemies included, does not affect mobs )
Cooldown - 30 seconds
Mana/Energy - Idk
Ability #5 - Level 80
Perfect Cloud - Throws a bottle that disperses a poisonous cloud that also heals the specter over 5 seconds within a 5 block radius ( Heals other specters and alchemists )
Cooldown - 45 seconds
Mana/Energy - Idk
Ability #6 - Level 100
Poisoned Clothing - Drenches themselves in poison afflicting anyone that attacks them. Starts at Level 2 poison ( Poison does NOT stack )
Cooldown - Every 10 seconds
Mana/Energy - Idk
Ability #7 - Level 150
Poison Knowledge - Able to decide if the applied poisons affects movement speed and attack speed OR health and vision - Toggled Ability
Cooldown - None
Mana/Energy - None
Reborn class - Lvl. 300 Assassin
Phantom - Trained alongside famous assassins, only few are revered to become phantoms due to the skill required to become one. Phantoms are masters of illusions and combat, with many options at their disposal to fight one or many enemies, they can instantly take them out.
Passive Ability -
Lvl. 5 - Sword Mastery - Increased sword damage
Lvl 25 - Light Armor - Able to move faster with less than 2 pieces of armor, and also gain more health permanently ( Basically means you can only wear 1 piece of armor if you want the passive effects ) [ Speed II & 6 - 8 extra hearts ]
Lvl. 50 Backstab - Increased damage if behind an enemy
Lvl. 80 Sap - Applies a 20% chance to all strikes to gain health back equivalent to the damage dealt
Lvl. 100 Sword Mastery II - Increased sword damage
Ability #1 - Level 10
Mirage - Able to deploy a copy of the phantom and have it chase after any opponents, dealing 30% of actual damage. Lasts 10 seconds. Goes away after 3 hits.
Cooldown - Every 15 seconds
Mana/Energy - None
Ability #2 - Level 25
Phantom - Able to deploy a Mirage with a 15% chance on each strike
Cooldown - 3 seconds
Mana/Energy - None
Ability #3 - Level 50
Switch - Able to switch places with any mirage on the field
Cooldown - 5 seconds
Mana/Energy - Idk
Ability #4 - Level 60
Rage - Increases damage dealt by 50% while increasing damage taken by 50%. Applies to all Mirages. Lasts 5 seconds
Cooldown - 25 seconds
Mana/Energy - Idk
Ability #5 - Level 80
Visible Sap - A guaranteed Sap on next strike
Cooldown - 15 seconds
Mana/Energy - Idk
Ability #6 - Level 100
True Phantom - Able to deploy a Mirage with a 20% on each strike. Mirages now last for 4 hits, Mirages also deal 40% of actual damage.
Cooldown - 3 seconds
Mana/Energy - Idk
Ability #7 - Level 120
Smoke Mirage - Deploys smoke and if Phantom is hit within the smoke, a mirage appears. Smoke lasts 6 seconds
Cooldown - 15 seconds
Mana/Energy - Idk
Ability #8 - Level 150
Phantom Barrage - Deploys 5 Mirages, each lasting 2 hit and dealing 20% of actual damage
Cooldown - 30 seconds
Mana/Energy - Idk
That's about it for now, thanks for reading over my class suggestions and hopefully you won't forget about me in 6 months X]
Btw once I come back, I'll do the Rod and alchemist classes. Promise