Post by strat on Aug 21, 2017 12:15:51 GMT
Hey! I'm back with a few more classes, you can find the other thread in the Event Proposal's section..... You know what, I'll make ti easier for you and just... Suggestions - Classes link. There! Now it's super easy for you to check the first part.
Now without further ado, I'll present another 2 classes.
REBORN/Advancement Class - Classes that are able to be attained at a certain level with a certain class. Your levels are reset once attaining a reborn class.
Reborn Class - Lvl. 300 Monk ( Optional Reborn, Monk has more than one reborn class option )
Tinkerer - A person wielding knowledge of such contraptions has allowed them to delve into further understanding of how to incorporate it into combat. By using multiple tools to their advantage, their high martial arts prowess, and magical capabilities, they're truly to be counted for 10 men for each Tinkerer.
Passive ability -
Lvl. 10 Monk Memory - Able to dodge, parry, or counter 25% of all incoming attacks
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 Trial & Error - Once an ability is activated, if another is activated within 3 seconds, the next ability is empowered for 30% extra efficiency ( Extra damage or extra healing ). This stacks up to 3 times, allowing for the third ability to be empowered by 90%. Once the third stack is used, the stacks are reset.
Lvl. 100 Upgraded Wrist bow - Wrist bow passive applies to players, the more players killed, the more damage it deals. Each player counts as 1 extra heart of damage. Cooldown increased to 2 seconds if used on players and mana needed is also increased.
Lvl. 200 Higher Knowledge - Increases efficiency of all abilities by 1.5x
Ability #1 - Level 1
Wrist bow - A small crossbow mounted on the wrist that is able to shoot out mana arrows. = 1 heart
Cooldown - 1 second
Mana/Energy - Can someone give me a class in this? I seriously don't know how mana works yet...
Ability #2 - Level 10
Reactive Armor - Through experimentation, the combined process of gadgets with magic allows them to have armor, with no actual armor equipped. ( This skill scales with damage, the more damage taken, the more armor appears and stays ). The armor is also able to give out a shockwave depending on the amount of armor that is stacked. - 1 heart per armor
Cooldown - 30 seconds
Mana - No clue...
Ability #3 - Level 30
Sentry - Able to put out a sentry turret, mounted on the ground with mana orbs supplying the mana arrows. Able to shoot out 15 arrows with no buffs. ( If empowered, the turret has more health and has more mana in the orbs. )
Cooldown - 10 seconds
Mana - Idk
Ability #5 - Level 50
Grapple Punch - Able to shoot out a mana grapple from their left wrist and punch the target. ( Can also be used to climb, and is only bound to fishing rods. Higher empower = More range & damage ) - 5 hearts
Cooldown - 5 seconds
Mana - No clue
Ability #6 - Level 80
Gravity Treads - Able to walk/run on water or sprint faster on land for 30 seconds
Cooldown - 45 seconds
Mana - You think I'd know by now?
Ability #7 - Level 100
Gouge - Mounts a mana-infused knife on grapple. Once struck, is able to deal damage over time through mana corruption in their opponent's body - 3 hearts base damage ( 1 heart per second for 5 seconds )
Cooldown - 20 seconds ( Auto activates on hit with grapple punch )
Mana - Really...
Ability #8 - Level 150
Flash powder - Releases a powder out of a bottle that sparks into a bright light blinding enemies within an 8 block radius for 5 seconds
Cooldown - 45 seconds
Mana - None
Ability #9 - Level 180
Full Memory - Able to deal extra damage with their fists with an 8% chance to stun on hit for 1.5 seconds.
Activates on hit with fists.
Cooldown - Stun's cooldown is 10 seconds
Mana - None
Ability #10 - Level 200
Mad Tinkerer - Increases damage for all contraptions for 60 seconds
Cooldown - 3 minutes
Mana - None
REBORN CLASS - Lvl 300 from Fighter
Warden - Wardens are highly esteemed knights that have gone through rigorous training and battles to get the stature that they're at now. Wardens are the best when it comes to defense, allowing none to get through their shields and swordplay. Wardens are the epitome of defense once they're in full concentration.
Passive Ability -
Lvl. 1 Block - Able to block 35% of all incoming attacks with their shield.
Lvl. 5 Shield Baron - Able to deal extra sword damage with a shield equipped.
Lvl. 10 Dense Armor - Their armor can deflect 25% of all incoming attacks if the attack went past their shield.
Lvl. 50 Half-Swording - Able to bash the head of their foes with the cross-guard of their sword on random normal attacks with a 15% chance to stun them for 2 seconds.
Lvl. 100 Experienced Striker - If next attack lands within 2 seconds, then it'll stack, dealing extra damage per hit. Stacks up to 4 times.
Ability #1 - Lvl. 50
Mana Focus - Able to block all magic projectiles with shield equipped for 10 seconds.
Cooldown - 30 seconds
Mana - Come on...
Ability #2 - Lvl. 60
Shield Knocker - Able to knockback opponent 4 blocks back - 2 hearts of damage
Cooldown - 20 seconds
Mana - None
Ability #3 - Lvl. 80
Noble Strike - Next sword strike deals double damage.
Cooldown - 15 seconds
Mana - Idk yet...
Ability #4 - Lvl. 150
Full Concentration - Increases shield block rate by 65% for 20 seconds
Cooldown - 45 seconds
Mana - I still don't know...
Ability #5 - Lvl. 200
Full Guard - All attacks are blocked in this stance, but can not attack while in this stance, has a 7% chance of taking the damage as heal, draws aggro from mobs - Toggled ability
Cooldown - 45 seconds
Mana - None
That's all folks!
Next time on Class suggestions -
Specter - An expert on poisons and gas
Alchemist - An expert on chemicals and concoctions.
Phantom - Relies on mirror images to deal damage and sap life
Rod - Able to use lightning and conduct electricity
You choose which class you want to see next!
Use the poll to choose
Check out the first part of Class Suggestions here ---> Click on me!
Now without further ado, I'll present another 2 classes.
REBORN/Advancement Class - Classes that are able to be attained at a certain level with a certain class. Your levels are reset once attaining a reborn class.
Reborn Class - Lvl. 300 Monk ( Optional Reborn, Monk has more than one reborn class option )
Tinkerer - A person wielding knowledge of such contraptions has allowed them to delve into further understanding of how to incorporate it into combat. By using multiple tools to their advantage, their high martial arts prowess, and magical capabilities, they're truly to be counted for 10 men for each Tinkerer.
Passive ability -
Lvl. 10 Monk Memory - Able to dodge, parry, or counter 25% of all incoming attacks
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 Trial & Error - Once an ability is activated, if another is activated within 3 seconds, the next ability is empowered for 30% extra efficiency ( Extra damage or extra healing ). This stacks up to 3 times, allowing for the third ability to be empowered by 90%. Once the third stack is used, the stacks are reset.
Lvl. 100 Upgraded Wrist bow - Wrist bow passive applies to players, the more players killed, the more damage it deals. Each player counts as 1 extra heart of damage. Cooldown increased to 2 seconds if used on players and mana needed is also increased.
Lvl. 200 Higher Knowledge - Increases efficiency of all abilities by 1.5x
Ability #1 - Level 1
Wrist bow - A small crossbow mounted on the wrist that is able to shoot out mana arrows. = 1 heart
Cooldown - 1 second
Mana/Energy - Can someone give me a class in this? I seriously don't know how mana works yet...
Ability #2 - Level 10
Reactive Armor - Through experimentation, the combined process of gadgets with magic allows them to have armor, with no actual armor equipped. ( This skill scales with damage, the more damage taken, the more armor appears and stays ). The armor is also able to give out a shockwave depending on the amount of armor that is stacked. - 1 heart per armor
Cooldown - 30 seconds
Mana - No clue...
Ability #3 - Level 30
Sentry - Able to put out a sentry turret, mounted on the ground with mana orbs supplying the mana arrows. Able to shoot out 15 arrows with no buffs. ( If empowered, the turret has more health and has more mana in the orbs. )
Cooldown - 10 seconds
Mana - Idk
Ability #5 - Level 50
Grapple Punch - Able to shoot out a mana grapple from their left wrist and punch the target. ( Can also be used to climb, and is only bound to fishing rods. Higher empower = More range & damage ) - 5 hearts
Cooldown - 5 seconds
Mana - No clue
Ability #6 - Level 80
Gravity Treads - Able to walk/run on water or sprint faster on land for 30 seconds
Cooldown - 45 seconds
Mana - You think I'd know by now?
Ability #7 - Level 100
Gouge - Mounts a mana-infused knife on grapple. Once struck, is able to deal damage over time through mana corruption in their opponent's body - 3 hearts base damage ( 1 heart per second for 5 seconds )
Cooldown - 20 seconds ( Auto activates on hit with grapple punch )
Mana - Really...
Ability #8 - Level 150
Flash powder - Releases a powder out of a bottle that sparks into a bright light blinding enemies within an 8 block radius for 5 seconds
Cooldown - 45 seconds
Mana - None
Ability #9 - Level 180
Full Memory - Able to deal extra damage with their fists with an 8% chance to stun on hit for 1.5 seconds.
Activates on hit with fists.
Cooldown - Stun's cooldown is 10 seconds
Mana - None
Ability #10 - Level 200
Mad Tinkerer - Increases damage for all contraptions for 60 seconds
Cooldown - 3 minutes
Mana - None
REBORN CLASS - Lvl 300 from Fighter
Warden - Wardens are highly esteemed knights that have gone through rigorous training and battles to get the stature that they're at now. Wardens are the best when it comes to defense, allowing none to get through their shields and swordplay. Wardens are the epitome of defense once they're in full concentration.
Passive Ability -
Lvl. 1 Block - Able to block 35% of all incoming attacks with their shield.
Lvl. 5 Shield Baron - Able to deal extra sword damage with a shield equipped.
Lvl. 10 Dense Armor - Their armor can deflect 25% of all incoming attacks if the attack went past their shield.
Lvl. 50 Half-Swording - Able to bash the head of their foes with the cross-guard of their sword on random normal attacks with a 15% chance to stun them for 2 seconds.
Lvl. 100 Experienced Striker - If next attack lands within 2 seconds, then it'll stack, dealing extra damage per hit. Stacks up to 4 times.
Ability #1 - Lvl. 50
Mana Focus - Able to block all magic projectiles with shield equipped for 10 seconds.
Cooldown - 30 seconds
Mana - Come on...
Ability #2 - Lvl. 60
Shield Knocker - Able to knockback opponent 4 blocks back - 2 hearts of damage
Cooldown - 20 seconds
Mana - None
Ability #3 - Lvl. 80
Noble Strike - Next sword strike deals double damage.
Cooldown - 15 seconds
Mana - Idk yet...
Ability #4 - Lvl. 150
Full Concentration - Increases shield block rate by 65% for 20 seconds
Cooldown - 45 seconds
Mana - I still don't know...
Ability #5 - Lvl. 200
Full Guard - All attacks are blocked in this stance, but can not attack while in this stance, has a 7% chance of taking the damage as heal, draws aggro from mobs - Toggled ability
Cooldown - 45 seconds
Mana - None
That's all folks!
Next time on Class suggestions -
Specter - An expert on poisons and gas
Alchemist - An expert on chemicals and concoctions.
Phantom - Relies on mirror images to deal damage and sap life
Rod - Able to use lightning and conduct electricity
You choose which class you want to see next!
Use the poll to choose
Check out the first part of Class Suggestions here ---> Click on me!