I envision the Harrier class as being a Heavy armored DPS class that fills the DPS role despite the heavy armor, as a tradeoff it will have a lower critical hit score than other classes, but higher vitality and determination. Harriers will wield two handed war hammers to decimate their foes. They will specialize in high burst damage at the cost of increased TP Consumption rate with very little debilitating effects. Their self enhancing abilities will cost TP in exchange for much shorter cool downs causing them to have to balance their TP Consumption more than any job in the game.
Harriers will have the ability to become a Mercenary or a Sword Masters. Mercenaries focus on augmenting their own abilities as well as their allies. Sword masters focus on dealing heavier damage
Harrier Abilities
Crushing Blow
Level1
130% Potency
TP Cost 70
Advance
Level 4
TP cost 50
Recasting 60 seconds
Duration 10 seconds
Doubles the Potency of your next attack
Dominating Swing
Level 7
100% Potency
TP Cost 80
If attack is preformed from the front: 150 Potency
Additional Effect Determination up.+10% determination for 15 seconds
Entrench
Level 10
Recast 120 seconds
Duration 10 seconds
TP Cost 30
Binds Player. Reduces all incoming damage by 50%. Prevents Acting for duration of effect.
**Cross class
Devastate
Level 15
TP Cost 60
150% Potency
Combo Effect: Dominating Swing Potency 190%
Lower targets defense by 10% for 15 seconds
Pulverize
Level 18
Potency 150
TP Cost 70
Combo Effect: Crushing blow
Potency 180%. Potency is increased to 220% if damage is dealt from the rear
Pacing
Level 21
Recast 10s
Duration ∞
Prevents auto attacking. Disables Combo and directional bonuses and reduces damage dealt by 20%. Removes all Personal damage enhancing skills.
Combat only.
Doubles Incremental TP Recovery.
Persists until canceled
**Cross Class
Power Attack
Level 24
TP Cost 120
Potency 100%
Long range attack
Deliver a long ranged attack that weighs the target down.
Lunge
Level 27
Potency 100%
Recast 60 seconds
Player lunges forward 5 YM damaging all targets in their path
Rampage
Level 30
TP Cost 100
Recast 100 seconds
Duration 30 seconds
Swing twice for each auto attack.
Bone Shatterer
Level 33
Potency 180
Deliver a bone crushing blow to your target
Combo Effect Pulverize
Potency 250%
If damage is dealt from the flank Potency is increased to 300%
Additional effect Cripple
Cripple- Targets movement speed and attack speed are reduced by 10%
Shockwave
Level 37
TP Cost 120
Potency 150
Pound the ground with your weapon producing a shockwave that stuns all targets in range for 1s.
Battle Lust
Level 40
TP Cost 30
Recast 30 seconds
Duration 120 seconds or player exits combat
Player gains 3% damage for each enemy the party is currently engaged with.
Carnage
Level 43
Potency 180%
Deliver an earth shattering blow to the target.
Additional effect Exhaustion- Prevents the usage of skills for 10 seconds
Combo Effect Devastate
Potency 230% ~ If damage is dealt from the front 330% potency & Pacification on target for 5 seconds
Additional effect: Exhaustion – Prevents the usage of skills for 5 seconds.
Titanic Blow
Level 47
TP Cost 100
Recast 30 seconds
Potency 200%
Long Range
Leap into the air and slam your weapon into the ground at the target location.
Additional effect knock back
High Impact
Level 50
Recast 180 seconds
Duration 12 seconds
TP Cost 300
All Attacks strike up to two additional targets
Traits
Conditioning I
level 2
+1 Maximum TP per 10 points of vitality (+50 max TP @ 500 VIT)
Enhanced Physique I
Level 5
+2 STR & VIT (total)
Conditioning II
Level 8
+1 Maximum TP per 10 points of Strength (+50 max TP @ 500 STR)
Enhanced Physique II
Level 11
+3 STR & VIT (total)
Augmented Advance
Level 14
Reduces cool down of advance by 30 seconds
Fortification
Level 17
Increases damage reduction of Entrench by 25%
Enhanced Physique III
Level 20
+4 STR & VIT (total)
Dominating blow
Level 23
Increases Dominating swings Duration by 15 seconds
Eternal Devastation
Level 26
Increases Devastates duration by 15seconds
Enhanced Physique IV
Level 29
+5 STR & VIT (total)
Endurance
Level 32
Increases the TP Recovery of pace by 50% (tripled TP recovery)
Savage Rampage
Level 35
Increases auto attack speed by 10% under the effects of rampage.
Enhanced Physique V
Level 38
+10 STR & VIT (total bonus)
Bone Grinder
Level 41
Increases movement speed penalty of Bone shaterer to 30%
Conditioning III
Level 44
+1 Maximum TP Per class level (+50 to max TP @ Level 50)
Quaking Blow
Level 47
Increase Stun duration of shockwave by 4 seconds
Pursuit
Level 50
Extends melee range by 2YM while in motion
Mercenary
Mercenaries are intended to be the masters of party synergy, and provide a slew of party based Supporting effects. Their damage is weaker than their Sword master counterparts, however the power of their buffs will serve to offset this and cause them to retain party utility. They will fill the role of Hybrid DPS Support.
Field Dressing
Level 30
TP Cost 20
Recasting 30 seconds
Recover 10% of target party members Hit points. Recover double the amount if that target is under the effects of a shout.
Bolstering Shout
Level 35
TP Cost 15
Recast 30 seconds
Shout
Increase the physical defenses and offenses of all party members in range by 10% for 12 seconds
Removes the effects of any existing shouts
Call to Action
Level 40
TP Cost 30
Recast 30
Shout
Increase the Skill speed and spell speed of all party members In range by25% for 12 seconds
Removes the effects of any existing shouts
Rallying Command
Level 45
TP Cost 25
Recast 30 seconds
Shout
Increases party members TP/MP Regeneration by 25% for 30 seconds
Removes the effects of any existing shouts
Master of War
Level 50
Recast 300 seconds
A shout from a true master of war that Grants the effects of all other shouts for 30 seconds.
Provides the effects of bolster, Rally, and Battle cry at the cost of no TP
Sword Master
Sword masters are Harriers that have abandoned the usage of their War-hammers in favor of massive heavyset Great swords that crush steel and bone better than they cleave them. Sword masters are intended to be heavy and slow hitting units, thus their weaponry will have a longer cycle time for auto attacks than other weapon types, but as a trade off they will receive higher base damages.
Power Charge
Level 30
Recast 120 seconds
TP Cost 10 per second
Does not trigger global
Duration 20 seconds (5 seconds to fully charge)
The sword master is bound in place for 5 seconds as they begin charging their strength in preparation for heir next attack. Their next attack is granted bonus damage for every second charged. Effect is consumed upon the usage of any weapon skill. Extends combo status for duration of effect.
Every second increases potency by 100 while consuming 40 TP per second of charging up to 200 TP.
All abilities can be used normally during this effect, however auto attacks are disabled, and the usage of any attack ability will consume the effect.
***The reason for the high potency bonus is to counterbalance the lost DPS from no auto attacks or other skills. This ability will still detriment DPS if used, but to a much lesser degree
Sundering Blow
Level 35
TP Cost 100
Potency 220
Reduce a targets accumulated resistance to status ailments by 20%
Colossal Swing
Level 40
TP Cost 150
Potency 200
Combo Effect Sundering Blow – Potency 330%
Heavensunderer
Level 45
TP Cost 250
Potency 100
Combo Effect Colossal Swing – Potency 500
Additional effect – Bounty of steel 45 seconds
Bounty of steel – Reduces all TP Costs by 10%, prevents the usage of Sundering blow.
Steel Tempest
Level 50
TP Cost- All
Potency 300%
Duration 1-10 seconds
Recast 300 seconds
The Sword Master sacrifices all of their remaining TP reserves to initiate an area of effect attack that strikes all targets within range for heavy damage Multiple times.
Damage hits every second.
The sword master is bound and cannot move from their location during this attack.
Duration is based on TP Consumed. 1 second per 100TP. This comes out to 10 attacks, or 3000% potency at 1000 TP over 10 seconds.
Does not work with Advance, Power charge or High impact.