Results -9 to 0 of 13

Threaded View

  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Landsknecht => Dark Knight/ Mystic Knight idea

    Another long a** class/job proposal.

    (Side-note, Yes, I have heard about Yoshi saying something about Dark Knights coming from Gladiator but I think that's silly, the Dark Knight's image would fit Marauder much better. But this thread is about an original class so...)

    NAME CHANGE: I changed Landskneckt to Soldier. :B

    Weapon: Zweihander
    Long swords that require two hands to wield.

    Soldier (SLD)
    Melee DPS Class
    Limit Break: Melee
    Armor: Light Armor
    Adventurers who wield larger, two-handed swords that specialize in both cleaving and disarming enemies with status debufs. They also can change between attacking foes in a wide cleave, a frontal column, or single out one foe at a time via stances. They are TP based.

    Cleaving vs Column vs Single-Targeting
    Soldiers have developed a special form of fighting style that uses either broad, cleaving slashes or swinging over-head.
    Over-Head Stance: A Stance skill. Turns certain skills into 5 yalm long, frontal columns, decreasing their damage by 15%, increasing their TP cost by 50%, and increasing their cast-time by 10%. If Cleaving Stance is activated, this is deactivated.
    Cleaving Stance: A Stance skill. Turns certain skills into frontal, half-circle with a 3 yalm radius, decreasing their damage by 25%, doubling their TP cost, and increases their cast-time by 15%. If Over-Head Stance is activated, this is deactivated.

    Moves Effected by Over-Head Stance and Cleaving Stance
    - All Break Techniques
    - Oil Blade
    - Drenched Blade
    - Hard Slash
    - Sanguine Blade
    - Spell Blade

    Breaks Techniques Disarming techniques that lower the enemies' aptitude of certain stats. All breaks place a debuff that last for for 15 seconds. One enemy can only have one Break debuffs on them at a time, with no new Break debuff being placed until the current has disappeared.
    Power Break: Places a "Power Break" debuff on a target for 15 seconds. Power Break lowers the target's physical damage output by 10%.
    Magic Break: Places a "Magic Break" debuff on a target for 15 seconds. Magic Break lowers the target's magical damage output by 10%.
    Armor Break: Places a "Armor Break" debuff on a target for 15 seconds. Armor Break lowers the target's slashing resistance by 10%.
    Resolve Break: Places a "Resolve Break" DoT debuff on a target for 15 seconds.

    Enfeebling Techniques
    Over the years, Soldiers have learned various techniques to place special properties onto their blades to weaken foes.
    Oil Blade: Damages foe and places an "Oil" debuff on them for 10 seconds. Oil increases the damage done by Fire and/ or Thunder based skills by 10%. Removes Drenched debuff off of inflicted enemies. Earth-based. Has a potency of 80.
    Drenched Blade: Damages foe and places a "Drenched" debuff on them for 10 seconds. Drenched increases the damage done by Thunder and/or Ice based skills by 10%. Removes Oil debuff off of inflicted enemies. Water-based. Has a potency of 80.
    Delay Buster:: Damages a single foe and stuns them for 4 seconds. Wind-Based. Has a potency of 50.

    Other Offensive Skills
    Simple damaging skills.
    Hard Slash: Damages a target. Has a potency of 110.
    Power Slash: Deals damage in a column. Has a potency of 100.
    Combo: Hard Slash => Power Slash for 150 potency.
    Shockwave: Damages all foes within a 3 yalm radius. Has a potency of 100.
    Combo: Power Slash => Shockwave for 5 yalm damaging radius.
    Headbutt: The user hits the enemy with their most dangerous weapon, their hard head. Can only hit a foe who is up to 3 yalm away and can only be use after a physically-damaging skill. Has a potency of 80.
    Blind Rush: Deals damage to a single target. Has a potency of 120. Potency rises to 180 if HP is below 50%. Potency rises to 240 if HP is below 25%.

    Other Skills:
    Restraint: Places a "Restraint" buff on the user for 20 seconds. Restraint decreases the TP cost of the user's skills by 25% but decreases their damage output by 15%.
    First Aid: Places a "First Aid" buff on the user for 10 seconds. First Aid gradually heals the target's HP. Can only be used if HP is under 75%.
    Acumen: Places "Acumen" buff on the user for 15 seconds. Acumen increases the user's Physical Accuracy and Strength by 10% each but decreases their action speed by 15%.

    Skill Levels
    1. Hard Slash
    2. Power Slash
    4. Power Break
    6. Oil Blade
    8. Drenched Blade
    10. Headbutt
    12. Magic Break
    *Quest* 15. Cleaving Stance
    18. Over-Head Stance
    22. Resolve Break
    26. Shockwave
    *Quest* 30. Blind Rush
    34. First Aid
    38. Delay Buster
    42. Acumen
    46. Armor Break
    50. Restraint

    Traits
    8. Enchanted Strength I
    14. Inflicting Blades: Increases Oil Blade and Drench Blade's potency to 100.
    16. Enchanted Strength II
    20. Monkey Grip: Increases the user's movement speed by 10% when neither Over-Head Stance or Cleaving Stance are activated.
    24. Enchanted Strength III
    28. Resolve Render: Allows you to place Resolve Break debuff on a target regardless of if they have another Break debuff on them or not.
    32. Strengthened Head: Headbutt's potency increases to 110.
    36. Medic Increases First Aid's duration to 20 seconds.
    40. Combining Swings: Whenever Over-Head Stance or Cleaving Stance is deactivated by the activation of the other, the user will receive a 10% action speed boost for 5 seconds.
    44. Ingenuity: Changes Acumen's action speed decrease to 10%.
    48. Tenacity: Grants the user a 30% action speed boost but also a 20% movement speed decrease when their HP falls under 15%.

    Cross-Class
    • First Aid
    • Acumen
    • Headbutt
    • Shockwave

    Dark Knight (DRK)
    Melee, Burst Damage DPS Job
    Limit Break: Melee
    Armor: Light Armor and Heavy Armor
    Unlock: 30 SLD/15 LNC
    Cross-Class: Lancer and Pugilist
    Knights who have learned forbidden techniques to damage all foes in sight and have forsaken health for power.

    Skills
    • 30. Darkness: Surrounds the user in a dark aura, that pulsated every 5 seconds, dealing a damage to enemies with in a 5 yalm radius for 25 seconds. The user receives a 30% physical damage increase and a 10% defense decrease until it ends. Has a potency of 50. Cost the user 10% of their HP per pulse. Damage is increased by 10% more if Blood Cost is activated.
    • 35. Dark Flame: Damages all foes within a 5 yalm radius. Any foe with an Oil debuff will receive a 10% more damage, have the debuff removed, and replaced with a "Shadow Burn" DoT for 20 seconds. Any foe with a Drenched debuff will receive 10% more damage, have the debuff removed, and replaced with a "Shadow Tether" debuff for 10 seconds. Shadow Tether binds the target to were they were standing when inflicted. A target can only have either Shadow Burn OR Shadow Tether, no newly placed once can be placed until the current has dissipated. Has a potency of 130. Damage is increased by 10% more if Blood Cost is activated.
    • 40. Dark Messenger: Damages a single target. Potency of 130. Damage is increased by 10% more if Blood Cost is activated.
    Combo: Dark Messenger => Hard Slash to add a "Dark Messenger" DoT on the target for 10 seconds.
    Combo: Dark Messenger => Shockwave to increase to 5 yalm radios and 110 potency.
    Combo: Dark Messenger => Headbutt for 100 potency.
    Combo: Blind Rush => Dark Messenger to push target backwards 5 yalms.

    • 45. Sanguine Blade: Deals damage to a selected target. The user will restore a percentage of HP based off that damage (Damage x 0.01 = HP% restored). Is not effected by Blood Cost. Has a potency of 100.
    • 50. Blood Cost: A Stance. Switches TP cost to HP (TP cost x 0.25 =HP% cost). Decreases the user's potency to be healed by 20%, increases the user's action time by 20%, and the user's damage output by 15%. Restraint, First Aid, Invigorate, Second Wind, and/or Mantra cannot be used while this is activated.

    Mystic Knight (MTK)
    Tank
    Limit Break: Tank
    Armor: Light Armor and Heavy Armor
    Unlock: 30 SLD/15 GLD
    Cross-Class: Gladiator and Marauder
    Knights who have learned how to imbue their blades with magical properties.

    Skills:
    • 30: Mana Harmonize: When first used, places a "Mana: Incandescence" stack on the user. When used a second time, it changes to a " Mana: Glaze" stack. Both stacks increase the amount of enmity the user generates. Incandescences increases the user's physical defense by 5%, while Glaze increases their magical defense by 5%. When used repeatedly, the stacks alternate.

    • 35: Spell Blade: Uses one Mana Harmonize stack to attack a targeted foe with a specific attack based on what stack was used. Both have a potency of 100.
    - Mana: Incandescence: Flametongue: Damages a target with a Fire-based attack. When used on an enemy with the Oil debuff, it will do 50% more damage, remove the debuff, and replace it with an "Burnt" debuff for 10 seconds. Burnt increases the damage done by Ice, Thunder, Wind, and Water-based skills by 10%. If the Frostbite debuff is on the target, it is removed.
    - Mana: Glaze: Icebrand: Damages a target with a Ice-based attack. When used on an enemy with the Drenched debuff, it will do 50% more damage, remove the debuff, and replace it with an "Frostbite" debuff for 10 seconds. Frostbite increases the damage done by Fire, Thunder, Wind, and Earth-based skills by 10%. If the Burnt debuff is on the target, it is removed.

    • 40: Spinning Slash: Uses one Mana Harmonize stack to launch the user forward at a targeted foe, slashing, damaging and drawing enmity from any foe in between. Cannot go farther then 7 yalms and stops when it gets to its target. Has a potency of 20.
    • 45: Resolution: Damages a targeted foe. Potency 100.
    Combo: Resolution => Hard Slash for Potency of 150. Generates enmity.
    Combo: Resolution => Spell Blade for increased enmity generating.

    • 50: Warding Rune: Uses one Mana Harmonize stack and places a "Warding Rune" buff on the target based on what stack was used.
    -Mana: Incandascence: Warding Rune: Phalanx: Decreases physical damage done onto the target by 10% but increases magical damage by 10%. If Warding Rune: Agema is activated, this is deactivated.
    -Mana: Glaze: Warding Rune: Agema: Decreases magical damage done onto the target by 10% but increases physical damage by 10%. If Warding Rune: Phalanx is activated, this is deactivated.
    (0)
    Last edited by Mimilu; 06-14-2014 at 08:17 AM.