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Gladiator
Description: Involved melee fighter that has great survivability as long as the player stays on their toes and keeps their enemies in check.
Playstyle: It has various active abilities that it can use reactively to minimize incoming damage. The idea is that they can dish out good damage with proper pacing, breaking up fights in exchange for health.
Main passive: Using energy accumulates a healing pool, when not attacking for at least 1 second, heal for up to 10% of max health, drawn from the healing pool.
Stats: better strength, worse resistance.
Active skills:
Intercept: prepares to defend for up to 0.5 seconds and reduces the damage of any attack suffered during the time window, it applies an attack speed debuff on the first enemy to attack during this time for 1.5 seconds. 15% energy use. (An active defensive option to keep the combat fast paced)
Clash: pushes the enemy back, causing a movement speed debuff on the target for 1 second. 20% energy use. (A way to get a bit of a breathing room and disengage momentarily)
Crush: deal a powerful hit that is guaranteed to stagger the enemy. 50% energy use. (A way to interrupt an incoming heavy hit when crucial)
Spin attack: hits all enemies around the user and nullifies incoming projectiles for 0.35 seconds. 10% energy use. (Simple AoE that also protects from attacks that are typically out of range)
Dance of combat: gain movement speed when near the target, if the target is an ally, the speed is granted to them as well, the effect lasts 5 seconds. 60% energy use. (This ability can be used against more dangerous targets that will last a while or on an ally to boost them)
Create a Gladiator class.
Copy from the design proposal:
Gladiator
Description: Involved melee fighter that has great survivability as long as the player stays on their toes and keeps their enemies in check.
Playstyle: It has various active abilities that it can use reactively to minimize incoming damage. The idea is that they can dish out good damage with proper pacing, breaking up fights in exchange for health.
Main passive: Using energy accumulates a healing pool, when not attacking for at least 1 second, heal for up to 10% of max health, drawn from the healing pool.
Stats: better strength, worse resistance.
Active skills:
Intercept: prepares to defend for up to 0.5 seconds and reduces the damage of any attack suffered during the time window, it applies an attack speed debuff on the first enemy to attack during this time for 1.5 seconds. 15% energy use. (An active defensive option to keep the combat fast paced)
Clash: pushes the enemy back, causing a movement speed debuff on the target for 1 second. 20% energy use. (A way to get a bit of a breathing room and disengage momentarily)
Crush: deal a powerful hit that is guaranteed to stagger the enemy. 50% energy use. (A way to interrupt an incoming heavy hit when crucial)
Spin attack: hits all enemies around the user and nullifies incoming projectiles for 0.35 seconds. 10% energy use. (Simple AoE that also protects from attacks that are typically out of range)
Dance of combat: gain movement speed when near the target, if the target is an ally, the speed is granted to them as well, the effect lasts 5 seconds. 60% energy use. (This ability can be used against more dangerous targets that will last a while or on an ally to boost them)
Check issue #67 for more details.
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