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Trigger wrote on 2010-04-15 21:22
Quote from eiklnv;4315:
I don't think there's a point to wear anything as a terrorist xD!
This is actually a very good point. XD
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Cucurbita wrote on 2010-04-15 21:26
Quote from Trigger;4301:
Personally, I think Undead would actually work as a class if a few things were changed.
- Undead should not be healable. At all. Their only method of recovery should be potions. Rest shouldn't even work. This, along with their susceptibility to potion poisoning, would make Undead players much more careful. After all, your Undead race already has 10% inherent PD of all three types. (And how can you slow an Undead to a walk when they're...well...basically Zombies and already walking? The Rest function doesn't make sense as-is. And they already have the uber-broken Regen Mastery.)
- Undead should not get a walking speed bonus with Final Rebirth. Their speed is their handicap.
- Undead should not be able to wield anything but Knuckles. Zombies and other undead monsters traditionally use no weapons, so a weapon that assists in mauling an enemy with one's hands works better and makes more sense. It also gives them that extreme combo bonus you mentioned, making it unnecessary as an inherent trait. (Better yet, give Undead an array of exclusive hand-mounted weapons, such as spikes mounted to the palm of a glove for ripping and tearing at enemies.)
You're probably right about healing. But no, I was thinking their movement speed was around that of elf walk, while their walk is about as slow as a tnn zombie walk. Their speed is their handicap of course, but its been seen that certain zombie types can move really fast. Since you can't infinitely combo like FH or FS and you can't teleport, giving them this speed boost would make up for it... but I guess Giant Wind Guard makes it so they can't move at all, so maybe taking out the speed boost isn't a terrible idea.
Zombies should be able to equip 1 handed items for most cases. I don't see it as a problem at all. Perhaps I'll remove blunt weapons and heavier 2 hit swords from the list? A traditional zombie cannot use weapons, but considered these are zombies intelligent enough to think we can just say their weaker body is a handicap that puts them at only being able to swing smaller swords. Besides, if they can't equip a sword for battle, it'd be difficult to have them crafting with tools.
And I think the terrorist race isn't a completely bad idea but it shouldn't be purely focused on bombs.
Terrorists deal with just about any kind of warfare they can do to get their goals through, and its not always bout sacrificing themselves. This includes biological and resource damage. If they have skills that can induce shock or poison, and maybe prevent opponents from using skills (or blind them)... yeah just a random train of thought.
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Trigger wrote on 2010-04-15 21:30
I still say an exclusive line of hand-mounted weapons would be a lot cooler. =P
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Phunkie wrote on 2010-04-15 22:24
Ringleaders
-They're small-sized creatures with non-magical wands that allow you to control/summon creatures.
-Summon class, basically.
-Can mount any summoned/controlled animal.
They're called Ringleaders because they're circus freaks and all about theatrics!
Summons:
[SIZE="4"]MAMA!![/SIZE]
-Giant robot teddy bear that runs after to hug you while screaming MAMA!!
-Once it grabs you, it delivers a crushing hug and then send you flying backwards. 2 hit move. (Painful hug is painful.)
-Throw has low damage, but ignores Protection when calculating Critical. (No way to protect yourself against falling. And if you fall on your head, OUCH.)
[SIZE="4"]Morrighan's Crows. [/SIZE]
-Can be used as offensive or defensive. However, they're weaker in comparison to Morrighan's crows.
-Offensive crows fly around your opponent inflicting a series of damages at a constant rate until they fly away. (Think, Mirage Missile poison.)
[SIZE="4"]Snake Wall[/SIZE]: Defense/Counter skill.
-Activate the Snake Wall as soon as your opponent is about to attack and not only will it withstand your attack, but it will -sap some of your opponent's HP as well.
-You do not absorb this HP, however.
-The wall disappears as soon as the animation ends.
-----> Charge counters the Snake Wall (a fast momentum strike would crush or injure live snakes, I would guess).
-----> Therefore, Charge goes right through it.
[SIZE="4"]Jet[/SIZE]: Charge skill
-Calls a winged-companion that lifts you off the ground and launches you forward, spinning in the air and finally headbutting the opponent.
-Stuns for same time as Charge.
-----> Can still be attacked during the animation of Jet. You're not flying, just a few feet off the ground, like the pet birds.
[SIZE="4"]Stampede[/SIZE]: cooldown skill
-HUGE animals that appear from behind the user and ram through the opponent, dealing intense damage.
-Greatly lowers Defense and Protection for some time. (You've been stampeded through. You're not looking quite alright, right now.)
----->At Rank F, Zebra stampede.
----->At Rank 9, Hippo stampede.
----->At Rank 5, Rhino stampede.
----->At Rank 1, armored Mammoth stampede.
[SIZE="4"]Freak[/SIZE]: the transformation
-Gains passive bomb ability (can make any of his or her controlled/summoned animals explode)
-Equipped staves grow into long scepters, making them look more majestic now, than crazy
[SIZE="4"]Rayons du Cirque[/SIZE]: transform skill (French for, Circus Ray)
-Summon 3 Polar Bears next to the user that HYPER BEAM the target.
-The beams don't all hit at the same time. And the 3rd beam is the strongest.
-Hard to dodge, but only if you dodge the first.
-The first beams stuns you, enabling the 2nd and 3rd to connect.
I was frickin' bored.
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Trigger wrote on 2010-04-15 22:45
Quote from Phunkie;4488:
Ringleaders
-They're small-sized creatures with non-magical wands that allow you to control/summon creatures.
-Summon class, basically.
-Can mount any summoned/controlled animal.
They're called Ringleaders because they're circus freaks and all about theatrics!
Summons:
[SIZE="4"]MAMA!![/SIZE]
-Giant robot teddy bear that runs after to hug you while screaming MAMA!!
-Once it grabs you, it delivers a crushing hug and then send you flying backwards. 2 hit move. (Painful hug is painful.)
-Throw has low damage, but ignores Protection when calculating Critical. (No way to protect yourself against falling. And if you fall on your head, OUCH.)
Protection-ignoring attacks are generally those that are intended to be used against multiple enemies at once. It's really only a way to lighten the load of calculation on the server, which otherwise would have to do more math per enemy being attacked.
I can see this kind of attack being the new *hug* attack between friends, though. =P
Quote from Phunkie;4488:
[SIZE="4"]Morrighan's Crows. [/SIZE]
-Can be used as offensive or defensive. However, they're weaker in comparison to Morrighan's crows.
-Offensive crows fly around your opponent inflicting a series of damages at a constant rate until they fly away. (Think, Mirage Missile poison.)
What about defensive crows then?
Quote from Phunkie;4488:
[SIZE="4"]Snake Wall[/SIZE]: Defense/Counter skill.
-Activate the Snake Wall as soon as your opponent is about to attack and not only will it withstand your attack, but it will -sap some of your opponent's HP as well.
-You do not absorb this HP, however.
-The wall disappears as soon as the animation ends.
-----> Charge counters the Snake Wall (a fast momentum strike would crush or injure live snakes, I would guess).
-----> Therefore, Charge goes right through it.
Ehh...so it's basically Barrier Spikes, only it can't take more than one hit and can be nullified by Charge. I presume it would only be effective against melee attacks, as well. Sounds pretty worthless to me.
Quote from Phunkie;4488:
[SIZE="4"]Jet[/SIZE]: Charge skill
-Calls a winged-companion that lifts you off the ground and launches you forward, spinning in the air and finally headbutting the opponent.
-Stuns for same time as Charge.
-----> Can still be attacked during the animation of Jet. You're not flying, just a few feet off the ground, like the pet birds.
Unremarkable and boring; a Charge clone. =P
Quote from Phunkie;4488:
[SIZE="4"]Stampede[/SIZE]: cooldown skill
-HUGE animals that appear from behind the user and ram through the opponent, dealing intense damage.
-Greatly lowers Defense and Protection for some time. (You've been stampeded through. You're not looking quite alright, right now.)
----->At Rank F, Zebra stampede.
----->At Rank 9, Hippo stampede.
----->At Rank 5, Rhino stampede.
----->At Rank 1, armored Mammoth stampede.
Now THIS is interesting! I would recommend making it not so damage-oriented but more focused on simply nerfing enemy Def/Protect, so as not to have it be too terribly broken. Additionally, increase the width of the stampede path as rank increases, similar to Ice Spear's line-of-sight freeze.
Quote from Phunkie;4488:
[SIZE="4"]Freak[/SIZE]: the transformation
-Gains passive bomb ability (can make any of his or her controlled/summoned animals explode)
-Equipped staves grow into long scepters, making them look more majestic now, than crazy
Explosive summons sounds pretty cool, but what about the rest of the trans skill? PD gains, stats, overall orientation? Also, no trans skill has the ability to change the look of your weapon; only your character model is altered. Maybe transform into a jester?
Quote from Phunkie;4488:
[SIZE="4"]Rayons du Cirque[/SIZE]: transform skill (French for, Circus Ray)
-Summon 3 Polar Bears next to the user that HYPER BEAM the target.
-The beams don't all hit at the same time. And the 3rd beam is the strongest.
-Hard to dodge, but only if you dodge the first.
-The first beams stuns you, enabling the 2nd and 3rd to connect.
Again, interesting concept, but why not make more of it? Instead of targeting a single enemy and having it and maybe a couple others in the line of sight get hit, why not simply have the three beams fired in a V shape, say 15 degrees difference between each, simultaneously? Same principle as Stampede, to deal damage over a wide area.
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Shironi wrote on 2010-04-15 22:51
Tarlatron. Nuff said.
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Phunkie wrote on 2010-04-15 23:05
I'm glad someone thought some of my ideas were interesting. Thank you.
About the clones, yeah. They were purposely made to mimic those other moves. Like, they can't learn Charge, but instead learn Jet. Not for all races to have. Etc., etc.
As for stats and all that, I didn't think that far. :X
Also! Snake Wall isn't something you set up. It's something you bring out at the very moment when your opponent is about to attack you. It's like...
FORWARD SWING... then bam! Snake Wall!
You take no damage, the wall saps some of your opponent's HP and the wall disappears, allowing you to attack. I guess it sounds too broken, so it would have some sort of short cooldown time, like Charge. That way people don't spam it after every move. 15-20 seconds?
Haha, thanks tho. :)
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eiklnv wrote on 2010-04-15 23:10
Quote from Shironi;4571:
Tarlatron. Nuff said.
Not Enuff said >:I
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Trigger wrote on 2010-04-15 23:45
Purifier
Defender of Elysium and destroyer of Abberants!
Pros:
Stronger Alchemy (higher inherent damage when ranked)
Good bonuses to Intelligence, MP, and Dexterity upon level-up at all ages
Does not require ammunition for range
Cons:
[SIZE=2]Horribly weak melee skills
Cannot dual-wield (no Final Hit)
Cannot wield two-handed weapons
[SIZE=3]Unique Skills:
[SIZE=2]
Buster Gun: Possesses an aim meter that maxes almost instantly, but has a 90% cap. Can be loaded during Windmill. (Replaces Ranged Attack.)
Buster Cannon: Single-shot energy sniper rifle that knocks the enemy back. Aims somewhat more slowly than Buster Gun but has a 95% aim cap. (Replaces Magnum Shot.)
Machine Gun Arm: Five-shot rapid-fire burst. Damage affected by Dexterity. Number of shots increases with rank. Obviously weak to enemies with high Defense and Protection, due to dealing damage over multiple hits instead of a single shot. Can be loaded during Windmill. (Replaces Arrow Revolver.)
Shield Arm: Completely nullifies one attack, up to 1000 damage. Has a cooldown of 5 minutes. Prevents the user from moving while active, similar to Wind Guard. Has no animation frames once an attack is nullified, allowing an instant counterattack/skill load (as opposed to Defense, which has animation frames). Does prevent death if used while in Deadly.
Hyper Shell: Fires a large projectile that explodes on contact. Damage dependent on Strength. (Replaces Blaze.)
[SIZE=3]Transformation:
[SIZE=2]
Mecha: Character model becomes much larger and gains bulkier armor. Heavily oriented toward ranged combat, increasing Dexterity and Intelligence far more than Strength. Dex and Int are randomized with 50%/150% modifiers. Passive Defense for melee is applied with a 75% chance to activate upon being attacked. No Passive Defense for either range or magic is applied.
Special Transformation Skill: Shining Laser: Functions like Blaze, with a charge-up. The longer it is charged, the greater the damage, up to a maximum of five seconds. When the skill key is released, a massive laser is fired straight ahead. The laser is a line-of-sight attack and damages all enemies in its path, with the targeted enemy receiving the most damage.
...You knew it was coming.
[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
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Zid wrote on 2010-04-16 01:02
PLACEHOLDER
I don't have anything cohesive formed in my mind right now but...
Fomors might be nice to be playable. =P
Humans lose ability to transform into a Dark Knight, it gets moved over to Fomors. Fomors also get buffed features with Alchemy, since they basically pioneered the whole skill set, before Humans made it available to themselves and the other races.
I'll add more as time goes by.
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Chockeh wrote on 2010-04-16 01:28
Lord Knight
Lord Knights are balanced in both the offensive and the defensive path.
They possess high amounts of HP, a deadly close ranged attack, a powerful
mob killing skill, and a long ranged attack.
Pros-
*Insanely high HP
*Wide range of skills
*Can basically use all equipment
*With +10 equips basically immortal
Cons-
*Does not deal the most damage
*Hard to improve into a strong character
/Joking~~. <3
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Scontro wrote on 2010-04-16 02:11
Quote from Zid;4939:
PLACEHOLDER
I don't have anything cohesive formed in my mind right now but...
Fomors might be nice to be playable. =P
Humans lose ability to transform into a Dark Knight, it gets moved over to Fomors. Fomors also get buffed features with Alchemy, since they basically pioneered the whole skill set, before Humans made it available to themselves and the other races.
I'll add more as time goes by.
Nuuuu! I was totally talking about this with my guild like a week ago. Lol it would be so awesome if a Fomor class was made.
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Shanghai wrote on 2010-04-16 02:28
Drakians: The Dragon Humanoid Race (Long read since I was bored. Really, Really, long read. I'm warning you.)
Location: Under the volcanoes of Zardin and separated into 2 tribes, they were made from the magma and internal fire that keeps their body alive. The Internal fire is like a holy flame and is found where the heart is. it is the Drakian's lifeline, if it gets distinguished, the drakian is considered dead, and when he/she dies(literally), her/his internal fire is extinguished as well. The souls of the Milletians have drifted into these blazing fires, and produced a powerful holy flame that refuses to expunge after death, as the power of rebirth flows through it. Drakians(if implemented) were to appear in Zardine around G8, since it is the Generation of the Dragons. Long before current Mabinogi and before Inrind did stuff to Iria, they would fly to the Elves and Giants' regions, and learn valuable crafting skills and made peace treaties with them and taught them how to fight better in accordance with the skills they already learned. However, after the Curse of Inrind, the Drakians were sealed up in the volcanoes of Raspa and fell into a deep, dormant state. When Inrind's barrier was released, the Drakians were finally snapped out of their sleep and the barrier to their underground network of cities was opened.
Occupations: Master Blacksmiths, Warriors and Magicians/Alchemists
Features: 2 tribes to choose from! One is melee-focused called the Drakian-Magnus(Large in Latin) and the Magic-potent/Alchemists are the Drakian-Macer(Lean in Latin).
The Drakian-Magnus are larger and taller in structure, comparing to about 3/4ths the size of a Giant, and are master blacksmiths and warriors that live a bellicose life. Their slightly dim-witted minds are backed by the Drakian-Macer, who are master magicians and Alchemists who spend their lives on books, and are thiner and smaller, averaging about the size of a human, and are unable to get buff or fat.
The 2 tribes can link up through a mind-connection system the Drakian-Macers made, allowing you to play as 2 characters. A sub-menu on the middle-left screen will allow you to switch between the 2 characters and you can set an AI for a character to play for you, or you can play split-screen(only 1 character, you control both with hotkeys, F keys, and moving the mouse between the 2 screens. Recommended with a wide screen)! However, the 2 characters will have to share their HP, MP, and Stamina(combined together with the Dual-wield status in effect), and if one dies, the connection is severed and both will fall. Drakian-Macers can also ride on Drakian-Magnuses and cast magic from afar while Drakian-Magnuses move around. Drakian-Magnuses can still attack, but cannot use whatever weapon is on the hand the Drakian-Macer is using(in this case, your secondary hand).
Since they are dragons, they are able to fly to a minimum extent. However, their flying speed is affected by their equipment that they wear, so if you wear armor, you'll fly slower. There are flying suits available to them that allow them to fly at normal speed no matter what equips they wear, however. Drakian-Magnuses are generally slower than Drakian-Macers since of the large amounts of armor they wear. Flying is still relatively slow, as they fly about as fast as a Shire.
Pros and cons of the Drakian-Macers:
-Small and thin forever and run faster than a human, but still slower than an elf.
-High MP reserves and High Int reserves
-Magic damage is more stronger and so is Alchemy damage.
-Low HP and Stamina from their long years spent reading and earning knowledge
-Low Strength, Dex, Will, and Luck
-Cannot dual-wield or equip blunts as it's too heavy for them XD They can only equip swords. They also cannot use a bow as their claws break the bowstring.
-Can wear clothing and light armor but not Heavy Armor, for their weak bodies cannot support the weight.
-Basically, a typical Black Mage kind of character.
-Can fly faster than a Drakian-Magnus
-Ice Magic deals only 1/2 their damage since they don't naturally use it after being close to volcanoes. In effect, their fire magic is more potent and deals 50% more damage.
-Contains natural resistance to fire damage by about 10%.
-Combat skills are reduced to the level of the Elves.
-Can ride on the Drakian-Magnus and link up to them.
Pros and Cons of the Drakian-Magnus
-High HP and Stamina Reserves
-High Strength, Will Reserves
-High Damage rates
-Can equip many weapons(including most Giant-weapons) and can dual-wield blunts and swords.
-Cannot equip wands or bows.
-Can charge without a shield, like the Giants.
-Can only wear Heavy armor and light armor, clothing is simply non-existent to the Drakian-Magnus, who fight constantly.
-Combat skills are buffed up and raised to the point of the Giants.
-The use of Magic is weak to the Drakian-Magnus, they cannot use Lightning or Ice Magic except for basic Fire Magic.
-Large structure=Large Hitbox.
-Contains natural defensive scales that increases it's protection to 2% and defense to 4 and natural resistance to fire elemental attacks by 20%.
-Can use the Blacksmithing skill better than any other race as they spent many years under hot magma, learning it's substance and using it forge advanced weapons enchanted by the Drakian-Macers.
-Can use Spears, an exclusive weapon to the Drakians, and can dual-wield them with swords.
-Spears have stable damage rates that are fairly low, but have good amounts of balance to counter the low balance on strong swords when dual-wielded.
Skills
-Flame Breath: Basically a version of Flamer exclusively for the Drakians. Costs some mana and stamina to use, but charges faster than a Flamer and is weaker for the Drakian-Macers to use.
-Flight: Drakes are able to fly around quickly for short periods of time in dungeons before they fall to the ground, as the dungeons prevent them from flying long distances. Wearing more armor causes the flying duration to decrease. Upon stopping, Drakian-Magnuses will pound the ground as they end their Flight duration much like the Gargoyles do when they use Stomp.
-Flare: Non-elemental skill for the Drakian-Macer Mages. Casting it takes awhile, but can hit a long range as they implode compounds in the air to cause nuclear explosions that cause a chain reaction, hitting multiple enemies and decreasing in damage as the nuclear explosions decrease. If only one enemy is present, the nuclear explosion will only occur once, so it's best to use this in a mob of enemies. Enemies will get instantly knocked back from the explosion, and deals AoE damage to an area. Must be used with a wand.
-Tail-Attack: Exclusively for the Drakian-Magnus, they instantly swing their tails around like a WM to knock back enemies down so they can wail on them. Does weak damage, but charges as fast as a Charge and hits enemies at a 180 degree radius. Enemies knocked down will become stunned for a few moments so you can pummel them, or run away. Has a range similar to rank F WM.
-Pummel: Exclusively for the Drakian-Magnus, they will get on an enemy knocked down to the ground and pummel them to death until it dies, much like the Final Hit skill. Has a cooldown, and the Drakian-Magnus is not disturbed by attacks until he gets knocked back from a combo, or dies. Meant to be used right after Tail-Attack. Using a spear will cause this skill to have a reduced cool down, and the Drake will impale the enemy by slamming their spear onto the enemy once, and jumping out of the way to avoid further damage.
-Energy Blast: Exclusely for the Drakian-Macer Alchemists, alchemists gather mana from the area to generate an energy orb, and fires it at enemies. The longer you charge, the more damage you get. Mana decreases from the player's MP bar at a steady rate, and your skill can be canceled if you get hit or run out of mana. You can stop the charge by pressing the skill again. The orb creates a whriling explosion that deals splash damage and knocks the enemy far away. Has a cooldown, and you can only walk while having the skill on when you're not charging.
-Nullify Fire: Supportive skill that can be turned on and off like a buff. Casting it drains MP at a constant rate, and nullifies the fire damage of any attack and turns it into a non-elemental attack.
Transformation-Transform into a real dragon with the ability to shrink and grow at will. Having a smaller size lets you fit through places, but you'll deal less damage with melee. Largening yourself increases the damage you do, but you can't fit through certain areas(dungeon pathways). You can shrink and grow on a sub-menu right under your character link, and only one character in a mind-link can be transformed at a time. The other character may ride on the dragon and use magic on it. The dragon cannot use most combat skills acquired, and relies on special dragon skills.
Passive Skills:
-PD for all 3 defenses(one will be activated at a time when transformed, and you must go through a quest to get it, much like Paladin)
-Passive stat skills increase Max Damage, Int, and the potency of fire attacks. The transformation itself increases HP, MP, Stamina, and Defense and Protection.
Skills:
Tail Attack is drastically improved and hits at a 360 degree. Used in place of WM, and does not drain HP.
Fire Breath is drastically improved in damage and automatically hits 5 times no matter what rank it is.
Dragon Swipe: Use your menacing claws to swipe an enemy. Swiping an enemy deals major damage and knocks the enemy back far away.
Rock Throw: Break off the ground and throw the slab of ground at an enemy like a Tank does.
Mega-Flare: Exclusive for Drakian-Macers, charge the skill, and trace a line across the ground to form nuclear explosions that go in the line that you drew. You may hold it in position in 1 area to attack a single enemy with a larger explosion. Does Non-elemental damage and is like the Laser Attack Glas uses, but you can control it. Drawing over the traced line will cause larger explosions and cause more damage, and increases it's blast radius.
Ascalon: Exclusive for Drakian-Magnuses, the dragon will call upon the Sword of the Dragon Gods to appear, and he will equip it as a weapon. He can attack normally with it and use it's special skill to turn huge, leviate, and aim it at an enemy, where it is viciously stabbed by the spirit sword in a way similar to the Ragnarok Psyenergy Issac uses in Golden Sun. The Sword lasts for 1 minute, and expires when you use the Sword's special skill. Attack power of the sword is based on the rank of the skill.
I think I gave them too many exclusive skills, maybe it's because when I was thinking about it before I couldn't think of anything.
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Ninjam wrote on 2010-04-16 02:53
Elemental warrior.
-Humans that have alligned with a specific element.
Passive skills
-Elemental masterys, lightning, fire, and ice, mabey also a neutral and dark? the lighting would increase your move speed and attack speed, and make your attacks lighting element with a stun chance
Ice would increase your defense and magic power, and your attacks have a chance at lowering your enemys defense and protection
Fire would increase your attack power and give you the chance to end your combo with a knockback that ends in a firebolt like skill, except it can have splash and is instant
Once you begin ranking one mastery, you cannot rank the others, each mastery unlocks the skills of that element, and makes ALL of the things you do that element. If you choose ice, its like you permenently added all your equips ice elementals for 100% ice.
Skills-
Ice tier-
Ice hold- the mirror witch skill, except its hold is very much shorter, and at higher ranks gains a sort of ice spear effect on the path of your charge.
Blizard- A "final" Skill for ice mastery, your normal attacks become long ranged icebolts for 30 seconds, with 3hit combos. each attack does the damage of an icebolt but can have a splash effect if many enemys are close.
Fire tier-
Pyromaniac- you basicly do full swing, but with fire element and huge flaming splash, also leaves flames burning in places with grass like fiodh, that can hurt enemys and teammates that are not fire alligned.
Flare- Using fire magic, cast a flare around your body, each attack will do a burn effect "like poison" for 2 seconds, and your damage is increased by a large amount.
Lightning-
Lighting stab- Does a stabbing motion to blast a large lighting wave infront of you, damages enemys in a straight line shockwave style, and stuns them at a set chance.
thunder touch- Uses thunder to increase your moving speed by 5 times in a mad dash at an enemy, realeasing lighting shockwaves behind you. When you reach the enemy, you unleash a 8 hit dagger speed combo on the enemy with each hit splashing lightningbolts to nearby enemys.
The first elemental skills would have a cooldown of at least 5 minutes, the second at least 10 minutes. to gain the elemental skills you must have aquired rank f of the elemental mastery and take a quest for each.
The normal combat skills would be a bit nerfed, but take on properties of the element you choose. For example, fire+ wm= a windmill with more knockback but a slight cooldown. Lighting+wm= A faster wm animation and a decreased loading time by a small amount, and ice windmills would have a slightly extended invincability frame and take away some defense of the enemy.
ill do the transformations later, once i figure out a way to make them not compleatly overpowered
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jking012 wrote on 2010-04-16 17:03
Quote Originally Posted by Phunkie
Morrighan's Crows.
-Can be used as offensive or defensive. However, they're weaker in comparison to Morrighan's crows.
-Offensive crows fly around your opponent inflicting a series of damages at a constant rate until they fly away. (Think, Mirage Missile poison.)
what's funny about this is well...
Rage of Wings:
* Available G12,S1.
* Can only be used with prior usage of Awakening of Light.
* It throws crows towards the enemy, which deal a large amount of damage, and then continue attacking for a small amount of time.
o It is possible to send the crows after multiple enemies, provided they are close together.
* Requires the power of Morrighan.
* Using the skill causes it to lose exp.