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Cyber Hunter complete rework

 
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7/7/2015 23:49:07   
  Exploding Penguin
Moderator


Hey everybody, here's a complete rework of CH as a class. The main idea behind reworking the class is to bring in something new, fun, and a very different experience from the other classes so that if this ever gets implemented people will want to change to it. Numbers are not solid but some general ones or comparisons to current existing skills are given so that you get the gist of it.

Field Medic:
Same as always

Cyberblade:
Deals 70% energy strike damage plus additional damage based off of technology. Restore energy equal to a percentage of the difference between the target's current and max energy.
The percentage increases with skill point investment
Damage: 70% total strike damage (+ 10 damage per 7 technology)
Cooldown: 4
Energy Recovered (percentage of the difference between your resistance and your target's resistance): 80-120%

Static Shield:
Generates a shield for 3 turns which boosts resistance. Enemies who use melee attacks take energy damage lose energy.
Cooldown: 3
Resistance Boost: 35-200 (+10 resistance every 6 support)
Cost: 90 (+20 per skill point)
Energy Damage: 8-40 (+1 every 2 support)
Energy Drain: 5-25 (+1 every 2.5 support)

EMP Grenade:
Drains a large chunk of the target's energy. Energy gain on the target's next turn is reduced by a %.
Cooldown: 2 turns
Cost: 60 (+10 per skill point)
Drain: 50-210 (+10 per 5.5 technology)
% Reduction: 32-66%

Static Charge:
Charges your next attack to do % increased damage. Your next attack also burns off a bit of the target's energy based off of how much damage was dealt. If your next attack is EMP grenade, improves the drain by the same % instead. This effect lasts for 2 turns then dissipates regardless of being consumed or not. Make sure to attack or use EMP and not heal or shield for the next 2 turns!
Cooldown: 4
Cost: 80 (+10 per skill point)
Rage Gain: 5-10% (+1% every 6 support)
Damage Amplification: 65-115% (+1% per 5 support)

Malfunction Grenade:
Throws a grenade which does no damage on impact but causes the enemy's equipment to malfunction for 3 turns. They gain reduced technology and their ranged weapons deal 10% less damage for the duration. Additionally, the target's energy regeneration is reduced by 10% while the debuff is active.
Cooldown: 2
Cost: 140 (+20 per skill point)
Technology Debuff: 3-18 (+1 per 3 support)

Plasma Strike:
Perform a melee attack dealing 100% strike damage. Deal additional bonus damage based off of your technology which is amplified by 0-x% when the target has less energy. X is a value that increases with skill point investment. If the target has 0 energy, this skill stuns them for 1 turn as well. Only the bonus damage that scales with technology is amplified, not the strike damage.
Cooldown: 3
Cost: 160 (+10 per skill point)
Technology Bonus Damage: 10-35 (+1 per 3 technology)
Max Damage amplification based off of missing energy (above mentioned x value): 99-198%

Technology Shift:
Any physical attacks now do energy damage and vice versa for the next 3 turns. After using technology shift, you take reduced damage for the next turn.
Cost: 20 (+20 per skill point)
Cooldown: 2 turns
Damage Reduction: 15-65% (does not scale with anything)

Defense Matrix:
Same as always! Scales with dexterity now though

Multi Shot:
Same as Always

Cyber Venom:
Perform a blockable attack that deals damage equal to 450% of your technology. Infects the target with a poison that slowly drains energy over 6 turns. Can be cured via field medic.
Cooldown: 5
Cost: 60 (+20 per skill point)
Energy Drain per turn: 15-50 (+1 per 4.5 technology)

Energy Charge:
Consumes 25% of your current energy to empower your next attack within 3 turns. The bonus damage is equal to a % of the energy consumed.
Warmup: 3
Cooldown: 3
Cost: 25% of current energy
Percentage bonus damage: 110-220%

This new cyber hunter is a class that requires proper utilization of you and your opponent's energy pools. They suffer extreme disadvantages when at low amounts of energy. It also requires precision setup to properly damage enemies since most skills do not do much damage individually and have to be stacked for a very hard-hitting skill. Cooldowns are very long and misuse of a skill can lead to a weak phase for the next few turns. Technology is the favored stat of this class but dexterity builds can also work since it is such an essential stat on a class that is mostly reliant on melee attack skills. An alternative build type would be high support and high technology.

The timing of skills is incredibly important. Proper uses of technology shift can make it hard for enemies to shield against your damage while at the same time disrupting the flow of their planned attack. Improper use of a static charge or energy charge can lead CH to be a very weak class for the next few turns where it poses little threat due to weak base damage values on skills. However, with proper utilization of skills and a guaranteed stun on Plasma Strike when timed right CH can be a huge threat in both 1v1s and 2v2s. Cyberblade must also be used very selectively. It is CH's only energy recovery skill and is essential since many of CH's skills require a good amount of energy to be effective. However, enemies will not stay at low energy values for long so the CH must be selective in which benefits to reap from the short period in time where the opponent has very low energy.
Epic  Post #: 1
7/8/2015 16:25:09   
DELTA BEING
Member

not supported. I rather fix the class than start over from scratch
Epic  Post #: 2
7/8/2015 17:41:12   
shadow.bane
Member

dude , so when we face this class we will have basicly 0 energy and him full ? not supported lol will never be in game also cause this is to much for 1 class . i would win a match on 4 vs 1 ..... but nice try .
AQW Epic  Post #: 3
7/11/2015 18:15:50   
RaXZerGamingZ
Member

well i didnt get far in reading but its all about energy , dont really see a point in it its fine the way it is
Post #: 4
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