Exploding Penguin
Moderator
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Field medic is the only skill on every class so..... Let's make it a skill that doesn't show up on your skill tree but you'll always have it, like striking. It'll have the regular 4-turn cooldown, and it will scale with level AND support (to buff support because it's disappointingly weak right now). No skill points are invested into this skill and so the only way to raise its effectiveness aside from level is from having more support. Energy cost will increase with the more support you have, but it's extremely efficient so that the cost scales very slowly with the actual heal increase from support. Minimum energy cost is 170 Now that field medic is removed from every tree, we can now add a new skill to each class to make them a bit more unique and fun (fun is more focused rather than balance in this suggestion). Circuit Breaker: Class: TM CD: 2 turns Cost: 120 (+10) Scales with: Support Description: Deals blockable support-scaling damage that does not improve with skill point investment. For 2 turns after, your opponent's energy gain from all sources is reduced by a % that does not improve with any stat and with skill point investment. 1. 33% 2. 38% 3. 43% 4. 47% 5. 51% 6. 55% 7. 58% 8. 61% 9. 64% 10. 67% Explanation: adds more viability to support builds. Since the debuff only lasts 2 turns it's a bit hard to time but those who can use it well can reap great benefits from it. TM has very weak energy drain potential overall so this should make it a bit harder for your opponent to maintain comfortable and usable amounts of energy. Charged Strike: Class: BH CD: 1 turn Cost: 140 (+15) Scales with: Dexterity Description: Instantly gives the friendly target resistance which scales with dexterity, and causes their next strike (duration lasts infinitely until they strike) to deal 10% additional damage and remove an amount of the striked target's resistance for 3 turns. Also heals the allied target for a very weak amount which scales with level but not dexterity. I'm bad with numbers of scaling skills so I'll skip on those and let you guys figure out how it should work. Explanation: BH is really reliant on mark of blood and smoke for most of its damage and endurance since static grenade's energy recover is pretty weak. This should add a bit more utility and focuses more on how BH has a very strong offensive set while also hosting good countering options with strong defensive skills and an effective energy drain. Pacify: Class: Merc CD: 3 Cost: 155 (+20) Scales with: Support Description: Gives a buff effect to an allied target, improving their next auxiliary attack while also giving 20% max rage instantly and cutting the target's auxiliary cooldown by 1 turn. This buff effect does not wear off until an auxiliary attack by the buffed target is used. The next aux attack does % improved damage based off of your total aux attack damage before defenses are calculated in (EX: If your aux damage range is approximately around 500 and you have a 50% damage boost against an enemy with about 300 defense/resistance, you will deal ((500 * 1.5) - 300) = 450 damage). It also pacifies the target enemy for 1 turn, instantly removing 15% of their current rage IF they aren't already at 100% rage (basically, if an enemy can already rage the next turn you can't stop them even with this skill) and reducing their next turn's rage gain by 35%. 1. +10% increased aux damage on the next aux attack 2. +15% 3. +19% 4. +23% 5. +26% 6. +29% 7. +32% 8. +34% 9. +36% 10. +38% Explanation: Makes support builds more viable. Mercs are also great at handling rage with an instant rage boost, intimidate to reduce enemy rage gain on their strength-based attacks, and surgical strike removes 50% rage. This just adds more to that element in an attempt to bring back some unique attributes to the class so it can be set apart from others. Hemoplague Class: BM CD: 1 Cost: 75 (+20) HP (not energy!) Description: Inflicts the enemy with a poison to their bloodstream, dealing damage over time for 4 turns or until they use field medic. Deals no on-hit damage and scales with nothing (maybe level, but I don't care too much about exact numbers). Since it deals no on-hit damage, gives no rage. However, Hemoplague's damage will work with mark of blood, meaning you will lifesteal off of the poison effect if the enemy target is also afflicted by MoB at the same time. This skill seems like it does a lot of damage compared to other poison skills, but remember that it does no on-hit damage and deals it over 4 turns instead of 3 making the overall damage dealt come in much slower. 1. 25 damage 2. 35 3. 44 4. 53 5. 61 6. 68 7. 74 8. 80 9. 85 10. 90 Explanation: BM currently hosts very weak damage skills and relies mostly on its godly endurance with basic attacks to win fights. This skill was brought in as a dynamic way to mix up BM's playstyle. It costs HP to use rather than energy, but will also return HP if the enemy is afflicted with mark of blood, opening up tons more strategic options. Rend Class: CH CD: 2 Cost: 100 (+15) Improves with: Strength Description: Strikes and rends the target's defenses, increasing all damage they take by a % for the next turn. This means that rend can wear off without them taking any bonus damage if you choose not to damage them the next turn. Note that this synergizes with static charge to give you more heal if you choose to use it next turn. Blocking rend will result in only 70% of the original debuff's effect. Getting really lazy and don't feel like doing numbers anymore. You should get the idea behind the skill though. Explanation: Adds for more strategic plays with CH. Rend can be a good skill to follow up with a static charge for increased energy gain. It can also be used to help focus down a single opponent in 2v2, but getting it blocked can be fairly punishing. Recharge Class: TLM CD: 0 Cost: 240 Improves with: none Description: Removes 1 turn of cooldown off all your skills, auxiliary/gun, and robot. Can be cast on an ally. Investing skill points reduces the energy cost. Note that it has a 0 turn CD so it can be used consecutive turns in a row. 1. -0 energy cost 2. -17 total energy cost 3. -31 4. -42 5. -53 6. -63 7. -73 8. -83 9. -93 10. -102 (so it'll cost you 138 energy to use it) Explanation: Adding to the name of being "tactical," this opens up tons of build options for TLM, particularly for support builds who cry because of the extremely long aux cooldown. Can be used in numerous different ways to mindgame an opponent and catch them off guard, especially if you use it on an ally in 2v2.
< Message edited by Exploding Penguin -- 6/23/2014 0:14:19 >
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