Description:You've finally harnessed the power of fear to your whims. Take your skill of might and magic, hero, and show your enemies the truth of their fate.
Knightmares gain mana when:
-They strike an enemy
-Enemies with Foreboding are attacked
Skill 1: Auto Attack 100% weapon damage
2 sec cooldown
A basic attack, taught to all adventurers.
This is a pretty complicated skill. I believe it requires you to swing a weapon of some sort around.
Skill 2: Foreboding
25 mana, 12 sec cooldown
Your enemies will lose as you trigger their own fears upon them.
Hits up to 4 targets and increases the damage they take and decreases their haste as they become vulnerable, fighting back their fears.
Any targets hit with Foreboding will give you back mana.
This class is made to take on a lot of targets, but with them hitting you at a normal speed won't be a problem. Foreboding drops their haste by 20%, and gives them a defense nerf of 30%, allowing you to do damage with the next skill, without the hustle of taking a lot of damage in a short amount of time. That fourth of your mana taken away? It won't matter when your enemies will give you some mana when they're attacked.
Skill 3: Phobic Strike
12 mana 4 sec cooldown
Intensify your opponent's fears by striking out their dreams!
Deals moderate damage to 2 enemies, and has a chance to give them a DoT to enemies with Forboding, as well as doing more damage to them.
To lower how over powered the class could become, I shortened the AoE. You will deal more damage to enemies with Foreboding, and give a nice DoT on them if you have a good chance. So let's do the math here. Foreboding already decreases your enemy's defense by 30%. Phobic Strike does 20% more damage to enemies with Foreboding, making this skill do 150% more damage. Now THAT'S a deal to balance with the lowered area of effect. Also, this is a short-ranged attack, so that does well for farming and pulling in monsters.
Skill 4:Bane of Hope
25 mana 20 sec cooldown
Attempt to lock a single target in a nightmare and lower their dodge, hit, and crit chance as well as their Luck by 30% (or get a 20% chance for them to become Strong Willed and give the exact opposite).
Let's face it. Not everyone is easily scared by anything. Even with a soldier as strong as the Knightmare, someone could have enough strength to attack their own fears. So basically, you have a good 80% chance to ensnare your opponent and take away some pretty helpful stats, or you could possibly buff those stats for them, so don't get to cocky when using this.
Skill 5: Curse of Blades
35 mana 30 sec cooldown
Your enemy's demise will be revealed as every critical strike they make heals you and every critical heal damages them for 10 seconds!
I know some of you have seen this with a certain "adorable" looking monster before, and since this skill scared me to death when it was put on me, I thought it would fit in with this class. This skill, like the doom kitten's skill, can't be dodged. This is pretty useful in PvP, where there will be classes who can crit. If you spot someone with such a class, try putting it on them if they're attacking you or a teammate.If an Elemental Dracomancer gets their rank 10 passive, Primal Power on, they'll be in for a big surprise!
Increases Evasion by 15%
Intellect increased by 10%
All auto attacks have a chance to activate this skill, which increases your Wisdom and decreases your enemy's Dexterity by 50% for 12 seconds.
The rank 4 passives should do well, as they will make sure you get hit less, and you hit harder. The rank 10 passive is pretty legit. having a 10% chance on happening, this will give you some sort of boost in combat, especially against classes who are physical.
Well, that's what I've got for this class for now. I'll be updating this post with notes on the class breakdown.
< Message edited by Novissimus -- 8/1/2015 14:47:06 >