11-27-2021, 08:44 AM
Martial Artist Promotion: Speed Demon
A class that focuses mainly on having CEL stats and using dashes and movement to build up momentum behind their attacks. The more momentum they gathered, the stronger and more effects each attack gains.
Examples:
Passive -
Speed Gauge: Each time they use a dash or normal Movement, they gain a +2 speed gauge. Each turn they don't use either a dash or normal movement, they lose a -3 speed from their gauge. Each +3 speed gauge adds +2 to movement and +5 grants+5 evade. It is Maxed at 10. At max, the user gains teleport movement.
Hit and Run: Whenever the user is able to successfully hit two Speed demon skills, it reduces movement momentum by -2 and resets repeat action for movement until their next turn.
Offensive abilities Examples-
Drive-by Punch: - Dash - Works similar to paddle kick but don't knock up. The dash range increases base on speed Gauge and at +6 gauge, it hits the first target and knocks them back, regardless of their knockback immunity for the rest of the journey. They and the other targets in line take blunt damage equal to half + user's Cel.
Three Hit Combo: - Dash/Can only be used with +3 Speed gauge - Point and dash towards the target. Then perform two basic attacks from the front and one from the back or sides. The last hit becomes a Specials that can knockback. At +8 Gauge, both basic attack and Specials gains + scaled Cel magical bonus damage. The knockback ignores immunity and is scaled from Cel/10.
Defensive abilities Examples-
Jog in place: Uses -3 Gauge - This increases their evade by +15 for three-round or three hit checks. Each time they proc Glancing or Evade, they gain +1 Gauge.
Bouncy - Uses -2 Gauge - This lightens your footing but in return slows you down. While bouncing, the user gains a disengage until their next turn that's equal to their scaled Cel. This will also proc a Flotterment effect.
Support abilities Examples-
Speed through - For three rounds, if the user has a +4 gauge, they can run over field effects like cinder, Ice sheets, traps, and so on.
Strike like a Bee - For three rounds, the user can perform a basic attack after each Speed demon skill at the cost of -1 Gauge per a proc. (Chance of proc is scaled Cel)%
Those were just examples to give an idea behind the class itself.
Pretty much play into fast attacks, having a lot of Cel for better effects, building Gauges to take full usage of it, and unleashing their max gauge with either a big technique or just using the enchanted versions of their prior techniques. All about moving around and going fast. It’s easily countered by movement nerfs, frozen, immobilize, clumsy or anything that prevents them from moving.
A class that focuses mainly on having CEL stats and using dashes and movement to build up momentum behind their attacks. The more momentum they gathered, the stronger and more effects each attack gains.
Examples:
Passive -
Speed Gauge: Each time they use a dash or normal Movement, they gain a +2 speed gauge. Each turn they don't use either a dash or normal movement, they lose a -3 speed from their gauge. Each +3 speed gauge adds +2 to movement and +5 grants+5 evade. It is Maxed at 10. At max, the user gains teleport movement.
Hit and Run: Whenever the user is able to successfully hit two Speed demon skills, it reduces movement momentum by -2 and resets repeat action for movement until their next turn.
Offensive abilities Examples-
Drive-by Punch: - Dash - Works similar to paddle kick but don't knock up. The dash range increases base on speed Gauge and at +6 gauge, it hits the first target and knocks them back, regardless of their knockback immunity for the rest of the journey. They and the other targets in line take blunt damage equal to half + user's Cel.
Three Hit Combo: - Dash/Can only be used with +3 Speed gauge - Point and dash towards the target. Then perform two basic attacks from the front and one from the back or sides. The last hit becomes a Specials that can knockback. At +8 Gauge, both basic attack and Specials gains + scaled Cel magical bonus damage. The knockback ignores immunity and is scaled from Cel/10.
Defensive abilities Examples-
Jog in place: Uses -3 Gauge - This increases their evade by +15 for three-round or three hit checks. Each time they proc Glancing or Evade, they gain +1 Gauge.
Bouncy - Uses -2 Gauge - This lightens your footing but in return slows you down. While bouncing, the user gains a disengage until their next turn that's equal to their scaled Cel. This will also proc a Flotterment effect.
Support abilities Examples-
Speed through - For three rounds, if the user has a +4 gauge, they can run over field effects like cinder, Ice sheets, traps, and so on.
Strike like a Bee - For three rounds, the user can perform a basic attack after each Speed demon skill at the cost of -1 Gauge per a proc. (Chance of proc is scaled Cel)%
And the list goes on.
Those were just examples to give an idea behind the class itself.
Pretty much play into fast attacks, having a lot of Cel for better effects, building Gauges to take full usage of it, and unleashing their max gauge with either a big technique or just using the enchanted versions of their prior techniques. All about moving around and going fast. It’s easily countered by movement nerfs, frozen, immobilize, clumsy or anything that prevents them from moving.