| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
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1 | Shadow hunter | Ranged/melee hybrid | Dps, cc | A warlock style, uses axe and a bow. Axe skills use both health and essence, and regain health(can be hp+ if played right) bow skills use energy(which generates essence) and can use essence for more powerful skills. Essence has a passive regeneration. | Ranger | Energy, essence | Bloodseeker: axes do more damage and drain more health, but passive essence regeneration is severely stunted--nightstalker: bows do more damage and enables use of certain skills. Possibly enters a sneak mode while out of combat(not stealth) | Revised | ||||||||||||
2 | Survivialist | Ranged | CC, kiting | Shots to inflict dots, and certain status effects. Able to easily kite 1v1, harder after that. | Ranger | focus | --Cheetah: grants enhanced movement and raised direct damage --Boar: enhanced defense, better cc, slow speed --Snake: enhanced dots and active dodging | Cut | ||||||||||||
3 | Mercenary | melee | Sustained damage, team support | Equips a weapon and augments skills based on weapon. Example: a basic strike for a sword would be a basic hit, but an axe would be less innital damage but add a bleed. | Warrior | Rage | Aggressive: deals more damage, rage generates from attacks --Defensive: takes less damage, rage generates from taking damage. | Revised | ||||||||||||
4 | Priest | Ranged | healing, midigation | Little damage when healing, high damage when not healing. Able to create absorbtion shields(considered healing) | Mage | Mana | Holy: enables the use of healing spells and smaller damaging holy spells --Corruption: enables the use of dot based skills, and shadow-esk skills. | Revised | ||||||||||||
5 | Magi | Ranged | Nuking, utility | "glass cannon" With utilities to help team such as ice to freeze/slow opponets and fire to inflict dots | Mage | Mana | --Flame: enables the use of flame spells, which have alot of dots and sustained damage --Water: enables the use of water spells which focus more on control --Soul: enables the use of ethereal spells, which focuses on heavy burst damage and keeping the mage safe | Revised | ||||||||||||
6 | Demon slayer | Melee/ranged | CC, hard to counter | Uses attacks to drain life, and uses life to deal damage. Has some ranged capability, but very gimped. | Warrior | Force | Avenger: Deals damage using force, attacks usually drain health and heal user, basic attacks generate force --Slayer: Use health to empower attacks to generate force and deal more damage, basic attacks heal user | Confirmed | ||||||||||||
7 | Monk | Melee | Mobile, good control | Agile and good damage output. Uses fists/staves(sticks) and has "stances" that allow it to be defensive or offensive | Rogue | Energy and mana | --Dragon stance: heals via damage, uses mana --crane stance: healing via mana only, --tiger stance: energy based damage | Revised | ||||||||||||
8 | Shaman | Melee w/limited ranged ability | Element based weapon attacks, healing based on water, wears medium armor. Very interesting in terms of gameplay choices | Warrior | Mana | Natural: enables the use of healing spells --wrath: enables use of melee damaging spells | Revised | |||||||||||||
9 | Druid | Ranged or melee ability, spec determines strong one. | can heal both others and self, or inflict high damage. | Abilities are based off nature, mainly the druid being in certian augmentations. Augments enable the use of certain skills, and disable others. Augments based off animals, or certain parts of nature depending on spec. | Mage | Mana, feral power | --harmony: enables healing and use of skills that control enemies --beast: abilities based off of animals and physical type of damage --enhanced: caster, based off of nature | Revised | ||||||||||||
10 | Assassin | Melee | high burst, stealth capability | Really basic idea, does damage in high bursts but very little sustained damage. Uses a constant form of stealth out of combat, and limited stealth in combat. | Rogue | Energy, strike points | --shadow: stealth dependant and burst oriented --dexterity: toe to toe with enemies and not stealth dependant | Revised | ||||||||||||
11 | Alchemist | Ranged | SO MUCH UTILITY!(CC's, offhealing, damage reduction, damage, buffs, ect) | Helps out with intense dots, really powerful potions to heal or harm, and the ability to make potions without the use of a potion stand | Rogue | Resources: Elemental charges, energy | --supportive: healing and buffs for team -- offensive: debuffs and damage for enemies | Cut | ||||||||||||
12 | Hunter | Ranged | Like a ranger, but pet based | Bow based, uses pets (mainly wolves) to assist. Bow skills can enhance pet abilities | Ranger | Resources: energy | --focused: high bow damage, pets attack only those who attack him --bonded: pets are main source of damage and assist attacking anyone. | Revised | ||||||||||||
13 | Acrobat | Melee | freaking annoying and hard to catch | Runs around, lots of navigational skills. Not super powerful, but takes very little damage. Think tank based around avoiding damage. Lots of active avoidance and natural dodging. Constant speed boost? | Rogue | Resources: energy, evasion points | --evasive: difficult to catch, moment skills enhanced, dodges may be awarded by damaging enemies --cunning: more time spent on enemy, not as evasive | Cut | ||||||||||||
14 | Dreadknight | Melee | Has lots of cc, good at independant play through self healing and decent sustained damage | Uses death and decay related things, based around demonic forces and frost. Can use vamparic abilities to enhance self healing at the cost of damage. All cc is frost based. Based around Controlling the opponet rather than overwhelming damage (Perhaps a spec where they can use damage they receive to heal their party?) | Warrior | Resources: demonic charge(like energy, but considered magic) | --ebb: damage done returns health, but lowers defence -- burn: drains own health do enhance damage and reduce defence of target | Revisit or cut | ||||||||||||
15 | Paladin | Melee | Basically the warrior and priest had a baby | Can spec to be a healer or tank/dps hybrid, and has healing capabilites in any spec but when not healing spec, requires much more of their resources | Warrior | Resources: mana, holy charges | --light: damage done is weak but healing is strong --soul: damage is raised, but healing is lowered. | Cut | ||||||||||||
16 | Soularcher | Ranged | Uses magic casting+physical arrows | main tactics revolve around using a magic spell, and the element is kept and used to empower the next few arrow shots. | Ranger | Resources: mana, elemental residue | -- attuned: generates elemental residue but spells are cast times and stronger and elemental residue cannot be used -- empowered: spells no longer generate residue but residue is used to enhance bow abilities and spells become instant cast but weaker | Confirmed | ||||||||||||
17 | Reaper | Melee +ranged | Uses scyth(scyth can shoot projectiles and melee) | Scyth drains life on hit, and can give health to others or self, or take absorbed health and damage other enemies in AOE | Mage | resources: mana, lifeblood | --reaper: deals low damage with mana, lifeblood used for main damage. --Harvester: deals decent damage with mana, lifeblood used to heal. | Confirmed | ||||||||||||
18 | Blademaster | Melee | Uses a butterfly sword(splits into two swords) | Sword can be together, or apart. Toe to toe style play | Warrior | Energy, finesse | --One hand: more damage, harder damage per hit, uses energy but generates finesse --dual hand: active dodging, every other attack does less damage, uses finesse while energy regenerates | Revisit | ||||||||||||
19 | Psychic | Melee/very short range | uses "psy weapons" and telekenisis. uses invisiblity, but not nessicarily stealth. sort of squishy. Has a mana shield sort of ability | Attacks can penetrate enemies, uses very tricky moves such as blink, not a ton of high damage attacks. Relies on trickery to kill | Mage | Mana | Psyblades: Enables the use of direct attacks, and can turn invisible as long as you stay still. ---Psychic mind: Enables the use of control spells, and can be used at ranges. | Confirmed | ||||||||||||
20 | Battlemage | Short range | Uses magic at a close range and combos skills together | |||||||||||||||||
21 | Wolfkin | Melee | Uses fists | |||||||||||||||||
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