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Idea Paladin V7

Discussion in 'Capture the Flag' started by misterslime, Jan 12, 2016.

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  1. misterslime

    misterslime Well-Known Member

    Joined:
    May 22, 2015
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    +40
    Note: As votes and comments come in to suggest things i will update the concept of this based on the comments and votes feedback.

    Premium Class

    Inv:
    [​IMG]

    Abilities:
    Fall Damage: When you fall down on an enemy at a height of 10+ blocks 5% of the damage from fall is transferred to the enemy and you gain 5% less damage

    Damage Absorb: When you hold the Regen aura all allies within a 3 block radius will have 25% of their damage blocked and you gain 50% of the damage dealt.

    Guard: Players on the opposite team always do %5 less damage than they would normally. but damage from heavy, medic, elf, necro or soldier will do 20% more.

    Punch: If you shift your xp bar grows at the same rate as the 2nd lvl dwarf sword xp bar does and you gain slowness X for however long your charging the punch. When full you do 4.5 hearts of true damage to the next 2 players you punch. after hitting the 2 players you gain nausea for 2 secs and cannot regen the xp bar for 5 secs. Dwarf always takes 4.5 hearts of true damage no matter what but gives slowness I to the paladin (in Punch mode the true damage is 6).

    Shield: Right Clicking the iron door (shield) protects you from 70% of the hits that are in your field of view, 90% for projectiles. If the damage is not on your field of view it only blocks 10%. Also gives slowness I. After use it cannot be used for 1.5 seconds. (After 1.9 the iron door will become a shield) Also only blocks 5% of damage if you hold the flag.

    Regeneration Aura: Holding the red disc will make players of the allied team gain regeneration for 4.5 secs. (if your in the aura its infinite) e.g:
    3 blocks from the paladin:
    Regen I
    2 = regen 2
    1 = regen 3, resistance 2
    inside the paladin:
    Resistance III (resistance I for the paladin and no resistance for the flag carrier (if the carrier is the host paladin))
    Regen IV (paladin only gains Regen III and Regen I if your carrying the flag (if the carrier is the host paladin))
    Players on your own team that have the flag gain Regen I 1 block from the paladin. Makes the player emit portal particles in a radius of 3 blocks. The aura has a 45 second duration of usage and takes 50 seconds to regenerate. Cooldown is displayed with the Xp bar.

    Weakness Aura: Holding the purple disc will make players of the enemy team gain weakness for 5 secs (if your in the aura its infinite) e.g:
    3 blocks from the paladin:
    Weakness I
    2 = weakness 2
    1 = weak 3
    Note you cant gain weakness if your the paladin. Makes the player emit portal particles in a radius of 3 blocks. The aura has a 40 second duration of usage and takes 45 seconds to regenerate. Cooldown is also displayed with the Xp bar

    Passives:
    Actual Passives:
    A Headshot dont instakill but leave it with half a heart (headshots after will kill it)

    Sword Enchants:
    Knockback II
    Unbreaking X

    Potion Effects:
    Fire Resistance


    Credits:
    TechDweebGaming cuz Paladin V3
    WiKi_KiKi for the original Paladin proposal
     
    • Like Like x 1
    #1 misterslime, Jan 12, 2016
    Last edited: Jan 15, 2016
  2. Nooksva

    Nooksva Active Member

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    +16
    Great class! How much steak? And just my opinion: Too much buffing. That's what medics and chemists are there for. I think its smart and comedic how you copied stomper from HG...
    I think it would be really cool to see in game, there just needs to be a certain class that counters it directly.
     
  3. misterslime

    misterslime Well-Known Member

    Joined:
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    Archer... leaves this poor thing defenceless (btw it has no steak)
     
  4. Nooksva

    Nooksva Active Member

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    None the less, this class would still give too much of an advantage to defense that is hidden from archers. There are plenty of close-quarter maps that this class could troll on.
     
  5. misterslime

    misterslime Well-Known Member

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    is it ok now? Soldier and Medic and Heavy do 20% more damage
     
  6. iMuffles

    iMuffles Well-Known Member

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    Shoehorned counters aren't good counters
     
  7. misterslime

    misterslime Well-Known Member

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    what to counter it than?
     
  8. iMuffles

    iMuffles Well-Known Member

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    maybe consider that part of your class before posting.
     
  9. Nooksva

    Nooksva Active Member

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    ...





    #WRECKED #IMUFELELELES2K16
     
  10. misterslime

    misterslime Well-Known Member

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    BUT I FORGOT TO SAY ELF AND NECRO TO!! :frowning: no fair
     
  11. jarboyp

    jarboyp Bunny Defender

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    May 18, 2015
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    I think this is a good class and should be implemented.
     
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