Board Thread:Suggestions/@comment-24673264-20151122070805

Templar is a fighter who uses the great weight of his sword to crush enemy armor. His abilities allow him to debuff enemies greatly while dealing heavy damage. However, the weight of his sword makes him slow and cumbersome, and thus weak to ranged and mobile classes.

Weapon name: Decimation



Role: Fighter Subrole: Hexer

Equip animation: Decimation starts out being strapped to Templar's back, diagonally with the handle towards the right shoulder. Upon equipping, Templar reaches back with his right hand and pulls out Decimation, befor placing it on his right shoulder.

Starting stats: Attack: 1.0 Defense: 1.0 Movement: 0.8

Idle stance:

Walk stance: Templar drags Decimation behind him, disturbing small particles of the ground as he walks.

Attack animation: Templar first swings Decimation diagonally from top-right to bottom-left. Then he swings Decimation from horizontally from left to right. He then spins around once, and finally raises Decimation above his head, and slams it into the ground with great force, creating a small AoE explosion that slows by 0.1.

Abilities:

Passive: Obliterating strikes All OF Templar's normal attacks reduces the target's defense by 0.05 for a few seconds. Caps at 0.2 reduction (for normal attacks only). However, the weight of the blade causes Templar to walk slower.

[E] Arcane Siphon (10 mana) The runes on Decimation starts to glow, causing Templar's next attack to steal 0.1 defense from the victim, and add 0.1 defense to Templar and all allies nearby if the hit was successful. Templar cannot reduce the victim's defense lower than 0.7, and the buff does not stack.

[Z] Concussion (15 mana, 17 second CD) Templar raises Decimation above his head, and slams it downwards with great force. A shock wave will radiate in a cone from the point of impact to a short distance away. Enemies who are hit by the blade are dealt heavy damage, while enemies who are hit by the shockwave gets dealt moderate damage, knocked back greatly and slowed by 0.1.

[X] Charge (10 mana activation, then 5 mana per second, 30 second CD) Templar points Decimation towards his front, bends down slightly, and then starts to charge. Charging starts out slowly, but increases in speed gradually. For the first 5 seconds of Charge, Templar does light damage, a slow and defense debuff. After 5 seconds have passed, Charge gains enough speed to Stagger and deal moderate damage. Templar will continue charging regardless of enemies hit until the key is pressed again. Charge can be interrupted by a guarding enemy.

[C] Runic overcharge (25 mana, 20 second CD) After a 1 second charge up time, the runes on Decimation starts to glow very brightly. Templar's next attack will decrease the defense of the target to 0.6 for (3/defense before debuff) seconds, and incur a damage debuff of 0.2. Templar himself will get his attack and defense decreased by 0.2 due to the exertion of such a attack. If runic overcharge does not hit for 5 seconds, Templar himself will be debuffed automatically.

[V] Fault line (50 mana, 60 second CD) Templar raises Decimation over his head and slams it repeatedly into the ground, Creating shockwaves that cause cracks to appear on the ground in front of him, slowing enemies and dealing light damage to them. After the fifth slam, A massive plume of lava erupts from the newly formed fault line, dealing heavy damage and stunning enemies.

Comments: I just thought up this class during my usual afternoon walk. Wanted to get it out of my brain and onto paper quickly, so I did not have time to make a detailed weapon. 