Board Thread:Suggestions/@comment-26960607-20180303023110

This is just another part of the Class Concept (Click Here to See the Class itself).

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Summoned Soldier: Knight

Weapon: Sword & Shield.

Stats: 250 Health. 130% Defense.

Click Attack: Melee Swords Attacks (Damage: 45-65)

Behavior: The Knight fights in melee combat and tends to use its shield to mitigate damage. It’s not really meant to be agile.

[Z] Royal Guard:

Hold Z.

The Knight raises its shield. While shielding, the Knight is heavily slowed and can’t attack.

The shield will absorb 10%-25% of the damage & stun but not everything else. It will also take less knockback. It’ll still be susceptible to effects & crowd control however.

[X] Tactic Command:

The Knight’s Tactic Commands are “Escort”, “Target”, and “Solo”.

[Escort] Press Z while pointing the cursor at an ally. The Knight will stay around that ally for the most part. If the ally is dead, the knight’s Tactic is changed to Position.

   [Target] Press Z while pointing at an enemy. The knight will always stay around that target no matter what. If the ally is dead, the knight’s Tactic is changed to Position.

[Position] Pressing Z without pointing at anything. The knight doesn’t target/escort anyone and stay at where it stands. This is just an idle.

[C] Battle Command:

The Knight’s Combat Commands are “Attack”, “Defend”, and “Retreat”.

<p class="MsoNormal">[Attack] The Knight will fight offensively. During an Escort Tactic, it’ll fight alongside the ally in melee combat and will only stop swinging its sword when the ally stops fighting. During a Target Tactic, the target is first priority before anything else. When in a Position Tactic, it attacks any enemy going within the area its standing. It chooses to use the shield less.

<p class="MsoNormal">[Defend] The Knight will fight defensively. It only chooses to attack to defend itself from attackers. During an Escort Tactic, another reason it’ll attack is to defend the ally. It will choose to shield a lot.

<p class="MsoNormal">[Retreat] The knight chooses not to fight and instead run away from nearby enemies. This only happens when it’s in a Tactical Position. It only attacks for self-defense and when the enemy is getting too close but will mostly focus on backing away.

<p class="MsoNormal" style="tab-stops:66.0pt">[V] Recall:

<p class="MsoNormal">The Knight gets recalled. The summoning circle appears below the Knight who starts sinking into it. Half of the Mana used to summon the Knight gets refunded.

<p class="MsoNormal">-

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Archer

<p class="MsoNormal">Weapon: Bow that can separate into two blades (The string is actually magical energy).

<p class="MsoNormal">Stats: 100 Health and 100% Speed.

<p class="MsoNormal">Click Attack: Fast melee attacks with dual blades. (Damage: 35-45)

<p class="MsoNormal">Behavior: The Archer shoots from mid-range. It only chooses to melee if enemies are getting in close-range. It’ll still move a little close for clear shots though.

<p class="MsoNormal">[Z] Bow Stance:

<p class="MsoNormal">Toggle.

<p class="MsoNormal">The Archer assumes a Bow Stance and will be slowed by 30% while in stance. Hold click to charge arrow. The longer you charge, the straighter the arrow shot will be. At full charge, it’s as straight as a bullet. The damage is based on how long you charge (Damage Scaling: 40-53 at minimum to 55-73 at maximum).

<p class="MsoNormal">(Fires 1 arrow at a time so it constantly has to reload after every arrow shot)

<p class="MsoNormal">[X] Tactic Command:

<p class="MsoNormal">The Archer’s Tactic Commands are “Escort”, “Target”, and “Position”.

<p class="MsoNormal">[Escort] Press Z while pointing the cursor at an ally. The Archer will stay around that ally for the most part. If the ally is dead, the Archer’s Tactic is changed to Position.

<p class="MsoNormal">   [Target] Press Z while pointing at an enemy. The Archer will always stay around that target no matter what. If the ally is dead, the Archer’s Tactic is changed to Position.

<p class="MsoNormal">[Position] Pressing Z without pointing at anything. The Archer doesn’t target/escort anyone and stay at where it stands. This is just an idle.

<p class="MsoNormal">[C] Battle Command:

<p class="MsoNormal">The Archer’s Combat Commands are “Attack”, “Defend”, and “Retreat”.

<p class="MsoNormal">[Attack] The Archer will fight offensively. During an Escort Tactic, it’ll fight alongside the ally and will only stop when the ally stops fighting. During a Target Tactic, the target is first priority before anything else and will be firing arrows at that enemy until that enemy dies. When in a Position Tactic, it’ll fire at any enemy within range.

<p class="MsoNormal">[Defend] The Archer will fight defensively. It only chooses to shoot at nearby targets rather than picking on those far away. It’ll be defend itself from others rather than attacking others.

<p class="MsoNormal">[Retreat] The Archer chooses not to fight and instead run away from nearby enemies. This only happens when it’s in a Tactical Position. It will still be firing arrows at nearby enemies although not frequently as it’s trying to mostly focus on getting away.

<p class="MsoNormal" style="tab-stops:66.0pt">   [V] Recall:        

<p class="MsoNormal">The Archer gets recalled. The summoning circle appears below the Knight who starts sinking into it. Half of the Mana used to summon the Knight gets refunded.

<p class="MsoNormal">--

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Cavalry

<p class="MsoNormal" style="mso-outline-level:1">Weapon: Lance

<p class="MsoNormal">Stats: 250 Health. 130% Speed.

<p class="MsoNormal">Click Attack: Rapid stabs with lance that reach a bit far. (Damage: 40-70)

<p class="MsoNormal">Behavior: The Cavalry lacks the defense and the shield of the knight but makes up for it with the speed and the horse. It’s meant to be more agile than it is defensive. It chooses to unleash a Battlecry when enemies are nearby.

<p class="MsoNormal">[Z] Battlecry: The Cavalry makes the horse rear and neigh, unleashing a battlecry which makes those who hear it, have their speed lowered by 30% and defense lowered by 10% for 10 seconds.

<p class="MsoNormal">(15 Second Cooldown)

<p class="MsoNormal">--

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Musketeer

<p class="MsoNormal">Weapon: Rifle / Rapier

<p class="MsoNormal">Stats: 100 Health.

<p class="MsoNormal">Click Attack: Melee Rapier slashes. (Damage: 40-55)

<p class="MsoNormal">Behavior:

<p class="MsoNormal">Like the Archer, the Musketeer prefers to shoot at things from a distance but unlike the Archer, it can shoot from further away and only prefers to move to get a clear shot, essentially making the Musketeer a sniper. It also chooses to melee if enemies are getting into close-range. The rapier ignores 1/10% of defenses but the rapier is not as fast as the Archer’s Dual Blades.

<p class="MsoNormal">[Z] Rifle Stance:

<p class="MsoNormal">Toggle.

<p class="MsoNormal">The Musketeer assumes a Rifle Stance and will be slowed by 40% while in stance. Click to fire a shot that deals (45-65) damage. Unlike the bow, the Rifle isn’t good for firing rapid shots but makes up for it with longer ranged accuracy.

<p class="MsoNormal">   (Fires 1 shot at a time so it constantly has to reload after every arrow shot)

<p class="MsoNormal">--

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Mage

<p class="MsoNormal" style="mso-outline-level:1">Weapon: Magic Staff

<p class="MsoNormal">Stats: 100 Health, 90% defense, and 60% Speed.

<p class="MsoNormal">Click Attack: Melee Attacks with Staff. (Damage: 35-55)

<p class="MsoNormal">Behavior: The Mage is very weak and slow but makes up for it with the spells it can cast. While it possesses spells for dealing damage, it also possesses a healing spell that only affects Monarch and allies. The healing spell constantly restores (5-25) health to those with main prioritized along with restoring (5-10) health to those who are side priority.

<p class="MsoNormal">[Z] Magical Attack:

<p class="MsoNormal">Toggle.

<p class="MsoNormal">The Mage assumes a stance and raises its staff into the air While in this stance, the Mage is slowed. Hold click to charge and it determines what kind of magical attack the Mage will perform.

<p class="MsoNormal">[Uncharged] Bolt: The Mage fires a bolt at a nearby targeted area, only dealing (35-45) damage and little stun.

<p class="MsoNormal">[Half Charge] Energy Ball: The Mage fires an energy ball to the direction of the cursor which explodes upon hitting something and deals (60-83) damage along with minor stun and knockback.

<p class="MsoNormal">[Full Charge] Blast: A nearby area gets targeted. After a brief delay, the Mage casts a magical blast at that area. It deals (80-110) damage, small stun, and small knockback.

<p class="MsoNormal">[X] Tactic Command:

<p class="MsoNormal">The Mage’s Tactic Commands are “Escort”, “Target”, and “Position”.

<p class="MsoNormal">[Escort] Press Z while pointing the cursor at an ally. The Mage will stay around that ally for the most part. If the ally is dead, the knight’s Tactic is changed to Position. The ally is healed as main priority with everyone else as side.

<p class="MsoNormal">   [Target] Press Z while pointing at an enemy. The Mage will always stay around that target no matter what. If the ally is dead, the knight’s Tactic is changed to Position. Everyone is healed as side priority.

<p class="MsoNormal">[Position] Pressing Z without pointing at anything. The Mage doesn’t target/escort anyone and stay at where it stands. This is just an idle. Everyone is healed as main priority.

<p class="MsoNormal">[C] Battle Command:

<p class="MsoNormal">The Archer’s Combat Commands are “Attack”, “Defend”, and “Retreat”.

<p class="MsoNormal">[Attack] The Mage will fight offensively and focus way more on attack and less on healing (smaller rate of heal). It’ll use weaker magical attacks more than those stronger ones.

<p class="MsoNormal">[Defend] The Mage will fight defensively and focus more on healing and less on attacks (bigger rate of heal). It only chooses to cast spells on those nearby and will rely on stronger powerful spells than the weaker ones.

<p class="MsoNormal">   [Retreat] The Mage chooses not to fight and instead run away from nearby enemies. This only happens when it’s in a Tactical Position. It’ll focus way more on getting away than offense & healing.

<p class="MsoNormal">--

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Carriage

<p class="MsoNormal">Stats: 500 Health and 130% speed.

<p class="MsoNormal">Behavior: Unlike the others, the Carriage is not used for combat. It’s for transportation (obviously) and is actually being pulled by a flying horse. Hold space and the Carriage will fly but can only do it for 10 seconds before having to land. Stopping while in midair will also force it to land. The Carriage’s maximum capacity is 4 people.

<p class="MsoNormal">The Carriage only moves when Monarch makes it. Having it be able to deal damage by ramming opponents with it would be impractical so it can’t do that.

<p class="MsoNormal">--

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Castle Wall

<p class="MsoNormal">Stats: 300 Health and 150% Defense.

<p class="MsoNormal">Behavior: Since it’s a (5 stud tall) wall, it doesn’t move and it’s just there and you use it to block stuff. The Commands Monarch does to the wall is just to maintain the wall.

<p class="MsoNormal">While enemies and enemy attacks can’t pass through the wall, Monarch, Allies, and their attacks can.

<p class="MsoNormal">[Z] Repair:

<p class="MsoNormal">Pay 10 mana to repair 100 health of the wall.

<p class="MsoNormal">[X] Wide Wall:

<p class="MsoNormal">Toggle.

<p class="MsoNormal">The wall widens out, doubling how wide it is but this doesn’t mean that its health is increased too.

<p class="MsoNormal">[C] High Wall:

<p class="MsoNormal">The wall gets higher, doubling its height but it doesn’t mean that its health is increased too.

<p class="MsoNormal">--

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Beast (Four-legged and possesses a tail)

<p class="MsoNormal">Stats: 500 Health. 130% Defense. 100% Speed.

<p class="MsoNormal">Click Attack: Vicious scratching attack with claws. (Damage: 45-83)

<p class="MsoNormal">Behavior: The beast fights in melee combat. It’s kind of a juggernaut for being really strong, really durable, and really big. The problem with the beast is when it gets overwhelmed.

<p class="MsoNormal">The beast fights in melee range and unleashes a Mighty Roar when enemies are nearby. It’s a bit fast but that speed is mostly for mobility (getting around places) rather than actual agility (kiting).

<p class="MsoNormal">[Z] Mighty Roar:

<p class="MsoNormal">The beast unleashes a mighty roar which lowers attack by 30% for 10 seconds to any enemy hearing it.

<p class="MsoNormal">(15 Second Cooldown)

<p class="MsoNormal">--

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Catapult

<p class="MsoNormal">Stats: 500 Health. 70% Speed.

<p class="MsoNormal">Behavior: The Catapult is mid-range artillery. It lobs projectiles that can hit enemies behind objects. It’s not a good thing to put the catapult in close quarter combat (but it’s alright in long range if you’re good with your aim but it can’t reach that far).

<p class="MsoNormal">[Z] Catapult:

<p class="MsoNormal">The catapult lobs a projectile to a nearby targeted area which upon hitting, explodes and deals (80-110) damage.

<p class="MsoNormal">(5 Second Cooldown)

<p class="MsoNormal">--

<p class="MsoNormal" style="mso-outline-level:1">Summoned Soldier: Cannon

<p class="MsoNormal">Stats: 500 Health. 70% Speed.

<p class="MsoNormal">Behavior: The Cannon is long-range artillery. Unlike the catapult, it doesn’t send it’s projectiles in an arc and over stuff but instead is fired straight which makes it pretty accurate. Like the catapult, it’s not good to put the cannon in close range combat (but it’s alright in mid range, if you’re very accurate at dealing with agile opponents).

<p class="MsoNormal">[Z] Cannon:

<p class="MsoNormal">The cannon fires a projectile at the direction of the cursor which upon hitting, explodes and deals (80-110) damage.

<p class="MsoNormal">(5 Second Cooldown) <ac_metadata title="Summons (Part of Class Concept: Monarch)"> </ac_metadata>