Thanks for giving this a peek! This is an idea me and my friend came up with years ago for a game we wanted to develop ourselves, but time and, well, responsibility never allowed for such a project. Nonetheless, the concept fits well into ROTMG, and it was tweaked slightly to fit the style. This is early and rough, and any feedback is appreciated! It’s well overdue we get a new class, and I feel we need a supportive based one for the rising of difficult and end game content. I propose:
The Juggernaut
(NOTICE: I could use help animating the sprite, I am no good at animating, please keep the color scheme if you do. I will give you credit. Thanks!)
A character based off support and saving your allies. The juggernauts function is exactly what the name entails, eating damage. His ability allows him invulnerability of varying duration according to tier to run in and take fire whilst also providing a vacuum effect for bullets (draws them towards the player). After invulnerability wears off, he has heavy armor after the duration of invulnerability. The cost of using this? You are blinded (the idea that you shell up) and slowed. The ability also gives an HP buff to compensate for the slowing as to give you time to escape if needed. The hp buff is active the entire time of the ability’s lifespan.
Stats:
55 ATT 75DEF 35SPD 55DEX 65VIT 40WIS, 900HP, 200MP
To make him semi-viable for getting loot, he gets a bump of 5 in each stat off ATT&DEX.
His sole purpose is to eat damage for the team, he is by no means a one man army as your ability leaves you vulnerable to anything dangerous. The DEF comes with a downside: You are slow. Juggernauts by definition are big and slow, that’s exactly what this class will be.
The ability sounds broken, right? Well it has cooldown. To prevent the spamming of the buffs, the ability will have a cooldown after the ability lifespan ends. That way you can’t just sit on enemies and hoard SB damage. Keep in mind, 35spd + will limit the exploit-ability of such an ability.
Stat bonuses that come with the abilities:
ATT, DEF, VIT, HP
The abilitys adds a new buff applicable only to the Juggernaut: Vaccuum
Vaccuum - The player becomes a magnet to any enemy projectile within the tile range of effect, allowing you to either drag bullets or eat the damage. To prevent griefing of other players, the bullets cannot hit allies while in effect and will disappear as soon as it wears off. Keep in mind, the jugg is slow, you cannot drag with the amount of speed you have.
He gets a slight added amount of att to help for SB, def because he’s a juggernaut, and vit for some HP regen. The last three tiers give some HP.
His ability item: Wards
Wards: Anceint technology given to only the most prominent and sturdy royal guards. Only those skilled and strong enough can even activate the wards without being crushed by the weight of the otherwordly force field.
(Forewarning: The images are cropped terribly, my bad, not good at it)
T0: Chipped Ward - A ward with obvious age and use. Although its rusted and the tech is barely functioning, it still can still put out a weak ward.
.5s of invulnerability, 2s of armored/+HP on self, 2.5s Slowed, 50MP cost, 5s Cooldown
T1: Ancient Ward - Experimental wards first handed out the original royal guards. They are certainly experimental.
.5s of invulnerability, 3s of armored/+HP on self, 3.5s Slowed, 55MP cost, 4.5s Cooldown
+1 ATT, +1DEF, +1 VIT
T2: Earthen Ward - A ward composed of the power of earth itself. Upon use, the user will be sheathed in a sturdy ward of rock, metals, and minerals.
1s of invulnerability, 3.5s of armored/+HP on self, 4.5s Slowed and Blind, 65MP cost, 4s Cooldown
Within 2 sqrs: Vacuum
+1 ATT, +2 DEF, +2VIT
T3: Holy Water Ward - A ward created eons ago by high priests that harness the cleansing power of holy water. Upon use, the user will be surrounded by swirling, vigorous streams of holy water while being covered in impenetrable ice. Anything that as much skims the water will instantly purified and eliminated.
1s of invulnerability, 4s of armored/+HP on self, 5s Slowed and Blind, 75MP Cost, 3.5s cooldown
Within 2.5 sqrs: Vacuum
+2 ATT, +2DEF, +2VIT
T4: Abyssal Ward - A ward comprised of abyssal rock and magma in the great mountains of the gods. Blessed by the gods that roam the mountains, the user will be encased in molten rock whilst inside a bubble of magma, obliterating any attack that is unfortunate enough to touch it.
1.5s of invlunerability, 5s of armored/+HP on self, 6.5s Slowed and Blind, 85 MP Cost, 3s Cooldown
Within 3sqrs, Vacuum
+3 ATT, +3 DEF, +4VIT, +50HP
T5: Ward of Swift Winds - A ward that harnesses the very essence of wind. Forged in the long forgotten deep chasms where wind blows mercilessly, the user becomes enveloped in winds of unmeasurable speeds. Any form of attack is useless while the winds rage, as anything that comes near it will be violently reflected.
2s of invlunerability, 5.5s of armored/6.5s of +HP on self, 7s Slowed and Blind, 95 MP Cost, 2s Cooldown
Within 3.5sqrs: Vacuum
+4ATT, +4DEF, +4VIT, +75HP
T6: Ward of Elemental Four - A ward created by the original four royal guards, it combines the power of each of the elemental prowess they possessed. Upon the creation, it was sealed away in halls that have been long forgotten. Whoever possesses such power is an unconquerable bulwark, as the user becomes tangled in an enravlement of the four elements. One cannot even see whom resides in the bubble of pure elemental energy while in use.
3s of Invulnerability, 6.5s of Armored, 7.5s of +HP on self, 8s Slowed and Blind, 110MP Cost, 1.5s Cooldown
Within 4.5sqrs: Vaccuum
+4 ATT, +5DEF, +6VIT, +100HP
UT: Timewarp Ward: A ward devised in the shattered kingdom before the shattering. The power was deemed to immense for standard issue and was locked away deep within the kingdom post shattering. The user is able to warp time itself, effectively freezing enemies in an alternate dimension for a brief time.
(no sprite yet, sorry)
Drops from: Forgotten King
+10SPD, -15DEF, -100HP
Armored 8s, Speedy 4s, Blind 8s, 200 MP Cost, 2s cooldown
Within 2sqrs: Stasis for 2s
Gallery of the Sprites (might need rework, I’m not the best at this, all are supposed to represent the visor of the helmets of the four royal guards mentioned in the description): http://imgur.com/a/LNNQL
That’s the idea! It’s a rough concept, and I’m glad to take any at all criticism. I tried to apply situations in game before splurging out stats and durations/cost of ability. I’m open to hear what you all have to say! Thanks for reading!