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Post by The Creator on Feb 22, 2015 0:50:43 GMT
The first stop shop to any great tank's wants and needs. The Warrior is your standard "grab a sword and start swinging" class; being the easiest to adapt to and plan with for tactical dungeon fights. Warriors are a quick pick up for any new player just joining Grand Odyssey and is highly recommended for your first character; though nobody would blame you if you went for something more advanced..this here girl in the picture will just stare at you endlessly until you feel bad about yourself.
Basic Strikes - 15% Durability Skills - 20% Durability 2 Basic Attacks Per Post PASSIVES SKILLSOne For All: Immediately after joining a party, all the members of said party have a 5% durability increase added to each part of their armor so long as the Warrior remains in it.
Brothers In Arms: For every extra warrior in the party, the current warrior has their highest attack output doubled. GAINED SKILLS
Radiant Beckoning: The warrior takes a defensive stance and lets out their battle cry; the attention of all the surrounding enemies being drawn to them for 20 seconds.(Aggro. Mana Cost 20% with Cooldown 30 Seconds)
Radiant Shout: The warrior takes an offensive stance and lets out their battle cry, all current enemies with a level lower than the warrior suffering from intimidation; refusing to attack the warrior. (Enemies are Stunned for 10 Seconds. 10% Mana Cost with 15 Second Cooldown)
Celtic Fury: The warrior rushes forth and slices at the opponent three times; each successful slice adding 5% durability damage to the total output. (20% Total Durability Damage. 15% Mana Cost with 20 Second Cooldown)
Piercing Thrust: The warrior thrusts their blade forth, piercing the opponent with a for 10% Durability Damage + 25% Bleeding Damage. (25% overall over the span of 25 seconds) ( 25% Mana with 30 Second Cooldown)
Thor's Hammer: The warrior's selective foot becomes as strong as Thor's Hammer, slamming on the ground and causing all current enemies to be stunned for the next 5 seconds. ( 5% Mana Cost with 10 Second Cooldown)
Cry Of Valor: The warrior lets out a war cry, the morale of the party members being boosted exponentially. (The member's basic strike power is increased by 5% while the warrior's is increased by 10%) ( 30% Mana Cost with One Usage Per Battle)
Counter Strike: When a blade wielding enemy with a level matching the warrior's attacks them, the warrior is able to parry the blade; but only three times per battle. (No Mana Necessary. 15 Second Cooldown.).
Adrenaline Rush: The warrior gains a boost of adrenaline; damage output increased by 5% with a speed boost(Warrior can move generally faster than other players, save the assassins and shadow walkers). (Mana Cost 10% with 15 Second Cooldown)
Fighter's Pride: The warrior taunts a single opponent with an attack higher than theirs; their attention being drawn to them for 20 seconds with a durability increase of 10%. (No Mana Cost. One Usage).
Iron Will: The warrior enters a statue-like defensive stance, all damage done to the warrior at this time being reduced by 5%; the warrior unable to move during this time. (15 % Mana Cost 20 Second Cooldown)
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Post by The Creator on Feb 22, 2015 5:51:35 GMT
by Noir Masters of the bow, kings of precision. The Marksman were the most skilled class in all of Grand Odyssey Online when it came ranged combat. Of course, they weren't only proficient in bows; they contained mastery in so much more. The marksman were more than just average archer; the skills below will show you why.
Basic Strikes - 10% Durability Skills - 15% Durability 3 Basic Strikes Per Post PASSIVE SKILLSTraining Dot: The marksman's focus increased greatly; the first 3 shots never missing their target.
One With Nature: Increased accuracy and movement speed when battling in a forest area. GAINED SKILLS Hammer Shot: The marksman focuses on the target for 1 second releasing the arrow hitting them for increased 20% to total durability damage, if the target is closer than 5 meters it is not backed
Rapid Fire; The marksman sacrifices 30% of its durability to get increased hit ratio. Reduces mana by 15%.
Triple Shot: The marksman lines three arrows in its bow releasing them at the same time
Arrow Volley: The marksman fires a single arrow in the air and causes a volley of arrows to fall on the targeted area for 10 seconds dealing each arrow dealing 15% of the users attack (50 mana cost with 30 second cool down)
Nice Try: The marksman leaps and kicks off the target creating 10 meters of space between them.
Pinning Shot: They user aims for the foot doing 50% reduced damage rooting them for 5 seconds
Stunning Strike: Taking 5 seconds to study an opponent, the marksman fires a shot at the enemy's vital spot; stunning them for 10 seconds.
Evasive Manuevers; The marksman gains a heightened evasion when in danger ( can only be activated when being chased or attacked)
Panic Strike: When nearing death, the marksman is able to fire a shot that deals twice the amount of damage as it would have previously.
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Post by The Creator on Feb 22, 2015 15:46:34 GMT
Protectors of all that is holy, The Cleric represents peace and helping their fellow kin. Using spells to heal and buff, they've always been known to fit the role of the back row support character; not any more. These Clerics can be just as deadly as the next guy; it all depends on how you play them. Basic Strikes - 5% Durability Offense Skills - 5% Durability Healing Skills - Depends on Skill5 Basic Strikes Per Post PASSIVE SKILLS
Angel's Blessing: Due to having to constantly heal and protect their party members, clerics are given not only a mana regen of 25% per 25 seconds, but a 5% increase with the presence of a warrior.
Angel's Strength: When soloing or partying with one other for a dungeon, clerics are given a 10% durability increase throughout the duration of said dungeon.
GAINED SKILLSFight On!: If a party member is below 25% health, the cleric will heal the 75% of their health back to them; this move only having one usage within a match. (40% Mana Cost)
Heal: The cleric heals 25% of the target's health. (10% Mana Cost with 15 Second Cooldown)
Cure: Removes statues effects from one person or team mate (15% mana cost with 20 second cooldown)
Binding Light; The user throws out chains of light from their hands towards a target binding them for 5 seconds. (10% Mana Cost with 15 Second Cooldown)
Pure Light; The user channels their power into their hand and shoots a blast of blinding light at their foe; dealing 15% Durability Damage. (5% Mana Cost with 10 Second Cooldown)
Smiting Light; The user empowers their weapon with magic creating a glow - said glow granting the staff extra durability damage; basic attack damage being increased by 10%(this effect is doubled against Shadow Walkers) (Reduces Mana by 25% with 30 Second Cooldown)
Divine Protection; The user is struck by light from the sky creating a 5 meter shock wave. Dealing 10% durability damage and knocking back enemies in the 5 meter area. (20% Mana Cost with 25 Second Cooldown)
Embodiment of Light; The user is enveloped by shining light illuminating the area and causing blindness for 5 seconds (Shadow Walkers Passive Shunned by The Light is automatically activated if hit by this ability, un-dodgeable unless you hide behind a object) (20% Mana Cost with 25 Second Cooldown)
Solar Charge; The user begins to absorb the surrounding light for 5 seconds increasing their durability damage and defense by 5% (does not work in complete darkness, does not chain with your own Embodiment of Light ability) (Mana Cost 20% with 25 Second Cooldown)
Self Sacrifice; When an ally is about to die the user sacrifices 25% of their current health to give to their comrade (they ally receives what ever the user sacrifices) (No Mana Cost. 30 Second Cooldown)
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Post by The Creator on Feb 23, 2015 5:00:18 GMT
The very embodiment of stealth. Assassin work best alone but have their benefits to being included in party quests. With the ability to lurk in the shadows, Assassins can strike at any given moment; their unpredictability being more of an asset than anything. If planned properly, the Assassin can easily completely any well built party.
Basic Strikes - 15% Durability Skills - 25% Durability 2 Basic Strikes Per Post PASSIVE SKILLS Third Eye: The assassin's senses are heightened to their highest point when soloing against 5 or more enemies. (+50% attack power, 25% in pvp)
Dual Wielding: The assassin gains the ability to dual wield weapons, the cost being the division of sockets. GAINED SKILLS
Sneak: A toggle skill in which assassins can roam around camouflaged for 30 seconds; said skill being broken if they are detected by an enemy. (One Usage Per Battle. No Mana Cost)
Backstab: If an attack is completed from behind in unison with the "Sneak" skill, the attack will add a 25% chance of double damage; the percentage being raised depending on how long they were hidden on the battlfield. (25% -> 15 seconds 50% -> 20 75% -> 25 100% -> 30) (50% Mana Cost. One Usage)
Clear Out!: The assassin throws down a smoke bomb, stun occurring for 5 seconds. (5% Mana Cost with 10 Second Cooldown)
Scorpion's Sting: The assassin attacks with a poison tipped dagger; the enemy suffering from 5% current durability lost every 5 seconds, for 30 seconds if successful. (15% Mana Cost with 35 Second Cooldown)
Grievous Wound: With the perfect timing, this ability is used as the greatest counter. Just as an enemy attacks the assassin, their body evaporates into mist; appearing behind the opponent and dealing a few swift slices to their back. (3 slices. 5% increase per attack. Cancels the ability to gain heals for 10 seconds. 50% Mana Cost with 60 second cool down.)
Deflect: If the items match that of or are close to the items of the assassin, they gain the ability to parry with their enemy. ( No Mana Cost. No Cooldown)
Radiant Climb: The assassin runs up to the enemy and kicks them into the air; jumping up and unleashing a fury of swift right and left kicks to selective parts of the opponent's armor. 15% additional damage added to total output. 5 kicks in total. (15% Mana Cost with 20 Second Cooldown)
Radiant Drop: The assassin leaps into the air and drops down; kicking the enemy in their face with enough force for them to jump off. If chained with "Radiant Climb", the assassin can immediately drop kick the enemy from the sky; dealing extra damage to the already large amount of damage done. (10% durability added to the total output; 15% if chained with "Radiant Climb".) (20% Mana Cost with 25 Second Cooldown)
Foul Play: If fighting in an area containing dirt, pebbles, sand, or any other throw-able miniature projectile, the assassin scoops up a handful and throws it into the enemies' eyes; temporary blindness occurring for 5 seconds. (No Mana Cost. 20 Second Cooldown)
Catching Breath: The assassin leaps back a few meters and immediately enters sneak mode; taking them away from a fight to regroup at any given moment. (A Toggle Into Sneak. No Mana Cost with One Usage).
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Shadow Walker
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Post by Richard on Feb 24, 2015 10:10:31 GMT
Created by Hawk
This unique class specializes in quick attack chains and deceiving their foes. The Walkers are Tameria's darkest secret and if you fought one and lived to tell the tale your divine must be on your side.
Basic Strikes - 10% Durability Skills - 25% Durability 2 Basic Strikes Per Post
PASSIVE SKILLSShadow Aura; Hiding within the shadows or darkness allows the walker to creates an aura which can be seen emitting like dark flames from their body this is gained after 5 seconds with in being shadows or darkness. Once the shadow leaves the darkness or a shadow, the aura begins to fade and losses it after 10 second (Any source of light can start the aura to fade). The passive regenerates once the Walker is back in the shadows/darkness and is restored after 5 seconds if Shunned by the Light was activated it takes 10 seconds to regain Shadow Aura. While the aura is up the Shadow Walker gains 5% increased durability damage and double stamina regeneration (stamina regenerates at 10 every 5 seconds).
Shunned by the Light; after being in the light for 5 seconds the shadow walker begins to emmit steam/burning and looses 5% durablity attack damage and 5% armor durability this passive goes away after 10 seconds of being in the shadows/darkness. (Shunned by the light has to be removed before Shadow aura can reactivate. Any source of light can cause this passive to activate)
GAINED SKILLSShadow Fist; The Walker begins to channel their power into his hand being fully charged after 5 seconds. The walker then can hold Shadow Fist for another 5 seconds before using it. Shadow fist does initial 5% durability damage then does bonus durability damage based on durability missing (ex; if the target is missing 30% of its durability 30% bonus durability damage is added to the attack) The cool down on shadow fist is 30 seconds 50 stamina cost.
Shadow Clone; The Walker makes a clone of him self there are no feature changes except that the clone is completely black and can be differentiated from the original the clone can be positioned up to 5 meters away from the user. The clone mirrors all the users movements and cannot not do damage in this form. Lasts for 5 seconds 20 stamina cost
Dark Cloak; The Walker in cases themselves with darkness covering their entire body giving them a solid black appearance (like a shadow clone) and gains 10% durability increase lasts for 10 second 30 stamina cost, 15 second Cooldown. (Shadow aura can regenerate in shadow cloak)
Shadow Bind; The walker launches their shadow at the target binding them for 5 seconds. This move can be used while channeling. 10 second cooldown 10 stamina cost.
Beckoning Darkness; The user starts weaving signs and retreats to darkness sinking into their own shadow. Gaining invulnerability for 5 seconds. Stamina cost 60, Cooldown 30 seconds (no moves can be used while retreating or in this state. If Shunned by the Light is active or gets activated during the retreat, the move is canceled and goes on cooldown)
Shadow Fighting; The user gains 2 additional auto attacks, and 5% durability damage. If Shadow clone is activated while this is active the Clone can mirror the abilities and a fraction of the damage of the user (clone has 5% of the users total durability damage) 40 Stamina cost, 15 second Cooldown
Morgans Calling; The Walker beckons to Morgan for assistance and is granted stamina (50% of current stamina ex; 50% current stamina activate ability gain 25 stamina instantly) Cooldown 40 Seconds
Morgans Blessing; The Walker starts to pray to Morgan after 5 seconds Morgan then blesses the walker with increased 15% movement speed 5% durability damage 5% armor durability and can be noticed by a glowing purple crow on the Walkers fore head (must have shadow aura active and be out of combat before casting, cannot be chained with any other ability, Blessing is removed once Shunned by the Light is activated)
Tormenting Darkness; The walker strikes the opponent infecting them with their aura, causing 10% reduction in healing and 5% armor durability decrease on the part that is infected lasting for 10 seconds. (Shadow aura must be active can be removed by any light based move) 25 stamina cost 15 second cooldown
Embodiment of Fear; The Walker meets the eyes of their foe's infecting them with darkness causing them to see their worst fear around them (even allies). 5 second fear can be noticed by a dark aura on allies eyes and the walkers eyesLore
The Shadow walkers were first rumored to originate in the Moon Tribe, a clan of feline werebeasts. The story goes that giant black crow approached a lesser feline at the dead of night. The feline was wondering the woods in anger and sadness of being shunned by his tribe due to lack of physical strength. The crow then offered him a deal, she offered a power that he could not imagine all he had to do was offer his heart and undying loyalty to her. The feline accepted these terms tired of being weak and shunned by his clan he wanted the power so he could seize vengeance against them. With this motion of acceptance the Crow took form of a Avian and plunged her talon into his chest taking his heart and replacing it with darkness making him the first Walker. That very night the Moon Tribe vanished and the myth of the walkers came to be, with this being said another rumor began to fall on Tamria of Shadow tribe. This is where it is suspected by the Cleric order where Walkers come from, indebting themselves to Morgan and learning their art from the feline Drake or who is now known as the First Shadow.
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Post by The Creator on Feb 24, 2015 19:22:45 GMT
Master of the elemental arts, Elementalists are the only class to posses five possible class extensions; each extension branching off into a respective element. Depending on the way you want to play, you can turn your Elementalist into whatever kind of mage you'd like; no matter what element you choose.
Basic Strikes - 5% Durability Offensive Skills - Depends on Skill, generally 10-15% Durability 5 Basic Strikes Per Post
PASSIVE SKILLS
Elemental Superiority: Should the weather conditions match the elementalists' current element, they gain 25% mana regen over the course of 25 second.
Elemental Kin: If a party member contains an element attribute matching your own, both users gain an attack boost of 15% durability throughout the duration of their party's existence.
GAINED SKILLS
Din's Flame: A very generic fireball attack dealing 10% Durability Damage. %5 burn damage every 5 seconds for 20 seconds. (15% Mana Cost with 20 Second Cooldown).
Thor's Lightning: A very generic lightning strike dealing 10% Durability Damage. %5 stun every 5 seconds for 20 seconds. (15% Mana Cost with 20 Second Cooldown).
Water Shot: The Mage summons water from a nearby source (not from another player/npc) and launches it with extreme force; dealing 10% Durability Damage. 10% Mana Cost with 15 Second Cooldown).
Wind Slicer: The mage channels his magic into the wind and begins to throw his hand or staff around; slashing with the wind. Deals 10% Durability Damage. (10% Mana Cost with 15 Second Cooldown).
Gaia's Fist: The user pulls out a piece of the earh/or boulder and launches it towards the enemy. The more mana used for the attack the larger the piece of earth and the more damage it does. (Durability Damage is 10% less than mana used. One Time Usage).
Elemental Protection: The mage finds a way to use one of the 5 elements to protect themselves. (10% Durability Increase. 10% Mana Cost with 15 Second Cooldown)
Chain Lightning: The mages launches a bolt of lightning that chains to three additional targets doing 5% less damage than the initial target. (if the target is soaked(water based attack) or is wearing metal(copper, iron, etc; armors) this attack gains 10% increased damage) (30% Mana Cost with 20 Second Cooldown)
Explosive Fire: The mage launches a fire ball that explodes on contact; dealing out 15% Durability Damage. (20% Mana Cost with 25 Second Cooldown)
Water recall: The Mage begins to recall or absorb the water around him regaining mana steadily at 5% mana per 5 seconds. I the mage is interrupted before he finishes he looses all mana he would of gained. (No Mana Cost with 30 Second Cooldown.
Fleeting Wind: The mage uses wind to levitate slightly off the ground, gaining an increased movement speed. (Can generally move faster than all classes. No Mana Cost. Lasts 5 seconds, 40 second cooldown.)
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Post by The Creator on Feb 24, 2015 21:26:13 GMT
One of the more stand-off classes in Grand Odyssey, Summoners are an extensionless class that come equipped with their very own unique socket system, each socket being a different summon with their own abilities. Of course, who would we be without giving you an option to start with? Below are five summons, each with two skills. Check them out, you may discover a play style that fits you like you've never seen before. Keep in mind that the summoner is able to do basic things such as whacking someone with their cane but in terms of magical skill they only know how to use their summons.
Basic Strikes - Depends on Summon, generally 5-15% Durability Offensive Skills - Depends on Summon Skills, generally 10-25% Durability 3 Basic Strikes Per Post Ifrit - The Flame ImpBasic Strikes - 10% Durability Skills - 15% Durability Tormented Flame: The imp shoots out a green fireball at the enemy, if hit, the enemy faces 5% burn and %5 poison damage ontop of their damage output. (Mana Cost: 10 Cooldown: 15 Seconds)
Caged Hell: The Imp coats the summoner in a gate-like fire buff; it's appearance very similar to a cage. Should an enemy attempt to attack the summoner at this time, they'd face 15% bounce back damage as well as 5% burn damage. (Mana Cost: 15 Cooldown: 20 Seconds)
Freeya - The Support Fairy
Basic Strikes - 5% Durability Healing Skills - 25% Durability Freeya's Blessing: The fairy blesses the summoner/party with health regeneration; gaining 25% of current durability for one piece of armor back over the span of 25 seconds. (Mana Cost: 15 Cooldown: 20 Seconds) Freeya's Guidance: The fairy displays the enemy's weaknesses and strengths to the summoner and everyone within their party(should they have one). (Mana Cost: 20 Cooldown: 30 Seconds) Stalin- The Puny Warrior
Basic Strikes - 15% Durability Skills - 20% Durability Fight Me- The little warrior starts to insult the the enemy gaining a 10% durability increase and 10% increase to total damage output (10 Mana Cost, 10 Second Cooldown) Repaying the debt; If the summoner is critically wounded the little warrior will sacrifice his remaining durability; giving it to the summoner (30 Second cool down) Persella- The Reaver
Basic Strikes - 15% Durability Skills - 20% Durability Bloodlust- Persella gains 10% damage added towards her total output for every enemy she or her summoner kills. (Up to 5 stacks) Persella Feast- Persella leaps and starts to consume his enemy healing her and her summoner. 10% Durability for each piece of armor. (30% Mana Cost 25 Second cooldown) Knock- The Undead CookBasic Skills - 10% Durability Skills - 15% DurabilityDinner time; Knock rings a bell and grabs a giant cooking pot filled with water and starts to gather enemies shoving them into it. He then begins to cook them doing 30% damage After hes done cooking he releases them and drinks the broth; gaining 25% increased durability in total(5% for each piece of armor) depending on the enemies classes. (knock can only gather up to three enemies he is inescapable once he targets you) 20 Mana cost 25 Second Cooldown Time to Dice; Knock grabs two butcher knives and begans to try to dice the enemies. if your cut by Knock you began to bleed, The bleed does 10% of the total damage from the attack. 10 second cooldown 10 mana cost
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Post by The Creator on Mar 2, 2015 1:48:54 GMT
( So, let's first state the elephant in the room here, the class title is a different color from the originals; why is that? The answer is simple, actually. Engineer is not your ordinary class; it's actually categorized under the unique "Special" class type. The reason behind this is because Engineers, like the other special classes, are racially locked. Not only that, they posses skills and things within their class that no other class is able to do, as well as their own lore at the end of their descriptions. Of course, they wouldn't be special without their special drawbacks as well. This is 2 of 4 Special Classes; the other two being available after BETA! Without further ado, let's continue with the explanation. )
The steam powered puppeteers, the masters of adaptation, the greatest product of steam technology since steam technology itself was invented. Engineers are possibly the greatest asset to ever exist in a party; but you'll have to be patient with them. Playing an Engineer is not easy, and I guarantee you won't be satisfied at first, but if you manage to reach their class extension level; you'll reap benefits beyond your wildest dreams. I had planned to keep it a secret until opening day, but I think I'll tell you now. After reaching level 20; Engineers are able to branch into any class extension they want! Each with their own costs, Engineers can become anything that you want them to be; including an extended Engineer class of their very own. Engineers may be slow to the party, but once they arrive, they get dancing, and with the option to use any play style you like; there's no way you won't go with the Engineer.
NOTE: Engineers fight using Robotic Puppets known as Steam Bots. These Steam Bots will represent the armor and the weapon in terms of the battle system. Steam Bots often take the appearance of android, a human with robotic attributes, but it is not uncommon to see a Steam Bot take the appearance of an all mechanical robot. It's all about how you want your Steam Bots to look; mechanical or not.
Basic Strikes - 10% Durability Offensive Skills - Depends on the skill, generally 15-25% Healing Skills - Depends on Skill [ The Engineer and The Steambot share Durability] 3 Basic Strikes Per Post
PASSIVE SKILLSWill Of The Engineers: If in any event that the Engineer is faced with danger; the robot will immediately come to it's aid. In terms of a strike from on an opponent, this would most likely result in a parry.Warming Up: After 5 posts in, all Steambots begin to do an extra +5% Burn Damage to durability. If you don't attack within 10 seconds, the burn effect wears off. GAINED SKILLSSteam Punch: The Steambot's fists detach from the arm and use steam-powered thrusters to rocket toward the enemy; doing a total of 10% Durability Damage, 5% Mana Cost and 10 Second Cooldown.
Steam Kick: Steam bursts from the Steambot's legs as they rush forward and give the opponent a beautiful spin kick. Deals a total of 15% Durability Damage, 10% Mana Cost and 15 Second Cooldown.
Cyclone Rush: The Steambot stands their ground as their torso detaches from their body. Said torso beginning to spin at high speeds as their arms extend out; hitting all nearby opponents for a total of 20% durability to each. 15% Mana Cost and 20 Second Cooldown.
Rustic Heart: A quick buff that gives The Steambot +15% Durability Damage for the remainder of the fight. 25% Mana Cost with one usage per fight.
Opposites Attract: A purely elemental-based counter. If an element-based attack is shot at it; it'd be absorbed through it's right hand. Almost immediately after, the opposite of that element would be shot out of it's left hand; doing 20% Durability Damage. 25% Mana Cost and 30 Second Cooldown.
Steam Release: As a means of quickly dealing damage to multiple opponents, The Steambot releases all pent up and access steam from the body. Dealing a quick 15% Durability Damage to all parts of armor(If blocked, the damage is done to the shield). 15% Mana Cost and 20 Second Cooldown.
Rustic Resolve: A quick buff that temporarily gives The Steambot +5% Durability to all parts of the armor. Lasts 10 Seconds with 10% Mana Cost and 15 Second Cooldown.
I Am Not A Wimp!: Should The Steambot not be able to come to the Engineer's aid, the Engineer whips out their trusty Steam Gun; blasting them with concentrated steam for 10% Durability Damage. Three uses in battle.
Steam Cannon: The Steambot holds both of their hands together and releases a large blast of steam at an opponent. 25% Durability Damage with 30% Mana Cost and 35 Second Cooldown.
Drop Kick: The Steambot rushes forth, jumps into the air, and drop kicks the opponent, easily sending them back a ways should they not have proper protection. (Should their Durability be lower than 50% in more than 3 places, the opponent will surfer from stun for 15 seconds). 15% Durability with 20% Mana Cost and 25 Second Cooldown.
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welcome
Grand Odyssey is a Cross Fantasy MMORPG roleplaying experience that's unlike any you've done before! Here at GO, we provide great styles of play for both combative players and non-combative player; giving them the option to choose one of many crafting classes instead of main classes.
In GO we use a durability based battle system with minimal to no statistical based combat included! Giving you a break and us freedom from headaches. Everyone wins in one way or another. Why don't you stay for a while? You might end up liking it!
updates
3/12/15 - Grand Odyssey Alpha Launch!
2/18/15 - Theme and Rules are completed!
stats
human
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♂ 02
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♀ 01
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elves
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♂ 00
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♀ 00
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half-elves
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♂ 01
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♀ 00
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halflings
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♂ 00
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♀ 00
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dwarves
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♂ 00
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♀ 00
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werebeasts
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♂ 00
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♀ 00
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credits
Grand Odyssey was created by Mellow, Hawk, Noir, and Error. Content is copyrighted to Grand Odyssey unless otherwise stated. The skin is created by Wolf of Gangnam Style. The board and thread remodel is by Kagney.
Banner Image Credit.
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