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Bloodtalon Classes
Topic Started: Jan 16 2013, 08:08 PM (40 Views)
Oaglor
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The Bloodtalon raptors have always coexisted with the elements of the beautiful forests of their territory known as Engannor ever since they caused the events that led up to The Lightning. Due to this love for life, the Bloodtalon are currently at odds against the death-worshiping Ebontooth tribe and are willing to slaughter their rivals in a quest to preserve life. With the powers of Fire, Water, Earth, and Air, along with the surrounding plant and animal life, the Bloodtalon are ready to go into battle as the following classes:

Guardian (Tank Class): These large individuals use the powers of the Earth to surround themselves with stone as a way to shield themselves from enemy attacks while keeping their opponents' attention to themselves and away from their allies. Just like everyone else, Guardians come in three different specializations: Nature, Earth, and Water.
-Nature Guardians use the rejuvenating powers of surrounding plant to heal themselves in addition to keeping themselves protected with their Earthen armor.
-Earth Guardians take the Earthen armor ability to the next step by turning into a being of stone that can take more punishment than the other two specs at the cost of reduced damage dealing and decreased speed.
-Water Guardians aren't as skilled when it comes to utilizing the Earthen armor, but make up for it by moving like water to dodge enemy attacks.

Druid (Healer Class): These are the more peaceful members of the Bloodtalon forces, mostly preferring not to strike down their enemies directly but instead using the powers of surrounding plant life to heal their allies. Being able to use different ways to heal their colleagues, Druids can train in one of three different specializations: Balance, Guardianship, and Restoration.
-Balance Druids are the more rebellious individuals of the druidic order and are actually willing to damage enemies with bolts of poison and entangling roots that shoot out of the ground.
-Guardianship Druids use an eccentric form of healing to keep their allies alive: They cast a spell which encloses their target in a suit of rejuvenating tree bark to protect particularly important colleagues, such as the already heavily armored Guardians, from enemy attack.
-Restoration Druids are the conventional healers of the Bloodtalon tribe, but important nonetheless. Restoration Druids have the most powerful instant healing abilities of the druidic order to compete with the over time effects of Guardianship Druids.

Drummer (Buffer Class): These fiery individuals love their drums to the point of talking to them in the case of many individuals. By beating their drums and setting down totems, they boost the stats of surrounding allies while attempting to scare their enemies with their overall craziness. As there are different drums, there are different specializations that Drummers can train in: Fire, Totem, and Rumble.
-Fire Drummers are the most combat oriented Drummers around as they are not afraid to their powers over fire to scare off nearby enemies as well as lunging at them with their natural weapons, the tooth and claw.
-Totem Drummers are not as obsessed with their drums as the other two specializations and prefer their totems instead. While other Drummers can set down one totem, Totem Drummers can set down as many as three.
-Rumble Drummers have an eccentric love of their totems that surpasses that of other Drummers. Due to this increased interest, their drums are so powerful that they can flow right through their allies and buff more of them.

Shaman (Caster Class): These are the ones responsible for keeping the elements on the Bloodtalons' side during battle by making offerings and meditating during their free time. These meditations and offerings pay off when a large fire elemental bears down on the Shaman's enemies while they shoot lightning out of the palms of their hands. Different Shamans have different ways of appeasing the elements and thus there are three specializations that Shamans can train for: Life, Elemental, and Striking.
-Life Shamans are the individuals who have a preference for meditating over making offers for the elements, thus they have been chosen to have minor healing abilities as well as being the most powerful in hand to hand combat with opponents.
-Elemental Shamans prefer doing personal favors for individual elementals and thus have a close bond with these powerful allies. Unlike most Shamans, they can summon different elementals (Earth, Water, and Wind, as well as the usual Fire) at different times to help during the fight.
-Striker Shamans simply make material offerings to the elements in exchange for help. Because of this, Striker Shamans can shoot out different elemental bolts out of their hands for a diverse way of damaging foes. Water bolts can be so cold that they can slow down enemies for example.

Hunter (Ranger Class): Unlike most other Bloodtalons, Hunters prefer to interact with the beasts of the wilds than with the elements, though they still think highly of them. Hunters prefer to shoot their enemies with a bow while their pet Flesh Ripper (a species of small tyrannosaur slightly smaller than their masters) attacks said adversaries head on. Some hunters prefer more powerful bows, while others consider their pets to be worthy allies, others still are more well rounded, these are known as these three specializations respectively: Watcher, Kinsman, and Subsistence.
-Watcher Hunters are the individuals who don't mind sitting around all day with their powerful bows in hand while their poorly trained Flesh Rippers lay quiet for when an opponent comes. Their bows are so powerful, that not one, not two, but three arrows can actually be used for one shot.
-Kinsman Hunters are the ones who prefer to spend time with their pets with a cost of not doing that much damage with their bows (though still enough to get by during a fight). Kinsman Hunters can also tame different beasts for additional benefits (i.e. Shrub Chargers can take more damage than Flesh Rippers).
-Subsistence Hunters are the well rounders who prefer surviving over being as specialized as the other two specs. With their moderately powerful bows and Flesh Rippers, along with their traps and flares, Subsistence Hunters are the most likely to go into a battle first and leave it last.

Avenger (Melee DPS Class): These individuals prefer to use the elements for pure offense, unlike the Guardians who prefer them for pure defense. Avengers use the raging powers of Fire to dish out heavy loads of damage that would make a fire elemental feel jealous. Some are not happy enough with the just having the powers of Fire and thus Avengers come in three flavors: Fire, Earth, and Wind.
-Fire Avengers are the typical Avengers. Don't make this fool you, however, for their Fire powers are the most powerful and can even catch themselves on Fire to increase said damage. Unfortunately, the Fire form does damage the individual overtime and only goes in short bursts because of it.
-Earth Avengers use the powers of the Earth by slamming their gigantic two-handed axes to the ground, resulting in cracks in the earth that can swallow opponents. This is unfortunately very tiring and can only be done once a day and can be avoided.
-Wind Avengers go into battle with dual wielded hatchets that can be swung as fast as the Wind. Unfortunately, Wind Avengers also have the lightest armor to make themselves that fast and can easily be clobbered with powerful attacks.

Scout (Stealth Class): Using surrounding plant life Scouts can sneak up on their adversaries, ambush them and then run off as fast as possible when the battle doesn't seem like it is in their favor. Scouts are likely the last to come to the battle and the first to leave it. As with everyone else, Scouts have three specializations to choose from: Underbrush, Clearing, and Shrub.
-Underbrush Scouts are the most specialized for stealth as well as utility. With increased invisibility and a whole manner of blinds and stuns, Underbrush Scouts are definitely something to keep an eye on if possible.
-Clearing Scouts don't even bother with hiding as they charge right at the enemy with their daggers at hand. These are the Scouts with the most powerful instant attacks, though their damage over time effects and stuns are something to feel a bit sad about.
-Shrub Scouts are masters of burst damage and damage over time effects as they coat their daggers with poison to maximize such attacks. As the battle goes on though, their attacks get weaker and weaker until they actually do have to run away and then attack again.
Edited by Oaglor, Jan 19 2013, 12:38 AM.
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