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Author Topic: Spell Breaker  (Read 184 times)
Gravemind
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« on: December 20, 2007, 11:21:02 PM »

Spell Breaker:

The spell breaker wears plate armor and is a dps melee class. The class is oriented around dps and cannot tank with its lack of stamina but high rates of dps. Skills with the spell breaker can be mainly directed for the disruption of spells from the spell casters foes. The weapons the spell breaker may use include 1h and 2h swords and maces, daggers, axes, staffs and shields. This is an anti-spellcaster unit. Some skills include:

Spell Immunity
Active skill which can be activated by the spell caster much like a permanent buff which does not persist through death. Renders this unit immune to negative spells unless the attack critically hits.

Feedback
Active skill which can be activated by the spell caster much like a permanent buff which does not persist through death. Any enemy to get into range of the spell caster slowly looses mana as a DoT attack.

Energy infused weapons
Increases attack power by 500 for 8 secs

Spell penetration
Instant cast which deals minimal damadge but interrupts casting

Spell rip
DoT attack which slows down enemy cast times by 30%

Control Magic
Give Spell Breakers the ability to take control of enemy summoned units. The spell's cost is relative to the current hit points of the target.

Spell Steal (Autocast)
Steals a positive buff from an enemy unit and applies it to a nearby friendly unit, or takes a negative buff from a friendly unit and applies it to a nearby enemy unit. This affect reverses back to its original state after the spell breaker is slain.

Magic Leech
A leech debuff attaches to a target and the next spell they cast it is instantly interrupted and any spells from that school cannot be cast for 20 secs.

Magic rift
The caster begins a cast bar spell which over time the longer the spell is charged the more powerful it becomes but in return the damage dealt is half of the health lost from the channel. The channel slowly depletes the users health as it charges. If the spell is interrupted no damage is released but the lost health is lost. If the caster moves before the charge is fully cast the amount charged is released.
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