Trolling/Mock Class Concept for fun/amusement

Discussion in 'General Discussion' started by SkullCapp, Feb 7, 2012.

  1. SkullCapp

    SkullCapp Well-Known Member

    What if we can play as the Gunship as one of the classes? -insert extremely dismayed expression-

    Class Name: Gunship
    Class Type: Refer to above.
    Requirements: 100,000 exp, 2000 rating, 2000 Karma, and super computer.
    Classification: Flying, Heroic
    Size: Five time bigger than Terran Battlecruiser
    Health: 25000
    Health Regen: 25
    Armor: 25
    Shield: 10000
    Shield Regen: 15
    Shield Armor: 15
    Mana: 1000
    Mana Regen: 10
    Movement Speed: 1.5 (2.25 if sprinting)
    Weapon: Barrager Cannons (Base Damage: 75, Attack Speed: .5, Range: 20. Also deal splash radius of 10, friendly fire.)
    Innate Abilities: Troop Drops (drop either 15 Marines, 5 Flamethrowers, 10 Markmans, 5 Strykers, or 5 Abraham Tanks), Sprinting, Flying (Unattackable by melee enemies)

    Tree: Battle Ready!

    Tier One:
    Bigger Army, Please!:
    Seeing that the EC/AC/SecTeam need more reinforcements, the Gunship will drop more troops.
    Level One: Increase the number of troops by 50 percents.
    Level Two: Increase the number of troops by 100 percents.
    Level Three: Increase the number of troops by 150 percents.
    Mana Cost: PASSIVE. Cooldown: None.

    More Firepower, Please!: Seeing that the enemies need more punishment, thus the Gunship increase the power of its weapon.
    Level One: Increase Base Damage by 50 percents.
    Level Two: Increase Base Damage by 100 percents.
    Level Three: Increase Base Damage by 150 percents.
    Mana Cost: PASSIVE. Cooldown: None.

    Tier Two:
    Nuclear Missile is Require:
    Seeing that the enemies not taking enough much damages, the Gunship decided to unleash its own nuclear missile, the Shiva.
    Level One: Launch Shiva.
    Level Two: Increase Shiva's damage and splash radius by 100 percents. The Gunship will not take damage from Shiva.
    Mana Cost: 50. Cooldown: 2 minutes. Warning: Friendly Fire.

    Devasator Drop: Seeing that the EC/AC/SecTeam need more supports, the Gunship will drop the number of Devasators.
    Level One: Drop Ten Devasators.
    Level Two: Drop Twenty Devasators.
    Mana Cost: 200. Cooldown: 2 minutes.

    Tier Three:
    Transformation, Initiate!:
    Seeing that the moon is too important to lose to a mere outbreak of zombies, the Gunship has no choice but to transform into the Terra Omega Battle Formation Ship (Model: Terra-Tron)
    Level One:Transform into the Terra Omega Battle Formation Ship. Same health, same shield, same movement speed, and same Mana. But classified as ground. Use different weapon called Terra Omega Blade that deal 500 damage and attack speed is .2 with range of 10.



    How would the storyline be affected, if we could play Gunship as class?
  2. Nicarco
    • Warden
    • Donator

    Nicarco Warden

    Marines won't be needed anymore, just gunship is required.
  3. SkullCapp

    SkullCapp Well-Known Member

    What if we could play as Predator as class? But not just one class, but two sub-classes: Kite-dator and Tank-dator?
    Here's Kite-dator. Tank-dator will follow along later.

    Class Name: Kite-dator
    Class Type: Kite-er
    Model: Predator, Murloc, Kerri, Lurker,Zeratul, Tassadar
    Health: 250
    Health Regen: 2
    Armor: 1
    Shield: 10
    Shield Regen: 1
    Shield Armor: 0
    Mana: 75
    Mana Regen: 2
    Inventory Slots: 2
    Equip slots: 1
    Movement speed: 2.5(3.5 if sprinting)
    Weapon: Claws (Base Damage: 20. Attack Speed: .75. Range: 1.5. No Splash Damage)
    Innate Abilities: Sprinting, Revive (If Player playing as Kite-dator class die, Player over 500 exp will play Predator Pet<--refer to NOTE), Claw-Only (Cannot equip the weapon), Light Armor (Cannot equip the armor), Backstab

    Tree: Kiting

    Tier One:
    I Got Fast Feet!:
    Being such a fragile being, Kite-dator has been upgraded with better legs.
    Level One: Its movement speed increased by 5 percents. Effect of creep is halve.
    Level Two: Its movement speed increased by 10 percents. Effect of creep is 75 percent reduced.
    Level Three: Its movement speed increased by 20 percents. Effect of creep is nulled.
    Mana Cost: PASSIVE. Cooldown: None.

    Never Look Back: When kiting or running away from powerful enemies, Kite-dator will drop a small beacon that function like Road Flare. Does not provide detection. Does not catch dropship's attention in EC as Small Beacon is not bright enough.
    Level One: Drop one Small Beacon that provide 4 sight range. Immobile. Unattackable and uncontrollable. Last 10 seconds.
    Level Two: Drop two small beacon that provide 5 sight range. Immobile. Unattackable and uncontrollable.
    Level Three: Drop three small beacon that provide 6 sight range. Immobile. Unattackable and uncontrollable.
    Mana Cost: 15. Cooldown: 5 seconds.
    NOTE: Does NOT provide higher ground sight.

    Tier Two:
    Blinding Flare:
    Some enemies can provide sight to their allies such as Agron and Gargoyles. To solve this, Kite-dator is upgraded to fire extremely and painfully bright light in air that will blind the enemies. Maximum casting range is 10. Work similar to Recon's Flare, but with blinding effect.
    Level One: Has 50 percent chance to blind the enemies in radius of 5. The blind effect last 10 seconds. Has 2o percent chance to blind heroic enemies for 5 seconds.
    Level Two: Has 75 percent chance to blind the enemies in radius of 7. The blind effect last 10 seconds. Has 30 percent chance to blind heroic enemies for 5 seconds. Also disable detector for 10 seconds for normal enemies and 5 seconds for heroic enemies.
    Mana Cost: 20. Cooldown: 20 seconds.
    NOTE: Does NOT provide sight for allies, like Recon's Flare.

    Too Crowded: Being fragile and kiting, plus melee unit, Kite-dator has been proven to be useless, if got surrounded by the enemies. Thus, Kite-dator has been upgraded with better leg joints, allowing it to jump out of enemies' grasp and hopefully land somewhere safe. Work like Pathfinder's Assault Jump, but deal no damage and also cannot target enemy.
    Level One: Jumping range is 7.
    Level Two: Jumping range is 9.
    Mana Cost: 15. Cooldown: 5 seconds.
    NOTE: Level Two grant Kite-dator a passive ability to jump the cliff, but require sight to see high ground. Can't jump two floors high.

    Tier Three:
    Stealth Mode, Engage:
    To further its usefulness as scout (Much to the Recons' and Markmans' complaints), Kite-dator has been equiped with cloaking generator.
    Level One: Cloak for 10 seconds. Also grant detector for 10 seconds.
    Mana Cost: 20. Cooldown: 5 seconds.




    NOTE ABOUT REVIVE: If Player, playing as Kite-dator, die, a Pred Pet will spawn. Just like with other classes (Rifleman, Medic, etc etc). Must be 500 exp or over to get Pred Pet.
  4. SkullCapp

    SkullCapp Well-Known Member

    Here's Tank-dator.

    Class Name: Tank-dator
    Class Type: Specialize Tank/Punishment Sponge.
    Model: Brutalisk, Turine (Cow Marine)
    Health: 300
    Health Regen: 2.5
    Armor: 3
    Shield: 10
    Shield Regen: 1
    Shield Armor: 0
    Mana: 75
    Mana Regen: 1.5
    Sight Range: 7
    Inventory Slots: 1
    Equip Slots: 0
    Movement Speed: 2.1 (2.75, if sprinting)
    Weapon: Strong Claw (Base Damage: 25, Attack Speed: .85, Range: 1.25. NO Splash damage.)
    Innate Abilities: Sprinting, Claw-Only (Can't equip weapon), Burden Armor(Can equip armor, but will not get armor bonus. Example: With RA, Tank-dator will not gain RA's special effect such as damage reduction), Revive(Refer to Kite-dator above this post)

    Tree:

    Tier One:
    Special Armor Coat:
    To make Tank-dator more durable against some type of attack, the scientists have add Tri-Armor Coat features, which consist of Melee Armor, Ranged Armor, and Speed Armor. Each armor coat has its own benefits and drawback. Only One Armor can be activate. Basically, similar to Paper-Rock-Scissor.
    Level One: Tank-dator unlock Melee Armor Coat. Reduce melee damage by 50 percents, but take 30 percent more ranged damaged.
    Level Two: Tank-dator unlock Ranged Armor Coat. Reduce ranged damage by 50 percents, but take 30 percent more melee damage.
    Level Three: Tank-dator unlock Speed Armor Coat. Increase movement speed from 2.1 to 2.5, but take 50 percent more damage.
    Mana Cost: 30. Cooldown: 10 seconds.
    HOTKEYS: X+Q for Melee Armor Coat. X+W for Ranged Armor Coat. X+E for Speed Armor Coat.

    Counter-Attack: Knowing that even with Tri-Armor Coat feature, Tank-dator is still inadequate, if surrounded by enemies. Thus, it has been upgraded with feature called Counter-Attack.
    Level One: Enemies take 20 percents damage of its attack.
    Level Two: Enemies take 30 percents damage of its attack.
    Level Three: Enemies take 40 percents damage of its attack.
    Mana Cost: PASSIVE. Cooldown: None.
    NOTE: Specialized Armor Coat effect affect Counter-Attack damage to enemies. Firendly-fire also affect Counter-Attack.
    Example WITHOUT Special Armor Coat: Tank-dator with Counter-Attack Lvl 3 verses Agron. Agron deal 55 damage to Tank-dator. At same time, Agron take 22 damage.

    Example WITH Special Armor Coat: Tank-dator using Melee Armor Coat and has Counter-Attack Lvl 3 verses Agron. Agron deal 27.5 damage, because of Tank-dator is in Melee Armor Coat. But also, Agron take 11 damage, because of Melee Armor Coat reduce melee damage by 50 percent.
    IF Tank-dator is in Ranged Armor Coat and has Counter-Attack Lvl 3, Agron deal 71.5 damage. At same time, Agron take 28.6 damage, because Ranged Armor Coat cause Tank-dator to take 30 percent more melee damage.

    (Hope these examples make sense)

    Tier Two:
    Bio Armor Mode:
    Cause Tank-dator to be immobile, increase health regen , and increasing sight range by 3. But Special Armor Coat and Bio Armor Mode can NOT be activate. Unfortunately, if Tank-dator get attack by enemies or friendly fire, Bio Armor Mode will be cancel.
    Level One: Increase Health Regen by 100 percent.
    Level Two: Increase Health Regen by 200 percent.
    Mana Cost: 20. Cooldown: 10 seconds.

    Less Painful: Utilizing a special type of field, Tank-dator can cause its allies, if in radius, to take less damage. Similar to Protoss Sentry's Guardian Shield. Does NOT affect Tank-dator.
    Level One: Allies, in radius of 10, has 25 percent chance to take 30 percents less damage.
    Level Two: Allies, in radius of 10, has 50 percent chance to take 45 percent less damage.
    Mana Cost: 1 mana per seconds, Channeling. Cooldown: 10 seconds.

    Tier Three:
    Two-Time Effect: Temporarily increase the effect of Tri-Armor Coat by 200 percents for 15 seconds.
    Level One: Melee Armor Coat reduce melee damage by 100 percent, but take 60 percent more ranged damage .
    Ranged Armor Coat reduce ranged damage by 100 percent, but take 60 percent more melee damage.
    Speed Armor Coat increase movement speed from 2.1 to 3.2, but take 100 percent more damage
    Mana Cost: 50. Cooldown: 1 minute.

    What do you think? Kite-dator and Tank-dator?
  5. SkullCapp

    SkullCapp Well-Known Member

    What if we could drive the vehicle, instead of walking 10000 miles?

    Class Name: Pimping Buggie.
    Class Type: Pimping Vehicle.
    Model: Colonist car (black one)
    Health: 1000
    Health Regen: 10
    Armor: 10
    Shield: 1
    Shield Regen: 1
    Shield Armor: 0
    Mana: 100
    Mana Regen: 1
    Sight Range: 10
    Movement Speed: 4.25 (5.25 if nitro boost)
    Weapon: Buggie's Front (Base damage: 100, Attack Speed: .1, Range: 1, deal splash 180 degree.)
    Innate abilities: Nitro Boost (work like Sprinting), Radio Channel(allow player to change the music. Yes, you can play Sweet Home Alabama song), Bumper(work like Odin's Stomp, refer to Buggie's Front in weapon part)

    LORE:
    This vehicle is Pimping Buggie, or Buggie for short, aka the Marines' Mobile. Buggie is equip with latest generation of radio, awesome looking coat paint, and doesn't honk (Until the Marines fix it). Can travel at super high speed, Buggie is guarantee to carry Marines to destination in less than 5 seconds, compared to long slow walk. But wait! it can even squash, crush, slam, and utterly destroy the enemies that were blocking Buggie's path! WOW! Wouldn't you like to drive Buggie?
    NOTE: Buggie has been proven to be environmentally friendly. The producer would like to tell you that he/she is NOT liable for any death/accident caused by Buggie. Also Buggie is piloted by A.I named Pimp Buggie. Thank you.

    Tree: Pimping da car, yo

    Tier One:
    More Speed!:
    Deciding that the Buggie need more speed, the Marines have upgraded its engine to handle more nitrogen. Work like Markman's Shadowstep.
    Level One: Increase Movement Speed by 100 percents for 10 seconds.
    Level Two: Increase Movement Speed by 200 percents for 10 seconds.
    Level Three: Increase Movement Speed by 300 percents for 10 seconds.
    Mana Cost: 10. Cooldown: 5 seconds.

    Spikier Front Bumper: Deciding that it need to look cool and intimidating, the Marines just replace its old front bumper with dangerous looking front bumper.
    Level One: Increase base damage by 100 percents.
    Level Two: Increase base damage by 200 percents.
    Level Three: Increase base damage by 300 percents.
    Mana Cost: PASSIVE. Cooldown: None.

    Tier Two:
    Louder, Please!:
    Realizing that Buggie is missing its horn, the Marines have attached it with horn and musicbox, allowing it to make some noise.
    Level One: Make Ultralisk's angry roar.
    Level Two: Make extremely loud Ultralisk's angry roar.
    Mana Cost: None. Cooldown: None. Warning: will attract zombies.

    Super High Beams, Baby!: Deciding that its headlight is not bright enough, the Marines upgraded that Buggie is able to melt the enemies completely due to extreme high temperature. Work similar to Tech's Floodlight, but deal damage with HE.
    Level One: Increase Sight Range by 2. Enemies in radius of 12 take 20 damage per second. HE is applied.
    Level Two: Increase Sight Range by 4. Enemies in radius of 14 take 40 damage per second. HE is applied.
    Level Three: Increase Sight Range by 8. Enemies in radius of 18 take 80 damage per second. HE is applied.
    Mana Cost: Passive. Cooldown: None.

    Tier Three:
    Hot Flaming Wheels!:
    Having crazy idea, the Marines changed the tires with new set of wheels that burst into hot blazing wheel, which further make Buggie even cooler than ever. Plus it deal more damage. (Just add fire to wheels. Bam! Hot Flaming Wheels!)
    Level One: Enemies in radius of 5 take 100 damage HE damage per second.
  6. Peerawatz
    • Development Team

    Peerawatz NOTD Staff: Sound Mixer and NOTD Troll Chieftain

    [​IMG]

    Neo Bergmann

    Class Name : Neo Bergmann
    Model : See above
    Health : 75
    Shields : 850
    Speed : 6.25
    Armor : 0
    Shield Armor : 3
    Energy : 750
    Voice : Zeratul with very very high pitch.
    Weapon : Deconstruction - psionic power that deals 5% damage of enemy's total hp.

    Lore : Ivan is an idiot, he didn't realize the one he shot was actually a decoy, and now he's dead, assembled into the mutation chamber by the real Bergmann, turning his useless husk into energy that Bergman fuses into him, now he is clearly indestructible, he uses his newfound power to go back in time, and correct his mistake. Apollo will faill, and the moon will be his to command and conquer, then he will challenge The Senator and Harris in (Im)MORTAL KOMBAT.

    Tree - My ambitions cannot be twarted.

    Tier 1-1 : There's only one true Bergmann

    Redirects all zombies within 4/5/6 radius to realize it's true master, switching permanently to his side. Works on bosses. But the present day Bergmann will regain the boss control after 30 seconds.

    Tier 1-2 : POWER ! UNLIMITED POWER !

    Shocks target area with super lightnings and tell them that their father won't help them, dealing 1000/2000/4000 damage over 10 seconds, has an aoe of 6/8/10, the screams of zombies and allied marines will be heard while being shocked without mercy.

    Tier 2-1 : Bergmann disappears into shadows Vol.2

    Surpassing his present time's ninja skill, Neo Bergmann can simply vanishes from the map for any amount of time, and reappears anyway on the map, has 10/5 cooldown.

    Tier 2-2 : Put your weapons down and we'll talk...IN HELL

    Bergmann remembered how his BOs were actually falling to those stupid scripts and miss their frigging gunship, the (*&!&@ is wrong with this game, those are !*@&@ Black Ops operatives with (!*@&@ advanced techonologies yet they *@&!&@ lose to stupid smelly giant and stupid marines like a goat, Neo Bergmann can disable target's weapon and replace them with stupid BO Raven, that which will cause target unit to start calling fail gunship strike on it's own allies for eternity, as long as that target lives.

    Tier 3 - What makes me a good bergmann ? OFCUZ IF I WAS A BAD BERGMAN I WOULDNT BE SITTIN HERE DISCUSSING IT WITH YOU NOW WOULD I?

    Bergmann changes his weapon to a Dem..Bergmann Charging Tar..Head, in which he charges into enemy and knock them over with overwhelming kinetic force using his bald head, the enemy's body destabilize itself and is converted to another mini-Neo Bergmann that can cast all of the main one's skill but with double cooldown penalty.

    Using this skill on bosses can result in many many mini-bergmann formed up at once.

    Note : As this is Bergmann, if he somehow unable to complete this mission (aka he died), a serious time paradox occurs and the present time Bergmann is removed from time space, and the main villain for the rest of the story is replaced by the Better-Tomorrow Chancellor (which also replaces all zombies with brain bug, banes , blinds, clicks and bbq and bb king, and final boss is BB Emperor "Kratos")

    Note 2 : If he somehow actually lives through entire mission, he will encounter the present time bergmann, in which he's trying to explain to himself that he will end up failing and that he is here to correct the mistake that he's going to make, in which present time Bergmann will argue that how da fuk can myself fix myself and not fuck up the time. Neo Bergmann will then get angry and kills present time bergmann, which also ends up removing his existence, which also means that he didn't actually come back in time to change anything, so present time bergmann would still fail, and live to kill Ivan again, and become Neo Bergmann again and.....
  7. SkullCapp

    SkullCapp Well-Known Member

    ^My eyes! Neo Bergmann is too BRIGHT!!!!
  8. SkullCapp

    SkullCapp Well-Known Member

    Are you sick and tired of picking some stuffs up? Are you getting frustrated that you ran out of space for some stuffs like Barret and Medkits? Does your back and/or feet get sore from carry all those stuffs, especially Shiva and more than 500 mags? Does Reaper/Recon/SMM take forever to bring you RA, KA, and others? If you answer yes, then try this class below!

    Class Name: Inventorinator.
    Class Type: Better than donkey.
    Model: Super size version of Automaton-3000(Tech's Crawler)
    Health: 50
    Health Regen: 1
    Armor: 0
    Shield: 350
    Shield Regen: 5
    Shield Armor: 20
    Mana: 200
    Mana Regen: 5
    Sight Range: 12
    Inventory Slots: 50
    Equip Slots: 15, plus 5 slots for armors and weapons
    Movement Speed: 2.25 (No, sprinting)
    Classification: Robotic, Heroic
    Weapon: Gravity Gun<-----:D
    Innate Abilities: Portal Beacon(Work similar to Portal Gun, but with beacon A and B. Drop Beacon A that will not activate until Beacon B is dropped. Can be used by allies and enemies.), More then One!(Allow Inventorinator to wield more than one weapon at once.)

    LORE:: Due to several angry Marines, the scientists were forced to create the Inventorinator, whose sole purpose is to carry bunch of stuffs. The scientists, while drunk, have also add the Gravity Gun as its main weapon. Unfortunately, the Gravity Gun can NOT be unequiped as the Inventorinator has suddenly gained protective instinct of its own Gravity Gun. Yes, Inventorinator has its own A.I named Inventorinator. If attempted to unequip its Gravity Gun, the Inventorinator will simply store you inside its space-time storage and will later deposit you somewhere unpleasant.
    The scientists would like to remind you and the Marines that they are NOT liable for any damage, death, and/or accident caused by the Inventorinator.

    Tree: Space is infinite and Time is plenty!

    Tier One:
    Need More Rooms!:
    Despite that the Inventorinator has more than 10 inventory slots, the Marines still voiced their dissatisfaction. Thus, more inventory slots have been added.
    Level One: Add 10 more Inventory Slots.
    Level Two: Add 20 more Inventory Slots.
    Level Three: Add 30 more Inventory Slots.
    Mana Cost: PASSIVE. Cooldown: None.

    More Portals!: While the Inventorinator can travel via portal, it can only drop Beacon A and B. And only one portal, one connection is made. The marines complained. Thus...
    Level One: Allow the Inventorinator to drop Beacon C, making the connection three-way.
    Level Two: Allow the Inventorinator to drop Beacon D, making the connection four-way.
    Level Three: Allow the Inventorinator to drop Beacon E, making the connection five way.
    Mana Cost: None. Cooldown: None.

    Example: Beacon A is in EC start, B is in Alpha start, C is right by Dome C, D is at Heli, and E is in Armory. Only two beacons can connect each other, meaning if A and B are connected, Player at Beacon C cannot get to EC start, unless Beacon A cancel connection with Beacon B. But Player at Beacon C can establish connection with Beacon D and thus, able to walk thru the portal and walk out of Beacon D and Player is at Heli. Only Two beacons can be connected at a time.
    Yes, even Iavx and Eos can use the Portal Beacons.

    Tier Two:
    Greater Gravity!:
    Deciding that Gravity Gun suck, since it can't lift Eos or Persus, the Marines voiced their dissatisfaction to White Mesa. Thus...
    Level One: Gravity Gun can now gg the following bosses: Tartarus, Tart-Eggs, Mini-Tarts, Erebos, Deimos, Dementor, Elly, Parrots, Meno, and Seth.
    Level Two: Gravity Gun can now gg every single enemy bosses and mini bosses.
    Mana Cost: PASSIVE. Cooldown: None. NOTE: Throwing them into pit will auto instantly kill them.

    Depositing the Junks via Junk Shot: Seeing that the Inventorinator is carrying bunch of useless junks such as 12 Guass Rifles, 11 Sniper Rifles, 10 Guass Pistols, 9 Shotguns, 8 Crowbars, 7 Road Flares, 6 Stingers, 5 AVs, 4 Bandages, 3 Barrets, 2 Shivas, and 1 C2. The Marines decided to make the Inventorinator able to use those junks as projectile, which the junks can be destroy.
    Level One: Junk Shot deal the same number as credit value of selected item. Maximum firing range is 30. Splash radius is 10.
    Level Two: Junk Shot deal twice as the same number as credit value of selected item.
    Mana Cost: 25. Cooldown: None. Warning: Once selected item is fired, it is lost forever and cannot be regain.

    Tier Three:
    Efficiency Achieved!:
    Having collected over 500 mags, the Marines were proud to said that the Inventorinator can fire without having to reload and have unlimited amount of ammo, even wielding more than five different weapons at once.
    Level One: No reload. Unlimited ammos.
    Mana Cost: PASSIVE. Cooldown: None.





    TA DA! What do you think? perfect mule for the EC, AC, and SecTeam? I mean, Inventorinator can carry huge load of stuffs, and best of all, it can maintain the same pace!
  9. QuantumMech

    QuantumMech Well-Known Member

    Well, this class can only be a troll, and im doing english, so I don't want to do it. Yay procrastination.

    Quantum
    Health 200
    Shields 40
    Energy 140
    Armor 2
    Health regen .6
    Shield regen 1
    shield armor 2
    6 inventory slots
    10 sight radius
    Medium class
    3 modifiers

    Passive: split being
    At the begginin of the game there is a 50% chance of either having +10% damage or +10% movespeed

    Left tree

    Angry Russian

    Tier 1

    Where's my vodka?
    Quantum grows angered over no vodka and takes it out on the zombies.
    lasts 12 seconds, 25 energy cost
    Level 1: each shot does +20% damage
    Level 2: each shot does +30% damage
    Level 3: each shot does +40% damage and Quantum gains vodka, making subduing the anger (it does nothing)

    Don't be stupid
    Quantum is unsatisfied with how his team is playing
    lasts 10 seconds costs 30 energy and has a cooldown of 15 seconds
    Level 1: increases attack speed by 20% and increases rage
    Level 2: increases attack speed by 40% and increases rage
    Level 3: increases attack speed by 60% and maxes out rage, causing much anger to be made at zombies, causing them to stop for 2 seconds.

    Tier 2

    This is how it is done in Russia
    Quantum gains Molotov cocktails. Energy cost of 30, 5 second cooldown.
    Level 1: does 40 damage a second in a radius of 3 for 5 seconds. slows 20%
    Level 2: does 60 damage a second in a radius of 4 for 7 seconds.slows 40%

    cold fist of death
    Quantum gains great power in his fists (passive)
    Level 1: all knife attacks do 3x damage, stun appoinent for .2 seconds and has a slow of +10% to whatever it is now
    Level 2: not satisfied with just the knife Quantum tapes fists to the end of his bullets. Each shot now has a 30% slow, 20% chance of 1 second stun, and the embarrassed debuff, which increases the damage taken by 10%
    Tier 3

    I have sandvich
    Quantum gains sandvich. 50 energy cost, lasts for 20 seconds, cool down of 30 seconds
    Attack speed increased by 40%, damage increased by 100%, health increased by 50, and has critical strike chance of 20%


    Right tree

    Whiny high schooler

    tier 1

    Uuuummm, guys, what is going on?
    Quantum is confused as to what the team is doing so he gives a general buff hoping it is right. Costs 40 energy, lasts 10 seconds, cool down of 17
    Level 1: has a speed buff which boosts speed by 20%
    Level 2: can choose between above and reload buff, decreasing reload time by 20%
    Level 3: can now choose between the above and a shield buff, increasing shields in 6 radius by 30

    Where'd you go?
    Quantum is lost, and wants to be not lost. passive
    Level 1: pings closest ally every 3 minutes
    Level 2: shows dots for where all allies are (no longer pings)
    Level 3: Gives one way shared vision (only quantum has vision of everyone)

    Tier 2

    Where is my hmg?
    Quantum wants his hmg. 40 energy cost, lasts 15 seconds, cooldown of 25
    Level 1: allies in radius of 4 do 30% more damage
    Level 2: allies in radius of 6do 60% more damage and each enemy killed has a .01% chance of dropping a hmg

    Oh no, parents!
    Quantum's parents are nearby! costs 50 energy, cool down of 60 seconds
    Level 1: quantum cloaks for 30 seconds, unable to fire or use talents
    Level 2: Quantum cloaks for 45 seconds, and is able to use talents while cloaked

    tier 3

    Stroke of genius
    Quantum realizes he's being stupid and gets focused on the game. Energy cost of 60, cool down of 90 seconds
    Quantum calls in the heavy guns, summoning 2 tanks that do 100 damage (x2 to massive) a shot at shoot speed of 1.00 for 30 seconds. For 60 seconds Quantum gains 50% move speed and 40 extra shields. Unfortunately, as long as he has the move speed buff, he has higher target priority.
  10. ArcturusV

    ArcturusV New Member

    Needs Snowmegeddon as a Tier 3.
  11. QuantumMech

    QuantumMech Well-Known Member

    Hmmmmm that would fit quite well with either side.
  12. SkullCapp

    SkullCapp Well-Known Member

    Are you sick and tired of waiting for ss recon to lvl up, so you can get Reaper? Do you get frustrated that Reaper still Lvl 1 after 20 long minutes? Are you sad that Reaper can only nitro boost, protect, stun, and carry two stuffs? Well worry no more! That's why we have...Crow! The big bro Reaper! As class!

    Class Name: Crow aka Reaper's big bro
    Class Type: Support/Dps
    Model: slightly bigger than Reaper
    Health: 150
    Health Regen: 1
    Armor: 1
    Shield: 20
    Shield Regen: 2
    Shield Armor: 0
    Mana: 100
    Mana Regen: 1
    Inventory Slots: 5
    Equip Slots: 2
    Weapon: Guass Cannon(same as Reaper, but doesn't get upgrade like Reaper)
    Movement Speed: 2.25 (3.25 if nitro boost)
    Innate Abilities: Nitro Boost(same as sprint), Burden Mod(can equip ammo mod, but doesn't get the bonus such as plus 15 percent attack speed from fmj),

    LORE:
    Crows are the big brother to the Reapers. They are slightly bigger and have several abilities that can support the team or provide fire support. Unlike the Reapers, the Crows have extremely complicated program as well as piloted by dumb-class A.I(inferior to higher class A.I such as HAL). Thus, the scientists would like to remind the Marines that the Crows are somewhat unstable. But still, their usefulness is undeniable. Despite being big brothers, the Reapers are far more durable and have better Guass Cannon. During the time of Alpha Company, they have opportunity to use the Crows.


    Tree: Support

    Tier One:
    Flashing Beacon:
    Knowing that sight is very important, especially in hostile environment, the Crow have been upgraded with Flashing Beacon that provide the sight for the team. work like flashlight version of Road Flare. Does NOT provide detection. Also doesn't catch pilot's attention in EC, after Erebos.
    Level One: Drop an immobile Flashing Beacon. Provide 5 sight radius. Flash sight that last 2 seconds for every 5 seconds. Last 15 seconds. Only one can be drop.
    Level Two: Provide 6 sight radius. Flash sight that last 2 seconds for every 5 seconds. Last 15 seconds. Last 15 seconds. Only two can be drop.
    Level Three: Provide 7 sight radius. Flash sight that last 2 seconds for every 5 seconds. Last 15 seconds. Only three can be drop.
    Mana Cost: 10. Cooldown: 5 seconds.

    NOTE: Imagine you're in room without having light on and you have flashlight. Point your flashlight in any direction and turn it on for 2 seconds and turn it off. Repeat this for every 5 seconds.

    Smokescreen Beacon: Sometime, the Marines can get overwhelm by huge number of enemies, thus Crow has been upgraded with Smokescreen Beacon that will provide the team with some cover. Work similar to Defeiler's Dark Swarm.
    Level One: Drop Smokescreen beacon that emit smoke that's 5 radius wide. Enemies in smoke have their sight range decrease down to 2. Smoke last 10 seconds.
    Level Two: Drop Smokescreen beacon that emit smoke that's 6 radius wide. Enemies in smoke have their sight range decrease down to 1. Smoke last 15 seconds.
    Level Three: Drop Smokescreen beacon that emit smoke that's 7 radius wide. Enemies in smoke have their sight range decrease down to .5. Smoke last 20 seconds.
    Mana Cost: 15. Cooldown: 20 seconds.
    NOTE: Enemies in smoke can simply get out of smoke area to get their sight range back.

    Tier Two:
    Distortion Shield:
    Sometime, team can react slowly and unable to block or dodge enemies' attacks. Crow, upgraded with Distortion Shield, can rush to ally and apply special type of shield that increase ally's survival chance. Work similar to Reaper's Protect and Terran Wraith's Displacement Field.
    Level One: Apply Distortion Shield to selected ally that last 10 seconds. Grant selected ally a 20 percent chance to dodge enemy attacks.
    Level Two: Apply Distortion Shield to selected ally that last 10 seconds. Grant selected ally a 40 percent chance to dodge enemy attacks. Also increase ally's attack speed by 20 percents.
    Mana Cost: 30. Cooldown: 45 seconds.
    NOTE: Crow's movement speed increased by 300 percents until it apply Distortion Shield to selected ally.
    WARNING: Can also apply Distortion Shield to selected enemy.

    Intel on Enemies: If team is unsure about how many enemies are there, are enemies coming, and/or similar questions, Crow can simply drop Sensor Station. And best thing about Sensor Station is that it can detect! Similar to Terran Missile Turret and Sensor Tower. Doesn't show enemies on mini-map all the time like Recon's HBS.
    Level One: Drop Sensor Station. Location of enemies will flash on mini-map for every 3-5 seconds. Maximum radius is 20. Detection radius is 10. Have health: 200 and 1 armor.
    Level Two: Location of enemies will flash on mini-map for every 3-5 seconds. Maximum radius is 30. Detection radius is 10. Have health: 250 and 1 armor.
    Mana Cost: 30. Cooldown: 1 minute.
    NOTE: Does not applied enemy debuff like Recon's HBS.

    Tier Three:
    Rot Away, Enemies:
    Seeing that more enemies are coming and the allies are not prepared, Crow can stall the enemy reinforcement by firing a special type of grenade that omit a dangerous gas. The effect is halves against heroic enemies, such as Erebos and Deimos. Similar to Nano-Medic's Tier 3.
    Level One: Fire a grenade that emit 7 radius wide gas that last 20 seconds. Enemies in gas slowed by 50 percent for 10 seconds. Enemies' attack speed decrease by 50 percents for 20 seconds. Their armor decrease by halves.
    Mana Cost: 50. Cooldown: 30 seconds. WARNING: Can effect the allies.


    Tree: Damage

    Tier One:
    Strike at Their Weakness:
    For time duration, Crow fire careful burst at the target, decreasing its armor. Effect is unstackable. Is 50 percent effective against heroic enemies.
    Level One: Crow's damage and attack speed decrease by 50 percent for 10 seconds. But targeted one lose its armor by 3 for 10 seconds.
    Level Two: Crow's damage and attack speed decrease by 40 percent for 10 seconds. But targeted one lose its armor by 5 for 10 seconds.
    Level Three: Crow's damage and attack speed decrease by 30 percent for 10 seconds. But targeted one lose its armor by 7 for 10 seconds.
    Mana Cost: 15. Cooldown: 15 seconds.

    Critical Strike: basically same as Rifleman, Assault, and Markman.
    Level One: Have 10 percent to deal critical damage.
    Level Two: Have 20 percent to deal critical damage.
    Level Three: Have 30 percent to deal critical damage.
    Mana Cost: PASSIVE. Cooldown: None

    Tier Two:
    Tactical Arrow:
    Seeing opportunity, Crow can launch its own missile that deal splash damage to enemies. Similar to Terran Raven's Seeker Missile.
    Level One: Fire missile that follow targeted enemy or selected area for 10 seconds. Travel at 2.25 movement speed. Deal 150 damage. Splash radius is 5. Maximum casting range is 10.
    Level Two: Fire missile that follow targeted enemy or selected area for 10 seconds. Travel at 2.25 movement speed. Deal 300 damage. Splash radius is 5. Maximum casting range is 10. Also deal 2X damage to armored.
    Mana Cost: 30. Cooldown: 1 minutes.
    WARNING: Tactical Arrow can deal friendly fire. Use it wisely.

    Energy-Friendly Core: Seeing that the upgrades are energy-consuming, Crow has been upgraded with better energy core.
    Level One: Increase Mana by 25. Increase Mana Regen from 1 to 1.5.
    Level Two: Increase Mana by 50. Increase Mana Regen from 1.5 to 2.
    Mana Cost: PASSIVE. Cooldown: None.

    Tier Three:
    Time is Ending:
    Sometime, the enemy can be extremely durable and the team is not dealing enough damage. Thus, Crow has received an approvals and has unlocked its unstable and dangerous *classified* weapon.
    Level One: Fire laser(similar to Protoss Void Ray) that cost 3 mana per seconds at the targeted enemy. Targeted enemy take 200 percent more damage from Crow's allies, including talents such as OSOK. Targeted enemy lose 20 armors. The effect last 20 seconds.
    Mana Cost: 30(plus 3 mana per seconds). Cooldown: 2 minutes.
    WARNING: While firing the laser, Crow become immobile and its weapon has temporarily shut down as well as unable to use other abilities. Crow is unable to cancel the laser until it run out of energy. After laser is done, Crow will be temporarily shut down and become helpless ground unit for 15 seconds.





    What do you think? Oh yeah, Crows are flying unit and can be controll by Nazava(apollo boss) until Nazava is dead. As with others, this is just a mocking/trolling class concept. So do not this one seriously.
    Might do one for X-1 and Nexus.
  13. SkullCapp

    SkullCapp Well-Known Member

    What if we could play Nexus as class? That's right, Engineer's Nexus. As class. :D
    -play lies of science by Demon Hunter-
    Say hello to Nexus XP. *coughtrollcough*


    Class Name: Nexus Prime
    Class Type: Support/Mob Control
    Model: Just attach science vessel to A.R.E.S and make it all blackish.
    Health: 200
    Health Regen: 1
    Armor: 3
    Shield: 10
    Shield Regen: .5
    Shield Armor: 0
    Mana: 100
    Mana Regen: 1.5
    Classification: Robotic, Heroic
    Inventory Slot: 2
    Equip Slots: 1
    Movement Speed: 2.1(2.75 if nitro boost)
    Weapon: Gravity Gun (Yes, that's right! A Gravity Gun! Warning: Does not has auto attack. Must grab something in order to use this kind of Gravity Gun)
    Innate Abilities: Nitro Boost (same as sprinting), Restriction (Arc is the only mod that Nexus XP can benefit, others will be just a burden),

    LORE:
    Nexus XPs were created, shortly after 'birth' of Nexus, by Engineer named *classified*, who had too much time on his hands, now hand. Nexus XPs are slightly bigger than Nexus and are equipped with their own special type of Gravity Gun, which doesn't emit arc of shockwave. Unlike Nexus, Nexus XPs have set of wheels and thus, it can move faster than Nexus and its four legs. After the zombie breakout, the Apollo Sec Team have opportunity to use Nexus XPs as they were created in Apollo.

    Tree: Support

    Tier One:
    Power Field: Seeing that personal shield can help team not getting ailments from the enemies, Nexus XP has been equipped with advanced power generator that can recharge team's shield faster if they're in radius. Similar to Tech's Nanite Field
    Level One: Allies in 3-radius of Nexus XP recharge their shield 50 percent faster.
    Level Two: Allies in 5 radius of Nexus XP recharge their shield 100 percent faster.
    Level Three: Allies in 7 radius of Nexus XP recharge their shield 150 percent faster.
    Mana Cost: PASSIVE. Cooldown: None.

    Extra Security: To further help the team's shield, Nexus XP has been equipped with new feature called Static Mass Field. SImilar to Nexus's Static Field effect on Probes, but on team. Does not effect Nexus XP itself.
    Level One: Allies in 5 radius of Nexus XP have 25 percent chance to deal 15 damage to attacking enemy. Provided that their shield is above zero.
    Level Two: Allies in 7 radius of Nexus XP have 50 percent chance to deal 20 damage to attacking enemy. Provided that their shield is above zero.
    Level Three: Allies in 9 radius of Nexus XP have 75 percent chance to deal 25 damage to attacking enemy. Provided that their shield is above zero.
    Mana Cost: PASSIVE. Cooldown: None.

    Tier Two:
    Power Booster:
    To ensure their survival, especially with their own skills, Nexus XP is equipped with device called Power Booster. What it does basically help selected ally to regain energy faster for limited time duration. Similar to Field Medic's Nano Weave.
    Level One: Increase selected ally to regain energy 100 percent faster for 10 seconds. Can't target on caster or other Nexus XP.
    Level Two: Increase selected ally to regain energy 200 percent faster for 10 seconds. Can't target on caster or other Nexus XP.
    Mana Cost: 20. Cooldown: 10 seconds.

    Slow Shockwave: This device was added to Nexus XP as 'Just in case'. It let Nexus XP to release a harmless shockwave that's 20 radius wide, affecting both friendlies and enemies in radius. Basically, a small scale of Psi Op's Inception minus damage buff.
    Level One: Enemies in 20 radius of Nexus XP move 30 percent slower for 5 seconds. If enemies in 5 radius, they will move 50 percent slower for 10 seconds. Friendlies in 15 radius move 20 percent slower for 5 seconds.
    Level Two: Enemies in 20 radius of Nexus Xp move 60 percent slower for 5 seconds. If enemies in 5 radius, they will move 100 percent slower for 10 seconds. Friendlies in 10 radius still move 20 percent slower for 5 seconds.
    Mana Cost: 30. Cooldown: 30 seconds.
    Warning: Nexus XP, after use, will not regen mana for 10 seconds. The effect is 50 percent less effective to heroic enemies.

    Tier Three:
    Reduce Your Pain:
    Nexus XP has an ability to give Nuller Shield Device to selected ally for limited time duration.
    Level One: Selected ally has 30 percent chance to reduce enemy damage by 50 percent. Last 30 seconds.
    Mana Cost: 45. Cooldown: 1 minute.


    Tree: Mob Control

    Tier One:
    Greater Impact:
    Using Gravity Gun more efficiently, Nexus XP can 'push' enemies back more distance as well as dealing more damage to them.
    Level One: Increase Gravity Gun's damage by 10 percents. Enemies, if hit, get push 2 more distances back.
    Level Two: Increase Gravity Gun's damage by 20 percents. Enemies, if hit, get push 3 more distances back.
    Level Three: Increase Gravity Gun's damage by 30 percents. Enemies, if hit, get push 4 more distances back.
    Mana Cost: PASSIVE. Cooldown: None. Warning: Also applied to allies.

    Under Heavy Pressure: Since Nexus XP has its own special type of Gravity Gun, it can increase gravity's pressure which will cause captured target to be 'under heavy pressure'.
    Level One: Target, while being GG'd, take 10 damage per seconds.
    Level Two: Target, while being GG'd, take 20 damage per seconds.
    Level Three: Target, while being GG'd, take 30 damage per seconds.
    Mana Cost: PASSIVE. Cooldown: None. Warning: Also applies to friendly. Make sure the pressure is low or friendly will die from heavy pressure.
    Hotkey: X+M to increase gravity's pressure. X+N to decrease gravity's pressure. Cost 5 mana to increase/decrease pressure.

    Tier Two:
    Improved Power Core:
    Increase Nexus XP's energy regen by percentage.
    Level One: Nexus XP regen energy 50 percent faster.
    Level Two: Nexus XP regen energy 100 percent faster.
    Mana Cost: PASSIVE. Cooldown: None.

    Gentle Landing: Thanks to improvement, Nexus XP can throw its ally at some destinations and ally will land gently.
    Level One: Ally, after being thrown, take 50 percent less damage. Also grant Nexus XP an ability to throw heroic allies. Yes, that mean it can throw Rifleman and other classes.
    Level Two: Ally, after being thrown, take no damage.
    Mana Cost: 10. Cooldown: 5 seconds. NOTE: This replace default Throw button with Softer Throw, increasing mana cost and cooldown.

    Tier Three:
    Your Control is Mine:
    Behold,just what everybody want: Nexus XP with Matrix Overwrite. Like its cousin, Nexus and its Field Matrix, Nexus XP can 'overwrite' the target's mind/brain and the target will be under Nexus XP's control.
    Level One: Permanently control non-heroic target. Overwrited target does not get any buff/debuff.
    Mana Cost: 50. Cooldown: 1 minute.




    What do you think? troll version of Nexus? How will Nexus XP affect EC, ALpha, and Apollo? Well, in Apollo storyline, if picking Nexus XP, it will ALWAYS spawn in Apollo. If Apollo end in victory, the BOs will simply shut Nexus XP(s) down while killing unexpected Sec Team. If doing EC or AC, Nexus XP is unrandomable.
  14. SkullCapp

    SkullCapp Well-Known Member

    Here's another version of what if we could play as Black Ops, after I've read that some/most/all of Black Ops are psychic or have psionic power from Nicaragua's fanfiction, someone's comment about how all marines have psychic power to kill Clicklings, and others.

    Class Name: Black Op
    Class Type: still Black Op
    Health: 120
    Health Regen: 1
    Armor: 0
    Shield: 30
    Shield Regen: 1.5
    Shield Armor: 0
    Mana: 150
    Mana Regen: 2
    Sight Range: 9
    Inventory Slots: 5
    Equip Slots: 2
    Movement Speed: 2.3 (3 if sprinting)
    Weapon: Same as npc BO
    Innate Abilities: Sprinting, Backstab, Knife

    Tree: Skill, guns, and devices

    Tier One:
    Just in Right Position: Sometime, it pay to be in the right position to hurt or surprise the enemies. Basically boost Backstab.
    Level One: Increase Backstab's damage from 50 to 100 percent more damage. Have 25 percent chance to stun targeted enemy for 2 seconds.
    Level Two: Increase Backstab's damage from 100 to 150 percent more damage. Have 25 percent chance to stun targeted enemy for 3 seconds.
    Level Three: Increase Backstab's damage from 150 to 200 percent more damage. Have 25 percent chance to stun targeted enemy for 4 seconds.
    Mana Cost: PASSIVE. Cooldown: None.
    NOTE: Silent Mode will not disable this talent.

    Far Sight, Engage: Utilizing the latest high tech goggle, Black Op can zoom in to see further.
    Level One: Increase sight range by 2 for 10 seconds.
    Level Two: Increase sight range by 4 for 10 seconds.
    Level Three: Increase sight range by 6 for 10 seconds. Grant True Sight aka detector.
    Mana Cost: 10. Cooldown: 10 seconds.
    NOTE: If hit by Blindling, BO can simply switch to Far Sight mode to reduce effect of Blind. NOT usable in Silent Mode.

    Tier Two:
    Remote Denotation:
    If Black Op want to ambush, slow enemy's advancement, or similar, then RM 4 is the way to go. Just place it or them in spot, move away, push the button, and enjoy your handiwork. Work similar to Engineer's Tower.
    Level One: Drop RM 4 in spot that burrow itself in ground after 1 second. Has 30 health and 5 sight range. Explode immediately, dealing 5 radius of 100 damage. Have 25 percent chance to slow enemies' speed by 30 percent.
    Level Two: Drop two RM 4 in spot that burrow itself in ground after 1 second. Has 30 health and 5 sight range. Explode immediately, dealing 5 radius of 150 damage. Have 25 percent chance to slow enemies' speed by 50 percent.
    Mana Cost: 30. Cooldown: 5 seconds. WARNING: Friendly fire.
    NOTE: Select the RM 4 and press Q to explode. Unlike Demo's Mines, the RM 4s explode manually, not automatically.
    Can be used in Silent Mode.

    Going Silent: If needed, Black Op can activate his/her stealth generator that's different from Recon's Cloak. Unlike Recon's Cloak, Black Op's stealth generator does not take much energy.
    Level One: Take 5 seconds before Black Op is cloaked. Energy regen reduced down to 0. Must disengage the Silent Mode to regen energy.
    Level Two: Take 5 seconds before Black Op is cloaked. Energy regen reduced down to 0, unless Black Op stay in one spot, which allow him/her to regen energy, though slower than not in Silent Mode.
    Mana Cost: 50, does not require energy to maintain Silent Mode. Cooldown: 5 seconds.
    NOTE: Black Op, with Silent Mode lvl 2, must stay in spot for more than 5 seconds to regen .5 energy per second. To regen energy normally, Silent Mode must be deactivate. Can stay cloaked for long time, however most of talents are unusable in Silent Mode.

    Tier Three:
    No Mercy, No Warning:
    This is basically where Black Op perform his/her finish move, after executing the attacks such as Just in Right Position and/or Remote Denotation. Similar to Commando's combos of Surgical Strike, Adrenline, and/or Tact Nuke.
    Level One: Deal 300 percent more damage from Black Op and allied Players to the enemies that stunned from Just in Right Position and/or slowed by Remote Denotation. If enemy is heroic, it will take 250 percent more damage. The effect of No Mercy No Warning last 10 seconds.
    Mana Cost: 30. Cooldown: 30 seconds.
    NOTE:The enemies must be either stunned from Just in Right Position and/or slowed by Remote Denotation. This skill is a combo finisher for Just in Right Position and Remote Denotation.

    Tree: All about Psychic.

    Tier One:
    Force Hold:
    Unlike Psi Op's Force Push, Force Hold basically make enemies to be temporarily immobile. Sort of AOE version of Tech's Nano Net. The effect is half effective on heroic enemies.
    Level One: Force enemies in 5 radius to be immobile for 5 seconds.
    Level Two: Force enemies in 5 radius to be immobile for 7 seconds.
    Level Three: Force enemies in 5 radius to be immobile for 9 seconds.
    Mana Cost: 25. Cooldown: 5 seconds.
    NOTE: Does NOT stun enemies, meaning ranged enemies can still attack. Useful for Just in Right Position as Black Op can just simply get behind the immobile enemy's back and deal terrible damage.

    Light Out: While shooting, Black Op have chance to blind enemies for time duration. Similar to Psi Op's Blackout. Unstackable.
    Level One: Has 5 percent chance to cause blindness to enemy for 5 seconds.
    Level Two: Has 10 percent chance to cause blindness to enemy for 5 seconds.
    Level Three: Has 20 percent chance to cause blindness to enemy for 5 seconds.
    Mana Cost: 1 Mana per second. Cooldown: 5 seconds.
    NOTE: After enemy get blind, Black Op move on to the next target. Heroic enemy get blind for 2 seconds. Blind enemies also lose their allies' sight, meaning they cannot see what their allies see.

    Tier Two:
    Distraction:
    Like Psi Ops, Black Ops can create illusions of themselves, but they can also create illusion of their allies and enemies. Basically, similar to Protoss High Templar's Illusion in Starcraft I.
    Level One: Create one illusions of selected target. Cost 1 mana to maintain the illusion. Has 150 health, regardless of what selected target, such as Ghoul and Slasher.
    Level Two: Create one illusions of selected target. Cost .75 mana per second to maintain the illusion. Has 200 health, regardless of what selected target, such as Ghoul and Slasher.
    Mana Cost: 10 to create an illusion, channel, can be cancel. Cooldown: 30 seconds.
    NOTE:[/b]The illusions do NOT deal damage, but they still take damage from enemies. Also, not effective against detectors such as Agrons as they can ignore the illusions. Helpful, if created illusion of gargoyle and have it scout around. Can also create illusion of heroic enemy such as Erebos.
    Imagine that, illusion of Erebos chilling around with the Marines.

    Max Performance: While not natural as Psi Ops, Black Ops can use psi power to increase their body performance for time duration. The effect last 15 seconds.
    Level One: Increase attack speed and movement speed by 50 percent. Increase sprint duration by 100 percent. Decrease reloading time by 25 percent. Gained 15 percent chance to evade enemy's attack.
    Level Two: Increase attack speed and movement speed by 100 percent. Increase sprint duration by 150 percent. Decrease reloading time by 50 percent. Gained 30 percent chance to evade enemy's attack.
    Mana Cost: 50. Cooldown: 20 seconds.
    WARNING: After 15 seconds is up, Black Op will have negative side effects such as attack speed reduced by 50 percent, movement speed reduced by 25 percent, sprint get disable, and take 25 percent more damage from enemy. The side effects last 10 seconds.

    Tier Three:
    Force Crush:
    After using Force Hold, Black Op can use Force Crush by focusing his/her energy on crushing the selected enemy.
    Level One: Select a target that's under Force Hold effect to deal 200 damage per second and slow its attack speed by 5 percent per second. Heroic/Massive take 400 damage per second and slow its attack speed by 10 percent per second. The effect last 10 seconds.
    Mana Cost: 50. Cooldown: 30 seconds.



    What do you think? Better than what I have on first/second page? This is pretty much where Black Op either focus on using skills and guns to get the job done or using psychic power to deal damage. Either way, it's all about inflicting the damage.
  15. SkullCapp

    SkullCapp Well-Known Member

    What if there is actually a boss of zombie cows? What if we could play as Zombie Cow Boss? D:

    Class Name: Zombie Cow Boss or ZCB for short.
    Class Type: Trolling Cow
    Model: Slightly bigger and greener cow.
    Classification: Biologial, Heroic
    Health: 300
    Health Regen: 2
    Armor: 1
    Shield: None as shield is for wimps.
    Shield Regen: ^--Look above
    Shield Armor: ^--Look above
    Mana: 100
    Mana Regen: 1
    Inventory Slots: 0, who need stuff when you're freaking zombie cow?
    Movement Speed: 2.75(3.5 if sprinting)
    Weapon: Zombie Cow Boss Horns(Base damage: 50. Attack Speed: 0.5. Range: 1.5)
    Innate Abilities: Sprinting, Thick Skin(With Thick Skin, ZCB take 75 percent less damage from melee enemies.), My Heirs(upon his death, each player will get ONE mini ZCB with 500 health with special abilty called Moo Transfusion which heal 1000 health.)

    LORE: Unknown to the most UGS military, the Legend of ZCB is actually true as he ruled his little empire that's only 2 by 2 meters long, guarded by two durable rocks. ZCB was born, after Tartarus and some cow have *classified as this information will scar your fragile mind, no matter how tough you think you are. This was done for public's and military's safety. Attempting to hack/access this taboo information will be fined over trillion credits and be in prison forever without a chance of parole and no chance of getting death penalty. Thank you for cooperation.*...Little known fact, ZCB is almost immune to melee enemies, thus one day, ZCB was walking around, sniffing some daisy flowers when some drunken Engineers with their robo pet thingies spotted ZCB. Because ZCB actually look like a normal cow, thought slightly green color...on the moon, the Engineers decided to capture it by using Field Nexus. Unfortunately, ZCB had one of Engineers for dinner, before Nexus use Field Matrix. Now, ZCB served as a mascot for Easy and Alpha Company...As meat shield.

    Tree: Only one tree

    Tier One:
    Zombie Cow Bite:
    ZCB has special ability to convert anything into a zombie cow. Thankfully, ZCB has been trained not to bite any Marine. Unfortunately, Zombie Cow Bite does NOT work on heroic enemies.
    Level One: Deal 30 damage and has 50 percent chance to turn target into zombie cow. Zombie Cow will have 200 base health, 0 armor, 2.25 movement speed, and weapon called Zombie Cow Horns that dead 25 damage per second.
    Level Two: Deal 60 damage and has 75 percent chance to turn target into zombie cow. Zombie Cow will have 250 base health, 0 armor, 2.5 movement speed, and weapon called Zombie Cow Horns.
    Level Three: Deal no damage and has 100 percent chance to turn target into zombie cow. Zombie Cow will have 300 base health, 1 armor, 2.75 movement speed, and weapon called Zombie Cow Horns.
    Mana Cost: 10. Cooldown: 5 seconds.

    Cowly Roar: ZCB has special ability called Cowly Roar. ZCB's roar is so scary that enemies want to get away from ZCB instantly. Work similar to Taunt and I'm Yo Daddy, but opposite.
    Level One: Enemies in radius of 7 run 20 distance away from ZBC. Last 10 seconds.
    Level Two: Enemies in radius of 7 run 40 distance away from ZBC. last 10 seconds.
    Level Three: Enemies in radius of 9 run 80 distance away from ZBC. Last 10 seconds.
    Mana Cost: 10. Cooldown: 12 seconds.

    Tier Two:
    Over the MOOOOOOOON!:
    Seeing that few humans flying around with jetpack, ZCB decided that he want to jump and so he did. Thanks to his far superior leg muscles, ZCB can jump FAAARRRRR distance in few seconds, so fast that not even Markmen can match it with Shadowstep. Though several Pathfinders have sent complaints and restrain orders to ZCB's owner, who's doesn't exist anymore.
    Level One: Deal 500 damage in 5 AOE. Maximum range is 50.
    Level Two: Deal 1000 damage in 7 AOE. Maximum range is 100.
    Mana Cost: 25. Cooldown: 1 second.

    Thicker Skin: After eating and beating some enemies up, ZCB has unexpectedly evolved his skin that he is practically indestructible to melee enemies and gained damage reduction from ranged enemies.
    Level One: Take zero damage from melee enemy. Take 25 percent less damage from ranged enemies.
    Level Two: Take zero damage from melee enemy. Take 50 percent less damage from ranged enemies.

    Tier Three:
    Angry Cow is BAD:
    Seeing that his enemies still persist, ZCB get angry. Really angry that his skin get greener and greener and he get bigger and bigger. BAM! You have unleashed the Incredible Zombie Cow Boss Zilla!
    Level One: Increase size by 500 percent and skin is completely green. Increase base damage by 500 percent. Increase attack speed by 250 percent. Gain 99 armor. Gain ability to use Moozilla Blast that deal 100 damage for every enemy in 50 radius of IZCBZ and cost no mana. The effect last 30 seconds.
    Mana Cost: 50. Cooldown: 50 seconds. WARNING: Friendly fire. Caution is advised. Also, if used more than 3 time, ZCB automatically die and give 75 percent reduction to the Marines for 30 minutes as they made ZCB's skin into armor.




    What do you think? Sound good, right? Zombie Cow Boss is the boss of Zombie Cows that can be found north east of West Base. Guarded by two not so indestructible rocks.
    How does ZCB affect NOTD? Well, ZCB can be randomable in Easy and Alpha Company, but not in Apollo. However, in Apollo, the Sec Team have 25 percent chance to spawn ZCB instead of horde of Zombie Cows. If Sec Team manage to kill ZCB, they will get ONE Thick Armor that will grant 75 percent reduction. Ta da.
    If Easy/Alpha end in victory, Player's ZBC will explode and spawn red h-M, which give -10 credits per alive player, and green h-MM, which give 10 credits per alive player. Do NOT step on h-M, unless you want to lose some credits.
  16. Zuriel

    Zuriel Well-Known Member

    Snape

    (Insert stats here)

    Skills:
    Tier 1
    10 points to Slytherin
    Grants 10 points to Slytherin for 30/20/10 energy. C.D. 1 book.

    10 points from Griffindor
    Docks 10 points from Griffindor for 30/20/10 energy. C.D. 1 book.

    Tier 2
    Death Eater
    Marks a target for death, channels dementors to finish the job.
    CHANNELING 5/3 energy per second.

    Potions
    Being the half-blood prince, he can tap on his muggle knowledge of chemistry and his wizard knowledge of potions to concoct various potions of varying potency.
    20/10 energy, concocts a random potions with varying efficacy.

    Tier 3
    Always
    ALWAYS. Snape self destructs to hand the team a victory.
    One use only.
  17. SkullCapp

    SkullCapp Well-Known Member

    Ever wonder what is like to play as RAMBO in NOTD? Well, wonder no more! Say hello to...RAMBO Soldier!

    Class Name: Rambo Soldier
    Class Type: Ramboing Troll...I mean, 'professional' soldier
    Model: Warfield or Assault with marauder look
    Health: 200
    Health Regen: 1
    Armor: 1
    Shield: 30
    Shield Regen: .5
    Shield Armor: 1
    Mana: 80
    Mana Regen: 1
    Movespeed: 2.1 (2.75 if sprinting)
    Inventory Slots: 5
    Equip Slots: 5 <---Yes, you read it correctly. FIVE Equip Slots!
    Weapon: Chaingun aka HMG <---lul
    Innate Abilities: Sprinting, What Burden(Rambo Soldier is affected by weight of items, no matter how heavy they are. Meaning his speed will NOT be affected by items such as HMG, over 100 mags, etc), More Is Good (Instead of 30 bullets, Rambo Soldier fire 90 bullets, consume 2 mags instead of 1 mag), Faithful to HMG(Can ONLY use HMG)

    LORE: In some generations throughout military training, there have been several people who stood the most. No, not because of their high psi power. Not because of their excellence/performance. Not because of their experience. But simply because of their 'Rambo-like' qualities.

    Tree: Bigger Gun More Pain

    Tier One:
    Go Crazy:
    Sometime, aiming your gun doesn't work all the time. That's why Rambo Soldiers fire their gun like there's no tomorrow.
    Level One: Increase HMG's splash by 25 percents for 8 seconds. Also increase attack speed by 20 percent for 8 seconds.
    Level Two: Increase HMG's splash by 50 percents for 10 seconds. Also increase attack speed by 30 percent for 10 seconds.
    Level Three: Increase HMG's splash by 100 percents for 12 seconds. Also increase attack speed by 40 percent for 12 seconds.
    Mana Cost: 15. Cooldown: 15 seconds.

    Eat My Lead!: Being expert with HMG, Rambo Soldier can easily slow enemies down by dealing crippling damage. Work similar to Psi Op's Blackout, except with slow effect and Assault's Blood Frenzy.
    Level One: Have 10 percent chance to decrease target's movement speed by 25 percent for 3 seconds.
    Level Two: Have 20 percent chance to decrease target's movement speed by 50 percent for 4 seconds.
    Level Three: Have 30 percent chance to decrease target's movement speed by 75 percent for 5 seconds.
    Mana Cost: .75 mana per second, channeling. Cooldown: 5 seconds.

    Tier Two:
    Less Jamming More Shooting: By modifying HMG, Rambo Soldier can reload faster than ever. However, Rambo Soldier MUST have FMJ Ammo mods.
    Level One: Reload time is decrease by 25 percent. MUST be equipped with TWO FMJ Ammo Mods.
    Level Two: Reload time is decrease by 50 percent. MUST be equipped with ONE FMJ Ammo Mod.
    Mana Cost: Passive. Cooldown: None.
    NOTE: If not equipped with FMJ mod, this ability/talent will be disable.

    Boom Boom Pow!: By modifying HMG, Rambo Soldier can literally blow and burn enemies apart. However, Rambo Soldier MUST have HE Ammo mods.
    Level One: Cause target to take additional 10 damage per second for 10 seconds. MUST be equipped with TWO HE Ammo Mods.
    Level Two: Cause target to take additional 20 damage per second for 10 seconds. MUST be equipped with ONE HE Ammo Mod.
    Mana Cost: PASSIVE. Cooldown: None.
    NOTE: If not equipped with HE mod, this ability/talent will be disable.

    Tier Three:
    Greeting from My Gun!: By modifying HMG, Rambo Soldier can damage enemies with greater impact and greater penetration. MUST be equipped with AP AND HP.
    Level One: Double the effect of AP, meaning -2 armors per shot and deal 20 percent more damage. Also have 50 percent to push enemies 3 distance back and stun them for 2 seconds.
    Mana Cost: PASSIVE. Cooldown: None.
    NOTE: If not equipped with AP AND HP mod, this ability/talent will be disable.

    Tree: You and Battlefield

    Tier One:
    Say YES to Pain!:
    Rambo Soldiers can endure some pain, thanks to their brutal training.
    Level One: Take 10 percent less damage.
    Level Two: Take 20 percent less damage.
    Level Three: Take 30 percent less damage.
    Mana Cost: PASSIVE. Cooldown: None.

    My Knife Said Hi: If needed, Rambo Soldiers, thanks to their knife training, can engage enemies in close combat with their bigger-than-standard military knife.
    Level One: Increase knife's range by 0.5 and knife's damage by 50 percent.
    Level Two: Increase knife's range by 1 and knife's damage by 100 percent.
    Level Three: Increase knife's range by 1.5 and knife's damage by 150 percent.
    Mana Cost: PASSIVE. Cooldown: None.

    Tier Two:
    Overpacking:
    Basically allow Rambo Soldier to stuff more mags into Ammo Boxes.
    Level One: Forcibly push ONE extra mag into Ammo Box, even it is full. Cooldown is 20 seconds.
    Level Two: Forcibly push ONE extra mags into Ammo Box, even it is full. Cooldown is 10 seconds.
    Mana Cost: 10. Cooldown: Depend on level.
    Example: Rambo Soldier, running out of room, can simply stuff more mags into Ammo Box that's already has 30 mags in it. Being angry, Rambo Soldier ram extra mags into Ammo Box, forcing it to has over 30 mags in it.

    I WILL Conquer My Pain!: Thanks to brutal training in the past, Rambo Soldiers can handle ailments better than allies.
    Level One: Decrease efficiency of ailments by half for 15 seconds. Does NOT cure ailments. Also, prevent ailments from stacking for 15 seconds.
    Level Two: Decrease efficiency of ailments by half for 30 seconds. Does NOT cure ailments. Also, prevent ailments from stacking for 30 seconds.
    Mana Cost: 30. Cooldown: 45 seconds.
    NOTE: Good idea, if don't have bandages, AVs, and/or Medkits.

    Tier Three:
    YEEEEEYARRRRG!!!:
    Rambo Soldier can simply get out of tight situation by going bat crazy, which work...Sometime.
    Level One: Force enemies in 10 radius of caster(Rambo Soldier) to stop moving and not deal damage for 5 seconds. Also affect heroic enemies.
    Mana Cost: 50. Cooldown: 30 seconds.


    How will Rambo Soldier affect NOTD? Well, because of their extreme fondness of HMG, Rambo Soldier won't appear in apollo and will only appear in EC/AC story. Rambo Soldiers are basically ramboing troll that like to troll around by going rambo or hoard bunch of enemy kills.
  18. SkullCapp

    SkullCapp Well-Known Member

    Since I did 'What if we could play as Reaper/Nexus as class?', I'm going to do....X1! Say hello to...X100!

    Class Name: X100
    Class Type: Warbot, full of TROLOLOLPWNAGEZOMGHAXFIRINMUHGUNZTROLL!
    Model: Ares in attack animation.
    Classification: Heroic, Robotic
    Health: 150
    Health Regen: 0.5(Regen health faster if in Self-Repair Mode)
    Armor: 2
    Shield: 80
    Shield Regen: 1
    Shield Armor: 2
    Mana: 100
    Mana Regen: 1
    Sight range: 9
    Inventory Slots: 5
    Equip Slots: 3
    Movement Speed: 2.35 (3 if nitro boost)
    Weapon: Guass Dual Cannon(refer to weapon section)
    Innate Ability: Nitro Boost(same as sprinting), Self-Repair Mode(Regen 1.5 health per second. Cost 5 mana. No cooldown.), Special Clip(X100 fire 50 bullets per mag, instead of 30), No Hands(X100 is unable to wield human weapons such as Guass Rifle and Stinger. Instead, X100s have their own special selection of weapons)

    Tree: Multi-Weapon Function

    Tier One:
    Improved Targeting System:
    X100's targeting system increase its accuracy, allowing it to fire faster and deal more critical damage. Combination of Suppresive Fire and It's Me Again, except with critical damage.
    Level One: Increase attack speed by 25 percent. Each subsequent hit on same target, X100's chance to deal critical damage increased by 5 percent. Max stack: 3.
    Level Two: Increase attack speed by 50 percent. Each subsequent hit on same target, X100's chance to deal critical damage increased by 10 percent. Max stack: 3.
    Level Three: Increase attack speed by 100 percent. Each subsequent hit on same target, X100's chance to deal critical damage increased by 20 percent. Max stack: 3.
    Mana Cost: PASSIVE. Cooldown: None.

    Stationary Mode, Engage: X100 become immobile, but gained sight bonus and increased weapon's range.
    Level One: Increase sight range by 3. Increase weapon's range by 3. Minimum range: 5, meaning X100 can't attack enemies if they're 5 or closer range to X100.
    Level Two: Increase sight range by 6. Increase weapon's range by 6. Minimum range: 3.
    Level Three: Increase sight range by 12. Increase weapon's range by 12. Minimum range: 1.
    Mana Cost: 10 to engage, 10 to disengage. Cooldown: 10 seconds.
    NOTES: Plasma Buzz-Saws and Judgement Artillery Gun are exception.

    Tier Two:
    Weapon-Switch:
    Aside Guass Dual Cannon, X100 has Plasma Buzz-Saws for close combat and Swarm Missiles for anti-air.
    Level One: Gain ability to switch to Plasma Buzz-Saws.
    Level Two: Gain ability to switch to Swarm Missiles.
    Mana Cost: 10. Cooldown: 5 seconds.
    NOTES: Press Q+E for Guass Dual Cannon. Press Q+R for Plasma Buzz-Saws. Press Q+T for Swarm Missiles.

    Pin-Pointer Beacons: To further boost its Stationary Mode's effectiveness and later, Judgement Artillery Mode, X100 can drop 3/6 beacons that provide sight.
    Level One: Drop three invulnerable inactive beacons that provide ZERO sight range. If active, provide 6 sight range for 30 seconds.
    Level Two: Drop six invulnerable inactive beacons that provide ZERO sight range. If active, provide 12 sight range for 30 seconds.
    Mana Cost: 5 per beacon. Cooldown: 3 seconds.
    NOTES: After 30 seconds, the active beacons will fade away.

    Tier Three:
    Judgement Artillery Mode:
    Behold, just what Marines want. The Judgement Artillery Gun, an extremely long-range weapon that pack undeniably huge amount of firepower. Similar to Odin's Barrage, but with longer range (LAWL).
    Level One: Gain ability to switch to Judgement Artillery Gun.
    Mana Cost: 30. Cooldown: 30 seconds.
    NOTES: Must be in Stationary Mode to be able to switch to Judgement Artillery Mode.
    WARNING:Judgement Artillery Gun is friendly fire. All allies are recommended to either stand RIGHT close to X100 or stay FAR FAR away from Pin-Pointer Beacons. Also, the military inventors of X100 would like to remind the Marines and others that they are not responsible for any death/injury caused by Judgement Artillery Gun. You have been warned.


    Weapon Section:
    Guass Dual Cannon: Basically, similar to Marines' Guass Rifle.
    Base Damage: 16 (8 damage from each cannon).
    Attack speed: 0.86
    Range: 12
    Splash: 1
    Bonus Damage: 20 against Armored.
    Reload time: 2 seconds.

    Plasma Buzz-Saws: For close combat, X100 equipped itself with TWO Plasma Buzz-Saws. Similar to Assault's Chainsaw, before Charge. Can attack while moving.
    Base Damage: 40 (20 damage from each buzz-saw)
    Attack speed: 0.5
    Range: 1.25
    Splash: 3
    Bonus Damage: deal 2 extra damage per armor that target has.
    Reload time: None.

    Swarm Missiles: For anti-air, X100 unleashed 10 missiles. Similar to Missile Turret's campaign upgrade. Can attack while moving.
    Base Damage: 8 damage per missiles. Each missile worth 1 bullet.
    Attack Speed: 2.5
    Range: 15
    Splash: 2 per missile.
    Bonus Damage: 12 damage against light.
    Reload time: 5 seconds.

    Judgement Artillery Gun: Behold, a gun that can literally installed fear in your enemies. Must be in Stationary Mode to use it. A weapon version of Odin's Barrage.
    Base Damage: 100 damage. Each shot consume 2 bullets. In total, X100 can deal 2500 damage.
    Attack Speed: 0.5
    Range: 50
    Splash: 7
    Bonus Damage: 150 against armored. (In total, 3750 damage)
    Reload time: 10 seconds.


    Ta da! What do you think? A warbot with 'sufficient' firepower! X100 is trolling class version of X1. How will X100 fit in NOTD? Well, X100 will NOT be available in Apollo, because of Nazara. X100 can appear in EC and AC by randoming.
  19. SkullCapp

    SkullCapp Well-Known Member

    Are you sick and tired of looking for a mere h3? Does it seem to take forever to find ONE h3? Does your feet hurt from all those walking, just to find h3? Well, worry no more! That's why we got...H3 Vender class!

    Class Name: H3 Vender
    Class Type: 'h3 vending machine with few convenient features'
    Model: white colored Science Vessel, same size as Marine (lulwut?)
    Health: 300
    Health Regen: 1.5
    Armor: 5
    Shield: 10
    Shield Regen: .5
    Shield Armor: 0
    Mana: 100
    Mana Regen: 1 per kill, caused by allies in radius (Refer to Investment in Innate Abilities)
    Sight Range: 9
    Inventory Slots: 0
    Equip Slots: 0
    Movement Speed: 2.2(2.8 if nitro boost)
    Weapon: None. <--Yes, that's right. No weapon.
    Innate Abilities: Nitro Boost, Investment(For each kill caused by allies in 7 radius, H3 Vender will gain 1 Mana.)

    Lore: H3 Vender is basically just a vending machine that give H3 Canister. Created by Groover Hoover Boover Oover, who was a banker and currently ,a repairman for vending machine.

    Tree: All about CREDITS!

    Tier One:
    H3 Seeds:
    One of special abilities that H3 Vender has is to plant a seed that will later grow into H3.
    Level One: Plant ONE H3 Seed. Take 30 minutes for H3 Seed to turn into H3 Canister.
    Level Two: Plant TWO H3 Seeds. Take 30 minutes for H3 Seeds to turn into H3 Canister.
    Level Three: Plant THREE H3 Seeds. Take 30 minutes for H3 to turn into H3 Canister.
    Mana Cost: 50 per H3 Seed. Cooldown: 30 seconds.

    Reduced Waiting Time: To marines, 30 minutes is too long. That's why H3 Vender can shorten the time for H3 Seed to turn into H3 Canister.
    Level One: Decrease 30 minutes down to 20 minutes.
    Level Two: Decrease 20 minutes down to 10 minutes.
    Level Three: Decrease 10 minutes down to 5 minutes.
    Mana Cost: PASSIVE. Cooldown: None.

    Tier Two:
    H3 Detector:
    With H3 Detector, the Marines will have easier time to find the H3s. Similar to Recon's Heart Beating Sensor, but only detect H3s.
    Level One: If H3 is in 90 radius of H3 Vender, its location will appear on mini-map.
    Level Two: The location of H3 will show on mini-map, no matter how far the H3 is from H3 Vender.
    Mana Cost: PASSIVE. Cooldown: None.

    Appreciate the Value: With certain feature, H3 Vender can increase the value of selected H3 Canister. Only applied to H3 Canisters that come from H3 Seeds.
    Level One: Double the value of selected H3 Canister. Meaning, selected H3 Canister will worth 80 credits.
    Level Two: Triple the value of selected H3 Canister. Meaning, selected H3 Canister will worth 120 credits.
    Mana Cost: 50. Cooldown: 1 minute.

    Tier Three:
    H3 DO Grow on Tree:
    After long years of mining H3, the H3 Venders have ability to grow a tree, full of H3 Canisters. However, this is ONE use only. After One use, this skill will be unavailable.
    Level One: Plant a seed that will IMMEDIATELY turn into a gigantic tree that will later drop 30 H3 Canisters, all in ONE spot.
    Mana Cost: 100. Cooldown: None.
    WARNING: After one use, this skill will be unavailable.




    BAM! What do you think? Such an amazing vending machine, yes? How will H3 Vender affect NOTD? Well...No clue. Just there as super sophisticated high tech vending machine *coughtrollcough*
    H3 Vender class is available in ALL mode! From EC to Surv! TROLOLOLOLOL
  20. Arcelia

    Arcelia New Member

    Except only 500 of those credits will stay with you :(

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