I originally posted it on reddit:
https://www.reddit.com/r/orbusvr/comments/n40z6b/new_class_idea_the_chain_whip/?utm_medium=android_app&utm_source=share
This class wields a chain whip that boasts both impressive offensive and defensive capabilities.
You could stay in the back, avoiding damage and danger, whipping enemies from afar, doing a pretty good amount of damage, or you can charge in, up close and personal, dealing high damage, but also increasing enemy agro towards you, risking getting targeted and killed.
Similar to the scoundrel, this class is affected by velocity. The faster you swing, and the closer you are, the more damage you do. You can also hit multiple enemies at once. The damage done to each enemy is the damage that would normally be done to that enemy, divided by the amount of enemies hit. The chain can extend up to 8 meters.
We’ve been talking about offensive, but what about defense? If you hit an enemy in either the head or stomach area, there’s a decent chance to stun an enemy, the higher velocity. (Note, there’s a 30 second cool down to stun the same enemy.) If the enemy is doing an interruptable attack, then it’ll be interrupted instead. The whip can deflect projectiles aslong as the enemy isn’t a higher level. It ignores Level for boss projectiles. You can deflect these projectiles towards enemies, dealing damage. There’s a 5 second cool down between deflections.
Ultimate:
While holding both triggers, whip the ground, unleashing a powerful shock wave, doing major damage to enemies in a small area.
Talents:
Level 5/Tier 1:
Option 1:
Velocity damage increased by 25%.
Option 2:
Distance damage decrease is decreased by 25%.
(Option 1 is good for more offensive while 2 is better for those who’d rather stay in the back, avoiding danger.)
Level 10/Tier 2:
Option 1:
When a stun attack crits, it gives the enemy a defense debuff for 10s. (This includes interrupting attacks.)
Option 2:
When a stun attack crits, stun time is doubled. (If it’s an interrupt than it’ll just stun it for the normal amount of time.)
(You can deal more damage with option 1 but the enemy can attack you before the debuff wears off, thus taking damage. While with doubled stun, you take less damage, but aren’t dealing as much as damage compared to the defense debuff.)
Level 15/Tier 3:
Option 1:
Defense increased by 25%.
Option 2:
Attack increased by 25%.
(Option one is good for more offensive players to withstand more damage while option 2 is good for those who stay in the back since it helps negate the distance damage decrease, especially with option 2 of tier 1.)
Level 20/Tier 4:
Option 1:
The closer you are, the higher the chance of criting.
Option 2:
Stun hit boxes are increased by 10%.
(1 is really useful for significantly increasing damage for more offensive players, plus the bonus affects caused by the tier 2 for criting a stun attack. While 2 makes it easier to stun from farther away.)
Level 30/Tier 5:
Option 1:
Deflection cool down time is decreased by 2 seconds.
Option 2:
Deflected projectile damage increased by 25%.
Overall this class may not do as much damage as a skilled scoundrel or archer, but can also boast some defensive capabilities, aswell as has higher health and armor, allowing it to tank if there’s no warrior or paladin to tank. Though it’s not as good at tanking as those 2.