test content
What is the Arc Client?
Install Arc

Class Suggestion: Brawler

cactusjacktercactusjackter Member Posts: 287 Arc User
The Brawler

The Brawler is a primarily unarmed combatant, using her fists, feet and head to dole out damage. The primary role of the Brawler is Defender, but she can also excel as a Striker. While not as defensively strong as a Guardian Fighter, she is a lot more mobile and has a better handle on controlling her enemies. She has two Paragon Paths that determine the type of fighter she can be.

Stamina/Guard
Activating her stamina/guard will place her into a Counter stance where she will reflect incoming damage automatically. She will take less damage while in this stance but is unable to launch attacks of her own.

Class Mechanic
Lunge towards an enemy, covering a moderate distance incredibly quickly. Activating an Encounter immediately after the lunge will cause extra damage or increase the duration of the Encounter's effect.

Primary Attributes
Dexterity

Secondary Attributes
Strength
Constitution

Defender Paragon
This is her defensive stance. She specialises in reflecting and countering enemy attacks. As a General Power, she forgoes her chance to crit in order to dole out more stable damage. In short, the lower her Critical Strike chance, the higher the damage bonus she receives from Strength.

Striker Paragon
This is her attacking stance. As a General Power, the Brawler attaches claws to her hands and specialises in Bleed and other DoT effects. She doesn't hit hard, but she hits fast.

Heroic Feat Examples
Here are a few examples of the types of Heroic Feat at her disposal:
  • Gain AP from Countering attacks
  • Increase the effectiveness of Strength
  • Increase Maximum HP
  • Countering an attack applies a Damage debuff to enemies
  • Generate more threat
  • Generate less threat
  • Increase Critical Chance
  • Increase effectiveness of Constitution
Paragon Path 1
This is the defensive choice of Path. Designed to maximise the amount of damage taken and reflected. This would include feats that increase her survivability and tanking abilities. Here are a few examples of the types of Heroic Feat at her disposal:
  • Taking a large amount of damage in one hit generates a % of Max HP as Temp HP
  • Action Points increase based on the amount of damage taken
  • Temporary HP causes the Counter stance to reflect more damage
  • Reduce the effectiveness of enemy Damage Resistance by % when hit with a Regular (Non-Crit) hit
  • Capstone: taking damage grows stacks that increase your Damage Resistance and Temp HP generation
Paragon Path 2
This is the mobility Path. Designed to maximise movement and damage avoidance. This would include feats that increase Survivability a little, but is also more offensive than the previous path. Here are a few examples of the types of Heroic Feat at her disposal:
  • Increase Deflect chance by %
  • Increase Movement Speed by %
  • Deflecting an attack has a % chance to slow or daze an enemy
  • Deflect Chance increases by % when Combat Advantage is against you
  • Capstone: taking damage grows stacks that increase Deflect chance. Also gives a permanent boost to Deflect Severity.
Paragon Path 3
This is the attacking choice of path. Designed to apply DoT and other effects to enemies. This would include feats that increase her mobility a little but mainly specialise on causing DoT. Here are a few examples of the types of Heroic Feat at her disposal.
  • Critical Hits cause bleeding DoT, dealing % of your weapon damage over its duration
  • Countering an attack causes a severe bleed DoT that increases your Life Steal chance by %
  • Deflecting an attack causes a short Bleed DoT on the attacker, dealing % of your weapon damage over its duration
  • Attacking from behind an enemy increases your Life Steal chance by % for 5 seconds
  • Capstone: Bleed DoTs also apply a Slowing effect to enemies for the duration of the bleed. Slowed enemies take extra damage from all sources.
Weapons
Main Hand: Blessing - A magical ward or essence applied to the hands
Off-Hand: Band - A magical band or bracelet worn on the wrists

Conclusion
What does everyone think about how this class would play? It's basically a cross between a Guardian Fighter and a Rogue, which sounds like great fun to me...

If you like it, feel free to suggest Powers (At-Wills, Dailies etc) or Feats that would fit the Brawler. If you don't like it, please tell me which parts you don't like. Either way, cheers for reading.

Comments

  • phaadnightsongphaadnightsong Member Posts: 22 Arc User
    All ideas are good, but as a class one could easily put pieces of this into a more mainstream class like Barbarian or Monk.

    I was actually thinking on the idea of the Barbarian Class for a new class with the following: ( I borrowed your layout as a template)

    The Barbarian-
    The Barbarian is a primarily dual wield combatant, using axes for damage. The primary role of the Barbarian is Striker, with leeway for being Controller/Leader or Defender. This class has the versatility of role where needed. While not as defensively strong as a Guardian Fighter, nor as adept as either the Control Wizard or Devoted Cleric it is a lot more mobile and has an enhanced ability to fell enemies. Class has two Paragon Paths that determine the type of Character.

    Stamina/Guard:
    Activating stamina/guard will release Rage, which will increase the class; recovery, deflection, and armor penetration. This will result in taking less damage, attack faster and with more ferocity, but leave the class open to massive attacks as agility will be cut by a fairly sizable % to represent the sheer focus of the Rage.

    Class Mechanic:
    Conveniently, most of the mechanics for this class are already in game as actions of the Many-Arrows tribe and the Lycanthropes.

    Primary Attribute- Constitution

    Secondary Attributes- Strength/Charisma

    Battlerager Paragon Path:
    This path embraces the Rage and managed to overcome some of the disadvantages of it, while managing to direct that Rage more effectively for the desired results.

    Totem Shaman Paragon Path:
    This path focuses more on the spirit of Rage than the physical and as such has more control at the expense of power. The calm exterior hides the malevolent storm that rages within them, just waiting to be directed at something.

    Heroic Feat Examples:
    I figure it would follow a similar scale as other classes with a few exceptions.

    Gain Stamina from all attacks (5)
    Increase the effectiveness of Charisma (3)
    Increase Maximum HP (3)
    Increase Temporary HP while Raging (5)
    Increase Critical Chance (3)
    Increase Critical Severity while Raging (3)
    Increase effectiveness of Constitution (5)
    Increase Armor Penetration while Raging (3)
    Increase effectiveness of Strength (3)

    Blue Path: Warlord-
    This is the Tactical choice of Path. Designed to make the most out of the class's Charisma. This would include feats that increase party survivability and character tanking abilities through debuffing the enemy's ability to do damage. I do not have any examples for this Paragon Feat Path, but I think they should be rather obvious.

    Green Path: Warden-
    This is the Nurture choice Path. Designed to make harried foes leaving them vulnerable to attacks and keeping the character/party healed throughout the battle and utilizing class's Constitution. This would include feats that increase Life Steal- slightly, aid the party and inhibit the enemy-slowed, immobilized, dazed, stunned, etc, but is also more defensive than the previous path. Again, I have no examples for this Paragon Feat Path.

    Red Path: Berserk-
    This is the Skirmisher choice of path. Designed for rapid and massive damage specializing class's Strength. This would increase mobility a little, but focus on the swift and gory end to their foe. Killing is the goal for this Paragon Feat Path, so every kill sends this path deeper into blood lust gaining enhanced Life Steal and Temporary HP. Again, I have no examples, leaving it to Devs for the details.

    Weapons:
    Paired Hand Axes-Common, Maces- very rarely. Ranged would be thrown axes with a single rapid throw and an advanced, slower but more damaging, double throw.

    Skill Focus: Nature

    Conclusion: I leave it to the community to decide what it thinks of this. Having played the parent game off and on since The Keep, I tried to stay true to the class as possible, imo.

    Please feel free to suggest Powers (At-Wills, Dailies etc) or Barbarian Feats you think would be appropriate. Also, please leave comments that would be constructive in nature and reason for your view point, thanks.
Sign In or Register to comment.