Post by redquill on Nov 13, 2013 23:41:38 GMT -5
A mobile melee master, the Werewolf focuses on closing distance with their target and becoming an immediate threat. Outside their damage role, they're able to sacrifice mobility to enter a defensive stance, severely reducing damage from all frontal physical attacks. Their special attack is undecided.
At the Basic level, they walk upright on two legs and use their claws to deal damage. Fully charged, they do a 360 spin to damage everything around them. By covering vital areas with their arms and relying on regenerative abilities, they're able to soak all but the strongest mundane attacks. Debuffs will still get through, as will area attacks. Shaman and Swamp Monster attacks will go through as well. For the moment, deciding what attacks can be blocked will be tied to whether or not Armour is affected by the attack.
Once Upgraded by a Robot, the Werewolf grows shags of fur on its back, arms, and tail (maybe no tail at level one?) along with the ability to change to a mobile four legged stance. While fighting this way they accelerate while moving. At full speed they knock enemies aside (no damage) when touching them and are able to lunge, pouncing forward and dealing damage while they move with a heavy burst to a single target where they land. After lunging their speed returns to normal. Below full speed, they bite for their basic attack. Their charge attack is a a body check. It prevents them from accelerating, and knocks enemies away from them in a forward arc.
Two things have been proposed for their Mad Scientist Reinforced upgrade: a parry that returns projectiles and stuns melee attackers, and a howl that recovers some of their Health. In both cases it would have a low cooldown. Another healing option is a small heal when they get a kill. How their appearance changes depends on the utility of the Reinforcement once it's decided.
As their Machine is improved, their Armour will improve slightly.
At the Basic level, they walk upright on two legs and use their claws to deal damage. Fully charged, they do a 360 spin to damage everything around them. By covering vital areas with their arms and relying on regenerative abilities, they're able to soak all but the strongest mundane attacks. Debuffs will still get through, as will area attacks. Shaman and Swamp Monster attacks will go through as well. For the moment, deciding what attacks can be blocked will be tied to whether or not Armour is affected by the attack.
Once Upgraded by a Robot, the Werewolf grows shags of fur on its back, arms, and tail (maybe no tail at level one?) along with the ability to change to a mobile four legged stance. While fighting this way they accelerate while moving. At full speed they knock enemies aside (no damage) when touching them and are able to lunge, pouncing forward and dealing damage while they move with a heavy burst to a single target where they land. After lunging their speed returns to normal. Below full speed, they bite for their basic attack. Their charge attack is a a body check. It prevents them from accelerating, and knocks enemies away from them in a forward arc.
Two things have been proposed for their Mad Scientist Reinforced upgrade: a parry that returns projectiles and stuns melee attackers, and a howl that recovers some of their Health. In both cases it would have a low cooldown. Another healing option is a small heal when they get a kill. How their appearance changes depends on the utility of the Reinforcement once it's decided.
As their Machine is improved, their Armour will improve slightly.