Lazmina
06-06-2006, 12:14 PM
Class: Monk
Races: Troll, Human, Night Elf, and Orc
Description: Martial Artists who have honed their bodies and their minds to become fierce hand to hand fighters, as well as using traditional martial arts weapons with skill in the use of Ki magic.
Weapon Proficiencies: Fist Weapons, Swords, Staves, Polearms, Thrown Weapons, Nunchucks (for the weapons, I went off of what I’ve seen in martial arts movies)
NOTE: The Monk will not be able to dual-wield any weapon other than fist weapons
NOTE: Some of the Monk’s abilities are using his hands, so if the player is not using a fist weapon it is important for them to keep their skill in Unarmed up.
Armor Proficiencies: Cloth (leather at 40 is under debate)
Standard Bars: Health, Ki (also known as Chi)
Talent Trees
-Ki Mastery: The Monk would use his inner energy to heal his allies and give direct damage. The Monk’s ki attacks would be unique in that they would not have a normal magical resistance, but would go off of armor.
-Combat Techniques: The Monk would use his skill in the martial arts to give negative effects to enemies (stun, silence, fear, blind, and ect.), do more damage, increase attack speed, attack multiple enemies, and ect.
-Tranquility: The Monk would use his Ki to alter the physical world around him with various abilities. He would also be able to enter "Ki forms" or gain "auras" that would change his combat style. This tree would contain all of his AOE spells.
About Ki:
-Ki would have a maximum of 100
-Ki would regenerate automatically when in the normal state at a rate of 10 per second.
-The "Ki forms" or "auras" would make his chi drain 3 Ki points per second, until the Monk reentered his normal state.
-Ki would drain when the Monk used abilities.
Here we go:
Ki Mastery
Ki Blast: A 3 second cast spell (2 with talents) that deals direct damage at a 30 yard range. Does not “travel” to the opponent, but simply “appears” there after it is cast, like a Priest’s Smite ability.
Ki Cannon: An instant cast direct damage spell with a 5 second cooldown.
Ki Wave: An 1.5 second cast spell that travels along the ground in the form of a 10 yard long wave of energy that hurts any enemy it passes through for 24 yards. The Monk would fire this in the direction he is facing. 10 second cooldown.
Ki Push: A 0.5 second cast spell that interrupts spell-casting and pushes the target back 8 yards. 8 second cooldown.
Ki Pull: A 0.5 second cast spell that interrupts spell-casting and pulls the target 8 yards toward the Monk. 8 second cooldown.
Mend: A one second minor healing spell.
Rejuvenate: A 2.5 second healing spell. (2 seconds with talents)
Vitalization: A 4.5 (4 seconds with talents) second healing spell that heals all allies within 25 yards. (30 yards with talents)
Cure: Removes poisons and diseases.
Tranquility
Healing Aura: The Monk Puts out an aura of healing around him, restoring X amount of health every second to party members within 30 yards.
Power Aura: The Monk puts out an aura that instills power in his party members within 30 yards, increasing the damage and healing of magical effects by 15% (20% with talents)
Focus Aura: The Monk Puts out an aura that increases party members chance to hit by 9%, critical hit by 3%, and damage done by 15%.
Great Restore: A channeled spell that lasts for 10 seconds, restoring health of friendly units within 20 yards at a rate of several hundred per second at level 60. 30 second cooldown
Great Ki Burst: A channeled spell that lasts for 10 seconds, shooting bolts of ki to enemies within 20 yards at a rate of several hundred per second at level 60. 30 second cooldown
Force Field: A channeled spell in which the Monk creates a shield with 1000 health (at level 60) with a 15 yard radius that no physical thing (includes players, mobs, bullets, and arrows), that lasts for 10 seconds. 2 minute cooldown. Can only be destroyed by physical attacks and ranged attacks (no magic).
–--Talents for Force Field: 1 talent makes it so friendly physical things can leave the field. 2 talents makes it so friendly physical things can enter the field. 3 talents reduces the cooldown to 90 seconds.
Energy Field: A channeled spell in which the Monk creates a shield with 1000 health (at level 60) with a 15 yard radius that no magic can pass through, that lasts for 10 seconds. 2 minute cooldown. It can only be destroyed by magic.
–--Talents for Energy Field: 1 talent makes it so friendly magic can leave the field. 2 talents makes it so friendly magic can enter the field. 3 talents reduces the cooldown to 90 seconds.
Ki Force Grip: A channeled spell in which the Monk pushes his ki against the target, slowing movement speed by 75%. 40 yard range. (It sounds overpowered, but you have to remember that it is channeled, so the Monk can’t do anything while using this, and it goes away as soon as the Monk stops channeling the spell). Lasts 15 seconds. 5 minute cooldown.
Ki Explosion: Instant cast, good AOE damage around the Monk within 15 yards. 8 second cooldown. Talents make the spell push enemies back to the edge of the spell range.
Martial Arts
Kick: Instant cast. Same as Rouge’s kick, used for interrupting spell casting.
Power Strike: Next melee move that increases damage done.
Jumping Uppercut: Instant Cast. An uppercut that knocks the opponent down. 30 second cooldown
Spinning Kick: Next melee move that attacks all enemies within melee range. 4 second cooldown
Jump Strike: Instant Cast. 10 yard range, minimum 3 yards. the Monk jumps to the target, doing extra damage and knocking it down.
Knockback Punch: Next melee. A punch that knocks the target back 5 yards and does extra damage.
Confusing Strike: Instant Cast. Adds 5 seconds to the cooldown of all of the target’s abilities. 45 second cooldown.
Adrenaline Rush: Next Melee. Increases the Monk’s attack speed by 25% for 15 seconds.
Throat Punch: Instant Cast. Silences the target for 5 seconds. 25 second cooldown.
Races: Troll, Human, Night Elf, and Orc
Description: Martial Artists who have honed their bodies and their minds to become fierce hand to hand fighters, as well as using traditional martial arts weapons with skill in the use of Ki magic.
Weapon Proficiencies: Fist Weapons, Swords, Staves, Polearms, Thrown Weapons, Nunchucks (for the weapons, I went off of what I’ve seen in martial arts movies)
NOTE: The Monk will not be able to dual-wield any weapon other than fist weapons
NOTE: Some of the Monk’s abilities are using his hands, so if the player is not using a fist weapon it is important for them to keep their skill in Unarmed up.
Armor Proficiencies: Cloth (leather at 40 is under debate)
Standard Bars: Health, Ki (also known as Chi)
Talent Trees
-Ki Mastery: The Monk would use his inner energy to heal his allies and give direct damage. The Monk’s ki attacks would be unique in that they would not have a normal magical resistance, but would go off of armor.
-Combat Techniques: The Monk would use his skill in the martial arts to give negative effects to enemies (stun, silence, fear, blind, and ect.), do more damage, increase attack speed, attack multiple enemies, and ect.
-Tranquility: The Monk would use his Ki to alter the physical world around him with various abilities. He would also be able to enter "Ki forms" or gain "auras" that would change his combat style. This tree would contain all of his AOE spells.
About Ki:
-Ki would have a maximum of 100
-Ki would regenerate automatically when in the normal state at a rate of 10 per second.
-The "Ki forms" or "auras" would make his chi drain 3 Ki points per second, until the Monk reentered his normal state.
-Ki would drain when the Monk used abilities.
Here we go:
Ki Mastery
Ki Blast: A 3 second cast spell (2 with talents) that deals direct damage at a 30 yard range. Does not “travel” to the opponent, but simply “appears” there after it is cast, like a Priest’s Smite ability.
Ki Cannon: An instant cast direct damage spell with a 5 second cooldown.
Ki Wave: An 1.5 second cast spell that travels along the ground in the form of a 10 yard long wave of energy that hurts any enemy it passes through for 24 yards. The Monk would fire this in the direction he is facing. 10 second cooldown.
Ki Push: A 0.5 second cast spell that interrupts spell-casting and pushes the target back 8 yards. 8 second cooldown.
Ki Pull: A 0.5 second cast spell that interrupts spell-casting and pulls the target 8 yards toward the Monk. 8 second cooldown.
Mend: A one second minor healing spell.
Rejuvenate: A 2.5 second healing spell. (2 seconds with talents)
Vitalization: A 4.5 (4 seconds with talents) second healing spell that heals all allies within 25 yards. (30 yards with talents)
Cure: Removes poisons and diseases.
Tranquility
Healing Aura: The Monk Puts out an aura of healing around him, restoring X amount of health every second to party members within 30 yards.
Power Aura: The Monk puts out an aura that instills power in his party members within 30 yards, increasing the damage and healing of magical effects by 15% (20% with talents)
Focus Aura: The Monk Puts out an aura that increases party members chance to hit by 9%, critical hit by 3%, and damage done by 15%.
Great Restore: A channeled spell that lasts for 10 seconds, restoring health of friendly units within 20 yards at a rate of several hundred per second at level 60. 30 second cooldown
Great Ki Burst: A channeled spell that lasts for 10 seconds, shooting bolts of ki to enemies within 20 yards at a rate of several hundred per second at level 60. 30 second cooldown
Force Field: A channeled spell in which the Monk creates a shield with 1000 health (at level 60) with a 15 yard radius that no physical thing (includes players, mobs, bullets, and arrows), that lasts for 10 seconds. 2 minute cooldown. Can only be destroyed by physical attacks and ranged attacks (no magic).
–--Talents for Force Field: 1 talent makes it so friendly physical things can leave the field. 2 talents makes it so friendly physical things can enter the field. 3 talents reduces the cooldown to 90 seconds.
Energy Field: A channeled spell in which the Monk creates a shield with 1000 health (at level 60) with a 15 yard radius that no magic can pass through, that lasts for 10 seconds. 2 minute cooldown. It can only be destroyed by magic.
–--Talents for Energy Field: 1 talent makes it so friendly magic can leave the field. 2 talents makes it so friendly magic can enter the field. 3 talents reduces the cooldown to 90 seconds.
Ki Force Grip: A channeled spell in which the Monk pushes his ki against the target, slowing movement speed by 75%. 40 yard range. (It sounds overpowered, but you have to remember that it is channeled, so the Monk can’t do anything while using this, and it goes away as soon as the Monk stops channeling the spell). Lasts 15 seconds. 5 minute cooldown.
Ki Explosion: Instant cast, good AOE damage around the Monk within 15 yards. 8 second cooldown. Talents make the spell push enemies back to the edge of the spell range.
Martial Arts
Kick: Instant cast. Same as Rouge’s kick, used for interrupting spell casting.
Power Strike: Next melee move that increases damage done.
Jumping Uppercut: Instant Cast. An uppercut that knocks the opponent down. 30 second cooldown
Spinning Kick: Next melee move that attacks all enemies within melee range. 4 second cooldown
Jump Strike: Instant Cast. 10 yard range, minimum 3 yards. the Monk jumps to the target, doing extra damage and knocking it down.
Knockback Punch: Next melee. A punch that knocks the target back 5 yards and does extra damage.
Confusing Strike: Instant Cast. Adds 5 seconds to the cooldown of all of the target’s abilities. 45 second cooldown.
Adrenaline Rush: Next Melee. Increases the Monk’s attack speed by 25% for 15 seconds.
Throat Punch: Instant Cast. Silences the target for 5 seconds. 25 second cooldown.