Hey there, lolesch here
I wanna introduce a new Class Idea I came up with some months ago. I barely know all classes out there so there might be something close to it.. if so pls let me know! But lets get started:
The Huntsmen used to live in the forests around Grunnheim and are proved in dealing with heavy tools like
gr.Axes or
xBows to survive the dangerous wildlife in the woods. Depending on their mood they gain different combat bonuses.
The 3 Skill trees include
1. a
Melee tree specially for gr.Axes - heavy damage and some tackiness
2. a
Trap tree (not very evolved yet) - crowd control (CC) and damage over time (DoT)
3. a
Range tree specially for xBows - basic attack buffs and lots of mobility
The Class really relies on the
Chargebar which is different from the vanilla ones because I removed the autoattack (AA) charge! so unless you use skills to add or reduce charge it will stay in its current X% (and there is a reason for that)
The Chargebar got 4 Affixes:
1. Damage reduction (DR)
2. crit chance (Crit)
3. movement speed (MS)
4. attack speed (AS)
At 00% charge you get +DR +Crit -MS -AS
at 50% charge you get a slight + on all of them
at 100% charge you get -DR -Crit +MS +AS
This should make skill usage more technically and calculated to the situation you'r in.
For Example you start a fight with your xBow stacking up the DR from far - switch to your Axe and go into close combat. Before finishing up your opponent make sure you got your chage stacked for the MS bonus to run to the next mob!
*I know this sounds like a lot of Technic and might be confusing or hard to optimize but if its working I believe more then worth because it feels more flexible!Further Info out of my Mind Map: Its an AA-Class, most skills will empower the basic attack passively like add stun/knockback/burn/attackspeed/leech/crit chance/Dmg to sec etc. effects. Sice that is your main Attack most skills are mana hungry. While the melee and range trees are mostly physical the Trap tree should focus on magic damage (poison, fire, maybe Ice) and supports your playstyle by controlling enemies with all the CC we got (taunt, stun, freeze, knockback, etc).
For Multiplayer the melee tree should function as a supportive class, turning aggro and grant allies health per sec. The range tree is more glass cannon but squishy with some aura buffs for group MS or shared Crit...
here some Skill Icons


Now to you guys! First of all I'd like to hear about your first impressions.
Further I could need some help with Skills/Skill Particle and Models. If anyone is interested I'll give you all there is right now!
Cheerio
lolesch