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The Martial Artist class (Fan Made)
#1
Alright, so I've gotten to the point where I'm bored so much that I decided to make a new class. Yippeee.

Basic information

The Martial Artist class is from a volcanic island off the shore of Perion. It's tall mountain tops tend to be covered by volcanic ash 98% of the time. Hotsprings are a popular attraction here. The island is called Volcan Bay.

Martial Artists are broken up into two branches: Combat Specialists and Weapon Specialists. As the name implies, Combat Specialists use the feature of a new weapon: Fist and Foot gears. They come in all different types: Firey Set, Spiked Set, etc. As you can imagine, Weapon Specialists can use a variety of weapons. All of them, actually ('cept wands and claws, of course).

The job instructor, Grandmaster Kim, is a very witty fellow. He's spent thousands of years studying martial arts. He knows the way of everything, and ends up being a very tough fight. He resides at the summit of the volcano, Mt. Soo. You can refer to him for training references and such basic stuff that other job instructors give.

Skills

First off, the Martial Arts job requires 20 str AND 15 dex to advance.

White Belt
White belt is the first job advancement.

Roundhouse Kick
Desc: Use MP to deliver a powerful blow to the head of an enemy.

 Spoiler

Quick Slash
Desc: Use a partial amount of HP to deliver up to 3 slashes with a sword, blunt weapon, axe, or dagger.

 Spoiler

Brace
Desc: Use this skill to reduce knock-back by a certain percentage for 5 minutes.

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Focus
Desc: Temporarily Increase W. Attack and Accuracy. Requires Brace level 3

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Instinct

Disc: Increases Accuracy permanently.

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Combat Specialist

This job is reached at level 30 and deals with a single weapon. Primary stat: Strength. Dex=Level.

Gear Mastery
Desc: Increase the mastery and accuracy of Gear related weapons. Only works when Gear is being used.

 Spoiler

Gear Booster
Desc: Use HP and MP to increase the attacking speed with Gear. Requires Level 5 mastery.

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Initial Punch
Desc: Throw a quick, weak jab with a high chance of stun.

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Knockout
Desc: Deliver a fatal blow to an enemy, with a small chance of instant death.

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Condition
Desc: Increase W. Att, Str, and Avoidability of all party members. Uses HP.

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Crash
Desc: Drain all HP and MP to 1 to create a super strong attack.

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Increase Max HP
Desc: Increases Max HP.

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Grand Finale
Desc: Unleash one more impressive kick to multiple monsters.

 Spoiler

Weapons Specialist
Primary Stats, Str, Dex, and Luk. All must be equal to wear a weapon.

Universal Mastery
Desc: Increases Accuracy and Mastery of all weapons.

 Spoiler

Universal Booster
Desc: Use HP and MP to increase the attacking speed of all weapons. Requires mastery level 5.

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Soul Weapon
Desc: Use MP to deliver multiple, weak hits to a critical point. May cause Critical Hits.

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Puncture
Desc: Attack multiple enemies with a strong jab.

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Guerrilla
Desc: Fire long ranged blows for a period of time without being hit once.

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Strategize
Desc: Increase Accuracy and Attack of all party members.

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Barrage of the Beast
Desc: Use swords to inflict as many combos as possible on enemy before being hit.

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Monk
Monk is the third job version of a combat specialist.

Critical Strike
Desc: Applies for a chance of critical damage by hitting a weak point of a monster.

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Spirit of the Monk
Desc: For a given time, summon a spirit to fight for you without cost of HP or MP. Requires 1 summoning rock and level 3 Spirit Breaker.

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Spirit Breaker
Desc: Delivers a punch right to the soul of a monster. Damage may greatly vary. Can only be used while meditating.

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Meditate (Different from the Magician's)
Desc: Using the power of your mind and body, temporarily transform into a very strong being.

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Hand-To-Hand
Desc: Increases skill of close range combat.

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Sliding Kick
Desc: Does a long, quick kick along multiple enemies. Can only be used while meditating.

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Exhaust
Desc: Decrease W. Def, M. Def, and Accuracy of party, but increase W. Att on yourself and party and Exp + Drop Rate on enemies for 2 minutes.

 Spoiler

Marine
This is the third job version of a weapons specialist.

Nuclear Warfare
Desc: Unleash all your MP for a dangerous shot. Requires Night Vision level 1.

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Night vision
Desc: Temporarily increases your chance for critical hits.

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Quake
Desc: Slam your weapon into the ground to send a powerful hit smashing forward. Requires Infrared level 5.

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Infrared
Desc: Temporarily add fire to your weapons.

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Last Will
Desc: Use remaining HP (until 1 left) to create a powerful attack.

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Collaborate
Desc: Summon another soldier to fight with you.

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Grandmaster
4th job version of Combat Specialist.

Impact
Desc: Slam a punch into the ground to attack several enemies.

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Spirit Apprentice
Desc: Summon more spirits to attack with the first. Base Damage=Damage of 3rd job spirit level. Requires Spirit of the Monk level 1.

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Master's Strike
Desc: Throw several very strong punches and kicks to an enemy. Can only be used while meditating.

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Courageous Yell
Desc: Increase attack power by a certain percentage. Lose HP every so often.

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Mind Power
Desc: Increase Accuracy and Attack of all party members.

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Lunge
Desc: Rush forward for a high critical and stun rate. Can only be used while meditating.

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Dive Roll
Desc: Attack multiple monsters very quickly. Can only be used while meditating

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Triple Kick
Desc: Unleash 3 very strong roundhouse kicks with a chance of critical or instant death on the last one.

 Spoiler

General
4th job Weapons Specialist

Battalion Strike
Desc: Use HP to summon a battalion to attack monsters across the field.

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Dispatch
Desc: Send out your soldier summon, at the cost of their life, to go and sacrifice them self for massive damage. May only be used once every 30 mins. Requires Collaborate level 1.

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Shadow Snap
Desc: Hide for half a second and reappear to deal multiple hits. HP taken as sacrifice.

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Impale
Desc: Thrust your weapon into several monsters that are close together.

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Note: This skill stacks with Guerrilla, which means both of these at max have an 800% range.

Composition Blast
Desc: Mix Fire, Poison, Ice, Lightning, and Holy elements together and forge them temporarily into your weapon. May only be used once every 45 minutes.

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Final Slash
Desc: Unleash one more powerful strike to a single enemy. Sacrifices remaining MP.

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Lightning Strike
Desc: Quickly disappear and reappear for a stunning blow.

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Defiance
Desc: Resist getting knocked back while throwing blows at the same time. In the meantime, monster damage increased.

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Barrier
Desc: Reduce knock-back of all party members for a certain period of time.

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Notes:

-If you are wondering why the Weapons Specialist class is so strong, it's because many of their skills are VERY slow, even with booster (imagine slow without booster divided by 2), and many of the skills require cooldown and do not mob.
-Combat Specialists attack very fast (a bit faster than Vipers) and the majority of their moves mob and do not require cooldowns.
-For specific critical inducing moves, the critical rate is always the specific percentage multiplied by two (IE. 200% with 60% critical=400% damage 60% of the time.)
-Combat specialists have many attack increasing moves. The reason for this is their significantly lower damage then Weapons Specialists.

Pros and Cons

Combat Specialists

Pros:
-Very Few Cooldowns
-Many multi-hit moves.
-Many mobbing moves
-Very fast
-A lot of attack increasing skills.

Cons:
-Not very many single hit moves.
-Not nearly as strong as weapons specialists

Weapons Specialist

Pros:
-VERY strong moves, especially Final Strike.
-Tons of single hit moves.
-Overpowers Combat Specialist
-Can use a variety of weapons for the same effect.

Cons
-Slow as molasses
-Tons of moves require cooldowns
-Very few mobbing moves. Those that do are generally slower than usual.


Inspiration

I take the Martial Art, Tae Kwon-Do, in real life, and got bored one day. I started thinking of ideas for moves and felt like typing them out, so I did. Eventually, I got to this thread, which I have tried to update daily with skills of the new, imaginary job, Martial Artists.

Background on Martial Artists

As stated earlier, the Martial Artists are based on a volcanic island of the northern coast of Victoria Island, named Volcan Bay. Volcan Bay is covered by volcanic ash 98% of the year, making it very dangerous. Only the wise and courageous dare to live here, hence why it's the Martial Artists. The island is also famous for its Hot Springs.

Grandmaster Kim, the job instructor, was on a quest to find a harmonic place to live with his fellow monks, where their humbleness and modesty would allow them to train like no other people. With more people journeying to the island, it is now a very popular tourist attraction and place to train and become a martial artist.

On the island is the volcano, Mt. Soo, which is incredibly active. If you are unfortunate enough to come to the island during which there is an eruption, you will be immediately evacuated. This island would be one of the first places to implement background happenings, such as weather.

There are two ways to get to the islands. The first way is the lazy way: taxi. The other way is somewhat cool. Head to Perion and talk to the NPC, "Master Yun". He will take you to the beginning of a tunnel system. Each tunnel is underwater and has a different background, along with its own map. Each time you change a map, the background and monsters change with it. In all, there are 15 tunnels to pass through to get to the island, and finally, you'll be able to be a Martial Artist.
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#2
Quote:Brace
Disc: Use this skill to reduce knock-back by a certain percentage for 5 minutes.

Isn't 5 minutes a lot?

Also, for your title do you mean 'Artsist' or 'Artsit/Artist'

I like this, hmm... I'll rate 8/10. I think you could add a little more emphasis! Smile
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#3
iiMarik Wrote:Isn't 5 minutes a lot?

Also, for your title do you mean 'Artsist' or 'Artsit/Artist'

I like this, hmm... I'll rate 8/10. I think you could add a little more emphasis! Smile

Lol I meant Artist. But since the class is very strong, and perhaps a bit slower, I wanted to give them an advantage by not having to keep running up and trying to hit the monsters over an over again, as that could get a little irritating after awhile, especially with their slow speed.
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#4
Want me to change the title to 'Artist'?
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#5
iiMarik Wrote:Want me to change the title to 'Artist'?

If you would, that'd be great :].
Reply
#6
Updated with Weapons Specialist and Monk.
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#7
Updated with Marine.
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#8
Roundhouse kick should be a 3rd, or even 4th job skill.

And are these guys fast or slow? Their attacks seem kinda broken, but it's a nice concept! Thought the all-weapons thing kinda defeats the purpose for mulit-class...
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#9
They're slow. It'd be very unfair to have such a strong class that has super strong attacks and very fast attacks.
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#10
Nice =P Very original.
Love the idea of Crash and Last Will, sounds so deadly. =P

Also I reckon the idea of the instant KO attack in 2nd job is a bit too cheap. Should that be 3rd or even 4th job?
Overall the job class is pretty nice =).

One question, did my job classes inspire you to make your own job or did u do it simply out of boredom?
EDIT: Nvm, I read the start, my question's answered.
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#11
Yay! Finished the whole thing. Ratings would be nice. If positive, I may make another job ;].
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#12
The concept is great, but combat specialist seems to copy infighter+ a lot. Also, how come weapon specialists can't have their own weapon? I think that it's cool having all those weapons, but it would be nice for them to have their own weapon.
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#13
Nice ideas though Jezzas Brigand class took the idea of the skill Impale first (i don't think you knew so nvm about that)
Overall, yea I reckon this class especially the monk branch is even more deadly than infighter and as ShadowMarck pointed out, most of these skills are too similar to Infighter. Still great job for making this class Biggrin.
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#14
Quote:Crash
Desc: Drain all HP and MP to 1 to create a super strong attack.


 Spoiler
s

Waaaaaaaaaayyyyyyyyyyyyyy broken.
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