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Classes & Abilities

Attero - Class Abilities

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Page 1: Attero - Class Abilities

Classes & Abilities

Page 2: Attero - Class Abilities

This is Attero’s character selection screen featuring the Evoker, our controller / AoE damage class. As you can see from the stats provided she is low on armor and health, but high on magic resistance. You can see from her abilities that she only really has one major damage dealing ability, but can confuse her enemies by teleporting, or debilitate them through use of a AoE slowing effect or spell lock-out. It should also be noted that the Evoker does not walk or run, but rather floats through the level, making no noise as she moves.

Page 3: Attero - Class Abilities

The is the Evoker’s “Chaos Claws” attack. It is a melee ranged attack that does a small amount of magic based damage. In addition to this damage, this attack will also put all of it’s target’s special abilities on cooldown. Attero uses a cooldown system to control the usage of special abilities. More powerful and/or useful abilities have a longer cooldown period. You can see that the Evoker’s ability is on cooldown now because she used it.

Page 4: Attero - Class Abilities

This swirling black mass of tendrils is the Evoker’s Circle of Chaos ability. Any opponents of the Evoker that are caught in this circle on cast, or walk into the circle while it remains in effect, will be slowed for a period of time by 50%.

Page 5: Attero - Class Abilities

Here is the Evoker charging her primary attack, Fireball. This attack can be cast instantly for a meager amount of splash damage, or it can be charged up dynamically. Each second the evoker is charging her fireball, the damage is increased by an amount, and the radius in which damage occurs on impact is increased. The max an Evoker can charge the Fireball is 5 seconds. Her movement speed is also slowed by 30% while charging.

Page 6: Attero - Class Abilities

Here we can see the Evoker releasing the fireball. It should also be noted that the size of the Fireball’s particle effect also increases in size with the amount of charge the spell has.

Page 7: Attero - Class Abilities

This is the Evoker placing a teleportation runic circle on the ground. This circle denotes an area that she can teleport back to upon second use of the same spell. The spell has a limited range and time in which it can be utilized before the circle is wasted.

Page 8: Attero - Class Abilities

Here is the Evoker utilizing the teleportation spell. Notice that the spell goes on cooldown only after she has used the circle.

Page 9: Attero - Class Abilities

The Huntress is the game’s long range striker archetype. Slightly more health and armor than the evoker, and much faster than any other character in the game. Most of her abilities deal with doing direct damage to her opponents. A dynamic aspect of her crossbow is that when she is zoomed in, she does more damage and has a slower fire rate, and when she is zoomed out, she does less damage with a higher rate of fire.

Page 10: Attero - Class Abilities

In addition to having a dynamically functioning primary attack, the Huntress a variety of other ways to do damage to her opponents. Her Explosive Shot ability does splash damage to enemies near her primary target, possibly using it to finish off one target, as she is lining up shots on her second.

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Page 12: Attero - Class Abilities

The Huntress’ Poisoned Shot places a damage over time effect on her target, dealing magical damage over 5 seconds in addition to the primary physical damage it does.

Page 13: Attero - Class Abilities

This is the Knight. He has a high amount of health and armor, but only average resistance, and very slow speed. He is a completely melee character, but through timed use of his sword lunge ability and the fact that when he crouches, he raises his shield up to reduce incoming damage by 90%, he can get close to opponents to be a threat to them.

Page 14: Attero - Class Abilities

The Knight’s primary attack is his Sword Swing ability. The Knight swings his sword in a wide arc in front of him, possibly dealing damage to multiple targets if they are in range of the attack.

Page 15: Attero - Class Abilities

The Sword Lunge ability is a powerful attack that the Knight thrusts himself forward with, the attack utilizes animation translation to actually slide across the terrain a short distance very quickly and deal damage to his opponent. This is useful for catching a fleeing enemy or chasing down a speedy opponent as the Knight normally moves quite slowly.

Page 16: Attero - Class Abilities

Marking Strike places a debuff on the Knight’s enemy, causing all damage by all sources to negate any armor or resistance the target might have, and to do 120% of listed ability damage. This allows team mates to follow the Knight’s lead in taking on foes.

Page 17: Attero - Class Abilities

The Knight is able to hold up his shield by crouching in order to take less damage. This prevents him from using any attack while protected by this effect with one exception; the Knight may use the Shield Bash while shielded. This effect Knocks back targets in front of the Knight, interrupts any spells they may be casting, and stuns them temporarily, leaving them at the Knight’s mercy for a short period of time.

Page 18: Attero - Class Abilities

The Shaman is Attero’s healing class, He is a well balanced character that has a range of utility based abilities. Also, his ability to deal damage is tied to how often he can heal.

Page 19: Attero - Class Abilities

The Shaman’s Dark Lightning ability does light damage, but also can heal the shaman slightly with continued hits on the same target. Also, the attack gives reward the shaman with more charges of his Mending Wave ability.

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Mending Wave is a splash healing effect. It has a maximum of 5 charges and can be replenished primarily through use of Dark Lightning. The Shaman releases a projectile that will heal all allies in its effective impact zone for a moderate amount of health.

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The Panther Paw ability is a melee attack that will stun an opponent for a short period of time, and grant one full charge of mending wave to the shaman. It has a lengthy cooldown

Page 22: Attero - Class Abilities

The Shaman’s Tiki of Fate ability is extremely useful and provides a way to set a defensive line for his team. After placing a spiritual Tiki on the ground, any enemies caught in the radius of the Tiki’s effect will take damage per second, and all allies in the area will be healed slightly per second.