User:Maladin/Defender Class

This is my first post here so please exuse the lack of "advancded" work.

DEFENDER CLASS ________________________________________________________________________

NOTE- This class is made to be for advancded players. This class combines the best defense ablities of a paladin with the mid level damage of a warrior. This class would be difficult to level and wouldnt be a very powerful class at lower levels, but at higher levels would be very powerful.

RACES ____________________

alliance-Dwarf, Draenei horde-Tuaren,Orc

REASONS

Alliance

Human-Even with the humans versitility, their bodies arent built right to become a defender material.

Gnome-Its to obvious, if you don't see it, imagine defending agsint an attack by Rag with a 3 foot tall football.

Night Elf-Night Elves just don't have the physical strength to become a defender.

Dwarf-Dwarven defenders have been protecting thier race for ages. The proportions of their body match perfectly with the requirments of a Defender.

Draenei-With enopugh Strength to defend against most attacks, Draenei are able to become very powerful Defenders.

Horde

Orc-Through touge training, orcs are able to become extremely powerful Defenders.

Troll-Trolls arent built with the right porportions to become a Defender.

Undead-Due the their "special" condition (bieng dead and all), Undead don't have the structrial power to be Defenders.

Tuaren-They are big,strong,big,powerful,ohhh and did i mention BIG. Tuaren are almsot as natural Defenders as Dwarves.

Blood Elf-Blood Elves prefer magical defensive than phyisical, so they never learned how to become proper defenders.

ABLITIES _____________________

Defenders have a version of stances called positions. They atart out with Battle Position. Positions do not limit ablities except the 6 talent ablities in seperate trees. What positions do is give certain stat boosts. Here is a summary of teh effects of the positions.

Battle Position-Adds 5 damage at level one (you gain ranks of it as you level and buy them from trainer) and adds 25 armour (this also adds with ranks).

Defensve Position gained from quest at level 10-Decreses damage done by 5 (this increases with ranks bought from trainer) and increases armour by 250 (same as above. im oing to say SWLI increases with level. SWLD if it decreses with level) and increases threat generated (SWLI)

Destroyer Posistion gained from quest at level 25 (O NOES A ODD NUMBER ABLITIY GAIN!)-Increases damage done by 35 with a 1 hander(SWLI) 50 with a 2 hander (SWLI)decreases armour by 500 (SWLI)and increases threat done *less than Defensice Position* (SWLI)

Absolute Defense gained from quest at lv 40-Decreases damage done by 90% and increases armour by 1500 (SWLI) This Posistion lasts 30 seconds and all enemies within 30 yards are forced to attack you and cannot stop attacking you, though they CAN cast spells and use ablities. After this ablitiy faces, you cannot do anything (cast spells, use ablities, NOTHING) for 5 seconds and are dazed untill you leave combat. This position has a 15 minute cooldown.

Total Rage Position gained form quest at lv 60- This position decreases armour by 90% and increases damage done by 80% (Goes to 100% at level 70) The Defender loses all control while this happens and cannot move or stop attacking his current target untill the position ends after 15 seconds. This position has a 15 minute cooldown.

Master's Position gained from LONG quest chain at level 70, some Defenders wont even get this position- This stance Increases damage done by 10% and increases armour by 20% and decreases damage taken by 10% and increases threat generated. This stance has one downside taht is bad for PvP unless you have a healer, but ok for raids with good healers who can constantly heal you. This stance constantly drains Helath by 25 every second and 5 mana every second untill the position is changed, this cannot be dispelled or reduced unless you get an item from an instance.

SKILLS __________________________

armour-cloth,leahter,mail,plate weapons-all weapons but staffs (yes they can use 2 handers, and learn to dual wield at lv 40)

SPELLS ______________________________

Defenders have a mix of healing and defensive ablities with 1 or 2 nono talent offinsive ablities.

Stamina Spike- Gives the Defender a sudden boost of stamina, healing the Defender for 23-45 health. Increases with ranks.Rank 1 is known at level 1

Vengeful Defense- 25% of the strikes made agaisnt the Defender casue 5 damage to enemies. SWLI Rank 1 is learned at level 4

Heavy Blow-This ability allows the Defender to strike an enemy very hard, delaing extra damage and threat and dazes the target for 3 seconds. 15 second cooldown. Rank 1 learned at level 6

Stand Ground-Causes the Defender to be rooted magicly to the ground, causing all knockback effects, stun,daze and incapitate effects to have their effects timer cut in half, and all damage decreased by 5%. The Defender cannot move during this time. Learned at level 20

Defender's Promise-Places a buff on a friendly target that allows you to block some attacks amde agaisnt tat target, every time you block you have a chance to cause hte enemy to attack you. Te chance is increased with level. Rank 1 learned at level 30

Stout Heart-Increases run speed by 10% and increases mounted run speed by 15% and mount flight sped by 20% only effects the Defender. Learned at level 40

Destroyers Wrath- Go into a frenzy, increasing damage done by 15% of your total attack power plus 5% of your total armour, you lose 25% of your armour during the frenzy and lose 50% of your armour for 10 seconds after the frenzy ends. Lasts 10 seconds or 5 attacks, 5 minute cooldown. learned at level 50

Sheild Charge-Rush your target with your sheild from up to 30 yards away and no closer than 10 yards, when you rush your target, it is stunned for 2 seconds and takes 5% more damage, when the target becomes unstunned early, the target takes 10% more damage for 10 seconds. 30 second cooldown. requires sheild, CAN be used in combat. learned at level 60

Blade Jam-Use your off hand weapon and stick it into your target and deal damage, and then leave it there. you can only attack wiht your main hand weapon for 3 attacks made by it, when taht happens, you twist and yank your weapon out and deal off hand weapon damage plus 25%. after you yank out your weapon, the target takes weapon damage over 10 seconds. requires off hand melee weapon. learned at level 60.

Rising Strike-Swing your weapon in an uppercutting motion, knocking the target down for 3 seconds, if this move is when a target is stunned by sheild charge, teh target is knocked down for 5 seconds and silenced for 10 seconds afterwards. If used when a target has the balde jam effect on them, the target has the blade is thrown through the target and takes the full damage of the blade removal, and then the dot does double the damage over 20 seconds. Learned at level 70

TALENTS _____________________

I will do these when i fell like it :P all post the 3 trees

GUARDIAN

BESERKER

SOILDER