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Balanced Class Role Ideas

Discussion in 'Suggestions Box' started by Vakarlan, Aug 13, 2019.



  1. Me likey

  2. Please no

  3. Stop Pretending

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  1. Vakarlan

    Vakarlan MG Donor

    Recently some pepeg in my discord decided to play melee vs every single scenario tank, but somehow worked out better than expected, that gave me some ideas.


    Unlocked on becoming BladeMaster

    • Melee Expertise: All of your melee weapons ignore melee resistance and prevents them from breaking, and suffers no damage penalty.
    • Headhunter: The BladeMaster excel in killing larger deadlier targets, deals 20% more damage to special/uber infected and 10% more damage to tanks. (Multiplicative)
    • Battle Frenzy: You cannot be slowed to lesser than 33.3% of your total movement speed, melee fatigue can now regenerate at a 50% rate while swinging melee weapons.
    • Path of the warrior: Unable to use any type of range weaponry and throwables, however gains 15% extra defense vs all infected, gains 20% knock back recovery speed.

      **Melee weapons are categorized into 2 category, sharp and blunt**
      Sharp weapons are Axe, Katana, Crow Bar, Machete
      Blunt weapons are Baseball bat, Cricket bat, Frying Pan, Guitar, Nightstick and Golf club
      **All damage shown below are before any type of damage multiplier**
      **Does not work with chainsaw**
    Unlocked on BladeMaster Level 1:

    • Blade Storm: Swings your melee weapon in a 360 arc dealing 1000 true damage to all infected in an 150 units. Sharp weapons have 10% + 5% per special/uber infected hit to instant kill all targets, does not work on tanks. Blunt weapons applies stun on hit to all infected caught within the radius, stun last 3 seconds on special/uber and 1 second on tanks. Cool down 60 seconds. (Command: sm_bladestorm)
    • Phantom Strike: Marks an infected (max 1000 units), instantly teleport right next to it and the next melee attack does additional 300 hit points worth of damage. Sharp weapons inflict bleeding to the target for extra 5 seconds, dealing 100 true damage per second. Blunt weapons can sent the infected flying (like a boomer bitch slap), instantly killing them. 100% on special, 50% on uber does not work on tanks. Cool down 10 seconds. (Command: sm_Strike)
    Unlocked on BladeMaster Level 2:

    • Parry and Riposte: Gains 30% chance to passively parry infected attacks, taking only 70% of the incoming damage. However, if you swing at the same time that the attack hits you, this will cause the attack to deal no damage to you and retaliate back at the attack dealing 500 additional hit points of worth damage on your next melee attack to the infected. You can only riposte once every 5 seconds.
    • Mortal Strike: 5% on melee attack to completely ignore infected defense and immunities, procing this critical hit also reduces fatigue by 5%.
    Unlocked on BladeMaster Level 3:

    • TailWind: Activates an ability that increases your total movement speed by 20%, movement speed penalties will be reduced to 1/3, last 10 seconds. Dealing a Mortal Strike will increase its duration by 1 second. Cool down 30 seconds. (Command: sm_wind)
    • BladeFlurry: Activates an ability that increases your melee weapon swing speed by 20% for 12 seconds, unable to gain fatigue during this duration. Every 4th hit will increase its duration by 1.5 seconds, ability starts its cooldown after instantly after usage. Cool down 20 seconds. (Command: sm_bladeflurry)
      **Upon unlocking level 3 in BladeMaster, you can no longer use the buff "Hyperactive"**
    Unlocked on BladeMaster Level 4:

    • Fatality: By pressing the USE key twice on a special/uber infected within 50 units will perform a gruesome fatality on it. Instantly killing the infected and dealing 2x its total hit points in true damage to all infected within 250 radius. Cool down 12 seconds
    • Heart of Battle: As long as a tank is present, you gain adrenaline. Resets fatigue after killing 10 common infected or 3 special or 1 uber infected, decrease all weapon fatigue generation by 50%. Every 10 seconds, you block 2 instances of tank punch stuns.
    • Face of death: Special/uber infected in your field of vision cannot pin you. Upon getting pinned by infected, you will fight back,swinging your melee weapon and attempt to break free. However, you suffer 30% swing speed penalty and 40% damage penalty.
    Unlocked on BladeMaster Level 5:

    • Culling strike: After dealing (Tier x 12000) in total damage to a tank, you attack will instantly kill the tank at 7.77% of its total hit points. Instantly sends tanks into Dying phase if threshold is met.
    • Vampire Blade: Gains 6.66% of damage dealt as hit points. Leeches off any instance of melee damage, works on multi target.
    More to come? Maybe?
    Last edited: Aug 14, 2019
  2. Vakarlan

    Vakarlan MG Donor

    More pepeg stuff


    Unlocked on becoming Buffer
    • Radiance: All positive buff/status effects on allies will last 20% longer.
    • Holy Mark: Marks 3 players, they gain 10% fire rate, 12% reload speed and 8% movement speed. (1 endurance charge per mark target) Once all 3 marks are used, you have to wait for 60 seconds to mark another 3 flesh targets.
    • Faithful: Every ally gains flat 5% damage boost, marked targets have 100% effectiveness (10% damage boost)
    • Special Tactics: You can no longer give med-kit nor heal/give pills/adrenaline to allies, instead applying a buff on an ally grants you 1 endurance charge. Every endurance charge grants you 1% effectiveness in your buffs up to 50% total.
    Unlocked on Buffer Level 1:
    • Healing aid: Shoving a med-kit on an ally grants that player 10 hit point regenerate per 0.5 seconds till death. Marked allies will not lose this effect upon death. Med-kit is consumed upon shove.
    • Stimpack: Shoving an adrenaline on an ally grants that player adrenaline with 50% cc reduction for 20 seconds. Marked allies have 100% increased duration. Adrenaline is consumed upon shove.
    Unlocked on Buffer Level 2:
    • Aegis Pack: Increase total marked ally targets to 4. You deal 70% less damage to all infected, but your shoving damage is doubled. However, for every bounty that your marked allies earn/receive, you have 80% chance of getting that same bounty too (1 for 1, 2 for 2, 3 for 3 etc). Marked allies damage rewards on tanks will count as your own too.
    • Circle of power: Passively buff every ally within 200 units of you to have 33% defense penetration. Marked allies does not have the range limit.
    Unlocked on Buffer Level 3:
    • Inspiration: Every ally within 300 units of you have 15% ammo save. Marked ally has additional 15% fire rate.
    • Nano Charge: Shoving a defibrillator on an ally will overcharge the player for 10 seconds. While under this effect, players cannot take more than 40% of their total hit-points from 1 source of damage and their weapon will not consume ammo. Marked allies have double duration. Defib is consumed upon shove.
    Unlocked on Buffer Level 4:
    • Area buffer: While shoving med-kit, adrenaline and defibrillator for buffs, if 2 players are within 50 units of each other, both of them will get the buff. Granting 3 endurance charges instead whenever this occurs.
    • Vanguards: Every marked ally within 400 units of you, reduces your damage taken by 20%.
    Unlocked on Buffer Level 5:
    • Immortal Call: Every 10 minutes, you unleash a strong buff that will prevent all allies within the map from taking lethal damage, permanent deaths by Tank abilities/fall from height for 1 second. Every 10 endurance charges lengthen the duration by 1 second. While unleashed at max charges, players will also not die from Tank LETHAL abilities. Once used, Immortal Call cannot be used by another player for 2 minutes. (Command: sm_immortalcall)

    Last edited: Mar 8, 2020
  3. Horama

    Horama MG Donor

    i like blademaster melee is one of my speciality since long years
  4. timkit

    timkit MG Donor

    Blade Master as a Class is a pretty cool idea.

    There are only a few buff sets that actually have melee weapons as the main weapon of choice when it comes to the infected. So this could be nice for a future update
  5. Vakarlan

    Vakarlan MG Donor

    Actually pretending, Advanced class idea


    **Require level 5 on Support and Controller to unlock**

    Unlocking to become Paladin
    • Divine favor: Immune to CC/tank punch stun effects while defib/heal/res Allie . Allie gain 20% damage reduction from all sources after being saved by you.
    • Aegis: A shield appears on your left hand permanently (doesn't hinder any actions). Shield grants you 15% more hit points, 15% less damage taken from all sources. Shoving now knocks back all units in a 360 deg, units directly in-front of has a 15% chance to being stunned for 1.5 seconds. (1 Min cooldown on tanks)
    • IronHeart: All infected are 20% likely to target you, 15% chance to blocking a pin, goes up to a max of 30% as your hit points drop.
    • Inspire: Whenever you perform a helping action towards an ally/ avoiding a pin, you gain 1 inspiration charge. Every charge increases your action speed by 0.5% and reduces damage taken by 0.25%, up to 50 charges. Charges are also uses to perform certain abilities
    Unlocking to become Paladin level 1:
    • Provoke: Taunt all infected that are within 200 units to focus on you for 40 seconds. Gains 50% damage reduction however you are unable to shoot during this duration (Melee/shove still works). Every 500 damage taken (before reduction) extend the duration by 2 seconds. During this time you are also immune to CC. 2 Minutes cooldown (Command: sm_provoke)
    • Rally: Allies near you ignores 20% defense of any target that are taunted by you. Taunted targets also takes 10% more damage from your allies (not including you).
    Unlocking to become Paladin level 2:
    • Fortitude: Increase your maximum hit points by 75% and defense by 20%. Activate to fortify your teammates for 10 seconds, 0.5 extra seconds per current inspiration charge. During this during allies and you take 50% less fall damage, 10% less damage from all sources and are immune to infected pins. (Command: sm_fortify)
    • Repel: When you shove a special infected, they will not attempt to pin any survivors, instead they will focus on using claw damage for 5 seconds. They will also attack 20% slower. Shoving damage increased by 200%.
    Unlocking to become Paladin level 3:
    • Inner Fire: Increases healing done by 10% + 0.5% per inspiration charge.
    1. First aid saving is now global when you have at least 40 inspiration charges,
    2. Extended hand has 10% cdr + 0.5% per inspiration charge.
    3. Increased Electricity has 50% increased area of effect +1% per inspiration charge.
    Passively regenerate 20 hit points per second, 1 addition hit point per second / inspiration charge, regeneration effectiveness will increase up to 100% as hit point drops.
    • Purge: Converts 25% of your damage into true damage, infected within 1000 range will be slowed by 15% in all aspects and receive 20 true damage/sec, every second that they are within the area, they will take 1% extra damage up to 10%.
    Unlocking to become Paladin level 4:
    • Steed Charge: Summons a holy steed to ride for 10 seconds, completely immune to CC while riding gains 50% movement speed and is unhindered by common infected (passively knock back CIs). Can be targeted a downed/pinned ally within vision, immediately charging towards towards the target stunning everything along the way while gaining 500% movement speed. Ally will be rescued and gains 5 seconds of safety clear. Unable to attack while riding. Cooldown 1 minute (Command: sm_steed)
    • Holy Crusade: When you take damage, 33% of the damage is dealt instantly while the rise are dealt over a 3 second period. You now also gains inspiration charges while taking damage and stunning units. (1000 damage taken = 1 charge, 5 targets stunned = 1 charge)
    Unlocking to become Paladin level 5:
    • Resurrect: Instantly brings a fallen ally back to life, they will be revived with full health also with 5s of Motivate, Guardian Angel and Courage. 3 minute cooldown. (Sm_resurrect)
    • The living Saint: While at max inspiration charges, consume all charges to summon a holy angel to the battle field that follows you for 100 seconds, if you die within the duration it will stay where your corpse is. Passively regenerates the hit points of all survivors by 20 per/sec. Cleansing debuffs every 10 seconds. The angel cannot be killed nor targeted and deals 250 true damage per 2 seconds to all units within 1000 range. The angel has 3 abilities that she will cast on her own

    1. Smite: Instantly stuns all units within 300 range of her for 1 second, doesn't affect tanks. 5 seconds cooldown.
    2. Purify: Drop a healing field on ground (same effect as health dispenser) 50 seconds cooldown.
    3. Wrath: Upon expiring, the Angel will explode dealing 3000 true damage all infected on the field.
    While Angel is active, you cannot gain inspiration charges. You can only summon her once. Other paladins will have to wait 3 minutes after the first Angel Summon death to re-summon another one.
    (Command: sm_aniki)

    10/10 Balanced
    Last edited: Dec 6, 2019
    Binsen and Chach like this.
  6. Vakarlan

    Vakarlan MG Donor

    For you, you dirty weebs


    **Require all class roles level 5 and 8 years playtime in MGFTW to unlock**

    Unlocking to become Weaboo

    • Body-pillow: For some reason this pillow seems to "harden" after years of use, probably because the weeb never get to wash it, nevertheless it is effective in battle. Grants weeb 10 hit points per level.
    • Perfect Fantasy: The weeb is so disconnected with the real world, he believes that he is living in an anime. Increase action speed and defense by 0.1% per level.
    • Bag of mangas: Pretty sure he stole this. The weeb can read mangas while in combat, when doing so he is immune to CC and regenerates 5% of lost HP per second. However, he cannot move and takes 20% extra damage during this. Last for 10 seconds. Cooldown 3 minutes. (Sm_manga)
    • Cos-player: The weeb can put on 5 different cosplay and somehow gets their attributes and power. Cosplay gains new skills per level, up to level 5. (Sm_**name**)
    Become Ichigo Kurosaki, the Shinigami (Melee agile dps focused character, unable to use ranged weapons, can only use Katana) (Sm_ichigo)

    **While in this form, you move 20% faster, melee swing 10% faster, has 30% stun recovery**

    1. Level one unlocks: Getsuga Tenshō
      Swings your katana forward and unleash a wave of energy towards the infected. Dealing 800 true damage. 20 seconds cooldown (Sm_tensho)
    2. Level two unlocks: Shunpo
      Blink to a location 300 units away.
      10 seconds cooldown (Sm_Shunpo)
    3. Level three unlocks: Bankai
      Only took him 3 days OMEGALUL. While in this form you gain these following benefits
      >Reduce the cooldown of Getsuga Tensho and Shunpo by 50%
      >Melee swing speed increase by 50% and gains no fatigue
      >Getsuga Tensho now becomes BLACK and covers a way better radius/range. Damage is increased by 100%
      120 second duration, cooldown 5 minutes (Sm_bankai)
    4. Level four unlocks :Hollow Mask
      One of the most broken shit ever. Summons a hollow mask and grants you even more bonuses
      >CC immunity
      >Every 5th strike ignores target's defense
      >While you melee swing, teleports to the nearest infected target within 200 units. Prioritize tanks.
      30 seconds duration, cooldown 5 minutes (Sm_mask)
    5. Level five unlocks : Vasto Lorde
      Grants: 3000 flat hit points, 100% increased damage, CC immunity, 50% defense. Unable to use any other skills during this transformation that is not granted by this form.
      **New skills**
      >Cero, deals 10,000 true damage in a straight line
      30 seconds cooldown (Sm_cero)
      >Spiritual Pressure, common infected that comes within 500 units instantly dies. Specials get lit on fire and takes 200 true damage per second. Tanks moves and attacks 20% slower.
      >Hollow regeneration, regens 50 hit points per second. 50% of damage taken is delayed and remaining damage is dealt over 5 seconds.
      60 seconds duration (One time use) (Sm_vasto)
    Become Saitama, The one Punch man (melee focus, tank, unable to use any weapon including melee, first only) (Sm_saitama)

    **While in this form, you blocks one negative debuff every 10 seconds and gaining immunity to that debuff for 1 minute. Shoving is now consider as punching**
    1. Level one unlocks: Normal Punch
      You simply just punch an infected, instantly kills common infected and specials, uber infected takes 33.3% of their hit points per punch. Deals 450 damage per hit to tanks.
    2. Level two unlocks: Expert Martial Artist
      Takes 15% less damage from all sources, 20% chance to dodge attacks, takes 50% less damage from fire/acid sources and has 50% reduced frozen debuff duration.
    3. Level three unlocks: Consecutive Normal Punch
      You launch a fast volley of insanely hyper fast punches. Same damage as normal punch, every consecutive punch on the same target increases its base damage by 50. Ignores 15% defense, launches 50 punches within 2 seconds to all targets in-front of you (200 range)
      20 seconds cooldown (Sm_CNP)
    4. Level four unlocks: SERIOUS Punch
      After 1 second delay, you throw an extremely power single punch. Instantly destroys any infected up till tier 1 tanks. Tanks take 5% of their current hit points as damage and are completely stunned for 5 seconds.
      1 minute cooldown (Sm_serious)
    5. Level five unlocks: DEATH Punch
      Without warning you disappear in a flash and teleport behind infected and launches an EXTREMELY INSANELY POWERFUL punch. Instantly kills any infected up till tier 2 tanks (1 shots t1 tanks).
      >Deals 20% of tier 2 tank's max hit points as damage, stuns it for 10 seconds.
      >Deals 15% of tier 3 tank's max hit points as damage, stuns it for 7.5 seconds, inflicts rupture that cost 100 damage over time for 1 minute.
      >Deals 10% of tier 4 tank's max hit points as damage, stuns it for 5 seconds, inflicts intense bleeding that does 20 true damage/sec until target dies, permanently reduces target movement speed and attack speed by 15%.
      3 minute cooldown (Sm_Death)
    Become Alucard, the Ancient Vampire (Range focus dps, unable to use melee weapons, can only use pistol)

    **While in this form, you cannot be slowed, increase pistol damage by 15%, and gains 100% increased clip**
    1. Level one unlocks: Vampirism
      Heals yourself for 10% of damage dealt, 20% increase speed in all aspects while being in a night-based map/scenario. Gains 10% increased damage per 500 hit points lost.
    2. Level two unlocks: Dark arts
      25% of your bullet damage is converted to true damage, you are unhindered to infected. Gain the Telekinesis power allowing you to control up to 3 special infected. Units under you are extremely empowered. They cannot be killed and gains 100% damage, 50% attack speed and 25% movement speed, with 50% skill recharge recovery. Manually select the infected that you want.
      10 seconds cooldown (Sm_arts)
    3. Level three unlocks: Immortal
      Upon death, you will be resurrected to full hit points, giving your cc immunity for 30 seconds.
      3 minutes cooldown
    4. Level four unlocks: Summon Hell-hounds
      Two hell-hounds comes to your aid and goes where ever you go, they have 10,000 hit points but takes no damage from any sources and cannot be stunned. Self drains 500 hit points per second. Whenever it kills an infected, it heals itself for 50 hit points. Hell-hound has 500 damage, cleaves in a 200 range with fast attack speed (0.65 attacks per second) and gains the effects of Vampirism.
      10 minute cooldown (Sm_Hounds)
    5. Level five unlocks: Release level 0 restriction
      GG, after 5 second channel time. Alucard's restriction gets lifted for 60 seconds. Turning day into night, you cannot die during this time and releases hundreds of small hell-hounds around you. Each dealing 50 true damage per attack (1 attack per second), they can swamp up the entire map within seconds, damaging every infected. These hell-hounds gets 200% effectiveness from Vampirism.
      One time usage.
    Become Megumin, the ultimate loli ARCHmage (Range SPELL casting dps, unable to use any weapons,a magic wand appears on your main hand) (Sm_Megumin)

    **While in this form, you have low target priority from infected and has 50% less aggro generation, you cannot shoot/swing melee**
    1. Level one unlocks: Fire ball
      Pew pews a fire ball towards a target, the ball has homing targeting and will chase after the target. Deals 1,500 true damage.
      15 seconds cooldown (Sm_fireball)
    2. Level two unlocks: Fire Hydra
      Calls forth a fire hydra on a fixed location, dealing 200 true damage in a line to all infected every 2 seconds. The line of fire lingers and further damages any infected that walk through it for 50 true damage/sec for 10 seconds. Can summon up to 3 Hydras and they will never expire, Megumin can re-summon them on a new location.
      1 minute cooldown (Sm_Hydra)
    3. Level three unlocks: Fire Tornado
      Summons a fire tornado (300 radius) and sucks up all common infected into the sky and tossing them away. Specials and tanks takes 500 true damage per second while in the radius. Last for 40 seconds
      3 minutes cooldown (Sm_tornado)
    4. Level four unlocks: Pyromaniac
      AYAYA MORE FIRE. Decrease all spell cool-downs by 30%. Every infected killed from your spell further reduces its cooldown by 1 second. Every 1000 true damage dealt to tanks also reduces its cooldown by 1 second.
    5. Level five unlocks: EXPLOSIOON
      黒より黒く、闇より暗き漆黒にわが真紅 の混交 に望み給 もう覚醒の時来たれリ、
      無謬 の境界に堕ちし理
      むぎょうの歪 みと成りて現出 せよ!
      踊れ、踊れ、踊れ、我が力の奔流 に
      万象 等しく灰燼 に帰 し、深淵 より来たれ!

      One time use (Sm_explosion)
    Become Dio Brando AKA DIO (High damage melee based character, unable to use any ranged/melee weapons and throwables)(Sm_Dio)

    **While in this form, you passive shove every infected within 100 units of you every second, affects tanks once every 20 seconds.....Yare yare**
    1. Level one unlocks: Superman Attributes
      Unable to use any weaponry however your punches hurt, dealing 200 true damage per punch (shove). You move 20% faster, gains 25% defense towards all damage sources and can't be slowed to less than 50% of your maximum movement speed.
    2. Level two unlocks: Freezing Vapor Technique
      Shoves a infected and completely freezing its moisture from the inside, trapping them in ice for 20 seconds, last 5 seconds for tanks. Frozen target has 10% chance to take 5 x more damage.
      1 minute cooldown (Sm_FVT)
    3. Level three unlocks: Advanced Healing abilities
      When you take damage, 20% of that damage is instead gained as temporary hit points. Dio's temporary hit point depletes at a 50% reduced rate.
    4. Level four unlocks: Space Ripper Stingy Eyes
      Fires 2 beams of laser from your eyes, dealing 1,000 true damage to all units in a line. Unlimited range. Slices through walls and rocks.
      20 seconds cooldown (Sm_Spaceeyes)
    5. Level five unlocks: ZA WARUDO
      Pure awesomeness, summons a "Stand" that is a controllable units that lay waste to all infected, last forever.
      >Cannot be damaged
      >333 punch damage (1.5 attacks/sec)
      >Maximum movement speed
      Additional abilities
      TIME-STOP, upon summoning your stand. Time stops everyone on the MAP for 10 seconds excluding you and your stand. While in time-stop, your stand attacks 500% faster (muda muda) and moves unhindered through walls and infected.
      One time usage (Sm_Timestop)
      >ROAD ROLLAR DAAAAAAAAAAAAAAAAA, when the 10 seconds of time-stop expires, you leap into the air with your stand and descents with an indestructible ROAD ROLLER crashing a single infected. Dealing 20,000 true damage on impact. Pinning the infected under it for a further 10 seconds, and you can punch the roller dealing addition 100% punch damage to the infected that is trapped under it.
      One time usage (Auto activate)

    This is a joke, for you weebs, Bye
    Last edited: Dec 22, 2019
  7. timkit

    timkit MG Donor

    Not bad at all, I'll have more thoughts on this later but I'll leave it here for now.

    These anime character ideas xDDD, this is just perfect xD

    Here's an actual class idea from my thoughts at work today, and overnight:

    - Arcane Mage -

    Requires Level 5 in Support, Debuffer and Hunter and 1 new role quest, which you'll only get to do after having maxed out the above classes.

    On Unlocking the Class:
    • (Passive) Elemental Swords: With the |E| Flaming Sword Buff equipped, it now allows the weapon to take on different elemental properties, affecting melee weapon stats. Hold SHIFT for 3 seconds to change melee weapon elemental affinity with compatible melee weapon in hand. 60 second cooldown.
      Flaming Sword: The melee weapon now pierces 10% melee defense when attacking infected and ignites them, dealing 1% current HP as damage, tanks take 0.1% of current HP as damage each tick for 10 seconds instead.
      Thunder Sword: The melee weapon now attacks 25% faster but deals 20% reduced melee damage. It has a 10% chance (3% on tanks) to stun any infected hit for 3 seconds. Infected stunned through Thunder Sword have a low chance to be electrocuted for a small time afterwards.

      Ice Sword: The melee weapon now attacks 20% slower but deals 25% more melee damage. Hitting infected will slow their attack and movement speed by 15% on hit (1% on tanks) (Max: 30% reduction). If an infected is frozen, hitting them will instantly kill them regardless of HP and deals x2 damage to tanks, ignoring defenses.
    • (Passive) Arcane Energy: Each time you kill any SI, deal 1000 damage to tanks using your elemental swords/abilities or 2500 damage to tanks in any other case , you will gain 1 stack of mana. Mana is used for some class abilities.
    • (Passive) Element Affinity: Whenever you fight any tanks, you will be able to scan their body by holding USE for 5 seconds while facing them the entire time within 1000 units. This will give you their elemental resistances and weaknesses, giving you valuable information on them. Striking any tank that is weak to an element will make them take 25% more damage and have respective element effects become 25% more effective. Striking any tank resistant to an element will halve the damage that the tank takes.

    On Reaching Level 1:
    • (Active) Fire Attack: Let's you drop fire at your location without the use of a molotov. The fire will deal 20 HP/s to infected standing in it, igniting them. It lasts for 5 seconds and deals no friendly fire damage to survivors. Costs: 1 mana, 15 second cooldown. Using the flaming sword with this ability increases effectiveness by 25%.
    • (Active) Ice Attack: Let's you create an ice explosion at your location without the use of Freezing Grenade. The explosion will deal 500 damage to nearby infected, slowing them by 20% for 5 seconds and freezes them if they're too close. Costs: 1 mana, 15 second cooldown. Using the ice sword with this ability increases effectiveness by 25%.

    On Reaching Level 2:
    • (Active) Fire Shield: Allows you to select one alive survivor other than yourself and gives them a fire shield. This gives that survivor 20% damage reduction against fire damage, fire affinity on their weapons, makes fire based slows decay faster and gives immunity to being burned for 10 seconds. The fire shield lasts for 30 seconds and will instantly dissipate if the survivor touches any body of water or becomes frozen. Costs: 7 mana, 3 minute cooldown.
    • (Active) Ice Shield: Allows you to select one alive survivor other than yourself and gives them an ice shield. This gives that survivor 20% damage reduction against ice based attacks, ice affinity on their weapons, makes ice based slows decay faster and gives immunity to being frozen for 10 seconds. The ice shield lasts for 30 seconds and will instantly dissipate if the survivor is exposed to fire. Cost: 7 mana, 3 minute cooldown.

    On Reaching Level 3:
    • (Passive) Status Penetration: Allows all buffs that inflict status effects to bypass status effect immunites (except for debilitate immunity) of all tanks. Status effects inflicted on a tank that is immune to it is 50% less effective, but also gives 1 mana.
    • (Active) Thunder Attack: Let's you create a lightning blast where you point at within 1000 units of yourself. Any infected shocked within range will take 500 damage, become stunned and will become electrocuted if they're too close to the blast. Mutated Infected that are affected also have a 5% chance to lose their mutation, reverting them into normal infected. Costs: 1 mana, 15 second cooldown. Using the thunder sword with this ability increases effectiveness by 25%.

    On Reaching Level 4:
    • (Passive) Element Guard: While using any specific elemental sword, it will give you 10% defense against the tank associated with that element and gives -20% reduced bad status effect duration (cannot stack). Being near any survivor that is attacked by the tank will transfer 25% of the damage dealt and status time from them to you instead. This gives you 1 mana for every 500 damage taken through Element Guard.
    • (Active) Drain Attack: Allows you to consume a first aid kit by shoving any tank with it. For 30 seconds, 10% of the damage dealt is transferred back to the survivor as health received, benefiting from any more health gain effects. Any survivors who inflict the affected tank with a bad status will receive 50% more HP back based on the damage dealt. Tank cannot be drained again from for 90 seconds after, 120 second cooldown.

    On Reaching Level 5:
    • (Active) Magic Attack: When you have gained 50 mana, using your current element sword, hold USE and SHIFT for 5 seconds while standing still. This can let you target an area within 1000 units of you, doing an powerful elemental attack based on your elemental sword's affinity. With fire affinity, you'll release a fireball explosion, dealing 5,000 damage to all infected nearby, leaving behind a fire puddle that deals 200 HP/s for 15 seconds. With electric affinity, you'll summon several thunderbolts to strike down on an area, dealing 10,000 damage to all infected in the area, stunning them for 6 seconds (3 seconds on tanks), and electrocuting them for 15 seconds afterwards, all bypassing debilitate/status cooldowns. With ice affinity, you'll send a chilling blow into the area, dealing 10,000 damage to all infected nearby, freezing them for 6 seconds (3 seconds on tanks), and slowing them by 40% (15% on tanks) for 15 seconds afterwards, all bypassing debilitate/status cooldowns. Costs all mana, 2 minute global cooldown.

    Guess this is as close to a fantasy RPG as you'll get ^^
    Chach and Vakarlan like this.
  8. Vakarlan

    Vakarlan MG Donor


    Master of time itself, able to turn the tide of battle or lay waste to any infected in his sight. Specializes in dealing true damage and CC abilities.

    **Require level 5 on Technician to unlock**

    Unlocked on becoming Chronomancer

    • Future Tech: 50% of all damage from rifles are converted to true damage while retaining all damage benefits from skills/buffs.
    • Limitless: Your ranged weapons suffer no range drop-off, laser sight accuracy is increased by 25%, further increased by 25% while moving.
    • Beyond Sight: Instantly reveal outlines of any special/uber/tanks within 750 units of the Chronomancer.
    • Time Dilation: Reduces the cooldown of all skills/buffs by 25%. This does not affect Chronomancer's base skills. Additionally negative debuffs will expire 25% faster.
    • Time Force: As time passes, the Chromancer passively gains 1 time force charge every 30 seconds up to a max of 5 chargers. These chargers are used for stronger abilities.

    Unlocked on Chronomancer Level 1:

    • Sentry Protocols: Summons a mobile sentry that follows you around. The sentry will attack the units that you are shooting at, dealing 25% of your damage as true damage. It also passively creates a bubble around you absorbing 10% of the incoming damage. (Sentry shares your rate of fire). You are now unable to use any type of drone/turret buff.
    • Black Hole Grenade: Uses 1 time force charge to craft a special grenade. Upon detonation, create a black hole that pulls all infected within 150 unit range, disabling them for 3 seconds while dealing 200 true damage a second. Ci/Si are instantly killed while tanks are stunned for the duration. 1 minute cooldown (Command: sm_BH)
    Unlocked on Chronomancer Level 2:

    • Time Lock: Any sources of true damage from you and your sentry has 0.5% chance of dealing 500 true damage and completely disabling the target for 1 second. Targets disabled will also have their abilities' cool-down paused for the same duration. This can only occur once every 5 seconds.
    • Time Lapse: Uses 2 time force charges to bounds backwards in time, returning any health lost, ammo and position that you were in 5 seconds ago, clearing you of any negative status effects. This ability cannot refresh cool down on active buffs and skills. Keep in mind this can result in a health lost if the Chronomancer had more HPs 5 seconds ago, same goes for ammo. Can only be use while on the ground. 1 minute cooldown (Command: sm_lapse)

    Unlocked on Chronomancer Level 3:

    • Back track: 17.7% of the time, the Chonomancer will avoid any sources of damage. 3% chance to grain a Time Force Charge on avoidance.
    • Rearm: Uses 3 time force chargers to restock yourself on supplies. You can choose the items on the !buy menu at the start of every map. Limits to 1 throwable, 1 medkit/defib and 1 consumable. 2 minute cooldown (Command: sm_rearm)

    Unlocked on Chronomancer Level 4:

    • Phantom Zone: Uses 4 time force chargers to banishes a Tank level infected in a separate dimension for 60 seconds. While in the trapped prison, the Tank cannot be targeted nor damage but is completely disabled, all of its cool down is also paused for the same time period. 7 minute cooldown (Command: sm_dungeon)
    • Guardian Sentries: Increase the number of sentries to 2. Sentries now deals 33% of your damage as true damage. Sentry's true damage can no longer be reduced by any infected defensive abilities.
    • ChronoTech: Passively increase the limit of all activation based buff usage by one.

    Unlocked on Chronomancer Level 5:

    • Chronosphere: Uses 5 time force charges to creates a sphere that covers 2000 units, stopping time itself and everything trapped in it including infected and allied players while the Chronomancer roams free, lasts 10 seconds. Chronomancer gains additional bonuses during this duration.
    1. Unhindered by any infected/players.
    2. 200% increased movement speed.
    3. Instant action speed.
    4. 100% increased rate of fire.
    5. Removed cooldown penalty on Time Lock and increase it's proc chance to 3%, also each proc on a Tank will increase the base cooldown of all its abilities by 1 second.
    6. Each second spent in the Chronosphere equals to 5 seconds deduction to all your active cooldowns.

      10 minutes cooldown, 5 minute global cooldown (Command: sm_sphere)
    Last edited: Jul 18, 2020
    Binsen, Chach and timkit like this.

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