Frontline Melee / Support - Sir Erkenbald

starvoid00

New member
ser_erkanbald.png

Lore

Name:
Sir Erkenbald
Backstory: He's a ghost that's possessing a suit of armor. It's left ambiguous if he actually was a knight or is just a LARPing historian. The armor he possesses was once owned by a wealthy member of society as a decoration, who is now upset that one of his possessions started walking around on its own.

Gameplay
Gun:
Throwing axes. Decent fire rate, but a heavy arc limits their range, unless you get creative.
Melee: He's got a big halberd, giving him extra range on his light (poke) and heavy melee (horizontal cleave) attacks. If you think that's too good, then he can do a simple shield smack or a swipe with his throwing axes.
Ability 1: Blow into a war-trumpet that buffs the damage negation of self and nearby allies, and knocks back and deals light spirit damage to enemies. The final upgrade allows you to "steal" damage resistance from the opponents hit.
Ability 2: Charge forward with your halberd. You run fast straight ahead (accelerating), but have a turn cap on your movement. The faster you're going, the more (melee) damage you deal. Once you go fast enough, it counts as heavy melee damage. The final upgrade gives you Unstoppable for a few seconds once you reach a high enough speed.
Ability 3: Hold your shield up to gain a barrier and damage resistance against frontal attacks. Recast this ability while the barrier is still up to perform a shield bash, which deals damage scaling inversely with how much barrier you have (meaning, you want to do the shield bash JUST before your shield breaks for maximum damage). The final upgrade lets you frontally reflect projectiles that hit the shield (they go in the direction you're aiming), so long as they don't break the barrier.
Ability 4: Plant a spectral flag in the ground that buffs self all allies within the radius with various stat bonuses (fire rate, spirit power, buffs melee with bonus spirit damage) and generates shield for allies inside. It can be heavy melee'd to be destroyed. The final upgrades makes it so Ability 1 extends the duration of Ability 4.
 
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