[Hero Concept] Questing Knight (Different Form of farming)

nathanieljbrill

Active member
The Quest Passive is in his ult so scroll down to that to check it out. The Questing Knight should feel more like a roleplay character than any other available character. And like a medieval knight of course.

Base Stats
Health 580
Health Regen 2
Movement
Move speed 6.5
Sprint speed 7.5
Stamina 3

Gun
Bullets per sec 8
Bullet damage 8.5
Dps 68
Ammo 24
Reload time 2.7 seconds
Bullet Velocity 500
Falloff range 20-58 meters

Abilities
1. Bolt
Fires a cross bow bolt.
4 second cooldown.
50 base spirit damage. (.4 spirit scaling.)
Grabs orbs.
Upgrade 1. Applies 30% movement slow for .5 seconds
Upgrade 2. -2 seconds cooldown.
Upgrade 3. +50 base damage, 1.4 Spirit scaling, +20% movement slow.

2. Mount/Thrust
35 second cooldown.
10 second duration.
When mounted you have +2 move speed, 30% move slow resist, and 50 Spirit and bullet armor.
The ability becomes thrust, 10 second cooldown, which you have 1 charge of, 4 second delay between charges
You must be moving forward to thrust. Thrusting gives you a 4m forward boost.
150 base damage.
Is a heavy melee (damage can be negated with a parry but the Knight won't be stunned.)
Spirit shield and bullet shield scale 0.5 with spirit. Damage scaling 2.0 with spirit. You can't damage the same person with multiple thrusts within one use of mount unless they are a Villain. You heal 15% of the damage dealt.
Upgrade 1. Speed +20% while mounted. +1 charge of thrust.
Upgrade 2. Bullet and Spirit armor scale with spirit to 1 per spirit for each. Heal +10% of damage dealt.
Upgrade 3. -10 second cooldown, base damage becomes your heavy melee damage and spirit scaling on damage increases to 2.5

3. Armor set.
Passive
You start with the unique item Antique Armor which is a vitality item that grants +50 health, +1 Regen, and -20% damage from NPCs.
Upgrade 1. You gain an additional flex slot that can hold tier 1 items.
Upgrade 2. +50 health +1 Regen -20% damage from NPCs. The flex slot can hold tier 2 items.
Upgrade 3. The flex slot can hold any tier of item and it's own activated item activation, which is activated by using this skill.

4. Heroic Quest
Passive
You have an additional flex slot which may only hold the unique item Quest which you can buy at the shop for 0 souls.
When Quest is purchased you get a quest to destroy a random jungle camp somewhere on the map. When you complete your quest and sell the Quest Item you will receive a bounty of souls and temporary boons procs which activate when you challenge a Villain (use the active on an enemy hero) and last for one minute after activation.

Quests explained
1.Rewards are larger the farther away the quest is from where you bought the Quest item.
2. Rewards are larger the closer to the enemy base the quest is.
3. Rewards are larger the larger the camp.
4. Rewards are larger the further they are from rails you control (in enemy controlled territory).
5. If you ride the rails the quest is cancelled and you must sell and rebuy Quest to get a new one.
6. You can sell and rebuy Quest as much as you want to get different random camps.
7. Questing should yield about the same about of total souls as normal farming. It could yield more if you are getting high rewards from risky farms that the opposite team shouldn't have let you get away with. The main purpose of the souls reward is to make it worth your time to go do the quest instead of farming while you build up temporary boons.

Active:
Cooldown 135 seconds.
Challenge a Villain.
Range 10-15 meters.
You shine white and they shine black.
You are both tethered to a circle with a diameter equal to the distance from each other you started.
You both have 50%% damage reduction and Debuff resist from damage and debuffs not coming from each other.
Duration 6 seconds.
Your temporary boons proc.
If you kill the Villain in the duration you gain a soul bounty if they had more souls than you. 1 soul for every 10 more they had.
Upgrade 1. Heal all of the damage taken from the Villain during the challenge if you kill them during the challenge.
Upgrade 2. You gain an additional 20% damage resist and 20% debuff resist while the challenge is on.
Upgrade 3. If you survive the challenge and make it back to the fountain then one temporary boon becomes permanent.
 
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