For context before I post these, during a previous round of classleads, a comment was put in which Keroc, I presume, said that Templars have less skills all around than what they would like. I followed up with him directly some time later, which up to this point I only discussed as well with Benedicto and Stine. I thought, okay, he thinks we need more skills instead of just continuing to buff/nerf the ones we have. He also exchanged messages with me and said he would consider any ideas I had, or at least accept them. So, I had a group DM with Benedicto and Stine for awhile, since at the time we were basically the three people with any regularity of using Templar in PVP. Benedicto seemed to like these ideas, Stine seemed a little skeptical, I believe due to some of them making us more predictable. In any case, I'm just going to paste them here now, because they apparently didn't make the cut, because I never got any kind of response whatsoever after emailing them to Keroc. Which is 100% fine, but I just thought it'd be interesting to see what you all think, because I think the main idea, Unit Command, that I had for Battlefury could even just be made like, a normal skillset for everyone, and maybe have the two Knight guilds get bonuses to it.
Or maybe you all will just troll me or whatever, who knows. In either case, I hope someone finds them as interesting as I did in my own head. Ideas like this are obviously malleable, and I never thought they were necessarily complete, or written in stone, but were just kinda the general thing of what I thought would be cool, flavorwise, and even mechanically, to add to the class. Lastly, this is verbatim from the notepad file I had, including notes.
Battlefury Additions
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You can perform the following abilities pertaining to unit command:
Command Take command of a unit.
Formations Instruct your unit to take a specific formation.
Coherency Rally your unit to stick together.
Inspire Show them what a born leader looks like.
Command (Battlefury)
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Syntax: COMMAND CREATE UNIT (Initially create a unit with the given name)
COMMAND DISSOLVE UNIT (Deletes unit)
COMMAND INVITE
COMMAND ASSIGN TO (Commander, Sergeant, Soldier)
Your experience in battle tactics allows you to create your own unit, and become the Commander. Units must have a minimum of three members, and a maximum of five. Units may be commanded as one, or individually to do various actions, as described below.
COMMAND UNIT TO SHOOT (Commands the unit to shoot arrows as one, provided they are capable of doing so)
COMMAND UNIT TO STRIKE (Commands the unit to strike as one, dealing damage to a target based on their average damage)
COMMAND UNIT TO DEFEND (channeled ability to drastically increase all resistances for entire unit)
COMMAND UNIT TO BLOCK (whole unit only able to block a direction as if they were one person)
COMMAND UNIT TO BARGE (Allows unit to use Barge, requires them all to have it in Battlefury)
COMMAND UNIT TO CHARGE (Whole unit charges in the direction, striking a person at random in the room based on the number of people in the unit, and continuing on in the chosen direction if it exists, similar to barge, but without moving the target. Only usable by Cavalry Formation.)
Additionally, units have a coherency value, that when it reaches zero, they will disperse and have a short time before they may be rallied to become a unit once more. This coherency value can be attacked by using the fear affliction on any unit member, or upon anyone in the unit dying.
Note: Only Commander can use Formations, Coherency, or Inspire. Sergent can use Command abilities when Commander dies, but nothing else. If Commander and Sergeant both die, the unit dissolves automatically.
Formations (Battlefury)
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Syntax: COMMAND FORMATION
Your further experience in battle tactics allows you to command your unit to take a formation. Formations give various tactical advantages, and disadvantages. Choose wisely, Commander.
General thought/idea: Phalanx Beats Archer
Archer Beats Cavalry
Calvary Beats Phalanx
Phalanx: Entire unit shares the Commander's cutting and blunt audit, while also increasing it by a scaling percentage based on number of unit members. Requires whole unit to be wielding a shield. Additional resistance against arrows.
Archer: Entire unit gains the ability to shoot arrows area wide using longbows only, if they have the ability available to them in Weaponry. Unable to be BARGED or CHARGED.
Cavalry: Entire unit may be commanded to BARGE someone at once, bypassing density defense, and causing anyone following them to be pushed as well. Requires whole unit to be mounted, and have the Barge ability. When BARGING a Phalanx unit, causes Command Unit to Defend to go on a cooldown for Phalanx unit. Also allows use of COMMAND UNIT TO CHARGE.
Coherency (Battlefury)
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This ability is passive.
Your life long experiences as a leader have given you the ability to convince your troops to fight on when they would be demoralized. Your presence as Commander of a Unit allows the Unit to resist being dispersed due to the fear affliction. (Sets coherency value to minimum, if it would break due to damage to fear affliction, or perhaps has a chance to).
Inspire (Battlefury)
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This ability is passive.
You are an inspiration, and a born leader. If you are the Commander of a Unit and gain the killing blow on an enemy, your troops will gain the inspirited defence. The inspirited defence lasts for ten seconds and gives the unit a regenerative effect, scaling with the amount of people that have struck the unit recently.
Additionally, any Aura you use from Righteousness will be shared by your unit.
Notes and ideas:
Could have this be in both Savagery and Battlefury so that each militaristic guild has it
Could have this be its own skillset that anyone can learn, but have Templars and Carnifex gain bonuses or unique abilities geared towards it
Open to changing the specifics, and adding more formations, or what have you.
For Templars specifically, perhaps Inspire can also allow you to share your Aura with the entire Unit.
This system would be similar to Packs. Up to including UNITWHO(or UW), UNITTALK(or UT), etc.
Righteousness Additions
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Emanate Emanate one of your blessings to cleanse the wicked.
Twisting Twist an aura of ylem to enact harm to your enemies.
Emanate (Righteousness)
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Syntax: AURA EMANATE
This ability will consume one of your blessings at random to afflict your target or deal damage to them.
Accuracy: clumsiness
Protection: sensitivity
Healing: exhausted
Purity: moderate magic damage
Justice: justice
Pestilence: loki
Spellbane: mental_fatigue
Cleansing: addiction
Meditation: lethargy
Redemption: moderate spirit damage
Note: Would be usable off balance like Absorb in Righteousness.
Additional Notes: This is how me and Benedicto would like to see this skill go, but Stine has concerns that it will raise the predictability of Templars and cause people to be more likely to restart the fights, below is his idea:
"As for the aura portion, what if we had a way to alter the affs given through pestilence via which auras we had up?"
Twisting (Righteousness)
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SYNTAX: AURA TWIST
Twist the aura of your foe, dealing spiritual damage to their very soul. Can be used from adjacent room. Can only target someone with an aura of ylem.
Note: Deals spirit type damage.
Bladefire Additions
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Malice Turn their aggression against their allies.
Searing Sear the flesh, cleanse the soul.
Malice (Bladefire)
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Syntax: BLADE RELEASE [] MALICE
Be releasing charged energy, you create a pulsing malice that harms your target and anyone you don't consider an ally with various afflictions. This scales duration with amount of blade charge spent.
One-handed weapons pulse twice as fast as two handed weapons.
Afflictions include: TBD
Note: Sort of like a limited version of Vocalizing, but with duration scaling to blade charge consumed, and tick speed that depends on one handed or two handed.
Searing (Bladefire)
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Empower effect.
A weapon empowered with searing will cause a small amount of fire damage and afflict the target with blisters if they do not have it.
Note: Allows Templar to synergize with Zealots but also push the bleeding route that they currently possess.