As you all know, we still lack some battle sprites for the blue and green minerals (moonstone and valestone respectively), so here is where I'm going to suggest my ideas on what those two should be.
1.
The green one, should be some kind of airborne animal. Since we haven't got one of those yet, maybe a bird or a butterfly. It can have a special reskin as a snipe or something too.
Drakons focus on dealing damage, Seraphynxes on reducing it, and Maskeraiths on debilitating enemies in general.
The green sprite will focus something else, something I feel is very important here in SK.
Positioning, crowd control and mobility.
The first skill will be an area denial attack. A gust of wind in a 'fan' shape that does damage, and blows enemies away. Similar to the Seraphynx' first skill, but more spread out, and has significant knockback. Very useful if you want to box a group of enemies in a corner.
The second skill, like all sprite's second skills, will be a support move. Using the second skill will buff the user's resistance to knockback, as well as increase defense. You know how being attacked while charging will lower your charge? Not anymore it won't! Your character will become an immovable wall!
Oh, but you'll still be susceptible to ailments, unfortunately.
The third skill, also like all other third skills, is an AOE skill. This one, spreads damage.
Badically, using the third skill will causr a huge barrier to appear on the user, akin to the Seraphynx's third skill. But instead of blocking enemy damage, this one will spread yours.
For example, you have two slimes inside of your barrier. When you attack one of the slimes, the other one will also take damage. The damage the other one takes is halved, and also has no knockback. This skill will work wonders when you're surrounded.
As for ultimates....
The first skill's first ultimate will simply add a strong stun to the attack, while the second ultimate simply increases damage, knockback and adds a flinch rate.
The second skill's first ultimate will give the user a movement speed increase, while the second ultimate adds an explosion to the user's attacks, increasing AOE and damage.
The third skill's first ultimate increases the amount of damage spread from 50% to 100%, while the second ultimate greatly increased the barrier's range.
2.
The blue sprite ought to be some kind of marine creature. I'd prefer a jellyfish.
Since we now have a sprite for offense, defense, support and mobility, don't we now have all the bases covered? Since that's the case, what on cradle could the last sprite do?
Obviously, all of the above.
Yup. Since we have all the bases covered, then that leaves only being a Hybrid left.
The first skill is obviously a projectile attack. Namely, a chain lightning attack. The sprite will let loose a fast moving lightning ball, and when the ball connects with an enemy, a bolt of lightning will shoot out, and damage any nearby enemies. And due to balancing issues, the lightning will NOT trigger quiksilvers, and will NOT induce shock.
The second skill is a buffing move. When used, the user will gain a buff that lets him/her reflect enemy damage. So when a user gets attacked, the enemy that attacked the user takes damage too. The amount of damage taken by the enemy depends on the sprite's level and the amount of skill points used.
The third skill will be a tagging move. When this skill is used, a kind of wave will travel and hit every single enemy near to the user. Once hit, a mark will appear on top of the enemy. If a marked enemy is attacked, that enemy will have it's defensive power lowered. The mark lasts for only 5 seconds, and every time a marked enemy is attacked, the amount of time their defence stays lowered becomes longer. The defense lowering effect stacks with Poison.
The first skill's first ultimate will increase damage and the amount of time the attack chains. Basically, once an enemy gets hit by lightning, the lightning will strike a nearby enemy, and then strike ANOTHER enemy near the second one. Whereas the second ultimate will gain the effect of lowering enemy attack power.
The second skill's first ultimate will add a buff that increases the user's attack and defence, while the second skill's ultimate will grant the user the ability to ALWAYS interrupt the attack of any non-boss enemy.
The third skill's first ultimate will add an attack lowering effect as well, whereas the second ultimate will add a chance of inflicting a random status ailment with every attack.
So those are my ideas. I am aware that I still need a lot of issues to add and/or balance, but what do you think so far?
"For example, you have two slimes inside of your barrier. When you attack one of the slimes, the other one will also take damage. The damage the other one takes is halved, and also has no knockback. This skill will work wonders when you're surrounded."
This makes sense for swords and guns but what about bombs? Would they all just take increased damage while all receiving knockback, or would something else happen?
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"And due to balancing issues, the lightning will NOT trigger quiksilvers, and will NOT induce shock."
Why not? Drakon can light oilers, and charged quicksilvers are much more friendly to your party (they can kill each other and other enemies).
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"The mark lasts for only 5 seconds, and every time a marked enemy is attacked, the amount of time their attack stays lowered becomes longer. "
Do you mean "amount of time their DEFENSE stays lowered"?
If so that means that multi-hit weapons are made even more powerful, you could keep a large number of monsters debuffed so long that your skill recharges if you use Dark Retribution (provided you don't kill everything).