I am aware that this has been suggested many times before... trust me, i wouldn't suggest something that already has a thread unless:
a. they just asked with no specifics
b. it sucked hard with the details they did provide
figured i would get that out BEFORE i am publicly burned as "an example to the rest"
now... let's get right on to statistics, shall we? The spears classify as "swords" in terms of their weapon class (obviously). The weapon is interesting stat-wise. It does low levels of mixed normal-pierce, and has a 5 attack combo with speed just a bit faster than, say, a gran faust. One attack in the combo is an omnidirectional one, and one attacks in the direction of a random enemy in front of you (defaults to hitting rightward if no foe present). Animation-wise, the character stabs twice in front, twisting the spear after the second, then spins around with the spear, and then hits a foe with the butt of it. That said, it is still low damage, and low speed; i am hearing a few ask "why?". This is where we start to get our answer.
The charge throws the spear javelin-style. The spear will then do one of two things based on wether or not it has a status tagged to it.
If status: the spear travels forward until it impales a foe, and sticks in. Beeps are heard, and it detonates, with a short-range (about 2/3 that of a proto bomb) status explosion (not cloud... ya hear me OOO? we don't need long range mist bombs.)
No status: The spear travels fourth and impales foes... but it doesn't simply "stick" to one like the other, no: This one hits and keeps going. It can impale many enemies, dragging them with as it hits, each time it hits one, damage is done to ALL who are skewered which increases as the number of foes does. Imagine the potential... now, if only wolvers and devilites stood in STRAIGHT LINES (basically, good.. when you get it to work)
Sounds fun, huh? but we aren't there yet. Equipping the spear does something else: it instantly edits shielded mechanics while in active use, triggering something i refer to as "Phalanx Mode" (OOO, you are welcome now to cry over the amount of coding required.). When Phalanx mode is active:
+Shield can take 4x the hits
+Knocks away foes who charge the shield when shield bash button is pressed
+Can attack while shielded
*Shielded attacks move at the speed of a standard brandish attack (not able to be affected by ASI
*Shielded attacks occur as front thrusts
*All attacked while shielded take THE NEXT LEVEL OF DAMAGE (IE: Zombies=full crit, slimes=crit-normal)
*Attack does not move player
*Player cannot move while attacking
*No combo limit (feel free to spam frontward-facing stabs while shielded the entire time traveling a level if you wish it)
-Shielded walk speed decreased (almost immobile)
-Shield only defends in front
-Shield only regens when FULLY depleted
-Cannot shield bash (passive change: cannot bash WHATSOEVER while spear is in use)
Now... wouldn't this be just the greatest? if you party up, it would be: you can grab aggro to tank for the party and block off narrow passages as they shoot into them. great for large hordes in areas like, say; the end of a shadow lair, or the ghostmanes in OCH, heck, maybe even red roarmulus if you really feel brave, and have a good elemental shield. Soloers would not get too short an end of the stick from this either: the extra shield endurance, if you can compensate for the directional factor, may see you entirely avoiding trojan charge level damage... and you might as well laugh at greavers. But, as mentioned, do remember this is no invincibility or uberbuff: you are still vulnerable. In fact, you are entirely open at the sides and rear. Also: the best way to use this, above all, is neither of the above, though... one will find the most effect in this by joining a party where, rather than being a tank for the party, you all jump in on the fun and form a phalanx, or circle; and allow your combined efforts to act as a shield wall, or one really big, really strong circular shield for the whole party. Gives those with a tactical approach to the battlefield a bit more feet to stand on, and encourages teamwork to find efficient application.
Oh, yeah... LD guardians... they can use it too! the direction of the group shielding changes to protect anyone behind the guardian in the front as well, in this case. I do believe this should make a few more people look at that guardian class before dashing out as a striker... which is good... a little variety in the debaucherous pool of skolver clone bandwagons. Grab a fuill team of guardian spearmen and show them what for. do watch for the rare recon, though: you and all of your buddies are dead if they make it behind you.
I believe i have made a point in balancing this, but if you see issues, do let me know. I would love to see this to freshen up gameplay a bit, how about all you?
Slightly OP... just sayin