Glass Cannon
Glass Cannon
Debuffer class
Snap blows
Piercing weapons (Spears, Lances, Whips)
In-between Meele and Ranged
Note:
Ideal placing is behind front line fighters, but in front of magic-users.
Melee mode is for close quarters.
-Strength heavy (Damage reliant)
-Agility minor (For landing multiple attacks)
-Intelligence minor (For enchanting a series of debuffs)
Kod-mezu only
Profession Specifics:
Moderate movement
Multiple, snappy attacks
Hits multiple enemies at once
Lean/Thin
Defense is armor and block based
Fragile, can only take a few hits, only slightly tougher than mages
Affected more by blunt attacks
Mild magic (debuffing only)
Strong against magic
Not so strong against physical
Weapon Affinity
Specialty in piercing weapons
Inept with blunt melee weapons in general
May use slashing weapons
Elemental Affinity: Holy
Glass Cannons deviate from the traditional front-line warriors and the spell casters behind in battle. They are in the middle, both figuratively and literally, smoothly blending both magic and weapon-usage alongside each other. Although, Chisels are quite fragile, having only a little more constitution and defense than their magic-preferring fellows.
Glass Cannons are more entitled to close-combat, damaging multiple enemies efficiently with their piercing weapons while being backed by both the warriors in front of them and the magic-users behind them. In doing so, they can continuously disturb and weaken them while in the safety of their comrades. In case an enemy infiltrates past their warriors in the front, they can take care of that too. Instead of spreading their terror amongst enemies, Glass Cannons may also choose to focus on a single enemy, paralyzing them and weakening them much more, ultimately piercing through all their defenses and stripping them of their functions.