Kit Two Kits: Phantom & Poltergeist

Mythless

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Since both of these kits are similar to each other in a way, I might as well include them both in one post.

Kit Name: Phantom
Icon: Elytra
Armory: None
Gear: Stone Sword (Sharp. 1 Enchant); Elytra (Curse of Binding); Fuse
Perm. Effects: Invisibility

Description: Cut from the same cloth as Ghost, the Phantom is able to maneuver around the battlefield with ease, take only half of normal fall damage, and can pinpoint the enemy's locations!

The Phantom is a kit similar to that of Ghost, except there are a few key mechanics that makes it distinct in its role. I will explain and elaborate on the mechanics that makes this kit function differently below.

Elytra Mechanics: When the user equips this Elytra and is airborne (considered as more than 2 air blocks above a solid block and is in the flying animation), they are able to hold the Crouch key to fly forward in the direction they are looking in. This, however, also slows down the Elytra speed, so it's really only advised to use it to gain extra height.

There is also a limit to how long the user can stay in flight (a maximum of 15 seconds) that is represented by the draining EXP bar. If 15 seconds of flight come to pass, the Elytra will break, and cannot be used again for another 20 seconds, at which point the user gains a new Elytra (this is also represented by the gaining EXP bar). When landing on the ground, however, the Elytra also breaks--regardless of the time left.

Two more notes about the Elytra: Enemies can see the Elytra regardless of if airborne or not, so be extra wary of when to use it. Also, like read in the description, the user will take 1/2 of normal fall damage. It's not too much to just be splatted after a free-fall, but also not too little to ensure safety from a big altitude.

Pinpoint Enemy Locations: The overall objective of the Phantom is to specialize in scouting, and giving away enemy positions as much as possible, more so than any of the other invisible kits. When the Elytra is being worn, the user (and only the user) will able to see every enemy (including invisible ones) through a spectral/glowing effect. There is no time limit to this effect except for when the Elytra breaks.

Kit Name: Poltergeist
Icon: Shield (With a Blank Gray Banner Design)
Armory: None
Gear: Shield (With a Blank Gray Banner Design; Sharp. 1 Enchant; Fire Aspect 2 Enchant; Knock Back 1 Enchant), Fuse
Perm. Effects: Invisibility

Description: A more defensive and supportive version of Ghost, the Poltergeist is able to protect itself and their allies while also being able to conceal its presence when it isn't needed.

The Poltergeist is more straight-forward to understand than you think. The description pretty much explains what its objective supposedly is. A lot of its offensive power is traded off for defense/support, so it must really be played tactically. The only thing that really needs explaining is

The Shield: It functions... almost exactly like a normal, vanilla shield. Able to block melee and ranged attacks in front. The only real difference is that the shield has a durability to how many hits it can take (10-15 hits maybe? I dunno how to balance this part) that is represented by the EXP, which drains proportionate to 1/(10-15, still dunno) hits. Durability does not regenerate over time, so keep that in mind when engaging with an ally who needs protecting. When the shield's durability is completely drained, the user will not be able to hold the shield up for 10 seconds (This mechanic is similar to an Axe disabling a Shield in vanilla) which is represented by the gaining EXP bar.

Also, like a Wraith drawing back their bow, a Poltergeist will emit particles whenever they hold up their shield.
 
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