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Unique Class Passives

 
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4/9/2015 1:10:07   
  Exploding Penguin
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As a thread stated in the balance forums, unique passives would really help the game's fun factor out a ton.

Here are my suggestions. These are based mostly on concept than balance, so numbers are simply to get the feel for it. These are also optimized for higher levels so numbers for lower levels have not been taken into consideration. These are supposed to focus on making the class very specialized in something, regardless of what build you use so the passive is usable to make a class identifiable as good at something particular while pertaining to most possible builds on the class.

The way this system works is that there are 2 different passives for each class. At any time in between battles you can switch to use one of the two, up to your choice. This is pretty much just to make it easier so that classes aren't limited to specific build types that simply synergize better with one of the passives. There is additionally a special passive which always applies in addition to the selected other innate passive specifically for 2v2 fights as well.

Bounty Hunter:

Hunt:

Enemies afflicted by any debuff you put on them, including ones from skills, robots, cores, etc... take 10% additional damage while the debuff is active.
For each 5 health the target is missing, you deal an extra 1 damage on all attacks.

Heartseeker:

Your minimum and base critical strike chance is 15%. Bonus crit chance (including crit chance from cores and stats) is quadrupled. Cheap shot now critically strikes 75% of the time. Critical hits now instead no longer ignore defenses, but instead deal only bonus damage equal to 120% your support. All your attacks also now deal bonus damage equal to 25% of your support.

Executioner's Glory:

If you kill an enemy in 2v2, you recover 10% of your missing health and energy. Additionally, your next attack deals 10% more damage.

Tech Mage:

Energy Charge

When you use energy, you store 10% of the energy consumed in a reserve pool. Using assimilation will cause you to deal bonus damage equal to 50% of your reserve pool, and will recover bonus energy equal to 25% of it. If you use battery backup instead of assimilation, it recovers bonus energy equal to your reserve pool, as well as health equal to 50% of the reserve.

Reroute

15% of damage taken (before defenses and resistances are calculated in) is added to your energy pool.

Revenge (2v2)

If you take damage from both enemies in the same turn, your next attack does 15% more damage. This can stack once up to 30% bonus damage if you choose not to attack immediately after getting ganged up on and get hit by both enemies again.

Mercenary:

Gathering Rage

Your rage attacks ignore an additional 10% of defenses, deals bonus damage equal to 200% of your level, and you gain rage 12% faster from any source.

Battle Fury

Your rage bar is converted to a new bar called fury. Your fury decays at 5% of its max per turn. You deal 0.20% more damage per 1% of your max fury. At max fury, you are given an option to consume all fury to heal for 35% missing health. Your fury gain increases by 1% per 1.5% of missing health.

Torment (2v2)

Upon a death of anyone on the battlefield (ally or enemy), 20% of their rage upon death is added to your rage/fury bar.

Cyber Hunter:

Cybernetic Armaments

12% of all damage dealt (Excluding poison damage) is added to your energy pool. Your max energy is increased by 5%. EMP Grenade drains an additional 10% energy.

Cybertech Leak

Dealing damage causes enemies to slowly lose energy over 3 turns. They lose 1% of their maximum energy pool per turn, and this effect can stack to a cap of 4% per turn.

Shield Core (2v2)

When an ally uses a skill on you, you now gain a 1-turn buff which reduces damage taken by 10%. You are also healed for 5% of your max health.

Blood Mage:

Hemorrhage

Both passive options for BM stem off of this.
Dealing damage applies bleed stacks on the target. The bleed deals damage equal to your level over a span of 2 turns. You can stack on bleed up to 6 times, and for each bleed stack that target takes 1% more damage from any source. Bleed damage is true damage and not affected by defenses

Rend

When using a damaging skill on an opponent, you are given the option to rend their bleeding, removing all bleed stacks. Upon using rend, the target takes bonus damage equal to 1/2/3.2/4.5/5.9/7.5% of their max health. You are then healed for the amount of bonus damage done by rend. Bonus damage dealt by rend does not add to your rage meter nor to the target's.

Blood Magic

Become non-dependent on energy. All your skill costs are now 5/8 what they are normally, but they cost health instead of energy. You are immune to energy drains.
However, you can remove enemy bleed stacks in exchange for spending health on skills. When using a skill you are given the option to remove enemy bleed stacks instead. Each bleed stack accounts for your current level worth of health in skill cost (if you are level 40, a skill costs 70 health, you can remove 1 bleed stack to spend 30 health instead). Multiple bleed stacks can be exchanged at one time.

Blood Drip (2v2)

Allies attacking bleeded targets gain lifesteal equal to 2% per bleed stack. You do not gain this lifesteal bonus.

Tactical Mercenary:

Enfeeble

Dealing non-poison damage affects the target with a 1-turn debuff, enfeeble. If the afflicted target uses an attack while hit by enfeeble, they deal 15% less damage.

Debilitate

Dealing non-poison damage affects the target with a 1-turn debuff, debilitate. If the afflicted target loses energy from whatever means (used it on a skill/core, losing it to frost shards/drain, etc...) while the debuff is active (dissipates after the afflicted person's turn, so you can't follow up with damage + atom smash), then they lose an additional 20% energy, and the TLM gains half of this lost energy.

Lock-on (2v2)

Attacking a target in 2v2 applies lock-on for 2 turns. Once lock-on is applied it cannot be reapplied until it disappears. Lock-on does not refresh if damage is applied again, only if the target does not have the effect currently on them.

Targets marked by lock-on receive halved block/deflection chance, and their minimum block/deflection chance is now 0% if the tech/dex difference is high enough to make that possible. Targets also marked take an additional 5% damage.







Epic  Post #: 1
4/10/2015 7:28:53   
Oswald Cobblepot
Member

Supported - it would be nice, but I think they will make cores like these skills... not an passive skill..
AQW Epic  Post #: 2
4/19/2015 9:20:47   
newtena
Member

yes i agree though i admire the effort you put into your post.
Post #: 3
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