I'd like a class that revolves around building up stacks of a skill, with the other skills being more powerful with the stacks, and each of the other skills remove a couple of the stacks. I think a class that deserves to join the fray is Dreamweaver. It can be obtained through 2,000 acs, or by getting a rare drop from Ledgermayne called Dream Mist, then collecting 400 pieces of Nightmare Kibble, and turning it into Riadne with rank 10 Ravenloss and 100,000 gold.
Recommended enhancement: Wizard. Dreamweavers are an ancient people that have mastered weaving dreams, from pleasant daydreams to debilitating nightmares.
Dreamweavers gain mana from all hits landed in combat, and especially on crits. The amount depends on the damage relative to *their own* HP total.
Weapon Damage: 2.0 speed, 100% damage
Rank 1: Auto Attack: physical, 2 sec cooldown
Rank 1: Dream Weave: 15 mana, 4 sec cooldown, magical. Weave a dream together for yourself and the opponent. Applies Dream Master, which increases your haste and damage by 2% for each stack. Stacks up to 20 times. Dream Weave then applies Sleepy on the opponent, dealing light damage and lowers their damage and haste by 2% per stack. Stacks up to 20 times.
Rank 2: Sweet Dreams: 21 mana, 14 sec cooldown, magical. Absorb the energy of woven dreams, dealing moderate damage to the opponent based on stacks of Dream Master, and grants a strong heal over time based on stacks of Dream Master, and removes up to 5 stacks of Dream Master. Example: if the hero has 11 stacks built up, the hero will get a strong heal over time, the opponent will take a moderate amount of damage, and both the hero and opponent will be put back to 6 stacks of Dream Master and Sleepy. The heal and damage effect doesn't get any stronger past 5 stacks
Rank 3: Strange Occurence: 20 mana, 5 sec cooldown, magical. In dreams, anything can happen. 1 of 5 strange events will happen to affect the battlefield. Consumes 4 stacks of Dream Master, and must have at least 4 stacks to use it
-Being Chased: You, the opponent, and up to 3 allies get their haste maxed out for 6 secs.
-Teeth Fall Out: The opponent's attack is cut in half for 6 secs
-In Control: Mana costs for you and and an ally are cut in half for 5 secs
-Falling: The opponent gains 100% attack power, but loses 30% of their hit chance
-Just a Dream: Reality comes back, and the monster fades away. Applies a small heal over time to you and 3 allies for 8 secs, and applies a strong damage over time on the opponent for 8 secs
-Well Rested: crit chance and hit chance increased by 8%
-Lucid: magic damage increased by 10%
Rank 5: Nightmare: 25 mana, 15 sec cooldown, magical. Give the opponent a horrifying nightmare, dealing massive damage to the opponent, and removes up to 7 stacks of Dream Master. Damage is increased with more stacks, and caps in damage at 7 stacks. Has a 40% chance of stunning the opponent for an amount of time based on stacks of Dream Master. Each stack stuns for .5 secs, maxing at 3.5 secs
Rank 10: Night Terror: every once in a while, you tap into the strength of mental deterioration, dealing an incredible amount of damage to the opponent, and grants you and the opponent 10 stacks of Dream Master
Another idea I have is another time-based class, only make this one farm-able for free players. It could involve merging in all of the hour-glass weapons that prevent Iadoa's astral shift, along with a new hourglass item that could be a 1% drop from a time based monster, or a new monster.
Class: Time Keeper
Weapon damage: 100%, 2.0 speed
Base stats: hybrid base
Class description: Recommended enhancement: wizard. Time Keepers have been protecting Lore from time anomalies for as long as time has existed. They have learned to manipulate time in ways to harm their opponent and benefit themselves.
Mana regen: Time Keepers gain mana when they: strike an opponent (more effective on crits), or dodge an attack (restores hp as well)
Auto attack: Tick Tock Strike
100%, 2.0 speed
Each time your weapon connects, you distort time slightly in your favor, applying Tick on yourself, increasing haste by 1% and Tock on the opponent, lowering their haste by 1%. Tick and Tock stack up to 12 times
Mana cost: 15
Cooldown: 4 seconds
Description: Inscribes a sigil on the opponent, dealing moderate damage and causing 1 of 12 varying effects. Effects last 6 seconds. Cannot have the same effect twice in a row
I: applies a pitifully weak damage over time on the target. Deals 5% of weapon damage over time
II: lowers the target's dodge chance by 8%
III: lowers the target's haste by 8%
IV: applies decay, cannot heal. Lasts for 12 seconds
V: lowers target's damage by 10%
VI: applies a moderate damage over time on the target. Deals 80% of weapon damage over time
VII: lowers target's hit chance by 10%
VIII: lowers target's crit chance by 15%
IX: lowers target's crit damage by 15%
X: increase damage the target takes by 20%
XI: increase target's haste by 40%, but lowers target's hit chance by 40%
XII: applies a massive dmage over time on the target. Deals 150% magic damage over time
Note: each sigil will have the roman numeral for the number appear on the opponent for the animation. Same effects don't stack, and can't be generated again until the first one wore off. Each effect has the same chance of being generated.
Mana cost: 20
Cooldown: 10 seconds
Description: Turn time backwards on yourself and forwards on your target. Places a heal over time on yourself, and places a damage over time on the target. Both the heal and damage are increased with stacks of Tick and Tock and consumes those stacks. The heal and damage over time grow stronger based on stacks of Tick and Tock
Mana cost: 15
Cooldown: 5 seconds
Description: Deals moderate damage on the opponent, and doubles the effects of all sigils currently active on the opponent
Note: all debuff effects are doubled, all damage over time values are doubled, and the duration of the effects are doubled
Description: increase haste by 12%
Description: increase luck by 12%
Mana cost: 28
Cooldown: 13 seconds
Description: Traps the opponent in their own timeline, which then collapses in on itself, dealing damage equal to the amount of damage dealt based on people in the room.
Note: with only yourself in the room, deals damage equal to the amount of damage dealt in the last 15 seconds. If the room is full, only does the damage dealt to the monster from the last 4 seconds, and caps at 75,000 damage. All players damage dealt is included, not just yourself. Damage occurs in the form of a 2 second damage over time
Description: traveling through timelines causes your intellect to increase by 10%, and your damage over times are 30% stronger
Overall, the class is meant to solo and support due to its debuffs and single target skills. The player wants to keep the 2 and 4 skill going, since it will constantly be dealing damage and debuffing, then use the 5 skill for a nuke. The 3 skill should be used more sparingly, since it will cause your haste boost to fade from Tick Tock Strike. The weakness to the class is the man regen. Since it's based on the thief model and your auto attack slows the opponents attack speed, you need to be strategic in how often you use your skills. A mana vamp enhancement could remedy it though
< Message edited by Geddrick -- 1/27/2019 19:34:24 >