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Entropy Class Revamp Idea

 
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6/6/2022 11:26:05   
Sinister Spirit
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Seeing how older classes are getting revamped, I'm looking forward to when it'll be the turn of my favorite class back when I was a newbie. In the meantime, might as well share my personal ideas!
Since I'm no-artist and I know the DF staff already has a lot to do, I tried to make most skills' effects fit the class' original visual animations, in fact most skills even kept their original names to avoid confusions. I hope this will minimize the team's work IF they somehow read this post and like my idea (I doubt they will, but who cares? I still had fun writing this).
This is my first (and probably only) attempt to build a class, so if you don't understand or even disagree with certain aspects, I'm all ears to your questions/suggestions!

Enjoy!



REANIMATE
If used right before reaching 0 HP, your HP is fully healed, but you lose 70 All Resist for 99 turns.
-Notes: The heal triggers on the exact hit supposed to kill you, meaning multiple-hits attacks can keep hurting you after you recover, however if they would kill you multiple times on the same turn, the heal will keep saving you. The effect reducing your All Resist can stack endlessly!
Cost: Nothing
Cooldown: 3 turns
If En and Tropy could reanimate, why can't this class do the same!? This is your only "heal", and it's very tricky since you must GUESS when you're about to die, not to mention its huge drawback and the fact it doesn't work on DoT since its effect is only active during your enemy's turn. But I made the cooldown short on purpose, I WANT this class to reanimate multiple times before crumbling from overuse!

ROT
Deals 4 hits of damage varying from 25% to 50% each, based on your missing HP. Reduces the target's Damage by 20% for 6 turns, and everytime you re-use it, the effect increases by 20%, up to 60%.
Cost: 55 Mana
Cooldown: 5 turns
Since this class has no "normal" heal, I want its debuffs to be strong and permanent, but taking a while to build themselves. Afterall, decomposition takes time!

DECAY
Deals 4 hits of damage varying from 25% to 50% each, based on your missing HP. Reduces the target's Bonus by 20 for 6 turns, and every time you re-use it, the effect increases by 20, up to 60.
Cost: 55 Mana
Cooldown: 5 turns

WITHER
Deals 2 hits of damage varying from 50% to 100% each, based on your missing HP. Reduces the target's All Resist by 10 for 6 turns, and every time you re-use it, the effect increases by 10, up to 30.
Cost: 55 Mana
Cooldown: 5 turns

PLAGUE
Deals 2 hits of 30% damage to the target. Applies a 50% weapon DoT for 6 turns. Can stack if re-used, but doesn't reset its previous uses' remaining turns.
Cost: 40 Mana
Cooldown: 2 turns
What would a champion of putridness be without damage-over-time? I may have given Rot, Decay and Wither longer cooldowns and "Long Winter-like" effect increases, but I wanted Plague, Blight and Infection to be spammed.

BLIGHT
Deals 1 hit of 60% damage to the target. Applies a 20% weapon DoT and reduces the target's Melee/Pierce/Magic Defense by 20 for 5 turns. Can stack if re-used, but doesn't reset its previous uses' remaining turns.
Cost: 40 Mana
Cooldown: 2 turns

INFECTION
Deals 1 hit of 60% damage to the target. Applies a 30% weapon DoT and adds +15 Health Resist to the target for 5 turns. Can stack if re-used, but doesn't reset its previous uses' remaining turns.
Cost: 40 Mana
Cooldown: 2 turns

ATTACK
A normal attack, nothing to say there

BLOOD WOMB
Increases Damage by 50%, Bonus by 70, and you cannot take more damage than half of your remaining HP rounded down for 2 turns.
-Notes: Like Soul Aegis, this skill won't protect you from DoT. Even if your HP is below 12%, the cost will leave you 1 HP.
Cost: 12% HP
Cooldown: 5 turns
I know mixing Chaosweaver's Soul Aegis with a great buff is op and I'd understand if you want to edit it. But keep in mind that unlike Chaosweaver, this class has absolutely NOTHING to save itself from DoT (and yet there's a health cost), plus its only heal turns it even more fragile than Soul Gambit. Gotta make balance somewhere!

ROTTING TOUCH
Deals 9 hits of damage varying from 15% to 35% each, based on your missing HP.
Cost: 60 Mana
Cooldown: 3 turns
Big damage and low cooldown, simple as that!

VAMPIRIC RENEWAL
Siphons 15% of your max MP from the target every turn for 6 turns.
Cost: Nothing
Cooldown: 21 turns
At first I was pissed when they massively increased the skills' Mana cost, but now that I think of it, the Entropy is MEANT to consume everything, so let it consume all the energy it wants! But once it's empty... who's gonna keep paying the price for its insatiable hunger???

VOLATILE VEINS
Deals 1 hit of 30% damage to all enemies and stuns them for a period depending on your missing HP.
-If at 67% HP or more, stuns all enemies for 1 turn.
-If between 34% and 66% HP, stuns all enemies for 2 turns.
-If at 33% HP or below, stuns all enemies for 3 turns.
Cost: 45 Mana
Cooldown: 12 turns
Stunning all enemies for 3 turns may seem op, but keep in mind this is still 1 hit without anything to bypass Immobility Resist, so it's useless against most bosses. This is meant to help against groups of small enemies after having used Blood Womb in previous fights to purposely lower your HP.

DECAYING NEEDLES
Deals 1 hit of damage varying from 100% to 200% to all enemies, based on your missing HP. Guaranteed to crit.
Cost: 50 Mana
Cooldown: 4 turns
Again, little help against multiple enemies since you're supposed to have low-HP.

FEVER SPIT
Deals 4 hits of 25% damage to the target and adds 2 extra turns to every Plague, Blight and Infection stacks currently applied on them.
Cost: 65 Mana
Cooldown: 6 turns
The disease is meant to LAST!

PUTREFYING BEING
Removes all stacks of Plague, Decay and Infection from the target, then deals 9 hits of (7 x number of stacks of Plague, Blight and Infection)% damage to them.
Cost: 95 Mana
Cooldown: 13 turns
Seeing how HUGE the skill's animation is in the original class, all this putridness HAS to come from somewhere, right?



As you can see, I tried to make the Entropy class a true embodiment of decay. It uses debuffs/DoTs that start weak but gradually increase until the enemy inevitably crumbles, its damage increases the more its HP is low as it hungers for more energy to consume, and its buffs/regens are strong at first but can backfire on the long-term, for even the Entropy isn't fully immuned to its own decay!

< Message edited by Sinister Spirit -- 6/6/2022 21:24:40 >
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