Nexus...
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Introduction (MUST READ): Hey there folks! Today I am bringing you the first of 3 posts which will include my ideas for revamping every class currently in the game. The core idea here is to promote build diversity, and each skill tree has been crafted in a way to do just that. What you must understand is that while I have spent an extensive amount of time on these, there are still many flaws. As an example, I have yet to calculate most energy costs/cooldowns, which play a large role in how effective a skill can be. However, the skill concepts, and overall tree has had a lot of thought put into it, and while some skills might seem "OP", just remember that both skill tree's are meant to provide as much build diversity as possible. Another thing you should note is that these skill tree's are not meant to be balanced against the current bounty/merc skill trees, but rather should be compared to their revamped counterparts for those classes which I will release when I have more time to finish them off. For now you are in for one heck of a read, so saddle up and enjoy. *All things are subject to change and a work in progress. I would appreciate any constructive criticism/feedback. *Not necessarily all aspects of a skill improves with its scaling stat Tech Mage: Tiers are in order from left to right. Tier 1: Name Mantra of Vitality Description: Whisper an incantation, and pass into a state of calm healing. Effect: Heal for 22 (+2 per level MAX 40) for 2 turns. If more than 20 damage is dealt to you while the Mantra is active, the effect is cancelled, but you reflect 30% (+% per level, MAX 50%) of the damage, and heal for 100% (+15% per level) of the damage dealt. Scales with: None Name Aura Description: Cast an aura that increases your defenses every time you take damage Effect: Deal 55% damage (+5% damage per level, MAX 100%), and cast an aura that adds +2 Defense/Resistance every time you are attacked (Maximum of 10 def/res). Lasts until you block an attack, deflect an attack, stun your opponent or critically strike. Scales with: Support Name Cast Spell Description: Depending on the the turn, this skill will be one of 3 unique spells. Effect: 3 Spell Possibilities Overcharge (First turn) o Deal 18 (+2 per level) energy damage, ignoring 15% of your enemies defenses. Replicate (Second Turn) o Deal 18 (+2 per level) energy damage to an enemy. If there is another enemy in the game, you can choose to match the damage for them, and apply a -5/-5 defense/res debuff for 1 turn. (Double the energy cost if second target is hit). Enchant (Third Turn) o Deal 16 (+1 per level) energy damage, with a 30% to stun or critically strike your opponent(not both). If you critically strike, Cast Spell can be played again on you next turn for half the mana cost. Scales with: Technology Note: On your fourth turn "Cast Spell" will cycle back to "Overcharge", restarting the cycle. Cooldown: None Energy Cost "Spell": 32 MAX level Tier 2: Name Master Technician Description: Increase your defenses, and passively improve your technical prowess. Effect: Active: Improve all active shield/healing effects by 21% (+1% per level) until they end, and extend them for 1 turn. If none are active, heal for 16 (+1 per level) Health, and gain a +5/5 shield for 2 turns instead. Passive: Gain +1 Technology per level (in skill) Scales with: Dexterity Name Anomaly Description: Slam the ground, dealing damage and causing an anomaly. Effect: Deal 85% (+% per level, max 100%) weapon damage to your enemy, and change all of your physical attacks/spells to energy, and all of your energy attacks/spells to physical damage for the rest of the match. Includes primary, sidearm, auxiliary, robots & cores. Also increase all attacks by 2% damage (+% per level, max 20%) for 1 turn. Scales with: None Energy Cost: 32 Name Holy Strike Description: Strike your opponent with the hilt of your weapon Effect: Deal 102% physical weapon damage (+2% per level). Applies concussion, reducing all enemy spell damage/effects by 50% for 1 turn. Scales with: None Tier 3: Name Sabotage Description: Sabotage your enemy, reducing their technology, and adding additional time to cooldowns. Effect: Reduce your enemies technology by 12 (+2 per level), and add 1 cooldown/warmup to any skill/core/weapon/robot that is already in cooldown/warmup. Scales with: Support Name Prime Selection [NOTE: thinking of adding an enhanced effect for every skill on the Tech Mage tree, and not limiting this skill to just 'cast spell'] Description: Select a Spell to enhance and permanently have in your arsenal. Effect: Active: Select one of the 3 Cast Spell options to have permanently, and disable Cast Spell for the rest of the game. Passive: Enhance the selected Spell o Overcharge now ignores an additional 2% of your enemies defenses per level o Replicate now costs -3 energy per level to cast on a second enemy, but does not apply a debuff. o Enchant now has a 22% (+2 per level) chance to stun AND critically strike (both can occur). Note: Base Damage & Energy cost based off of Cast Spell level Scales with: None Energy Cost: None Name Rift Walker Description: Pass into the rift, dealing a percent of your opponents maximum health in damage, and regaining energy whenever you are attacked. Effect: Active: Deal 15% (+2% per level) of your opponents maximum health in energy damage (ignores 35% of defenses). Passive: +11% (+1% per level) of damage done to you is converted to energy Scales with: Dexterity Energy Cost: 45 at level 10 Tier 4: Name Sap Description: Deal 100% weapon damage, stealing a percent of your opponents energy and buffs/debuffs for yourself. Effect: Steal 12% (+2% per level) of your opponents energy, and match your opponents buffs/debuffs for 2 turns. Energy cost: None Scales with: None Name Ancestral Trance Description: Call on an ancestor to deal damage and/or heal you, and grant you power. Effect: Select an ancestor to embody you with power Ancestor of Betrayal o Deal 12 (+2 per level) true damage o Increases your block, deflect, critical strike, and stun chances by 6% (+1 per level) Ancestor of Wisdom o Heal 13 (+3 per level) health [ignores heal reductions] o All of your skills cost 5% less (+5% per level), and every time you attack you gain +1 in all 4 stats. Ancestor of Corruption o Deal 6 (+ 1 per level) true damage, and heal 12 (+2 per level) health o You restore 11% (+1 per level) of damage done as health, and reduce your opponent damage by 11% (+1 per level) for the duration of the match. Energy cost: 59 at level 10, effect lasts permanently Scales with: Technology Name Precision Description: You use your magic to enhance the precision and damage of your attacks. Effect: Active: Strike your enemy for 100% weapon damage, and apply a mark that increases your connection rate by 5% and decreases your chance to be deflected by 5% Passive: Sidearm and Auxiliary damage is passively increased (+1 sidearm damage on odds, +1 auxiliary damage on evens [MAX +5/+5] Scales with: None Blood Mage: Tier 1: Name Transfusion Description: Sacrifice some of your energy in order to gain health Effect: Transfuse 40% (-2% per level) of your maximum energy into 36% (+1% per level) of your maximum health. Scales with: None Cooldown: 1 Turn Note: If you do not have enough energy, transfusion will cost +1/+1 instead Name Inner Fire Description: Shield yourself from incoming damage, and gain life on hit while the shield is active. Effect: Absorb up to 21 damage (+1 per level), and gain 6% (+1% per level) of damage dealt as life while the shield is active. Scales with: Support Name Weaken Description: Draw on the blood of your enemy, significantly weakening them. Effect: Deal 100% weapon damage, reducing your enemys damage by 15% for 2 turns and giving you a 25% to make your enemy sleep (stun mechanic) for 1 turn. If you cause sleep, their damage is reduced by 25% instead and impacts them for 2 turns after they awake. Note: Blockable Scales with: None Tier 2: Name Leech Description: Steal an enemy skill of your choice. Effect: Copy an active enemy skill of your choice (cannot require a class specific weapon), and replace Leech with your selection. The replaced skill has 55% (+5% per level, MAX 100%) potency of the original. Note: Can only be used once per game. Name Heartbeat Description: Your heart beats faster, increasing your maximum health and strength, and passively increasing your rage gain. Effect: Active: Increase your maximum health and strength by 11 (+1 per level) for a duration of 3 turns. Passive: Passively increase your rage gain rate by 6% (+1% per level) Scales with: Dexterity Name Droplets Description: Steal droplets of your opponents blood, dealing damage over time, and healing yourself for the damage dealt. Effect: Deal 5 damage (+1 per level), and heal for the same amount for a duration of 3 turns. Scales with: Technology Energy Cost: 45 at level 10 Tier 3: Name Cleanse Description: Cleanse your blood, causing all debuffs to become buffs, and dealing energy damage to your opponent Effect: A buff is applied that is equal to 55% (+5% per level, MAX 100%) of any debuff that was active, and you deal 16 (+2 per level) energy damage to your opponent. Scales with: Technology Name Blood Ties Description: Convert all of your energy to health, causing you to draw on your life-force (health) to cast spells. Effect: Active: Your skills now cost 75% (-% per level, Max 45%) the energy amount in health. Transfusion is disabled. Passive: Passively increase your strength by 1 per skill level Name Plague Description: Cause a plague to infect all enemies, dealing physical damage and reducing their chance to connect. Effect: Deal 18 (+2 per level) damage to all opponents, and decrease their connection chance by 10% for 2 turns. Scales with: Dexterity Tier 4: Name Clarity Description: Enchant your weapon, and strike your opponent to steal their energy and improve your hit chance. Effect: Strike your opponent to deal 100% weapon damage, stealing 20% (+% per level, MAX 40%) of their maximum mana, and applying a mark that increases your connection chance for 3 turns. to your opponent. Note: Blockable Name Lineage Description: When in critical condition, your lineage enables you to swap healths with your enemy so they may experience the extent of your pain. Effect: When below 7 health (+2 per level), you gain the ability to swap healths with your opponent (you gain their health, they gain yours). Name Bloodline Description: Deal damage, and passively increase your life as a percentage of the damage dealt to your enemy. Effect: Active: Deal 105% (+5% per level) weapon damage Passive: +6% Life on hit (+1% per level) Scales with: Support Note: Cannot be used in conjunction with rage Cooldown: 4 turns If you read all of that, well, you are awesome. Please let me know what you thought below and/or fill out this poll. Thanks! Prophet Changelog -Unstable ground name changed to 'Plague' -Sleep name changed to 'Weaken'[ -Transfusion now restores a scaling % of max health (36%-45% depending on level), instead of a flat 40% -Changed wording on Leech -Increased starting % health cost on Blood Ties from 50% of the energy cost to 75%, and MAX level health cost from 40% to 45%. -Mantra of Vitality now requires that 20 damage be done to break the effect. Added % scaling for reflected damage, and scaling % for damage done restored as health. -Cast Spell is no longer random, but instead cycles between the 3 spells depending on what turn it is.
< Message edited by Nexus... -- 12/21/2013 1:58:44 >
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