I designed this class as nothing but a solo class, that works towards one point, at which this class deals a huge amount of damage, then it recovers from that big hit and works towards it again. I think it can also be used to farm a bit.
On a faraway island, there lives a secret order of water sorcerers. They have bound their selves to the endless water and live in harmony with it. Water is theirs to control, and nobody who has ever found the island survived. What many people don’t know, it that the island is situated at the centre of the Bermuda triangle…
Skill 1: Auto Attack: 2 seconds cooldown, 100% weapon damage
Skill 2: Soak: 10 mana, 4 seconds cooldown. Stacks up to 5 times, lowers defense with 5% for every stack, hits up to 3 enemies.
‘You hit your enemies with cold water, lowering their defense and giving a stackable DoT.’
This is basically a cheap attack that makes your enemies take more damage, and also gives them a nice DoT. But that’s not all. The real power of this skill comes later on…just wait for it.
Skill 3: Water veil: 30 mana, 15 seconds cooldown. Heals for a moderate amount, moderate HoT for 6 seconds.
‘As a water sorcerer, you have found the true healing potential of water. Heals for a moderate amount and adds a HoT that lasts for 6 seconds.’
Every solo class needs a heal. That’s obvious. This one might not be as cheap as the first skill, but the heal is big enough, and it surely will keep you alive. However, you should watch the cooldown, as it is rather long.
Skill 4: Calmth before storm: 10 mana, 20 seconds cooldown, reduces incoming damage by 50% for 8 seconds , reduces outgoing damage by 25% for 8 seconds, gives 50 mana. Increases the power of the next skill. If that is soak, the DoT is increased by 200%, if it is water veil, both the healing and HoT are increased by 50%, if it is tsunami(see next part), damage is increased by 100%.
‘Before water unleashes its devastating power, it is always quiet. Reduces incoming damage as well as outgoing damage, and gives you some mana. This skill also greatly powers up the power of the next skill you use.’
This is probably the most awesome skill of this class; you take less damage, you get free mana and your next skill becomes a super skill. However, the price you pay for this is that your damage will also be lowered. Also, this skill can be used for your needs: if you are farming and you need the DoT on your enemies, you can use this before your 2nd skill. If you are running low on health, just use your healing after this, and if you want to see incredible high damage, you should use this with the skill below.
Rank 4 Passives:
Refreshing wave: Increases haste by 5%
Deadly storm: increases outgoing damage by 10%
Always useful to get some bigger and faster damage going.
Skill 5: Tsunami: 60 mana, 30% of the total health, 50 seconds cooldown, does 100% weapon damage, plus 40% for every stack on ‘soak’, stuns yourself for 3 seconds. Hits up to 2 targets, cannot miss.
‘What is a water sorcerer without a devastating tsunami? Nothing. This skill does massive damage, that is increased by the number of ‘soak’ stacks, but stuns you afterwards.’
Why not? A tsunami is the most devastating water can get. Throughout your solo you are fighting towards using this skill, and here is where the true power of ‘soak’ comes in. But you should really watch when you use it: it might be able to 1-hit everything that is not a boss, but a boss can survive this. You lose 30% of your health when using this, and you are completely vulnerable when you get stunned for 3 seconds afterwards. So you should really decide if this nuke is worth the risk. But to convince you, I will do some math: this skill does 100% damage, plus 5 times 40% if you have stacked ‘soak’, another 25% comes from the 'soak' debuff, plus 100% if you use this right after ‘water veil’. That makes it a grand total of 425%(!) damage. Not bad, is it?
Final thoughts: This class can do massive damage when soloing, but even without using that nuke you can fight a lot of bosses. Also, this class can farm quite well. However, I think this class might not be for pvp use, because of the building up idea. This class is more for thinkers, as you actively have to watch your health and mana.
This class is made for pvp, to cover up the previous class, but it can also be used for almost everything else. It’s really straightforward, so only few will have a hard time mastering this class.
Dage, the dark lord, sought many years for the perfect soldier, made out of pure hate, despair and decay. He wanted them to be the elite of his army, able to avenge every fallen soldier in battle, and that faster than anything else could. But it also had to be the counterpart of the symbol of good, the angels. The primary mission of these soldiers is to hunt down and destroy as many angels as possible, and kill them in cold blood. The dark angels were born.
Skill 1: Auto attack: 1.75 seconds cooldown, 100% weapon damage
‘fast and insane as you are, you hit your enemy in rapid succession.
A normal auto attack that is just a little bit faster than normal.
Skill 2: Health leech: 20 mana, 4 seconds cooldown, 150% weapon damage, heals for 10% damage dealt.
‘any dark creature should be able to leech health. And so can you. This skill does moderate damage and heals you for a small percentage of the damage dealt.’
Great skill that you have to spam to keep yourself alive. The damage is useful, but the heal is even better. That’s all there is to say for this skill.
Skill 3: Judgement: 20 mana, 7 seconds cooldown, 50% stun chance, stuns for 3 seconds, 50% chance for moderate DoT
‘Your judgment is final, and you choose whether your enemy has to suffer or to become locked in time’
Another awesome skill, that has a decent chance to stun your enemy, but I don’t see why you wouldn’t want the DoT, so either way, the effect is useful. Also does some decent damage anyway.
Skill 4: Decay: 30% total health, 5 seconds cooldown, fully restores mana.
‘As a dark angel, hate is your most powerful emotion. While destroying a part of yourself, you grow even more insane, and you are fueled by your anger.’
Déjà-vu. Necromancers can also use a skill similar to this, only this skill fully restores your mana. But don’t spam this one, or you will kill yourself.
Rank 4 passives:
Legion blood: increases total health by 20%
Dark matter: increases damage taken by 10%
More health, more damage taken. The point of this will become clear when you see the next skill.
Skill 5: Destiny bond: 30 mana, 30 seconds cooldown, your enemy takes as much damage as you do.
(For this, I would like that this class can’t only reflect normal damage, but also DoT. I don’t know if that is possible in your systems though. If it isn’t possible to do so, just make it 150% reflection damage to balance it a bit)
‘You can do the most horrible thing possible: you can bind someone’s very own soul to you, giving them back any damage you take.’
This is so awesome. It works like the Burning ward skill from a Pyromancer, or the Temporal insanity from a Thief of Hours, only, you still receive any damage you would normally do, there is no defense buff. The extra damage taken becomes useful here: you have more health to take that extra damage; your enemy doesn't. What is awesome about this one, is that it also reflects enemy DoT, which is useful, because many classes use DoT in pvp, and they will be worthless if you can reflect that too./ deals 150% damage to your enemy, so he always takes more damage than you. This is what makes it a true pvp class. Nulgath can’t be killed with this class however, because he can kill you first. But hey, who cares about Nulgath if a lot of players just 1-hit theirselves?
< Message edited by inspectorscout -- 2/21/2016 9:57:10 >