new semi-silly class idea
Posted: Tue Nov 09, 2010 7:55 pm
Basically, this is a riff off the old symbiont and the slime mold schtick. Works on Equilibrium. Class unlocked by drinking a total of 1000 potions of slime mold juice. Primary stats are willpower and dexterity
- Would have the slime mold juice tree by default. Slime mold juice is not useless, though - for them it restores a small amount of equilibrium and HP
- Would have the default "meditation and stuff" equilibrium tree
- Would have about the same level of access to slinger's trees as the wyrmic has to fighter/berserker trees
- Would have a summons tree, composed entirely of nonmoving summons.
- Shrieking Mold, which has no attacks and limited HP, but is pretty cheap, and has a large area taunt. Basically, all foes in the area stops paying attention to you and starts heading towards it until something manages to wipe the thing out. Useful for giving yourself a bit of a breather/escape, for keeping escorts alive, and for convincing enemies to nuke each other with area effects by mistake.
- Spawning Mold, which has no attacks, but a decent amount of HP, and may duplicate itself when hit as per the monster duplication ability. Mostly there as a way to get in the way and delay the enemy.
- Searing Mold, which has a fire damage attack and decent combat stats
- Stunning Mold, which has solid defenses and a chance to temporarily stun anyone who hits it.
- Would have an unlockable advanced summons tree, with summon-boosting powers
- Exploding Mold - a sustain: when one of your summons is destroyed, it does area-effect damage to everyone within 2-3 squares
- Spore Cloud - a sustain: the squares adjacent to your summons get a spore cloud aura that has a chance to debuff any enemies that enter it
- Duplicate Mold - allows you to designate a mold ally. some number of identical molds are generated nearby the ally, as the breeding monster's Spawn ability. This will be overall more equilibrium-efficient and time-efficient than summoning them individually, but it doesn't give you the same control over their location
- Grow Mold - a sustain: gives your summoned allies a solid health regen, and an increased duration
- Would have a Sling Spores tree
- Sling Spores - a sustain: While this is sustained, you can fire your sling without ammo, and the ammo that you equip doesn't apply (or perhaps you cannot equip ammo without unsustaining the power). The effectiveness of spore ammo tracks on talent level and Willpower. Your slung spores deal some poison damage and have a chance to cause ongoign poison damage.
- Confusing Spores - a passive: gives your slung spores a small chance to confuse their targets for a few turns
- Blinding Spores - a passive: gives your slung spores a small chance to blind their targets for a few turns
- Exploding Spores - an active ability, AOE, with range dependent on dex. Deals damage to everything in the area, and confuses based on the Confusing Spores percentage
- Would have a Slime Tentacles tree
- Sliming Blast: small area effect, with knockback and slow
- Pinning Tentacles: single-target ranged pinning attack - damage/effectiveness based on willpower, range/hit based on dex
- Slime Body: sustain: gives ranged defense (the arrows just pass right through!), physical save, and some acid/poison/stun resist at the cost of some fire vuln
- Swap with Mold: allows you to trade locations with a visible summoned mold, range dependent on dex. More talents reduce cooldown and possibly equilibrium cost
Basic idea of the class is that you're an archer/slinger by default, who can summon nonmoving allies to harass and slow your enemies while you shoot them. He doesn't do as much raw damage per turn as an archer or slinger, but he has more control - both through the debuffs that attach to most of his attacks and the tricks he can play with his summons - and a more versatile set of panic buttons.
Anyone find this interesting enough to keep working on?
- Would have the slime mold juice tree by default. Slime mold juice is not useless, though - for them it restores a small amount of equilibrium and HP
- Would have the default "meditation and stuff" equilibrium tree
- Would have about the same level of access to slinger's trees as the wyrmic has to fighter/berserker trees
- Would have a summons tree, composed entirely of nonmoving summons.
- Shrieking Mold, which has no attacks and limited HP, but is pretty cheap, and has a large area taunt. Basically, all foes in the area stops paying attention to you and starts heading towards it until something manages to wipe the thing out. Useful for giving yourself a bit of a breather/escape, for keeping escorts alive, and for convincing enemies to nuke each other with area effects by mistake.
- Spawning Mold, which has no attacks, but a decent amount of HP, and may duplicate itself when hit as per the monster duplication ability. Mostly there as a way to get in the way and delay the enemy.
- Searing Mold, which has a fire damage attack and decent combat stats
- Stunning Mold, which has solid defenses and a chance to temporarily stun anyone who hits it.
- Would have an unlockable advanced summons tree, with summon-boosting powers
- Exploding Mold - a sustain: when one of your summons is destroyed, it does area-effect damage to everyone within 2-3 squares
- Spore Cloud - a sustain: the squares adjacent to your summons get a spore cloud aura that has a chance to debuff any enemies that enter it
- Duplicate Mold - allows you to designate a mold ally. some number of identical molds are generated nearby the ally, as the breeding monster's Spawn ability. This will be overall more equilibrium-efficient and time-efficient than summoning them individually, but it doesn't give you the same control over their location
- Grow Mold - a sustain: gives your summoned allies a solid health regen, and an increased duration
- Would have a Sling Spores tree
- Sling Spores - a sustain: While this is sustained, you can fire your sling without ammo, and the ammo that you equip doesn't apply (or perhaps you cannot equip ammo without unsustaining the power). The effectiveness of spore ammo tracks on talent level and Willpower. Your slung spores deal some poison damage and have a chance to cause ongoign poison damage.
- Confusing Spores - a passive: gives your slung spores a small chance to confuse their targets for a few turns
- Blinding Spores - a passive: gives your slung spores a small chance to blind their targets for a few turns
- Exploding Spores - an active ability, AOE, with range dependent on dex. Deals damage to everything in the area, and confuses based on the Confusing Spores percentage
- Would have a Slime Tentacles tree
- Sliming Blast: small area effect, with knockback and slow
- Pinning Tentacles: single-target ranged pinning attack - damage/effectiveness based on willpower, range/hit based on dex
- Slime Body: sustain: gives ranged defense (the arrows just pass right through!), physical save, and some acid/poison/stun resist at the cost of some fire vuln
- Swap with Mold: allows you to trade locations with a visible summoned mold, range dependent on dex. More talents reduce cooldown and possibly equilibrium cost
Basic idea of the class is that you're an archer/slinger by default, who can summon nonmoving allies to harass and slow your enemies while you shoot them. He doesn't do as much raw damage per turn as an archer or slinger, but he has more control - both through the debuffs that attach to most of his attacks and the tricks he can play with his summons - and a more versatile set of panic buttons.
Anyone find this interesting enough to keep working on?