New Class: Warlock
Posted: Thu Dec 29, 2011 11:30 am
I know we already have an Arcane Blade. But I what I have in mind would be a subclass of the mage class, rather than a subclass of the warrior class.
The Warlock. This class would be a combat-oriented mage, using enchantments on his staff and armor to stand his ground in melee.
Main stats: Magic, and Willpower. To some extent, Strenght.
It would start the game with a staff, and iron mail armor, with enough points in armor proficiency to be able to wear it.
It would use the following pre-existing trees:
unlocked at start:
Techniques: Combat techniques (Precise strikes, Rush, Perfect Strike, Blinding Speed)
Techniques: Combat training: (Thick Skin, Armor Training, Weapons proficiencies etc.)
Techniques: Staff Combat (Channel staff, Staff Mastery, Defensive Posture, Blunt Thrust)
Spells: Water (Corrosive Vapor, Freeze, Tidal Wave, Ice Storm)
Spells: Fire (Flame, Flameshock, Fireflash, Inferno)
Spells: Air (Lightning, Chain Lightning, Featherwind, Thunderstorm)
Spells: Meta (Disperse Magic, Spellcraft, Quicken Spells, Metaflow)
locked at start:
Techniques: Battle Tactics (Greater Wpn Focus, Step up, Bleeding Edge, True Grit)
Techniques: Bloodthirst (Bloodbath, Mortal Terror, Bloodrage, Unstoppable)
Spells: Arcane (Arcane Power, Manathrust, Manaflow, Disruption Shield)
Spells: Storm (if birth option is unlocked)
Spells: Wildfire (if birth option is unlocked)
Spells: Cold (if birth option is unlocked)
New trees: (EDIT: updated, to incorporate suggestions made in this thread)
Spells: Staff enhancements (Ofcourse, you need to wield a staff to use those). Starts unlocked. Every point spent in any talent of this tree increases your Physical Power by 3
1) Life Ward (passive)
- when you damage creatures with your Staff (Melee and Channel Staff), you are healed for x% of the damage done. x increases with talent level and Spellpower
- increases your defense by x. Increases with Physical power
2) Hot Rod (sustain, 80 mana)
- when you hit in melee, there is a x% chance to cast a level 1/2/3/4/5/6/7 Flame in the direction of attack. Chance increases with Spellpower. Firing a spell this way drains 10 mana.
- if you are wielding a Staff with damage type: fire, there is a chance Blastwave will be cast on hit instead of Flame
- increases your physical crit chance by y%. Effect increases with Physical power
3) Lightning Rod (sustain, 80 mana)
- when you hit in melee, there is a x% chance to cast a level 1/2/3/4/5/6/7 Lightning in the direction of the attack. Chance increases with Spellpower. Firing a spell this way drains 10 mana.
- if you are wielding a staff with lightning damage type, there is a chance Shock will be cast on hit instead of Lightning
- decreases your weapon speed by x% (thus increasing speed of attack). Effect increases with Physical power
4) Break Staff (activation, 50 mana)
- destroys your currently equipped staff
- puts all your spells on cooldown. Deactivates any sustains from this talent tree.
- temporarily increases your mana pool by 200/400/600/800/1000/1200/1400 (and fills it to the max)
- casts a level 3/3/4/4/5 disruption shield on you. This is determined by the material tier of the staff broken.
- when the disruption shield ends, mana pool will be restored to it's normal value
Spells: Armored Arcana. For all talents in this tree, you need to wear metal body armor. Starts unlocked. Every point spent in any talent of this tree increases your armor and defense values by 0.5
1) Relief of Burden (passive). Reduces the penalty for wearing heavy armor.
- reduces fatigue by x%. Effect increases with talent level and Spellpower
2) Shiny Polish (sustain, 60(?) mana). Your armor shines unbelievably bright!
- any creature that attacks the wearer in melee will be hit for x light damage, and must pass a spellpower vs spell save check, or be blinded for 2/2/3/3/4/4/5 turns. Damage increases with Spellpower
3) Shell (sustain, 60(?) mana). Your armor will magically grow to protect you!
When you take damage that is more than 25% of your max health, your armor will project a damage shield that negates x*(characters total armor value) damage for 4/5/6/7/8/9/10 turns. x increases with Spellpower. The effect can only trigger once every 20 turns.
4) Armored Arcana (sustain, 70(?) mana). Your armor acts as a conduit for magical energies, and reacts to being hit in melee as well.
- Whenever you are hit by a spell doing fire, cold/ice, electrical, arcane, or acid damage, you will be granted +x% resistance, +y% damage (talent level 3+) and +z% damage penetration (talent level 5+) for the damage type recieved for 2/3/4/5/6/7/8 turns. Only one type of damage can be affected at the same time. resistance, damage bonus and damage penetration will increase with spellpower.
- Whenever you are hit in melee, the attacker must pass a Physical power vs Physical save check, or be knocked back for 1/2/3/4/5/6/7 tiles
The Warlock. This class would be a combat-oriented mage, using enchantments on his staff and armor to stand his ground in melee.
Main stats: Magic, and Willpower. To some extent, Strenght.
It would start the game with a staff, and iron mail armor, with enough points in armor proficiency to be able to wear it.
It would use the following pre-existing trees:
unlocked at start:
Techniques: Combat techniques (Precise strikes, Rush, Perfect Strike, Blinding Speed)
Techniques: Combat training: (Thick Skin, Armor Training, Weapons proficiencies etc.)
Techniques: Staff Combat (Channel staff, Staff Mastery, Defensive Posture, Blunt Thrust)
Spells: Water (Corrosive Vapor, Freeze, Tidal Wave, Ice Storm)
Spells: Fire (Flame, Flameshock, Fireflash, Inferno)
Spells: Air (Lightning, Chain Lightning, Featherwind, Thunderstorm)
Spells: Meta (Disperse Magic, Spellcraft, Quicken Spells, Metaflow)
locked at start:
Techniques: Battle Tactics (Greater Wpn Focus, Step up, Bleeding Edge, True Grit)
Techniques: Bloodthirst (Bloodbath, Mortal Terror, Bloodrage, Unstoppable)
Spells: Arcane (Arcane Power, Manathrust, Manaflow, Disruption Shield)
Spells: Storm (if birth option is unlocked)
Spells: Wildfire (if birth option is unlocked)
Spells: Cold (if birth option is unlocked)
New trees: (EDIT: updated, to incorporate suggestions made in this thread)
Spells: Staff enhancements (Ofcourse, you need to wield a staff to use those). Starts unlocked. Every point spent in any talent of this tree increases your Physical Power by 3
1) Life Ward (passive)
- when you damage creatures with your Staff (Melee and Channel Staff), you are healed for x% of the damage done. x increases with talent level and Spellpower
- increases your defense by x. Increases with Physical power
2) Hot Rod (sustain, 80 mana)
- when you hit in melee, there is a x% chance to cast a level 1/2/3/4/5/6/7 Flame in the direction of attack. Chance increases with Spellpower. Firing a spell this way drains 10 mana.
- if you are wielding a Staff with damage type: fire, there is a chance Blastwave will be cast on hit instead of Flame
- increases your physical crit chance by y%. Effect increases with Physical power
3) Lightning Rod (sustain, 80 mana)
- when you hit in melee, there is a x% chance to cast a level 1/2/3/4/5/6/7 Lightning in the direction of the attack. Chance increases with Spellpower. Firing a spell this way drains 10 mana.
- if you are wielding a staff with lightning damage type, there is a chance Shock will be cast on hit instead of Lightning
- decreases your weapon speed by x% (thus increasing speed of attack). Effect increases with Physical power
4) Break Staff (activation, 50 mana)
- destroys your currently equipped staff
- puts all your spells on cooldown. Deactivates any sustains from this talent tree.
- temporarily increases your mana pool by 200/400/600/800/1000/1200/1400 (and fills it to the max)
- casts a level 3/3/4/4/5 disruption shield on you. This is determined by the material tier of the staff broken.
- when the disruption shield ends, mana pool will be restored to it's normal value
Spells: Armored Arcana. For all talents in this tree, you need to wear metal body armor. Starts unlocked. Every point spent in any talent of this tree increases your armor and defense values by 0.5
1) Relief of Burden (passive). Reduces the penalty for wearing heavy armor.
- reduces fatigue by x%. Effect increases with talent level and Spellpower
2) Shiny Polish (sustain, 60(?) mana). Your armor shines unbelievably bright!
- any creature that attacks the wearer in melee will be hit for x light damage, and must pass a spellpower vs spell save check, or be blinded for 2/2/3/3/4/4/5 turns. Damage increases with Spellpower
3) Shell (sustain, 60(?) mana). Your armor will magically grow to protect you!
When you take damage that is more than 25% of your max health, your armor will project a damage shield that negates x*(characters total armor value) damage for 4/5/6/7/8/9/10 turns. x increases with Spellpower. The effect can only trigger once every 20 turns.
4) Armored Arcana (sustain, 70(?) mana). Your armor acts as a conduit for magical energies, and reacts to being hit in melee as well.
- Whenever you are hit by a spell doing fire, cold/ice, electrical, arcane, or acid damage, you will be granted +x% resistance, +y% damage (talent level 3+) and +z% damage penetration (talent level 5+) for the damage type recieved for 2/3/4/5/6/7/8 turns. Only one type of damage can be affected at the same time. resistance, damage bonus and damage penetration will increase with spellpower.
- Whenever you are hit in melee, the attacker must pass a Physical power vs Physical save check, or be knocked back for 1/2/3/4/5/6/7 tiles