Class idea - Silvermoon
Posted: Thu Jan 26, 2012 3:03 am
A class that I've been thinking of working on in my spare time, for my own amusement.
Concept:
The Silvermoons are rogue Celestials who became obsessed by the powers of darkness and the night. Though not exactly evil, their lack of balance is considered unhealthy by their brethren. However, shadows cannot exist without light and the Moon cannot be seen without the Sun, so Silvermoons do begrudgingly use some light magic as well.
Playstyle Notes:
Melee/caster hybrid that focuses on lighting up and darkening the battlefield, and adapting to different sections of light and dark.
Viable with either two-handed weapons (with Moon Scythe), or dual wielding daggers (with the Lethality tree).
Resource management revolves around either hanging around in the light to regen negative energy (but being unable to use many of their talents, and losing some bonuses), or using Twilight. However, they have penalties for stockpiling positive energy, which means that in the ideal case they would use some Light talent, then immediately use Twilight to get rid of it, turning Twilight into a two-turn ordeal.
Class Trees:
1.3 Twilight
1.2 Star Fury
1.3 Darkness (new)
1.3 Lunar Combat (new)
1.2 Lethality
1.2 Lunacy (new, not really thought out) - locked
1.0 Stealth - locked
Generic Trees:
1.2 Combat Training
1.3 Hymns
1.3 Circadian Rhythm (new)
0.9 Light
All the values are more or less arbitrary and obviously reflect no playtesting whatsoever.
Inherent Class Passive
Nyctophilia: Heal mod is reduced by (positive energy)/2. Resistances are reduced by (positive energy)/6.
Lunar Combat (class)
New Moon: Active, 8 cooldown, 6 negative energy. A melee attack that can only be used on an unlit tile. Deals (100-150)% weapon damage as dark damage, then restores some health.
Crescent Moon: Active, 8 cooldown, 12 negative energy. A melee attack that hits in an arc in front of you for (120-180)% weapon damage. When performed on an unlit tile, it deals darkness damage, then lights up the tile. On a lit tile, deals light damage, then darkens the tile.
Full Moon: Active, 8 cooldown, 18 negative energy. A melee attack that can only be used on a lit tile. Hits all around you for (140-200)% weapon damage as light damage, then darkens every visible tile except for those in a radius 2 ball around you, which are instead lit up. Enemies on those tiles are blinded. Blind chance scales with spellpower.
Moon Scythe: Sustain, 30 cooldown, 10 negative energy. Transforms the shape of any two-handed weapon into a scythe, which is imbued with the power of the moon. The Moon Scythe feels very natural in your hands, granting (0.07*(Cunning+20)*talent) accuracy and (0.04*(Cunning+10)*talent) spellpower. The effects scale with Cunning.
Darkness (class)
Cover of Darkness: Active, 15 cooldown, 10 negative energy. Range (5+rawtalent), 400% projectile speed. Fires a slow moving projectile which deals no damage, but leaves a trail of darkened tiles. You are stealthed until you step on a lit tile or after 5 turns.
Shadow Puppet: Active, 10 cooldown, 15 negative energy. Range 5. You summon a Shadow Puppet in any lit area for (8+1.3*talent) turns. The Shadow Puppet has your stats, equipment, and talents. It will only mimic your actions, and cannot perform any actions of its own accord. It is permanently silenced and has -1000 light radius. If it leaves your field of vision, or if it leaves a lit tile, it will disappear.
Flitting Shadows: Sustain, 8 cooldown, 20 negative energy, instant use. Range 7. Each turn, each enemy has a (5+1.5*talent) chance of seeing a flitting shadow. The shadow is summoned for 1 turn, on a random unlit tile. The enemy that sees the shadow will be compelled to attack it. Flitting shadows cannot act.
Black Hole: Active, 30 cooldown, 25 negative energy. Range 7. Summons a black hole at the target location for (7+0.6*talent) turns. Each turn, the black hole darkens surrounding tiles, reduces the light radius, and sucks in anything in a radius of (2.5+0.5*talent). The black hole also deals physical and darkness damage to anything standing on it.
Circadian Rhythm (generic)
Nocturnal: Passive. Daytime is when you rest. While in light, you regain (2+0.4*talent) negative energy and life per turn, but suffer a 25% reduction in movement speed.
Nightstalker: Passive. Nighttime is when you hunt your prey. While in darkness, you gain (10*rawtalent) movement speed and (3+0.8*rawtalent) infravision.
Lullaby: Active. 20 cooldown, 15 negative energy, radius (5+rawtalent). You sing an ethereal melody of the night. All enemies on unlit tiles are dazed for (3+talent) turns. Checks spellpower vs. mental.
Nightmare: Active. 10 cooldown, 10 negative energy. Range 5. Inflicts slow, stun, confuse, or pin, and reduces all resistances by (10+5*rawtalent) for 2 turns. If the target was dazed, the nightmare instead lasts for (2+talent) turns.
Lunacy (class, not really fleshed out yet)
Lunacy: Active, 30 cooldown. They aren’t called lunatics for nothing. Allow the moon to engulf you in madness, increasing your melee damage by (15+1.5*talent) and defense by (20+3*talent). However, each turn you have a 10% chance of losing control and moving towards or attacking the nearest enemy. The effect lasts 10 turns.
Infectious Insanity: Passive. Your enemies are compelled to join you in your insane lunar ritual. However, their lack of attunement to the moon prevents them from reaping the benefits. When you use Lunacy, enemies in a radius 5 ball around you will go insane and have a (20+2*talent)% chance to move toward or attack their nearest ally for 10 turns.
Howl: Active. 15 cooldown. You howl wildly at the moon, further increasing stats and scaring some of your enemies away from you for 5 turns.
Lycanthropy: Passive. Lunacy has a chance to turn you into a being truly attuned to the moon, a terrifying werewolf. You lose all of your active talents except for Howl, and gain some new ones instead: Leap, Gnaw, Step Up, and Track. You also gain 50% heal mod, 50% max life, and physical power equal to your spellpower. In werewolf form, Howl will summon wolf allies. At first, the chance to turn into a werewolf will be low, but the more times you turn, the greater the chance will become. Beware! If Lycanthropy progresses far enough, you will find yourself turning even without activating Lunacy.
Concept:
The Silvermoons are rogue Celestials who became obsessed by the powers of darkness and the night. Though not exactly evil, their lack of balance is considered unhealthy by their brethren. However, shadows cannot exist without light and the Moon cannot be seen without the Sun, so Silvermoons do begrudgingly use some light magic as well.
Playstyle Notes:
Melee/caster hybrid that focuses on lighting up and darkening the battlefield, and adapting to different sections of light and dark.
Viable with either two-handed weapons (with Moon Scythe), or dual wielding daggers (with the Lethality tree).
Resource management revolves around either hanging around in the light to regen negative energy (but being unable to use many of their talents, and losing some bonuses), or using Twilight. However, they have penalties for stockpiling positive energy, which means that in the ideal case they would use some Light talent, then immediately use Twilight to get rid of it, turning Twilight into a two-turn ordeal.
Class Trees:
1.3 Twilight
1.2 Star Fury
1.3 Darkness (new)
1.3 Lunar Combat (new)
1.2 Lethality
1.2 Lunacy (new, not really thought out) - locked
1.0 Stealth - locked
Generic Trees:
1.2 Combat Training
1.3 Hymns
1.3 Circadian Rhythm (new)
0.9 Light
All the values are more or less arbitrary and obviously reflect no playtesting whatsoever.
Inherent Class Passive
Nyctophilia: Heal mod is reduced by (positive energy)/2. Resistances are reduced by (positive energy)/6.
Lunar Combat (class)
New Moon: Active, 8 cooldown, 6 negative energy. A melee attack that can only be used on an unlit tile. Deals (100-150)% weapon damage as dark damage, then restores some health.
Crescent Moon: Active, 8 cooldown, 12 negative energy. A melee attack that hits in an arc in front of you for (120-180)% weapon damage. When performed on an unlit tile, it deals darkness damage, then lights up the tile. On a lit tile, deals light damage, then darkens the tile.
Full Moon: Active, 8 cooldown, 18 negative energy. A melee attack that can only be used on a lit tile. Hits all around you for (140-200)% weapon damage as light damage, then darkens every visible tile except for those in a radius 2 ball around you, which are instead lit up. Enemies on those tiles are blinded. Blind chance scales with spellpower.
Moon Scythe: Sustain, 30 cooldown, 10 negative energy. Transforms the shape of any two-handed weapon into a scythe, which is imbued with the power of the moon. The Moon Scythe feels very natural in your hands, granting (0.07*(Cunning+20)*talent) accuracy and (0.04*(Cunning+10)*talent) spellpower. The effects scale with Cunning.
Darkness (class)
Cover of Darkness: Active, 15 cooldown, 10 negative energy. Range (5+rawtalent), 400% projectile speed. Fires a slow moving projectile which deals no damage, but leaves a trail of darkened tiles. You are stealthed until you step on a lit tile or after 5 turns.
Shadow Puppet: Active, 10 cooldown, 15 negative energy. Range 5. You summon a Shadow Puppet in any lit area for (8+1.3*talent) turns. The Shadow Puppet has your stats, equipment, and talents. It will only mimic your actions, and cannot perform any actions of its own accord. It is permanently silenced and has -1000 light radius. If it leaves your field of vision, or if it leaves a lit tile, it will disappear.
Flitting Shadows: Sustain, 8 cooldown, 20 negative energy, instant use. Range 7. Each turn, each enemy has a (5+1.5*talent) chance of seeing a flitting shadow. The shadow is summoned for 1 turn, on a random unlit tile. The enemy that sees the shadow will be compelled to attack it. Flitting shadows cannot act.
Black Hole: Active, 30 cooldown, 25 negative energy. Range 7. Summons a black hole at the target location for (7+0.6*talent) turns. Each turn, the black hole darkens surrounding tiles, reduces the light radius, and sucks in anything in a radius of (2.5+0.5*talent). The black hole also deals physical and darkness damage to anything standing on it.
Circadian Rhythm (generic)
Nocturnal: Passive. Daytime is when you rest. While in light, you regain (2+0.4*talent) negative energy and life per turn, but suffer a 25% reduction in movement speed.
Nightstalker: Passive. Nighttime is when you hunt your prey. While in darkness, you gain (10*rawtalent) movement speed and (3+0.8*rawtalent) infravision.
Lullaby: Active. 20 cooldown, 15 negative energy, radius (5+rawtalent). You sing an ethereal melody of the night. All enemies on unlit tiles are dazed for (3+talent) turns. Checks spellpower vs. mental.
Nightmare: Active. 10 cooldown, 10 negative energy. Range 5. Inflicts slow, stun, confuse, or pin, and reduces all resistances by (10+5*rawtalent) for 2 turns. If the target was dazed, the nightmare instead lasts for (2+talent) turns.
Lunacy (class, not really fleshed out yet)
Lunacy: Active, 30 cooldown. They aren’t called lunatics for nothing. Allow the moon to engulf you in madness, increasing your melee damage by (15+1.5*talent) and defense by (20+3*talent). However, each turn you have a 10% chance of losing control and moving towards or attacking the nearest enemy. The effect lasts 10 turns.
Infectious Insanity: Passive. Your enemies are compelled to join you in your insane lunar ritual. However, their lack of attunement to the moon prevents them from reaping the benefits. When you use Lunacy, enemies in a radius 5 ball around you will go insane and have a (20+2*talent)% chance to move toward or attack their nearest ally for 10 turns.
Howl: Active. 15 cooldown. You howl wildly at the moon, further increasing stats and scaring some of your enemies away from you for 5 turns.
Lycanthropy: Passive. Lunacy has a chance to turn you into a being truly attuned to the moon, a terrifying werewolf. You lose all of your active talents except for Howl, and gain some new ones instead: Leap, Gnaw, Step Up, and Track. You also gain 50% heal mod, 50% max life, and physical power equal to your spellpower. In werewolf form, Howl will summon wolf allies. At first, the chance to turn into a werewolf will be low, but the more times you turn, the greater the chance will become. Beware! If Lycanthropy progresses far enough, you will find yourself turning even without activating Lunacy.