New Sun Paladin trees
Posted: Sat Mar 08, 2014 2:40 am
Hi everyone ^^
After trying to theorycraft a Crusader class (2h using Paladin style class), I took peoples suggestions to compact the class itself into some new trees for the Sun Paladin.
I've proposed 3 new trees:
Celestial//Sunlight (as either a replacement for Sun, or standalone tree)
Celestial//Radiance
Celestial//Crusade
As of last week, the Sunlight tree is in git, so you'll most likely see that in 1.1.6.
I have no idea whether the other trees will make it into the game or not.
Here's the full document of my ideas, including notes on the abilities (some of the ideas, like Radiance intensity, might not make sense without the notes):
https://docs.google.com/document/d/1P2y ... uwkYx-2M0/
I'm considering dropping the whole Radiance intensity idea, but it seems Radiance is a bit boring without it
TL;DR VERSION
If you don't understand anything in the TL;DR version, try the full document, it might explain it.
Celestial//Sunlight
1. Sun Bolt
Activated
Cooldown: X
Range: X
Generates X positive energy
You channel the power of the sun into a bolt of pure light, dealing X damage. At talent lvl 4, the bolt explodes on impact, blinding all units in 1 aoe for X turns. The damage increases with your Spellpower.
2. Suncloak
Instant
Cooldown: X
Positive energy cost: X
The light of the sun can cleanse and protect you in your time of need. Cures 1,1,1,2,2 magical or physical effects and increases all your resistances by X% for X turns. The all resist increases with your Spellpower.
Note: DG changed this one because Providence already cleanses statuses. The new change involves new effects duration reduction and all resist for X turns.
3. Sun’s Vengeance
Passive
Increases your critical strike chance by X%. Critical strikes you perform have an X% chance to instill you with the Sun's Vengeance, granting you a buff for 2 turns that allows your next Sun Bolt to cast instantly and deal X% extra damage, putting it on cooldown. If Sun’s Vengeance activates while Sun Bolt is on cooldown, Sun Bolt’s cooldown is reduced by 1. Sun Bolt criticals do not count towards Sun’s Vengeance. Effect can occur only once per turn.
4. Path of the Sun
Activated
Cooldown: X
Positive energy cost: X
Using the power of the sun you light a radiant path (range X), extending out from you in a line on the ground for X turns. Any movements you take along the path will not use a turn. Enemies that stand on the path will take X light damage each turn.
Celestial//Radiance
1. Radiance
Passive
Starts with 1 pt, cannot be taken out.
Your inner light is powerful, and it is always with you. It envelops you and everything around you in radius (1+talent level). You have vision of all tiles within your Radiance aura. Your Radiance aura’s maximum intensity is X% (based on talent level).
2. Illumination
Passive
The light of your Radiance allows you to see that which would normally be unseen. All enemies in your Radiance aura have their invisibility and stealth power reduced by X. In addition, all enemies affected by illumination are easier to see and therefore hit; their defense is reduced by X. At talent levels 4 and 5, increases Radiance radius by 1.
3. Searing Light
Sustain
Sustain positive energy cost: X
While active, you concentrate your Radiance to inflict searing pain unto your foes. Enemies within your Radiance take X light damage each turn, increasing with spellpower. The searing pain is so intense that it is crippling; enemies have an X% chance to be dazed for 1 turn.
4. Light Burst
Activated
Cooldown: X
Positive energy cost: X
Briefly focus all of your inner light to maximize the power of your Radiance. For X turns, your radiance aura’s intensity and maximum intensity is increased by X%, and those caught in it have an X% chance to be blinded for X turns. In addition, while Light Burst is active, any damage caused by Searing Light will invigorate you for X turns, granting you X% stacking movement speed per instance of damage, up to a maximum of X%.
Celestial//Crusader
Talents require 2H weapon
1. Absorption Strike
Activated
Cooldown: X
Generates X positive energy
You perform a mighty strike with your 2H weapon, dealing X% weapon damage and absorbing light from around the target for X turns. The absorption increases your Radiance intensity by X% for X turns. targets who have had their light absorbed lose X% Light damage resistance.
2. Mark of Light
Instant
Cooldown: X
Positive energy cost: X
You swifty thrust the hilt of your 2H weapon into your target, dealing X% (<100) weapon damage, and inflicting them with a Mark of Light for X turns. All melee attacks against the Marked target will infuse the attacker with healing light, healing them for X% of the damage done. In addition, any Searing Light damage done to the Marked target will heal you for (100-200)% of the damage done.
3. Righteous Strength
Passive
While wielding a 2H weapon, your critical strike chance is increased by X%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by X%, stacking up to 3 times. In addition, your melee critical strikes leave a lasting Lightburn on the target, dealing spellpower-based Light damage for X turns, and reducing opponents armor by X.
4. Flash - seriously can’t think of a good name
Activated
Cooldown: X
Positive energy cost: X
You imbue your 2H weapon with intense light before using it’s weight to spin yourself around, dealing X% weapon damage in 1 aoe. In addition, burning light flashes out from your spin, dealing X% weapon damage as light damage in 2 aoe. At talent level 4, the light becomes so powerful that it dazes all targets hit for 1 turn. The spin has an X% chance to increase your Radiance intensity by X%.
Hope you guys like what I am trying to do here. I am sure a lot of you will agree that Sun Paladins need a bit more lovin’. These are all ideas that I feel will improve both their power, and their enjoyment.
After trying to theorycraft a Crusader class (2h using Paladin style class), I took peoples suggestions to compact the class itself into some new trees for the Sun Paladin.
I've proposed 3 new trees:
Celestial//Sunlight (as either a replacement for Sun, or standalone tree)
Celestial//Radiance
Celestial//Crusade
As of last week, the Sunlight tree is in git, so you'll most likely see that in 1.1.6.
I have no idea whether the other trees will make it into the game or not.
Here's the full document of my ideas, including notes on the abilities (some of the ideas, like Radiance intensity, might not make sense without the notes):
https://docs.google.com/document/d/1P2y ... uwkYx-2M0/
I'm considering dropping the whole Radiance intensity idea, but it seems Radiance is a bit boring without it
TL;DR VERSION
If you don't understand anything in the TL;DR version, try the full document, it might explain it.
Celestial//Sunlight
1. Sun Bolt
Activated
Cooldown: X
Range: X
Generates X positive energy
You channel the power of the sun into a bolt of pure light, dealing X damage. At talent lvl 4, the bolt explodes on impact, blinding all units in 1 aoe for X turns. The damage increases with your Spellpower.
2. Suncloak
Instant
Cooldown: X
Positive energy cost: X
The light of the sun can cleanse and protect you in your time of need. Cures 1,1,1,2,2 magical or physical effects and increases all your resistances by X% for X turns. The all resist increases with your Spellpower.
Note: DG changed this one because Providence already cleanses statuses. The new change involves new effects duration reduction and all resist for X turns.
3. Sun’s Vengeance
Passive
Increases your critical strike chance by X%. Critical strikes you perform have an X% chance to instill you with the Sun's Vengeance, granting you a buff for 2 turns that allows your next Sun Bolt to cast instantly and deal X% extra damage, putting it on cooldown. If Sun’s Vengeance activates while Sun Bolt is on cooldown, Sun Bolt’s cooldown is reduced by 1. Sun Bolt criticals do not count towards Sun’s Vengeance. Effect can occur only once per turn.
4. Path of the Sun
Activated
Cooldown: X
Positive energy cost: X
Using the power of the sun you light a radiant path (range X), extending out from you in a line on the ground for X turns. Any movements you take along the path will not use a turn. Enemies that stand on the path will take X light damage each turn.
Celestial//Radiance
1. Radiance
Passive
Starts with 1 pt, cannot be taken out.
Your inner light is powerful, and it is always with you. It envelops you and everything around you in radius (1+talent level). You have vision of all tiles within your Radiance aura. Your Radiance aura’s maximum intensity is X% (based on talent level).
2. Illumination
Passive
The light of your Radiance allows you to see that which would normally be unseen. All enemies in your Radiance aura have their invisibility and stealth power reduced by X. In addition, all enemies affected by illumination are easier to see and therefore hit; their defense is reduced by X. At talent levels 4 and 5, increases Radiance radius by 1.
3. Searing Light
Sustain
Sustain positive energy cost: X
While active, you concentrate your Radiance to inflict searing pain unto your foes. Enemies within your Radiance take X light damage each turn, increasing with spellpower. The searing pain is so intense that it is crippling; enemies have an X% chance to be dazed for 1 turn.
4. Light Burst
Activated
Cooldown: X
Positive energy cost: X
Briefly focus all of your inner light to maximize the power of your Radiance. For X turns, your radiance aura’s intensity and maximum intensity is increased by X%, and those caught in it have an X% chance to be blinded for X turns. In addition, while Light Burst is active, any damage caused by Searing Light will invigorate you for X turns, granting you X% stacking movement speed per instance of damage, up to a maximum of X%.
Celestial//Crusader
Talents require 2H weapon
1. Absorption Strike
Activated
Cooldown: X
Generates X positive energy
You perform a mighty strike with your 2H weapon, dealing X% weapon damage and absorbing light from around the target for X turns. The absorption increases your Radiance intensity by X% for X turns. targets who have had their light absorbed lose X% Light damage resistance.
2. Mark of Light
Instant
Cooldown: X
Positive energy cost: X
You swifty thrust the hilt of your 2H weapon into your target, dealing X% (<100) weapon damage, and inflicting them with a Mark of Light for X turns. All melee attacks against the Marked target will infuse the attacker with healing light, healing them for X% of the damage done. In addition, any Searing Light damage done to the Marked target will heal you for (100-200)% of the damage done.
3. Righteous Strength
Passive
While wielding a 2H weapon, your critical strike chance is increased by X%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by X%, stacking up to 3 times. In addition, your melee critical strikes leave a lasting Lightburn on the target, dealing spellpower-based Light damage for X turns, and reducing opponents armor by X.
4. Flash - seriously can’t think of a good name
Activated
Cooldown: X
Positive energy cost: X
You imbue your 2H weapon with intense light before using it’s weight to spin yourself around, dealing X% weapon damage in 1 aoe. In addition, burning light flashes out from your spin, dealing X% weapon damage as light damage in 2 aoe. At talent level 4, the light becomes so powerful that it dazes all targets hit for 1 turn. The spin has an X% chance to increase your Radiance intensity by X%.
Hope you guys like what I am trying to do here. I am sure a lot of you will agree that Sun Paladins need a bit more lovin’. These are all ideas that I feel will improve both their power, and their enjoyment.