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[Class Idea] Judicator - The Avenger

Posted: Thu Sep 14, 2017 3:47 pm
by PseudoLoneWolf
I had an idea for a class based around a shifting Aspect, where you have two resources (similar to Anorithil) and you shift alignment based on which one you have more of. I'm playing around with trying to have it locked to a percentage system, where the two resources are always locked in inverse to each other (gaining Hate will drain Love, and vice versa). I'm not so sure how it's going to work out, so I thought I'd get some other opinions while its still early, and see what you guys think about the class-defining talent tree, since that's all I've created so far. It does make sustains hard to theorize. I'm open to ideas on how to do that. I also haven't balanced all my numbers, because I don't think I'm good at that, so you'll see some X and Y variables as placeholders.

Notably, Invert Aspect is pretty strong because it lets you shift all your Love to Hate instantly at the beginning of a fight, giving you a damage shield as well as filling up the Hate required for your most damaging moves. Conversely, Invert Aspect can be used mid-battle to swap all your Hate for Love, giving a large movespeed boost to get yourself out of trouble as well as shifting into your defensive/healing Purity mode.

Judicator
(Metaclass: Celestial)

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Judicators, stalwart cousins to the Anorithils, stand betwixt the light and the dark, the good and the evil, using their fearsome strength, born of gods and demons, to purge evil from the world.
A Judicator will shift between their aspects of Purity and Heresy to heal themselves and their allies, or bring judgment and destruction on those who awaken their wrath.


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Celestial / Judication (x1.3)
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Shift Aspect (Level [0, 1, 2, 3, 4] / Magic [12, 14, 16, 18, 20])
Passive
This spell permanently changes the world, and therefore cannot be unlearned.
The heart of a Judicator wields both Love and Hate in equal measure. Hate is built by hitting or being hit by enemies, and Love is always set to the inverse of Hate (e.g. you will
have 0 Love at max Hate and at 30% Hate, you will have 70% Love).
While Love is higher than Hate, you shift into Aspect of Purity, increasing your healmod and your Light damage by [3, 6, 9, 12, 15]%, and allowing use of Purity-themed skill effects.
When Hate is higher than Love, shift into Aspect of Heresy, increasing fire damage and melee crit chance by [3, 6, 9, 12, 15]%, and allowing use of Heresy-themed skill effects.
In Purity, Love will regenerate passively, draining Hate per turn.
In Heresy, Hate will regenerate passively, draining Love per turn.

Invoke Aspect (Level [4, 5, 6, 7, 8] / Magic [20, 22, 24, 26, 28])
CD 12
Cost: 30% Love / Hate
Invoke a different effect based on your current Aspect.
Purity: Your body emits a blinding light, banishing darkness and blinding enemies in a radius of [2, 3, 3, 4, 5] for [2, 3, 4, 5, 6] turns. At talent level 3 or higher, it will also
heal the user for [x: do some math here] HP.
Heresy: Fire and darkness roll off your body in a radius of [2, 3, 3, 4, 5] for [2, 3, 4, 5, 6] turns, dealing X fire and Y darkness damage per turn to all enemies in range. At talent level 3 or higher, it reduces the healing of all enemies in range by Z%.

Invert Aspect (Level [8, 9, 10, 11, 12] / Magic [28, 30, 32, 34, 36])
CD 25
Swaps values on Love and Hate
Love and Hate are two sides of the same coin. If you Invert while in Purity, you armor your heart and unleash your wrath, gaining a damage shield equal to [X value] multiplied by the difference between the two (e.g. at 60%/40%, you'll gain X*.2 shield. At 90%/10%, you'll get X*.8 shield. 100%/0% Love/Hate will give a full strength shield.) for [Y] turns. If you invert in Heresy, you suppress your rage in favor of tactical maneuvering, gaining movement speed equal to [100, 120, 140, 160, 180]% + the difference.

Extrude Aspect (Level [12, 13, 14, 15, 16] / Magic [36, 38, 40, 42, 44])
Sustain cost: ???
When Purity is active, deal [X] Light damage per turn to all enemies in range [1, 2, 2, 3, 4] with a [4, 8, 12, 16, 20]% chance to blind for one turn. Heal for [2, 4, 6, 8, 10]% of all damage done by Extrude Purity.
When Heresy is active, deal [X] Fire damage per turn to all enemies in range [1, 2, 2, 3, 4] with a [4, 8, 12, 16, 20]% chance to daze for one turn. Fire damage dealt to enemies by Extrude Heresy burns for [2, 4, 6, 8, 10]% of its damage per turn for [1, 1, 2, 2, 3] turns. This can stack.

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Other talent trees that may be included are:
Class trees:
Technique / Two-Handed Assault
Celestial / Seraph - Boosts and boons to Purity
Celestial / Fiend - Boosts and boons to Heresy
Celestial / Avenger - Includes weapon mastery a la Strength of Purpose that uses Magic for main stat, as well as weapon buffs/skills that depend on Aspect
Celestial / Mercurial (Locked) - Exploit and manipulate the relative levels of Love and Hate (with effects like Invert Aspect that gain/lose power based on difference between the two)
Corruption / Spellblaze (Locked) - For that tasty Heresy build
Celestial / Crusader (Locked) - For that tasty Purity build


Generic Trees:
Techniques / Combat Training
Cunning / Survival
Celestial / Light (Locked)
I dunno, some others?



Thoughts?

Re: [Class Idea] Judicator - The Avenger

Posted: Wed Dec 20, 2017 6:17 pm
by PseudoLoneWolf
I recognize that I have previously made a decision on how this class is going to work, but given that it was a stupid-ass decision, I have elected to ignore it.

Rather than two diametrically opposed resource bars, the Judicator now just has an Aspect that swaps from Purity to Heresy, and vice versa. Skills have long cooldowns rather than resource costs.

I've adjusted the Judication tree accordingly, made it generic rather than class, and added the Avenger tree which is going to probably be central to all Judicators, as it contains your weapon mastery skill (stolen almost wholesale from Strength of Purpose) and a number of other talents that affect both Aspects.

Note that there are currently two Swap skills - Shift Aspect and Invert Aspect. Shift Aspect is instant and has no auxiliary effects, whereas Invert Aspect takes a turn and has auxiliary effects. This means that you can quick-swap aspects, get the aux effect, and swap back into your original Aspect in a single turn, at the cost of putting both your swaps on CD at once.

Updated (and added) trees are below.

New trees planned for the future:
Celestial / Seraph - Level 0 tree, unlocked, boosts Purity and holds a powerful T4 skill only usable in Purity
Celestial / Fiend - Level 0 tree, unlocked, boosts Heresy and holds a powerful T4 skill only usable in Heresy
Celestial / Mercurial - Level 10 tree, locked, Manipulate Swaps, gain an extra Swap, gain passive aux effects on Swaps and on each Aspect

Existing trees to include:
Technique / Two-Handed Assault (unlocked)
Technique / Combat Techniques (unlocked)
Cunning / Survival (unlocked)
Technique / Combat Training (unlocked)

Celestial / Crusader (LOCKED)
Corruption / Spellblaze (LOCKED)

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Judicator
(Metaclass: Celestial)

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Judicators, stalwart cousins to the Anorithils, stand betwixt the light and the dark, the good and the evil, using their fearsome strength, born of gods and demons both, to maintain the Balance of the world.
A Judicator will shift between their aspects of Purity and Heresy to heal themselves and their allies, or bring judgment and destruction on those who awaken their wrath.

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Celestial / Judication (x1.3) [GENERIC]
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Shift Aspect (Level [0, 1, 2, 3, 4] / Magic [12, 14, 16, 18, 20])
Activated
CD 10
Is: A spell - 0%
This spell permanently changes the world, and therefore cannot be unlearned.
The heart of a Judicator wields both Love and Hate in equal measure. Passively, you will always be in either Aspect of Purity or Aspect of Heresy. Your skills have different effects based on your current Aspect.
Aspect of Purity increases your healmod and your Light damage by [3, 6, 9, 12, 15]%, and allows use of Purity-themed skill effects.
Aspect of Heresy increases fire damage and melee crit chance by [3, 6, 9, 12, 15]%, and allows use of Heresy-themed skill effects.
This skill can be activated to swap Aspects as an instant action.

Invoke Aspect (Level [4, 5, 6, 7, 8] / Magic [20, 22, 24, 26, 28])
Activated
CD 12
Is: A spell - 100%
Invoke a different effect based on your current Aspect.
PURITY - Your body emits a blinding light, banishing darkness and blinding enemies in a radius of [2, 3, 3, 4, 5] for [2, 3, 4, 5, 6] turns. At talent level 3 or higher, it will also
heal the user for [x: do some math here] HP.
HERESY - Fire and darkness roll off your body in a radius of [2, 3, 3, 4, 5] for [2, 3, 4, 5, 6] turns, dealing X fire and Y darkness damage per turn to all enemies in range. At talent level 3 or higher, it reduces the healing of all enemies in range by Z%.

Invert Aspect (Level [8, 9, 10, 11, 12] / Magic [28, 30, 32, 34, 36])
Activated
Fixed CD 25
Is: A spell - 100%
Love and Hate are two sides of the same coin. Forcibly inverting your Aspect can lead to an impressive display of unleashed power.
This talent can be used to Shift Aspect.
Inverting from Purity to Heresy hardens your heart and prepares you for battle, increasing armor by [X] and armor hardiness by [Y%] for [5, 6, 8, 9, 10] turns.
Inverting from Heresy to Purity clears your mind and lifts your spirits, clearing up to [1, 1, 2, 2, 3] mental debuffs and increasing movement speed by [20, 40, 60, 80, 100]% for [1, 2, 3, 4, 5] turns.

Extrude Aspect (Level [12, 13, 14, 15, 16] / Magic [36, 38, 40, 42, 44])
Passive
PURITY - deal [X] Light damage per turn to all enemies in range [1, 2, 2, 3, 4] with a [4, 8, 12, 16, 20]% chance to blind for one turn. Heal for [2, 4, 6, 8, 10]% of all damage done by Extrude Purity.
HERESY - deal [X] Fire damage per turn to all enemies in range [1, 2, 2, 3, 4] with a [4, 8, 12, 16, 20]% chance to daze for one turn. Fire damage dealt to enemies by Extrude Heresy burns for [2, 4, 6, 8, 10]% of its damage per turn for [1, 1, 2, 2, 3] turns. This can stack.

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Celestial / Avenger (x1.3)
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Avatar of Justice (Level [0, 1, 2, 3, 4] / Magic [12, 14, 16, 18, 20])
Passive
You are the conduit of the Light and the Darkness, to right the wrongs of the world and above all, to maintain the Balance.
Increases Physical Power by 13, 26, 39, 52, 65, and increases weapon damage by 25%, 36%, 44%, 50%, 57% when using swords, axes, or maces.
You now also use your Magic in place of Strength when equipping weapons as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery.

Vengeance (Level [4, 5, 6, 7, 8] / Magic [20, 22, 24, 26, 28])
Activated
CD [12, 11, 10, 9, 8]
Is: A spell - 100%
PURITY - Close your eyes and take solace in the sanctity of your spirit. On your next turn, you gain 70% resist all, [X] additional armor rating, and [Y]% armor hardiness. You are blinded and paralyzed, unable to act. Any enemy who hits you in melee while this skill is active will have Counterstrike applied and will take [Z] melee retaliation damage as Light. This counts as a Block for the purposes of applying Shattered Mind.
HERESY - Why wait to be hurt when you can strike your enemies down preemptively? Make a massive melee attack against an adjacent enemy for [130, 160, 190, 220, 250]% weapon damage, and sunder the target's armor by [X] points for [2, 3, 5, 7, 9] turns from the force of your blow.

Illuminati (Level [8, 9, 10, 11, 12] / Magic [28, 30, 32, 34, 36])
Sustained - No cost
Is: A spell - 100%
You bring light to dark places, and darkness to light places. The Balance dictates you in all ways.
PURITY - Add [X] Light and Fire damage to each of your melee and ranged attacks.
HERESY - Add [X] Darkness and Fire damage to each of your melee and ranged attacks.


Flare (Level [12, 13, 14, 15, 16] / Magic [36, 38, 40, 42, 44])
Activated
CD 25
Is: A spell - 100%
Build your power inside you until it erupts from your body in spectacular fashion. After using Flare, power will build for [8, 8, 7, 6, 5] turns. Other talents may be used while Flare is building. If you shift your aspect while Flare is building, Flare will deactivate and the skill will go on cooldown.
PURITY - The light explodes from your body with deific fury. Enemies within range [3, 4, 5, 6, 7] are blinded, stunned, and set on fire for [X] damage per turn. Increase your heal mod and Light damage by [3, 6, 9, 12, 15]% per enemy hit to a max of [9, 18, 27, 36, 45]% for [2, 3, 4, 5, 5] turns.
HERESY - Tendrils of darkness spring from you, seeking weakness. Enemies within range [3, 4, 5, 6, 7] who have less than 75% HP are assaulted by tendrils of burning darkness, binding them to you. Bound enemies have a [10, 20, 30, 40, 50]% chance to fail any movement away from you, and are damaged for [X] darkness and fire damage per turn. You are healed for 50% of the damage per turn applied to bound enemies. Enemies are unbound upon dying or upon losing LOS to the monster. Binding can be removed by a magical debuff clear.

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Celestial / Seraph (x1.3)
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Celestial / Fiend (x1.3)
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