[1.1.5] Metaclass - Mage Knight (Version 8)
Posted: Sun Jan 22, 2012 8:00 am
This addon adds a new metaclass, the Mage Knight, which focuses on combining physical and magical combat, generally along a specific theme. It includes three classes - the Phoenix Knight, the Mind Knight, and the Storm Knight.
Mage Knights use both Stamina and Mana (or Stamina and Psi for Mind Knights). They aren't true mages; wielding supernatural powers is physically exhausting for them as well as a drain on their magical/psionic energy. Mechanically, resource limits are meant to be one of the primary weaknesses of the class, allowing them to have mage-level ranged and area attacks without letting them be really dominating ranged combatants. Their generic talents encourage them to get into melee in most cases, where they can trigger spells with lower cooldowns and mitigate stamina costs.
Mage Knights are capable with any style of melee weapon; their generic talents often have different effects depending on what fighting style they are using, and they have (locked) access to the primary trees of the primary melee weapon styles.
Most Mage Knight sustains are instant use, 0 cooldown, and have stamina costs that increase with talent level.
Basic Trees: Mage Knights have the following basic trees available:
Combat Training.
Combat Techniques.
Survival.
Two Handed Offense (Locked).
Shield Offense (Locked).
Dual Weapon Attack (Locked).
Staff Combat or Mindstar Mastery.
Foundation Trees: Each Mage Knight class also has access to a pair of class trees drawn from other classes that match their power set - an unlocked tree and a locked level 10 tree. Because that's way easier than creating two more trees per class, and provides a few more build options.
Phoenix Knight
Fire - Unlocked.
Wildfire - Locked.
Mind Knight
Psychic Assault - Unlocked.
Grip - Locked.
Note that while acquiring the Grip tree can provide a Mind Knight with telekinetic wielding, trying to wield a weapon telekinetically while simultaneously channeling psychic power through your weapons is distracting; Eldritch Combat and Eldritch Surge are noticeably weakened while wielding a weapon telekinetically. It's still generally going to be a nice damage boost, but it doesn't come without cost.
Storm Knight
Air - Unlocked.
Storm - Locked.
Generic Trees: All Mage Knight classes includes the following generic trees:
Combat Casting: Allows the Mage Knight to combine physical and magical combat.
Eldritch Combat: A modified version of Arcane Combat, which adds some Arcane damage to attacks (at the cost of Mana/Psi) when it doesn't trigger (damage increased when the talent isn't active at all). Of note is that Eldritch Combat quarters cooldowns, rather than ignoring them, and applies to a wider variety of spells, which it selects from semi-tactically, favoring defense/healing spells when low on life. Different fighting styles get different advantages when using Eldritch Combat. The effect is reduced when using staves (although the proc bonus can offset and eventually overcome the penalty).
Eldritch Body: While sustained, increases your Strength a percentage of your highest mental stat. If you unlock certain fighting style trees, a portion of the bonus will be converted to other scores.
Eldritch Aura: While sustained, provides a boost to combat power and saves (Physical and either Spell or Mind depending on class), some modest resource regen, and light radius, 'cause it's a big glowy aura.
Eldritch Surge: Briefly boost various stats, more stats and higher boost with more talent levels.
Weapons Master: General melee attack abilities. They start a bit below 100% damage and scale up at the same rate. If one of these attacks triggers Eldritch Combat, they will always trigger a certain attack spell, if available.
Focused Strike: Single attack that works at range and boosts one of your stats, based on fighting style. Triggers a Bolt.
Sweeping Strike: Attack in frontal arc that imposes a negative effect, based on fighting style. Triggers a Wave.
Whirlwind Strike: Attack all adjacent and gain a positive effect, based on fighting style. Triggers a Burst.
Rapid Strike: Attack twice and cause a scaled effect, based on fighting style. Triggers a Blast.
Phoenix Knight Class Trees: The Phoenix Knight class includes the following class trees:
Phoenix Fire: Basic attack spells, each with their own areas. They don't harm friendlies. They deal half fire and half light damage (tip: turn OFF Eldritch Combat when you encounter Luminous/Radiant Horrors). Cause a special effect at talent level 3.
Solar Bolt: Beam attack. Burns at level 3.
Solar Wave: Cone attack, area increases with talent level. Blinds at level 3.
Solar Burst: Burst attack, centered on you, area increases with talent level. Removes effects at level 3.
Solar Blast: Burst attack, ranged, area increases with talent level. Heals allies within at level 3.
Phoenix Ascendance: General defensive and supportive effects. These are not considered spells.
Phoenix Heart: Sustain to gain Fire, Light, Blind, and Fear Resist.
Phoenix Regeneration: Passively boosts Life Regen while Phoenix Heart is sustained. Activate for a Regeneration effect.
Phoenix Wings: While Phoenix Heart is sustained, provides flaming wings that have a chance to flash with differently colored fires as enemies damage you. Low amounts of damage are blocked by the wings, which either flash red and reflect the damage back on the attacker, or flash golden and convert it to healing (determined randomly based on current life). If the damage exceeds this threshhold, it isn't blocked, but the wings will instead flash orange and reciprocate a percentage of the damage upon the attacker, or flash white and suppress a percentage of the damage. The talent has a low cost, low cooldown activation that guarantees protection against all attacks for a turn, and substantially boosts the damage threshhold during that time.
Phoenix Soul: Sustain to gain Healing Mod and reduce all damage taken by a certain amount, capped by your current life regen. There is a small stamina cost for each instance of damage reduced.
Phoenix Light: Provides the Phoenix Knight's specialty of healing and augmentative effects.
Light of Healing: Targeted heal, becomes instant-cast at level 3.
Corona of Glory: Call up to one foe per talent level in radius into melee range, and force them to target you. As talent level increases, provides illumination, reduces stealth, and eventually dazes foes in the area.
Fires of Cleansing: Removes negative effects.
Glory Rising: Increases the duration of a few beneficial effects active upon you.
Mind Knight Class Trees: The Mind Knight class includes the following class trees. Mind Knight talents are mind powers, not spells.
Psychic Attack: Functionally similar to Phoenix Fire. Mind Knights randomly deal Telekinetic (Physical) or Telepathic (Mind) damage. Each one has different status effects beginning at talent level 3.
Psychic Bolt: Telekinesis causes Bleed, Telepathy reduces Mind Save and Mind Resistance.
Psychic Wave: Telekinesis causes Knockback, Telepathy causes Blindness.
Psychic Burst: Telekinesis causes Stun, Telepathy causes Confuse.
Psychic Blast: Telekinesis causes Pin, Telepathy causes Daze.
Psychic Body: General defensive and supportive sustains.
Fortress of Will: Provides Mind, Disarm, Confusion, and Sleep Resistance.
Biokinesis: Boosts Life Regen (not as much as Phoenix Regeneration) and provides Cut, Disease, and Poison resist, and movement speed.
Telekinetic Shielding: Increases armor and defense. If you know Beyond the Flesh, it instead provides a chance to make a telekinetic counter-attack when attacked in melee.
Hypercognition: Provides See Invisibility, See Through Stealth, Physical/Mental Crit Chance, and a constant Sense effect.
Psychic Gifts: Provides various utility powers.
Dimensional Jump: Short-range targeted teleport. As talent levels increase, can teleport others and teleport multiple targets. Instant use if you only make a single teleport.
Astral Projection: Arcane Eye effect, more talent levels let it sense more things.
Mind Bomb: Area burst that can cause several status effects.
Psychic Dominance: Take control of non-elite foes, up to one per talent level at a time. They will revert back to normal at the end though.
Storm Knight Class Trees: The Storm Knight class includes the following class trees:
Storm Invocation: Continuing the pattern.
Storm Bolt: Beam attack that deals Lightning damage. Also chains at level 3.
Storm Wave: Cone attack that deals Physical damage, area increases with talent level. Knockback at level 3 (confuses instead if triggered by Eldritch Combat).
Storm Burst: Burst attack that deals Lightning/Physical damage, centered on you, area increases with talent level. Grants that Lightning Rune teleporty defense thing at level 3.
Storm Blast: Burst attack that deals Lightning/Physical/Nature damage, ranged, area increases with talent level. At level 3, creates a brief lingering stormcloud that blinds, slows, and damages.
Storm Channeling: The Storm Knight sustain suite.
Embrace the Storm: Grants Lightning Resistance and cap, Pinning and Stun Resistance, and slows projectiles.
Lightning Blade: Boosts crit mult and physical crit chance, also turns your Eldritch Combat damage to Lightning (with a daze chance) rather than Arcane.
Storm Skirmisher: On any turn you begin in a new square, you recover some stamina and lower the cooldown of some Storm Knight talents by 1. Physical crits also give you a temporary movement speed boost.
Whirlwind Dervish: Every time you move, you attack a nearby enemy at reduced damage at the cost of 5 Stamina. These attacks do not benefit from Eldritch Combat, and only apply once per round per foe. Many special forms of movement, however, will trigger them.
Storm Walker: Mobility, mobility, mobility.
Wind Stride: Provides a substantial movement speed boost for a short time, at higher levels also removes pins and slows.
Thunder Charge: Rush an enemy. A hit detonates a shockwave of thunder that damages and stuns the target and those nearby.
Cloud Leap: Instant movement that also grants temporary Defense and Evasion.
Lightning Ride: Teleport randomly a long distance. The flash of lightning as you arrive causes several effects to help ensure that enemies nearby aren't in a good position to attack you while you're presumably vulnerable.
I'm trying to make this addon as compatible as I can, and catch as many bugs as I can. I think I got most of them, but no promises there. I also want to make the classes fairly well-balanced, aiming roughly for the vicinity of the Arcane Blade. In comparison, they should deal less raw damage, but the Phoenix Knight should make up for it with superior defense and recovery options, while the Mind Knight has better scouting and debuffs, and the Storm Knight has superior mobility.
As always, any suggestions, comments, and ideas are much appreciated!
Download Link
Mage Knights use both Stamina and Mana (or Stamina and Psi for Mind Knights). They aren't true mages; wielding supernatural powers is physically exhausting for them as well as a drain on their magical/psionic energy. Mechanically, resource limits are meant to be one of the primary weaknesses of the class, allowing them to have mage-level ranged and area attacks without letting them be really dominating ranged combatants. Their generic talents encourage them to get into melee in most cases, where they can trigger spells with lower cooldowns and mitigate stamina costs.
Mage Knights are capable with any style of melee weapon; their generic talents often have different effects depending on what fighting style they are using, and they have (locked) access to the primary trees of the primary melee weapon styles.
Most Mage Knight sustains are instant use, 0 cooldown, and have stamina costs that increase with talent level.
Basic Trees: Mage Knights have the following basic trees available:
Combat Training.
Combat Techniques.
Survival.
Two Handed Offense (Locked).
Shield Offense (Locked).
Dual Weapon Attack (Locked).
Staff Combat or Mindstar Mastery.
Foundation Trees: Each Mage Knight class also has access to a pair of class trees drawn from other classes that match their power set - an unlocked tree and a locked level 10 tree. Because that's way easier than creating two more trees per class, and provides a few more build options.
Phoenix Knight
Fire - Unlocked.
Wildfire - Locked.
Mind Knight
Psychic Assault - Unlocked.
Grip - Locked.
Note that while acquiring the Grip tree can provide a Mind Knight with telekinetic wielding, trying to wield a weapon telekinetically while simultaneously channeling psychic power through your weapons is distracting; Eldritch Combat and Eldritch Surge are noticeably weakened while wielding a weapon telekinetically. It's still generally going to be a nice damage boost, but it doesn't come without cost.
Storm Knight
Air - Unlocked.
Storm - Locked.
Generic Trees: All Mage Knight classes includes the following generic trees:
Combat Casting: Allows the Mage Knight to combine physical and magical combat.
Eldritch Combat: A modified version of Arcane Combat, which adds some Arcane damage to attacks (at the cost of Mana/Psi) when it doesn't trigger (damage increased when the talent isn't active at all). Of note is that Eldritch Combat quarters cooldowns, rather than ignoring them, and applies to a wider variety of spells, which it selects from semi-tactically, favoring defense/healing spells when low on life. Different fighting styles get different advantages when using Eldritch Combat. The effect is reduced when using staves (although the proc bonus can offset and eventually overcome the penalty).
Eldritch Body: While sustained, increases your Strength a percentage of your highest mental stat. If you unlock certain fighting style trees, a portion of the bonus will be converted to other scores.
Eldritch Aura: While sustained, provides a boost to combat power and saves (Physical and either Spell or Mind depending on class), some modest resource regen, and light radius, 'cause it's a big glowy aura.
Eldritch Surge: Briefly boost various stats, more stats and higher boost with more talent levels.
Weapons Master: General melee attack abilities. They start a bit below 100% damage and scale up at the same rate. If one of these attacks triggers Eldritch Combat, they will always trigger a certain attack spell, if available.
Focused Strike: Single attack that works at range and boosts one of your stats, based on fighting style. Triggers a Bolt.
Sweeping Strike: Attack in frontal arc that imposes a negative effect, based on fighting style. Triggers a Wave.
Whirlwind Strike: Attack all adjacent and gain a positive effect, based on fighting style. Triggers a Burst.
Rapid Strike: Attack twice and cause a scaled effect, based on fighting style. Triggers a Blast.
Phoenix Knight Class Trees: The Phoenix Knight class includes the following class trees:
Phoenix Fire: Basic attack spells, each with their own areas. They don't harm friendlies. They deal half fire and half light damage (tip: turn OFF Eldritch Combat when you encounter Luminous/Radiant Horrors). Cause a special effect at talent level 3.
Solar Bolt: Beam attack. Burns at level 3.
Solar Wave: Cone attack, area increases with talent level. Blinds at level 3.
Solar Burst: Burst attack, centered on you, area increases with talent level. Removes effects at level 3.
Solar Blast: Burst attack, ranged, area increases with talent level. Heals allies within at level 3.
Phoenix Ascendance: General defensive and supportive effects. These are not considered spells.
Phoenix Heart: Sustain to gain Fire, Light, Blind, and Fear Resist.
Phoenix Regeneration: Passively boosts Life Regen while Phoenix Heart is sustained. Activate for a Regeneration effect.
Phoenix Wings: While Phoenix Heart is sustained, provides flaming wings that have a chance to flash with differently colored fires as enemies damage you. Low amounts of damage are blocked by the wings, which either flash red and reflect the damage back on the attacker, or flash golden and convert it to healing (determined randomly based on current life). If the damage exceeds this threshhold, it isn't blocked, but the wings will instead flash orange and reciprocate a percentage of the damage upon the attacker, or flash white and suppress a percentage of the damage. The talent has a low cost, low cooldown activation that guarantees protection against all attacks for a turn, and substantially boosts the damage threshhold during that time.
Phoenix Soul: Sustain to gain Healing Mod and reduce all damage taken by a certain amount, capped by your current life regen. There is a small stamina cost for each instance of damage reduced.
Phoenix Light: Provides the Phoenix Knight's specialty of healing and augmentative effects.
Light of Healing: Targeted heal, becomes instant-cast at level 3.
Corona of Glory: Call up to one foe per talent level in radius into melee range, and force them to target you. As talent level increases, provides illumination, reduces stealth, and eventually dazes foes in the area.
Fires of Cleansing: Removes negative effects.
Glory Rising: Increases the duration of a few beneficial effects active upon you.
Mind Knight Class Trees: The Mind Knight class includes the following class trees. Mind Knight talents are mind powers, not spells.
Psychic Attack: Functionally similar to Phoenix Fire. Mind Knights randomly deal Telekinetic (Physical) or Telepathic (Mind) damage. Each one has different status effects beginning at talent level 3.
Psychic Bolt: Telekinesis causes Bleed, Telepathy reduces Mind Save and Mind Resistance.
Psychic Wave: Telekinesis causes Knockback, Telepathy causes Blindness.
Psychic Burst: Telekinesis causes Stun, Telepathy causes Confuse.
Psychic Blast: Telekinesis causes Pin, Telepathy causes Daze.
Psychic Body: General defensive and supportive sustains.
Fortress of Will: Provides Mind, Disarm, Confusion, and Sleep Resistance.
Biokinesis: Boosts Life Regen (not as much as Phoenix Regeneration) and provides Cut, Disease, and Poison resist, and movement speed.
Telekinetic Shielding: Increases armor and defense. If you know Beyond the Flesh, it instead provides a chance to make a telekinetic counter-attack when attacked in melee.
Hypercognition: Provides See Invisibility, See Through Stealth, Physical/Mental Crit Chance, and a constant Sense effect.
Psychic Gifts: Provides various utility powers.
Dimensional Jump: Short-range targeted teleport. As talent levels increase, can teleport others and teleport multiple targets. Instant use if you only make a single teleport.
Astral Projection: Arcane Eye effect, more talent levels let it sense more things.
Mind Bomb: Area burst that can cause several status effects.
Psychic Dominance: Take control of non-elite foes, up to one per talent level at a time. They will revert back to normal at the end though.
Storm Knight Class Trees: The Storm Knight class includes the following class trees:
Storm Invocation: Continuing the pattern.
Storm Bolt: Beam attack that deals Lightning damage. Also chains at level 3.
Storm Wave: Cone attack that deals Physical damage, area increases with talent level. Knockback at level 3 (confuses instead if triggered by Eldritch Combat).
Storm Burst: Burst attack that deals Lightning/Physical damage, centered on you, area increases with talent level. Grants that Lightning Rune teleporty defense thing at level 3.
Storm Blast: Burst attack that deals Lightning/Physical/Nature damage, ranged, area increases with talent level. At level 3, creates a brief lingering stormcloud that blinds, slows, and damages.
Storm Channeling: The Storm Knight sustain suite.
Embrace the Storm: Grants Lightning Resistance and cap, Pinning and Stun Resistance, and slows projectiles.
Lightning Blade: Boosts crit mult and physical crit chance, also turns your Eldritch Combat damage to Lightning (with a daze chance) rather than Arcane.
Storm Skirmisher: On any turn you begin in a new square, you recover some stamina and lower the cooldown of some Storm Knight talents by 1. Physical crits also give you a temporary movement speed boost.
Whirlwind Dervish: Every time you move, you attack a nearby enemy at reduced damage at the cost of 5 Stamina. These attacks do not benefit from Eldritch Combat, and only apply once per round per foe. Many special forms of movement, however, will trigger them.
Storm Walker: Mobility, mobility, mobility.
Wind Stride: Provides a substantial movement speed boost for a short time, at higher levels also removes pins and slows.
Thunder Charge: Rush an enemy. A hit detonates a shockwave of thunder that damages and stuns the target and those nearby.
Cloud Leap: Instant movement that also grants temporary Defense and Evasion.
Lightning Ride: Teleport randomly a long distance. The flash of lightning as you arrive causes several effects to help ensure that enemies nearby aren't in a good position to attack you while you're presumably vulnerable.
I'm trying to make this addon as compatible as I can, and catch as many bugs as I can. I think I got most of them, but no promises there. I also want to make the classes fairly well-balanced, aiming roughly for the vicinity of the Arcane Blade. In comparison, they should deal less raw damage, but the Phoenix Knight should make up for it with superior defense and recovery options, while the Mind Knight has better scouting and debuffs, and the Storm Knight has superior mobility.
As always, any suggestions, comments, and ideas are much appreciated!
Download Link