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Arcane Fencer
Some find the channeling methods used by the arcane blades to be brutish and unrefined, their chaotic nature and imposing power too eager to aid wanton destruction. Some hope to see days where magic is once again respected, and thus they wield their spells with careful channeling and their blades with utmost technique.
Strength +2
Dexterity +3
Magic +4
CLASS TALENTS
Technique / Combat techniques (Existing category. STR/DEX)
- Of course I have to include this! Everyone's favorite(?) melee category. Rush OP.
Technique / Spellfencing 1.2x (A more refined and debonair version of Arcane Blade's magical combat. DEX)
- Arcane Fencing: Channels arcane energy into the dagger in your mainhand, extending its reach into an Arcane Rapier. Adds on-hit arcane damage, your mainhand attacks strike twice for 50-70% damage each, and has a Psiblade visual effect for coolness. You must only have a dagger equipped in the mainhand for this to work, as heavier weapons or anything in the offhand can weigh you down and break focus.
- Arcane Chivalry: Arcane Cunning, but with a crit power boost built in.
- Arcane Focus: Arcane Feed but it's called Arcane Focus which arguably makes it a little cooler.
- Arcane Flourish: Stab once with your Arcane Rapier for a melee attack at 80-120% damage. Additionally, for each Elemental Flair you have active, consume the effect for another instantaneous follow-up attack. I.E. potentially this becomes a 480% damage attack, not counting on-hit effects from your Flairs.
NOTE: All the following talents have the added effect of granting their respective Elemental Flair. Elemental Flair is a buff that lasts five(?) turns and adds damage on-hit of its respective element. Different elements can and should be applied at once, but they do not stack -- they can only be refreshed.
Spell / Flamelash (Any non-weapon-damage scales with spellpower. Each point in this talent category empowers the on-hit damage from Fire Flair. MAG)
- Flicker: Stab once with your Arcane Rapier at an enemy within melee range, dealing all weapon damage as Fire. This attack has bonus damage and critical chance based on talent level. A cheap, low-cooldown way to activate or refresh Fire Flair.
- Ignition: A swing of your blade sends a cone of flame towards a direction of your choosing, setting enemies alight and blinding them.
- Lava Thrust: Emit a beam of powerful piercing fire from your Arcane Rapier, dealing high instant fire damage at enemies.
- Phoenix Flight: Consume your Fire Flair to fly up, wreathe yourself in flame, and then crash back down onto an enemy. You deal weapon damage as Fire to them, and then flames burst out and deal Fireshock (stun) damage enemies within a radius. Your controlled burn does not set the ground alight.
Spell / Icestrike (Any non-weapon-damage scales with spellpower. Each point in this talent category empowers the on-hit damage from Cold Flair. MAG)
- Frost: Stab once with your Arcane Rapier at an enemy within melee range, dealing all weapon damage as Cold. This attack has bonus damage and critical chance based on talent level. A cheap, low-cooldown way to activate or refresh Cold Flair.
- Chill Wind: A swing of your blade sends a cone of cold towards a direction of your choosing, dealing Cold damage and slowing all speeds of enemies caught in the blast.
- Icicle Thrust: Fires a piercing ice beam at a long range extending from your Arcane Rapier, dealing high Cold damage.
- Cold Execution: Consume your Cold Flair to deal a single, powerful attack to an enemy within melee range that deals bonus Cold damage based on their missing Life. Any enemy that survives this attack is Frozen.
Spell / Stormslice (Any non-weapon-damage scales with spellpower. Each point in this talent category empowers the on-hit damage from Lightning Flair. MAG)
- Flash: Stab once with your Arcane Rapier at an enemy within melee range, dealing all weapon damage as Lightning. This attack has bonus damage and critical chance based on talent level. A cheap, low-cooldown way to activate or refresh Lightning Flair.
- Conduction: Carving your blade along the ground sends out lightning bolts to any within a cone towards a direction of your choosing, dealing Lightning damage and dazing any enemies hit.
- Lightning Bolt: Fire a lightning bolt from your Arcane Rapier, dealing high lightning damage in a line.
- Arc of the Blade: Consume your Lightning Flair to become as a lightning bolt yourself, thrusting forward with your Arcane Rapier and firing forward. You pass through enemies and destroy walls in your path, dealing immense Lightning damage and dazing any enemies unfortunate enough to be within range.
LOCKED CLASS TALENTS
Technique / Combat veteran (Existing category. STR/DEX)
- I dunno if people use this category much, but it seems fitting to give to this class. Could help with Stamina management.
Spell / Arcane (Existing category. MAG)
- Disruption Shield should help alleviate weak defenses and any potential Mana concerns.
GENERIC TALENTS (These should go without saying, so I won't include explanations here)
Technique / Combat training 1.0x (Existing category. STR/DEX)
Technique / Mobility 1.2x (Existing category. DEX)
Cunning / Survival 1.0x (Existing category. CUN)
Spell / Aegis 1.2x (Existing category. MAG)
PROS: Focused on on-hit damage, high on-hit damage buffs built into talents via Flashes
Multiple attacks means more criticals
More accurate and evasive than most Arcane Blades due to Dexterity being the main build component
More proficient Light Armor Mastery and access to Disruption Shield alleviate or even eliminate mana concerns
They basically have a lightsaber!
CONS: Less bulky than Arcane Blade overall
Multiple attacks means more retaliation damage
Lacks ranged options early on
No access to shields or powerful two-handed weapons
It's not Archmage.
SUGGESTED PRODIGIES:
Arcane Might, duh!
Elemental Surge has the potential to be really cool with this class
Pain Enhancement System or I Can Carry the World if you feel like being cheeky
Cauterize or even Eye of the Tiger have uses as well