Channeling

Terron
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Re: Channeling

Postby Terron » Wed Sep 06, 2017 4:56 pm

i did finish a rendition of a channeler/void mage class. hope you enjoy it and it kinda fit what you guys wanted.


Channeler/Void Mage - a spellcaster with deep ties to archaic forms of magic. the channeler is able to draw power from the invisible energy within all things, some are even rumored to create from nothingness.

5% MR
20% more mana
Chr based spellcasting
armor - cloth,light(medium with no helmet)
helm - light
shields - no
weapons - staff
stamina progression - mage

CHR spellcasting to mix up racial mage standings a bit and because i think this power would be more empathic than recanting traditional magic from a spellbook (gives elf a shot at top tier and a solid caster option for lings which are undoubtedly the worst option for mage vs mage atm)

SKILLS -

Fusion - grants the ability to store up charges of intense energy called fusion. 3 fusion charges max.

Channeling - a channeler gains 1 fusion charge every 3 successful casts of a basic damage spell(beam and orb)

Focus - grants the ability to focus and draw power from your surroundings. this skill removes 2 stamina and adds 1 fusion charge when used.

Bestow - bestows magical property bonuses to the target. you may only bestow 1 character at a time. when Bestow is activated it drains all of your fusion and you cant gain any fusion.
Bestow grants the target 10% less fizzle, +10% magical damage, and 5 mana/tick.

SPELLS-

Cure - normal (level 10 at channeler guild)
Beam - normal
Stoneskin - normal
Orb - level 16 -15 mana - next tier damage spell (142 damage?)

FUSION SPELLS-

Void Beam -level 8 - same as beam but costs 2 mana, 1 fusion charge and inflicts 50% more damage(basic low level supplement spell so they can use charges level 8-16)

[Div special name] Orb - level 16 - 30 mana 1 fusion charge - a channeled version of the Orb spell that inflicts 50% extra damage. (possibly Static, Blazing, Frozen, Nether, Granite)
(max round 213 213 213 142 = 781)(chanter 680 roughly) 15% boost

Lifeforce - 25 mana 1 fusion charge - an improved variant of cure with greatly increased power. (around 250 heal?)

Shroud - 30 mana 1 fusion charge - offers target 15 magic negation for duration

One with Nothing - 3 fusion charges 4 stamina - removes the remainder of your mana and divides it among the other members of your party

ChannelBall - level 25 - 100 mana 3 fusion charge - delivers a massive Orb attack at target dealing 3.25x damage.
(max single round 461.5 142 142 142= 887.5) 30% boost

(3 round simulation A: (a) 461.5 142 142 142= 887.5 (b)focus focus (c)461.5 142 142 142= 887.5)=1775
(3 round simulation B: (a) 461.5 142 142 142= 887.5 (b) 142 142 142 142 (c) 142 142 461.5 142)= 2343
(3 round simulation C: (a) 461.5 142 142 142= 887.5 (b) 142 142 142 213 (c) 142 142 142 213)=2165.5
(Approx.Chanter sim: (a)170 170 170 170= 680 (b)170 170 170 170 (c) 170 170 170 170)= 2040
(App Chanter sim(bestowed) (a)187 187 187 187= 742 (b)187 187 187 187 (c) 187 187 187 187)= 2226
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Folder
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Re: Channeling

Postby Folder » Wed Sep 06, 2017 5:16 pm

I really like that class idea. I'd get rid of the heals though, we don't want healers with huge damage in any form imo.

You meant a permanent div change? I always thought the idea of changing divs was good (because lvling blows), and this is a pretty unique way to implement it. I dig it.
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Terron
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Re: Channeling

Postby Terron » Wed Sep 06, 2017 5:58 pm

Folder wrote:I really like that class idea. I'd get rid of the heals though, we don't want healers with huge damage in any form imo.

You meant a permanent div change? I always thought the idea of changing divs was good (because lvling blows), and this is a pretty unique way to implement it. I dig it.


i do kind of feel that an absorber of environmental energy would have some sort of healing ability.

for overall balancing i liked using cure as a golem supplement, lifeforce can go. probably add sap in its place since theres no debuff on the class and sap fits the energy theme.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Folder
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Location: Texas

Re: Channeling

Postby Folder » Wed Sep 06, 2017 7:36 pm

It's fine thematically and I'd agree cure could stay. Lifeforce on another healing class perhaps if we ever try that out.

Could share sap, perhaps. Need to make sure sorcs aren't made obsolete ofc.
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Styx
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Re: Channeling

Postby Styx » Wed Sep 06, 2017 8:18 pm

I have no objections to new racial and class ideas, but we need to finish the stat changes before we start saying oh let's do this also thread, which consists of about x amount now.

After stats are done then I will gladly add to these threads.

Terron
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Joined: Sat Jan 14, 2017 11:36 pm

Re: Channeling

Postby Terron » Wed Sep 06, 2017 8:48 pm

Styx wrote:I have no objections to new racial and class ideas, but we need to finish the stat changes before we start saying oh let's do this also thread, which consists of about x amount now.

After stats are done then I will gladly add to these threads.


i was under the presumption this was a suggestion forum for future ideas. A sort of Pool to draw water from in the future. Most of the active forum accounts have posted in favor of proposal 19. Had this been a "need it now" topic it would have been in general discussion.

I'm sorry but your post came off as youre a tad irritated over race stat changes. Personally, I think it went well and everyone did a good job with reasoning. Prop 19 is really good and I thank you and every other staff participant for their time.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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Folder
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Location: Texas

Re: Channeling

Postby Folder » Wed Sep 06, 2017 9:14 pm

Yup ideas are always good. We have some good ideas to work on in the future.
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Styx
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Re: Channeling

Postby Styx » Thu Sep 07, 2017 12:50 am

I'm not irritated. I'm happy with changes to improve game play. Just saying we need to know what grounds we are standing on then we can see where to make new races n class ideas fit.

Btw I'm waiting cause I was going to suggest a faerie class for the 22 int gap. Which I think would be very nice for a race.

Etc etc, blah blah. I'm usually short and to the point , usually lol

:popcorn:

Edit, my class idea is a Warlock / witch , where you can break other players enchants and or yes it was the do double dammage, apply hex, remove and do double dammage. I have talked about his one to others but atm we need to have a yes we are go go thundrcats lol

Edit 2, and another class would be a valkyre, we need the more feminine races and classes added now to give appeal for the ladies guys. Think about it

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daedroth
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Re: Channeling

Postby daedroth » Thu Sep 07, 2017 3:39 am

If there is a spell (or whatever) to change divinity then it should be on some kind of timer (once a month?) Or people will just use it to switch divs for events (oads) etc.
Maybe make fizzle change it to a random character div (ie not evil, good or neutral - but wouldn't that be nice :popcorn: ) but not the div intended :D
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Folder
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Re: Channeling

Postby Folder » Thu Sep 07, 2017 8:20 am

daedroth wrote:If there is a spell (or whatever) to change divinity then it should be on some kind of timer (once a month?) Or people will just use it to switch divs for events (oads) etc.
Maybe make fizzle change it to a random character div (ie not evil, good or neutral - but wouldn't that be nice :popcorn: ) but not the div intended :D


Would require a rare reagent, no cooldown required as long as the item is rare. Also lol @ the fizzle bit. That could be interesting :D
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