- Joined
- Dec 12, 2012
- Messages
- 155
Oftentimes, am I beset by delusions of grandiose, and visited by episodes of RPG avant-garde connoisseurship fantasies. Hear me and bear with me as I decided to unleash a part of the hell in my mind!
(I know I need professional help.)
I don’t appreciate counterproductive criticism and flaming so if this is irrelevant to you, please… stay out of it.
If you have corrections (I’m not trying too hard to be historically or mythologically correct but anyway) or productive suggestions please by all means, speak your mind!!
I only read the first and the then-last page 7 of the other suggestions in the thread by you, Zwieb, as it too much interfered with my own ideas and I earnest find thing like that TL;DR. But I noticed you take the factor of single player compatibility also into account. I didn’t. So… sorry, I guess. I’m far too busy admiring beauty of “every single thing matters” and “teamwork effort” themes, as they are the two things that resonated with me in Gaia’s, ultimately attracting me in. Tbh, I think solo player is only an obscure option, since none of the bosses can be handled solo, in their relevant levels.
Several energy drinks and well over 40 hours went into the making of this post and the one that is coming soon (Part 2/2) altogether. Please read with ease of mind and make sure to, please, ENJOY!
Just saying. I can’t seem to hold back. You will need an open mind, a reason (so as not to lose patience halfway) and a good imagination to go through this. I thought these up with endgame and even the “rebirth” thing in mind, aiming for a more engaging, badass, and ultimate style of play through. I’m well awar some are just OP as they are. I’ll trust you will get the “idea” or gist of things, and not mind the numbers too much.
This post in its entirety was conceived from an immersion point of view. Immersion sits like a boss up there, always on the top shelf of my priorities. Some call it realism. Some call it roleplaying. Some just have a vague idea that they want something more engaging and fun out of their game experience. It’s all the same concept we are after. Something that is immersive, cannot possibly be bad, or carelessly made so it’s always the best. And Gaia’s is, to all our appreciations, made with meticulously care . That’s saying something.
Now the balancing, is up to you and all developers; I’m obviously the worst person for that and trying to do it would only end up with pretentious-sounding results (I’m just too lazy).All numbers, malus-bonus factors, conditions and details are 101% free to be changed.
Needless to mention, but I tried hard to remain, “lore-friendly” and “in accordance with” what Gaia’s has at the moment. Rather than impractically adding new things that just pile up and require sacrificing current spells’ slots, I aimed at emboldening the ones we have; at practical and deep teamplay values; and thoughtful, engaging and active indivgameplay and a certain and fearless complexity that is felt to be needed by many of us now. I wouldn’t have it any other ways. Hope every one of you expect the same from future of Gaia’s.
I hope to spark new ideas and possibilities, that will further add enjoyable background to Gaia’s, and bring unique touch to each character; or all aside, at the very least to help provide a sort of reference or glossary for nomenclature (I mean mostly part 2/2 here).
I understand some of ‘em, if not most or all, can sound too fancy or big to design or (I hope not) too flashy. Maybe some items sound too attached to certain realities, like religions. Some are in need of refining to even begin fitting into the game.
But, even if a tiny bit of detail in just one out of all of 'em, or just the concept of something strikes a new idea somewhere in your (Zwieb) or someone's mind, and help develop our game, it'll be fully gratifying to me.
[Last Day Edit: I added some moderate content as well, to items especially (the ones sounding less awesomez), and spells too (the few ones with less description and context).
I actually started this some time ago; about a month or a tad over. It demanded a certain amount of concentration to work out the way I want, but at the same time IRL, I'm on the verge of moving. As of posting this I have 1 hour exactly to the moving truck’s arrival. Been living on the go somehow. Part 2/2 (items) will have to wait till laterz.
My little sister is caught up in a serious family feud (our old timers are bigoted extremists that stand out even in a society of nothing but bigoted extremists) over the very same reasons I'm moving. And only I can give her any real help.
Also got a cousin has lived with us for years who just had to go driving without a seat belt and be hit by a stupid careless kid driver passing the light at a high speed in middle of the night and got himself comatose and suffering S.A.H. for over two weeks. Again I was stuck as the only one around when the police showed up at our door 5 a.m. stating he needed someone with him (others were doing a traditional "outing" related to our new year which I find stupid.) And for quite many days he needed my and his siblings' helps.
Anyway it's been a truly hectic coupla months. Constant financial pressures have been no help either. I've even been almost completely inactive in our group in this period. With everything popping up to stop me, it felt humorously to myself like going through Labours of Heracles just trying to perform a simple move-out.
Now you can imagine the mood and the amount of concentration I'm left with in the late evening when I sit at my PC wanting and trying to think about Mythology and such, coming up with contents on this sort. In any event, sorry it's coming out this late after you started taking suggestions; and for any shortcomings.
[Close it. Couldn't you say it's a troll? har har.
<><><><><> <><><><><><><><><><> <><> DRUID <><> <><><><><><><><><><> <><><><><>
D - 1:Bind Nereid
Alt names:
Conjure Naiad
Consolidates naturally resident water from a great area in her surroundings with the spirit of the ocean, binding a Nereid; the doing of which is conducive towards disproportionate balance in natural conditions around her. The spirit is inherently short-lived and dangerous to control, yet beneficial.
At summon, Nereid covers allies in the area, within dense fortifications of watery cages imbued with her mana.
Reduces allies':
>> Attack speed by 20% (cramped movements)
>> Poison Resistance by 20% (permeating pores)
>> Lightning Resistance by 20% (soak/inundate)
>> And on top of that has a slight chance to hurt an ally slightly (e.g. 25 Water damage every 10 seconds) due to suffocation or over-density (chance can be dependent on druid's mastery over the spirit's control, which can be formulated by int/mana/wisdom in respective importance/relevance).
Improves allies':
>> Movement speed (less relative weight in water, and less friction) by 40%
>> Fire Resistance by 40% (elemental archenemy)
>> Shadow Resistance (a sacred element) by 40%
>> Water Resistance (obvious) by 40%
>> And Armor rating by 10% (denseness and size of the cage relative to ally’s own tolerance and body size, hence the percentage).
Water cages last as long as the spirit herself, 60 seconds. Nereid can call stormy clouds, create water-based illusions and mirages, have offensive spells based on vapor or water itself, as her other powers. Water can be viewed as the only thing capable of filling mana reserves too with its dominant nature in human body. Perhaps "Recovery" can be turned into one of Nereid's abilities/auras.
Summoning Nereid with this desscription, is evidently very situational. Needed only in situations when her bonus boons outweigh the malus effects by far and are a must-have (like at a badass Shadow boss, which I've predicted to be coming soon several times). So I suggest either Nereid or Efreet would be summon-able. This also can help fit it into talents perhaps.
I somehow remember to have heard somewhere faint hints towards water's darkness-resistant characteristics in some folklore or mythology, but anyway. Water being the element of cleanliness, and essence of purity, and the opposing element against shadow and darkness, is completely understandable with or without a myth; just in contrast to how it conducts light and is the element of life.
D - 2:
Vivifying Taproots
Alt names:
Remedial Taproots, Arms of Nature, Earth's Cradle, Natural Exoneration (less likely!), Gaia's Pardon (less likely!! or maybe not?)
Holding the favor of mother nature herself, druid is gifted with the command of earth itself, available to none other. She calls upon earth's powers of growth and creation. Encircles friendly target in danger with nature's rigid embrace of firm taproots growing from ground with fundamental healing properties, and unheard-of alchemical potency.
Target is covered from head to toe, immobilized and unable to cast. Also ignores all other heals (except for pots (disabling pots adds difficulty but read the second use of this skill and judge for yourself) while trapped in the roots. Grants 25% All Resistances, 40% Lightning Resistance, 45 Armor rating and a 1 x Spellpower/sec Health regeneration (applied every 0.3 second) and a (1/30 x Spellpower)/sec Mana regeneration. Lasts 8 seconds.
Breaks by target's own attack from inside only, if attacked twice. If broken by the target in under 3 seconds into the cast, the spell does not enter (or resets its own) cool-down. It still consumes the Mana it costs to cast.
(This is implemented for the following use of this spell. Read ahead.)
When any ally is slain, casting this spell on another ally very close to the gravestone of the fallen ally or herself standing right by it (disadvantageous mid-fight of course), by nature's absolute reign over waters of life and the forces of creation, will transfuse the life essence of the target ally or self into the fallen one to revivify them. Will only work for one gravestone at a time per one targeted ally.
Originally, absorbs 40% of target's Mana and 70% of his/her Health during 10 seconds. 4% Mana and 7% Health absorption per second. (Now here, druid's Haste's role comes in, and it comes in with a bang!) The higher druid's Haste the less seconds this will take, hence reducing by the percentage the amount of loss from the donor ally.
If the donor ally chooses to opt out by attacking twice and breaking the taproots, if it's still under 3 seconds from cast, the skill will reset its CD. (If we could implement a reset "any time" the targeted ally chooses to break out, it would be abuse-prone, even though this spell must have high Mana cost and that itself is a leash. These kinds of refinements are up to you.) If it's past the first 3 seconds, revivification will not proceed successfully and donor will have lost some resources. Emphasizes on a "tell the noobs" gameplay, that's all. Stuff like these are actually needed in Gaia's, cuz it's somewhat too simple atm (I know it's mostly intended).
If the original10 seconds are reduced as far as 'equal to or less than 7 seconds' (at least 30% Haste required, to reduce 3 seconds out of 10) the remaining seconds to the restoration version of this spell's original 8 seconds will kick in again and start regenerating the target for the remaining number of seconds (has to be at least brought down to 7 seconds for there to be a minimum 1 second of activation).
Transfuses 1/4 of the devoured magic force/Mana and 1/2 the devoured life force/Health (A total of 10% of the ally's Mana and 35% of his Health are sent over to the revivified ally with which amounts he is then brought back to life. This is regardless of Haste's reduction of the actual absorbed amount. The rest is lost and spent in the process to heal grave wounds and refill the spirit's lost energies of the dead ally.)
Now with Feline Reflexes, a 1.2a(8) version druid can easily achieve 70% Haste with Heritage of the Nymph bow, Feline Reflexe and 2 or 3 Agility stats. That means only 12% Mana and 21% Health will be devoured from the donor. And there will still be 5 seconds remaining to regenerate.
D - 3:
Holistic Restoration
The druid taps into her natural aptitudes. Just as holism suggests, the druid will, at the cost of greater expenditure of her magical reserves, treat the team as a whole now when casting her healing skills (only her own casts. Herself not included, so Preservation 5/5 still is beneficial).
When turned active, any heal she casts on self or any of the allies, also heals some of the allies nearby in a medium to big area, per chance.
(Don't get confused please, she can cast a healing spell on herself and allies will also get healed, but she can cast same spell on allies and she herself will not get healed through this spell. She will only if she has 5/5 that talent tree. There is no overlapping here.)
Maximum of 4 extra people, minimum of 2. Cannot heal minions, or self, unless targeted.
Amount of heal received if 2 extra allies are being healed: 80% of the original heal per extra ally.
If 3, 60%. If 4, 40%. Upon activation (short cooldown) each healing spell she casts take twice as much Mana, regardless of how many it heals.
And no it's not the druid's loss here, it's pretty well-balanced:
>> 2 extra allies: 3 x 80% = 240% for 200% Mana cost
>> 3 extra allies: 4 x 60% = 240% for 200% Mana cost
>> 4 extra allies: 5 x 40% = 200% for 200% Mana cost.
Win-win for dudu.
<><><><><> <><><><><><><><><><> <><> BERSERKER <><> <><><><><><><><><><> <><><><><>
Z - 1:Sure Grip
Alt names:
Solid Embrace, Assertive Swoops, Power Gash, Hefty Thrusts
Next 6 successful attacks will have full Armor penetration against any target they land on and have splash damage increased to 100%. With each of the 6 following successful blows, comes a 15% chance to gouge a deep, lasting trench in target's defenses, increasing target's any incoming Physical damage by 20% for 7 seconds. Stackable effect.
If second trench/gash happens within the 7 seconds the first trench is still active, it will increase it to 40% and reset the timer to 7 again.
(Or 20% x 20% if that sounds too OP despite the low chance, low number of attacks and low time governing it. Or just a constant 5% to 10% increase each time it stacks. It's really not OP to me in the first place.)
While under this effect, Lightning Blade lasts 1.5 seconds more, thanks to the sheer grip power the berserker can muster after fighting with heavy and ruthless two-handed weapons continuously.
Z - 2:
Battle Supremacy
A passive; as a total upgrade and overhaul of Parry, which is now original to Berserker's personally grown style of skirmish control, via a myriad of fighting experiences:
>> When Berserker loses 25% or more of his Health, and is wearing a Legendary weapon, grants (Health loss % x 3/5) to negate and absorb the next Elemental damage with his weapon, and his next successful attack will 100% procc in that Element equal to his Attack power. (Suggested animation of holding the weapon high for 0.5 a second and a visual effect happening to him at that time, similar to a warcraft shaman's lightning shield or something like that.)
>> 18% (or dynamic value based on Agility and Strength) chance to parry any Physical attack
>> 12% chance to foresee and sense an incoming blow purely on honed instincts and find the time to prepare a counter while partially guarding himself: Counters a melee (only) Physical blow, reducing it to 40%, & imposing 125% of the original damage meant by enemy back to it.
>> 8% chance to trigger a rampageous outburst of rage, performing a "mini heavens edge" with next attack non-voluntarily, with much faster animation and less jump (so as Not to perchance intercept a fatal damage evasion measure intended by player.)
Mini H.E. will do half the damage as a self-cast H.E. but consumes same amount of Mana and does equal aoe damage everywhere. It does nothing to the H.E.'s cooldown (implements a slight Mana management factor in zerk play through which simply doesn't exist, while emphasizing on Fury talent, branch two.)
(Come on we all fell in love with Heavens Edge's badassosity back in the days, now we wanna see it more by our explosive zerkers, don't we? )
Z - 3:
Odin’s Champion
Alt names:
Legendary Devastator
The prerogative of being able to gain the heed of the chief deity of Norse myths lies with none but the legendary warrior of dated Nordic and Viking tales of trance-like battle gallantry.
Once he is fully dyed with rage (Berserk Rage reaches max bonus) a true Odin’s chosen can at the very least deal [current total Strength x 25 + agility x 15] in under 6 seconds. Six seconds of being marked with a status icon of Odin’s Trial, that is. (Not very easy to achieve, and would encourage team to help him with buffs to do so, and enforces the player to choose what to cast, due to the following effects).
If the berserker meets this criterion he will enter a Odin's Champion/Legendary Devastator status for 15 seconds. The effects are as following:
>> +50% critical on any casts (not auto-attacks << this + the high damage needed to enter this mode is meant to further increase difficulty, 'coz he will be forced to choose between what to cast and what to keep)
>> A fixed 300% critical multiplier on all casts (not auto-attacks).
>> Any “Heaven’s Edge” cast (or mini H.E. activation) has triple the aoe reach, ignores all armor and has a 75% chance to stun all enemies who received its damage for 4 seconds. (Ultimate visual effects recommended. This could very well be the most awesome moment of zerk’s play. A true raging champion of Odin himself, performing a “heaven’s” edge.)
>> Ignores all enemy stuns and all friendly buffs, including heals (just potions).
>> Max Water, Fire and Lightning Resistances (the mythologies refer to Berserkers as impervious to fire when they apparently transformed to a furious wolf-like creature)
>> 250% increased aggro generation
>> 35% increased Physical damage received
>> There can only be one instance of Odin’s champion activation in a fight, whether there is one or more berserkers. 300 seconds cooldown.
<><><><><> <><><><><><><><><><> <><> BARD <><> <><><><><><><><><><> <><><><><>
B - 1:Alleviate
Soothes the pains and removes all afflictions/debuffs (magical and non-magical, unlike dispel) from friendly target by chanting impelling & persuasive words of hope and bravery.
Ally target instantly gains full Health if damaged, and 75% resistance against three random elements and ignores all Physical damage for 12 seconds. If target is in a "weakened soul" condition, (and thus cannot be “encouraged”/”impelled”) the buff will end (as a leash against abuse with Divine Shield combined).
The accumulated damage that was ignored in this way will at the end of the illusory buff be administered instantly at a 75% rate (there has to be an overall positive edge to the spell).
The damage could be intercepted/mediated by other buffs such as a timely divine shield or resistance buff/potion etc (whereas an untimely divine shield here, e.g. when the effect is still at its start, would work reversely as a wasted and negative buff). I recommend a delay and a visual effect to indicate the effect's end and the damage being about to be administered.
Target's own resistances/Armor rating decreasing the damage "within the 12 second" period will be the only thing calculated (like his own gear and spells only), since friendly or potion buffs can be manipulated right before this spell is cast.
B - 2:
Aria of Torpor
Mentally enervates enemies surrounding him giving them a 15% chance to miss on any attack for 5 seconds. With a suggested cooldown of 20.
Next time it cools down, if used within 3 seconds of cooling down, adds 3% of evasion to the debuff and removes 5% of target’s mana. Stackable to 5 repeats/stages (6 total stages).
If successfully reaches the max stack limit (30% evasion, 25% of target’s Mana removed) the evasion debuff will last 25 seconds and the skill will go into a huge cooldown period of 5 minutes.
If bard fails to cast a repeat instance at any stage above two, the stacking will reset. Cooldown will nonetheless be elongated to 5 minutes to prevent abusing of repeatable Mana depletion.
Also contributes to more active play through of a bard.
B - 3:
Larcenous Efficacy
Alt names:
Bonanza, Pilferer's Gratuity, Swindler's Bequest
Plucking up his past skillful experiences in art of theft, bard maximizes his focus to up his chance to deliver.
When activated (should be a target skill so that he can choose to give this to an assassin or another bard too if he so wishes), increases chance to steal an equipment or weapon (rather than material or consumable) by the value of his [1/2 Character Level + (5 x (total Agility/total Strength))]/100. (A 50 bard with 100 agility and 40 Strength would have 37.5%.)
Also if the bard is a Lorekeeper 5/5, increases the 2nd drop chance by 50% of the above calculated value.
Grants [2x(total sum of stats)]/100 (rounded down) chance for steal to generate a 2nd item (potion, materials too) as well. 2nd loot is also affected by the first effect. Can only be activated inside battle.
B - 4:
Impetus Surge
Alt names:
Emphatic Paean, Fomenting Epos, Enkindling Psalm
With wise and uplifting words of exalt towards his own and his comrade’s self-reliances and past achievements, chosen out of their many a brave undertaking together, creates an upsurge in his and his ally’s impetus, the rawest of all forces within man’s mind. The bond such shared, is that of mutual benefit. For one to impress others, one has surely to inspire oneself first.
>> 1.) Simply doubles the Main attribute total of an ally entirely for 10 seconds. 45 seconds cooldown.
Bard gains the same effect herself, but with a random stat.
>> Alternatively she could have a 25 to 50% chance to have her own agility doubled for 10 seconds as well.
>> Another alternative is that the bard gets one random (or all of) friendly buff that is on the target for free for herself too. For example, if she casts impetus surge on a berserker with Symbol of Fury on him, she gives him double of his sum of Strength, and gets buffed with a Symbol of Fury too.
>> 2.) Alternatively, (as I’m not sure if this is possible but,) doubles the duration/potency of current friendly buffs on the target. This includes his own songs, symbol of fury, Confidence and Packleader auras’ effects, etc. If doubling potency, it should be limited to, say.. 10 seconds like above. By doubling potency I mean like increasing Symbol of Fury's Attack speed bonus from e.g. 15% to 30% for the same amount of time it is there. Or Packleader Aura's Evasion and Critical chance to 14% from 7%
B - 5:
Esprit de Corps
Throughout unending adventuring of the world of mythic gods and unsung monsters; day by day furthering the braving of lost lands once the habitat of peaceful beasts and proud children of the Earth; tackling the now unwelcoming nature and deathly 'lusus naturae' who have turned with an unbecoming bloodlust; in and out of valorous undertakings and grand decision of unforgettable selfless moments; appreciating reciprocally the merit and the demerit of a myriad of vicissitudes, faced with inevitable fears and the insecurity of your unknown fate...
... When all comes to nothing.. when you're faced with your worst despairs, you find neither your gods nor your belongings capable of filling the tiny but infinitely vast void in your heart.
But it is the "sense of belonging". To your comradeship. The sense upon which you lay your wary heart and depend on in your times of utter loss.
A belonging to those who shared your fears, insecurities, braveries and growth all and sundry. It is in knowing you are not alone in your sufferings and in your delights, that you gain true content.
Back to our topic. Espirit de Corps is and has been our group motto since creation. It is also an honorary mention here, but honestly it speaks out best for what the spell is meant to be like.
There are more than several ideas going around in my head about this, but I'm pressed for time. Tomorrow is my moving day. So I'll be very succinct about them. Be warned, this is a last-day addition, and might sound a bit weird and unrefined and lacking "finish". The whole concept is about a truly defining spell. What does it define? "Team health", "team dps", "team mana" and such.
Moral point is when you hit the ground, your team is there for you. When you're just resurrected and wanna d something to help the fight but you can't, this will help. Enough background, here goes the description.
>> 1.) 15 seconds channeling. Takes 3 Mana per second from each ally that is "in fight" now (counter for abusing of sleeping around the fight) and gives it to the ally who has the least amount of Mana at the moment of cast. Or just target cast. Can only be cast during a fight.
>> 2.) Some kind of lasting and persistent bonus (won't even disappear on death, only via repicking into a different char). The more fights and life-and-death situations they wade through together the more the team's bonds deepen. Grants very small bonuses with each boss slain with the same combination of ally heroes the bard first joined after load. If one or more repick into something else they lose the bonus progress.
For example it can be stackable up to 20 or 30 boss fights together and from the moment of reaching maximum it start providing its true bonuses.
Bosses that count for this have to have a minimum level of course.
I can suggest some steps (I'm going with once every 3 bosses, the steps can be dynamic and I also suggest the last step being bigger than all previous ones):
>> 3 bosses slain, all who have been in the fight gain 3% Fire resistance
>> 6 bosses slain, all who have been in the fight gain 5% Attack speed
>> 9 bosses slain, all who have been in the fight gain 3 Health/sec regeneration.
>> 12 bosses slain, all who have been in the fight gain 3% Water and Magic resistances
>> 15 bosses slain, all who have been in the fight gain 200% income from all kills (bosses and mobs alike)
>> 18 bosses slain, all who have been in the fight gain 3% Lightning and Shadow resistances
>> 21 bosses slain, all who have been in the fight gain 10% extra Health and Mana received via friendly spells
>> 24 bosses slain, for all who have been in the fight, any potion use will recover Health / Mana of all allies also by 20% of the amount on the user
>> 27 bosses slain, all who have been in the fight gain damage tolerance (all sorts of damage) equal to all the Healths of team members added, and dived by 100. (Even with 6 x 1000 average Health imagined, it's only a trivial 60 damage reduced.)
>> 30 bosses slain, all who have been in the fight, will have all the above, plus 10% All Resistances, 10 Armor rating, a low Mana regeneration, 5% Attack power and Spellpower increase.
Now how awesome would it feel to have extreme difficulty bosses against who you don't even have a chance of winning, unless you have the full bonus of the 30 fights together. A single boss fight so long that without the Mana regeneration and shared potions, extra resistances etc, it would be beyond hope. And bard will be the sole standard-bearer of this aura (or it can need the bard to cast this spell in each boss fight for it to be updated)
>> 3.) A channeling constant song that brings to surface and strengthens loyalty, selflessness and espirit de corpse. It can go on as long as intended, no limits. When bard is doing this, and an ally receives fatal blows that drops his Health below 20 or 15%, his damage input from that moment on will be transferred to another ally with the highest current Health or Armor rating or both maybe.
As soon as bard stops channeling the effect is stopped. Grants healers in a desperate pinch a hand. Activating the channeling requires a hefty Mana cost so the bard should make up his mind when his team needs this.
<><><><><> <><><><><><><><><><> <><> SORCERER <><> <><><><><><><><><><> <><><><><>
S - 1:
Astral Oblivion
Alt names:
Celestial Oblivion (√ Completely interchangeable phrase. Just preferred Astral since Celestial can also mean Heavenly and is used already by crusader.), Supernal Calamity, Ethereal Obliteration
>> Phase 1: (Casting) Forms 2 arcane-focused magic circles one atop the other, high above an area, engraved with unknown incantations of long-lost astromancy of old; casting a tangible deep bluish green or multicolor aurora on the atmosphere around and a shade of it the units covered beneath.
>> Phase 2: (Maturing) A slight radiant body of light starts forming between the circles, moving up and bouncing back slowly. At the 3-second maturity, it can look like a wisp with a fitting color or any other effect that is suitable.
>> Phase 3: (Releasing) A beam of energy with a color that distinguishes it from light or holy magic, descends noticeably fast from the center of the two magic circles but becomes slow-motioned when reaches the battle ground (suggesting travel between dimensions) and after hitting a target will branch up and splash around inclemently to ravage others.
The true appeal and challenge, and at the same time, the true key lying hidden within any apprentice's way to the mastery of his grasp on magic is ironically to realize that reality is naught but a falsehood in the hands of a savant of the arcane.
A concept I always loved since childhood, watching TV series/films like Earthsea and Merlin, and to later on happily meet again in Skyrim, but only in form of a message of a book. When thinking about notion of "magic", one simply cannot avoid this fact, that reality itself is the one thing waiting for any decided mage to overcome by his will, if he's to achieve any marked level of mastery.
Unfastens the temporal boundaries of reality itself, unhappening, reflecting and confining the occurrences within the magic circle's reach, into interstellar dimensions, sustained by the very fabric of space, as if they never occurred. The 7 seconds of reality such absorbed are not lost, but pending, as raw, magical essence.
This compressed, extremely volatile essence will mature into pure energy under the effects of starlight. It will be stored (in form of a shining wisp or such) for 15 seconds between the two circles, resembling heaven and earth (or aether and nether).
Time it takes to mature is random with a maximum of 15 seconds. (It can be depending on how much dps was dealt and received under those 7 inital seconds. The more the higher it will take. Or it can be just completely random.)
The idea of maturing is to balance the yin/yang or dark/light, negative/positive proportions of the energy lump to a sharp 50%-50% and forming a higher entity. Then suddenly injecting either the positive or the negative external energy of caster’s whim, into it to unleash its potential towards one of the extremes.
Units in the affected area will have all (or some) of what they did in those 7 seconds undone. They will return to where they were when this super spell started taking effect (this moving is a totally “optional” feature, just for more credibility).
What to undo can be "a selection" of the following or more:
>> All the dps interchanged reset to zero (all units gain their Health from 7 seconds ago)
>> All fighting resources spent, are regained; all Mana and Health used are returned to all affected units.
>> All skills (and pots) used or not used in that period and cooling down or ready now, will return to their CD status from 7 seconds ago. This is different from Reset CD talent 'coz it can also revert cooled-down skills back into cooldown. Or even undo reset CD effects that happened under the 7 seconds.
>> All buffs and debuffs reverted.
From the time of maturity the sorcerer has 3 seconds to decide the target whom this energy ball will be flung at.
If targeted at self, will restore 50% of entire Mana pool and provide a temporary 30% Haste boost and 30 points of Intelligence. Cannot be targeted at allies.
If targeted at enemy, will deplete 30% of their Mana pool, robs them of 50% of their spell haste, while dealing 6.5 x Spellpower Magic damage at the target and 1 x Spellpower to random nearby hostile units with a maximum of 7 others. (Here I'm mindful of "Magic" element spells almost always being "single target" damage rather than aoe, so the aoe effect of the main light beam's ramifications is minimal, but necessary for a spell of this caliber.
If sorcerer fails to aim and launch this energy properly within the allotted 3 seconds, it can either vanish entirely or do some low collateral damage to some units, ally or foe alike, indiscriminately. Or freeze the affected units to indicate corruption of the time-space continuum; or put sorcerer in an unfavorable situation or other effects that is not too much of a punishment at all, but also doesn't encourage casting this spell with no reason.
Another idea for this spell would be to absorb the reality including (or only) all the damage done to enemies, and suck it into that same interstellar dimension while it intensifies by bouncing to and fro in between the two magic circles, then it becomes several times stronger by a formula governed by sorcerer’s Intelligence or Spellpower and return back to reality dealing severe damage several times more than what happened.
It can and is recommended to be "graded" by the total number of enemies and allies effected. The lower, the less it takes to mature and the less damage. If 12 or more are affected (12 moons) it reaches full power.
A third idea would be a time freeze for enemies only, similar to DoTA's Chronospher but I'm not interested in that so I'll leave it at that.
A fourth idea would be a spell usable only once in each fight, that would undo reality and turn it into energy and all that, and costs nothing, except this time only option would be to turn it into friendly energy that restores Mana to all allies. I know. Terrible. Horrendous. Forget it. Just wanted something too special for sorcerer, like the Burst of Light of Mana. I'm admittedly biased that way. But I like it. Nyahhaha.
This spell requires some collateral damage or side effects for further balancing. Also needs refinement to lessen the interference it causes with allies' gameplays.
S - 2:
Grimoire of the Arcane Intelligentsia
Ineffable collective knowledge of the progenitors of the mystic arts. Grants an utterly frightful degree of insightful wisdom to the bearer. But such gift of cognizance comes with its own heavy load.
An auto-cast ability, that while turned on (no cost) with each non-instant (channeling ones like Fireball or Lightning Charge) spell cast, it has a chance to lead you to… *OK, this lead me to the "Hidden Spellbook for All” suggestion at my next post of this thread. (apparently I have 100k characters and I'm out of space to contain it all in one post)* check it out there!
Other than that:
(A self-only target cast with the following element’s effect and this spell’s effect, both showing on status bar under the character, to let the player know. Or an
Auto-cast ability that while turned on (no cost) with each non-instant (channeling ones like Fireball or Lightning Charge, not Magic Missile) spell cast, will remove 1% of target’s corresponding elemental resistance. I.e. if spamming Fireballs, target’s Fire Resistance will fall each time by 1%.
When the spell is turned on, only the first element used by sorcerer himself can undergo this effect. (If he uses a Magic Missile mistakenly, the ability will not work until next cast, for which I’d recommend a medium-long CD.) Any spells that contain even a hint of this chosen element, henceforth to the end of the fight will cost 1 additional Mana.
When the sorcerer is under the effects of epic volumes of oracular knowledge that only he can hold any hopes of fathoming, he cannot effectively enough focus on his other capabilities.(Two possible downsides I came up with):
>> The only other “equally-potent” element in sorcerer’s arsenal (Fire if he chose Lightning and vice versa; Magic if he chose Water) will until the fight is over (or the target is dead), have only 70% efficiency.
I.e., if Lightning was chosen as the enhanced element, all his Fire damages (half of Meteor Strike is fire, so is Incinerate, Fire Shield and Fireball) will deal 70% damage, critical and normal alike.
OR
>> -15% Haste and Critical chance on the “other element” until fight is over (or the target is dead), chosen as above.
S - 3:
Ball Lightning
A magically mysterious phenomenon unexplained even in days of our soi-disant scientific scholarship. A marvel, particularly hard to form and next to impossible to manipulate at will; but when achieved, one to be reckoned with.
When an enemy target is hit by a Meteor Strike and is soaked by some kind of Water spell, the scalding-hot atmosphere and the target’s saturated properties together create the rare conditions necessitated by this boisterous agent of destruction to form.
When these conditions are met, within 25 seconds of the meteor strike, every “critical” Lightning Charge stricken at the target has a 65% chance to create an enormous instance of Ball Lightning that roves the battlefield creating an intense electromagnetic field and devastating the enemies (maximum of 3, each ball has a lifespan of 8 seconds).
Inside the limited periphery where the ball/balls are whizzing and buzzing around loudly, units are pulled towards the epicenter and dealt Lightning damage with random and quick discharges of plasma-like power bolts that burn their victims to a crisp.
Upon disintegration, they unleash a howling forcewave casting magnetized enemies aside again and stunning them severely (2 seconds).
During the presence of a Ball Lightning, sorcerer’s every Lightning Charge leaps across from his main target (what with the abundance of voltage around to recharge the strike) and hits several targets in a wide area (either chain or fork lightning effect) in front of/around him.
If a given "Nereid" can have some sorta of aoe based on Water with "soak" capabilities, or Water elemental would evaporate or explode onto enemeies in wide area when its time runs out and hence soaking them, it would intensify this skill greatly, as a combination.
S - 4:
Internecine Ward
Alt names:
Frenetic Zone, Thunder/Plasma Sphere, Vigilant of Havoc, Thunderous Qui Vive, Restless Guardian (less likely)
Meant as an upgrade possible to Fire Shield, and a merge of it with Spell Mirror for those who use them and want to keep doing so. Two ways to implement it:
>> 1.) When an ally is supported with Fire Shield, casting Lightning Charge on the ally (twice or thrice, coz once is too fast) will evolve the shield into a ravaging and powerful sphere of heated, excited and charged atmosphere brimming with both of the magical elements used. Lasts 15 seconds.
>> The targeted ally will inevitably lose 4 Mana each 3 seconds under the violent ionizing effects of the spell. Also loses 30 Health in same intervals due to the blazing overheat of his tissue and blood. 20 Mana and 150 Health loss total.
>> The ally gains 60% Movement and Attack speed with the incredibly enhanced transmission of motor signals and action potentials thanks to the floating halo of masterfully tweaked lightning. (Inspired by Killua's Godspeed from HxH)
>> Units who dare attack an ally undergoing this buff, will have 60% chance to get Lightning-stung and Fire-burnt for 0.3 x Spellpower each (separate effects), and 10% to get stunned for 0.5 seconds.
>> The two elements' resonance causes a visible advanced elemental barrier around the target. Any next hostile Elemental damage will be returned to its source with same potency but in form of Lightning damage, thanks to the superiority and magnitude of Lightning element.
>> 2.) It could be a different spell that would require a new slot, so not recommended. First method mandates enabling of Lightning Charge to be cast on allies outside of PvP mode (perhaps only when and on whomever Fire Shield is active), but at least won't take spell slots.
If forced to use this second method, I recommend a spell with some kinda big base casting time like 10 seconds and medium Mana cost. Simple "one click" access to a spell like this causes lack of need to think. But when it takes time to cast, you will need to think beforehand to guess who is gonna take mass aggro next and who can maintain this better, with the negative effects taken into account.
<><><><><> <><><><><><><><><><> <><> CRUSADER <><> <><><><><><><><><><> <><><><><>
C - 1:
Chivalrous Sacrifice
Alt names:
Galling Gasconade
When it’s about mettle and intrepidity, the most driven and convicted warrior with a cause of justice and selfless care for his brethren under the holy flag, a faithful man with a mission, and a burden; out to avenge the wrongdoings of the unrighteous, is none other than the crusader.
In an attempt to drive off the threat from his comrades in arms, crusader vents a challenging, ridiculing, and boastful scoffery towards the hostile units in a cone shaped area in its wake, forcing "one" any next skill that enemies affected by this mass taunt would try to cast in the next 15 seconds, to be cast on none other than the crusader.
Leaving crusader's defenses partially open when covering for an ally. enemies' next cast on crusader will be 100% a critical blow (the first tick only for damage over time spells).
Non-boss units under this effect have 5% chance to flee from combat for 10 seconds and have 15% chance to gain 20% Attack speed on the crusader (only). Reduces all allies' aggros by 25%. Medium-long cooldown.
Can also do a “taunt” effect for same number of seconds as Taunt, so as to replace the old-fashioned Taunt skill and add aoe aggro.
C - 2:
Sanctimonious Indignation
The path of the righteous offers clemency and forgiveness towards enemies, but only scarcely, if any. Continuous years of consistently championing the pious principals of his faith, has allowed the crusader to grow a resolute confidence in his ways of dealing with the unjust. And a passive tempest of condescending indignation. A temper beast within.
This could be crusader's own little customization and evolving of Parry, like Battle Supremacy is for Berserker. While when inactive, vouchsafing little chance for the enemies of this longanimous & disdainful soldier of holy cause to push him over the edges, it can on the flip side also be activated and give vent to his depredatory wrath throughout the battle.
The variant "Z" = "Health loss %" and only updates in scales of "10" and cannot go over 80 (meshes well with Virtue branch 4). No values here can be in minus; and zeros and minus values are replaced with 1. Considering that:
In passive mode, grants [(Z x 1/2) + (Character Level / 10)] chance to reduce [(35 + Character Level - Z) x [6 + (Z / 10)]] Physical damage and reduce it to 10% (rounded up). Cannot reduce below 5. The effect remains until Z is updated to a new status; meaning if at Z = 80% and he is suddenly healed to full hp, it remains until Health loss reaches a new valid value like 10% or so.
Examples:
>> At 10% Health loss, a 50 level crusader has 10% chance to take a 525 Physical damage input and reduce it to 52.5 (rounded to 53)
>> At 30% Health loss, a 50 level crusader has 20% chance to take a 405 Physical damage input and reduce it to 40.5 (rounded to 41)
>> At 80% Health loss, a 50 level crusader has 45% chance to take a 70 Physical damage input and reduce it to 7.
The more damaged the crusader, the less integrity and strength he is left with to be able to tough out damage. Realism has been taken into full account.
In activation mode, a state of unleashed pique and resentment that has two ways of kick-starting (can happen every 30 seconds):
>> Whenever the crusader loses 60% or more of his Health (maybe add a time limit here, like under 5-10 seconds? Am not sure tbh), each next instance of incoming damage from then on, has a base 10% to trigger this state.
Each instance of damage that fails to trigger it, instead adds 3% extra chance percentage to the next. Eventually adds up to 100%.
Also if & when the current subject of his Guardian Angel/C-3 Hand of God (might be two of them at the same time, via CD reset) is hurt by Crusader's current target, a solid 20% chance to instantly activate this state applies. (Higher chance can get abused by a timely GA when you know a target is going to be or is being damaged.)
This state when awoken grants crusader the following for 7 seconds:
>> 120% Attack speed
>> Any Emergency cast will call a Holy Reckoning (Divine Retribution) instead.
(If Emergency spell's name and icon could be changed under these 7 seconds, it would be good. If the spell name can be completely changed to "Divine Succor"/"Divine Decree" or something synonymous to those, then it fits both situations of heal and aoe angel fire damage).
Holy Reckoning will bring down a vengeful and spiraling ray of glittering Angel Fire that swiftly does away with any who dares venture close to the pious knight. Spellpower x 5 instant Fire damage in a medium circle around him.
>> 60 Armor penetration
>> 100% critical chance on any Revenge cast within that period
>> 300% Aggro gain from all damage outputs
>> Crucify deals double damage and in a much greater area
>> Each attack gains a 7% chance to interrupt spell casting
>> 35 Armor rating reduced
>> Reduces Evasion to 0 and the passive effects of this spell won't work
>> Disables the crusader from casting Guardian Angel and Emergency is not healing him in this period (or C-3 Hand of God)
>> Ignores all friendly buffs except for attack speed and healing magic
C - 3:
Hand of God
Alt names: Providential Embrace, Divine Intervention, Godly Countenance, Heavenly Providence/Sustenance (less likely)
With the holy cause as his mainstay and paradigm (frame of thought or perspective), and safeguarding of those who stand under the same flag as he his only higher calling, the manifestation of the crusader’s “ally of justice” and “protector of the good” persona take the form of divinity itself, granting providential certitude and ratification to any bearer.
When cast on an ally both crusader and the ally take only 70% of Physical and Shadow damages received for 15 seconds.
Ally gains a temporary aura of reassurance. With absolute confidence behind their actions, the targeted ally and nearby others in a very small area will have increased 20% Critical chance, 20% Haste, and will deal 20% of their auto-attacks as holy damage bonus (doubles against undead, and is like Celestial Zeal’s bonus damage, from Magic element).
The targeted ally’s entire aggro is transferred to the crusader (aggro from damage and any other skills).
The skill, can be cast on self to bolster crusader’s divine inner zeal, and when done so, would grant complete invulnerability to incoming (either) Physical (or) Elemental damage for 8 seconds based on luck (if this could be implemented at all. I’m not sure, since the 75% resistance cap makes me doubt whether an invulnerability state is still possible. It can be invulnerability against either physical or elemental with 50-50 chance to trigger, or simply one of them. If this ain’t a good idea then just 200% aggro could do.)
Additionally, a Hand of God cast on self will quintuple the Magic bonus damage granted by Celestial Zeal for 15 seconds.
Self-cast can also grant a Splash-esque mode where this quintupled magic damage hits all mobs in front of Crusader. Together with a 200% aggro, it can provide a unique window for aoe control to the character.
Meant as an evolution or improvement of Guardian Angel, under certain circumstances, perhaps like rebirth. C-1 to C-3 combined will give an interesting gameplay to crusader, and C-3 will also be allowing crusader a choice here, other than always depending on GA to maintain aggro and giving him the further authority he needs.
C - 4:
Rending Barrage
Alt names:
Fell Barrage, Unforgiving Stance, Staggering Fend, Power Bounce, Repellent Stance, Implacable Foe (less likely) Prepotent Stance (less likely)
With each time crusader blocks an incoming damage with his shield (it always blocks a solid 20% of damage from front right? so it would be practically only those attacks not evaded or received from sides/back. In that case I need to reduce the chance here), the crusader's unparalleled command over an impenetrable defensive stance that is his forte, allows him to thrust aside an opponent's attack forcefully and stagger them, creating a short opening to land a vicious barrage of assaults with his focus now on the offensive for a short period.
Provides 3 + [Attack power/100) x ((Intelligence + Strength) / 100)] chance to activate the barrage with every shield block. When activated, next shield slam will be critical, and also deal the shield's own Armor rating x (Strength / 6) as bonus damage.
This slam pushes back any enemy greatly for 1 seconds and for about 200 to 300 range in game, leaving a trace of friction underneath them (It can push enemies in a semisphere in fron t of him, if you want to add aoe to him. Makes sense as a power bash.). It reduces attack speed of the target by 100%, Armor rating by 20% and Haste by 30% for 5 seconds. Crusader will gain 300% attack speed for the next 5 attacks (unsuccessful ones counted too).
With crusader getting the knack of the enemy's attack patterns, in the same fight, each successful activation of Rending Barrage by an enemy improves the chances of the next one happening by same enemy by another base 3%. No limits.