Valkyrie
With 1.2D, a new hero class will be introduced in Gaias Retaliation:
The Valkyrie will be added the hero lineup as the third missing main healer option, balancing out the existing three tank options.
Unlike all the other classes, the Valkyrie class starts as an advanced archetype and thus will not have the obligatory level 25 class change procedure. Instead, you can level it straight from level 1 to 50. The Valkyrie class option will only be available for players that reached level 50 with one of the other hero archetypes first.
For the initial release, Valkyries will only have 1 spell choice per ability tier to get the initial core balancing in the ballpark. There will be added more abilities to choose from in later updates.
Class Role: Melee/Support/Healing class (options to build as damage/support or true healer; but not both at the same time).
Equipment categories:
Armor - Leather
Weapon - Swords only
Misc - Lance
Main attribute: Strength
Equipment type: AP-Based (All spell effects use AP modifiers; even healing abilities)
Playstyle:
- The whole class design is based around having two different stances that you can switch at will. One stance to build MP, one to consume it
- Most of the heals are directly tied to damage abilities and heal based on the amount of damage dealt; this offers great synergy with support classes that buff your damage or your mana
- While most of the heals are "smart" heals that you can not aim on your own, there are some direct emergency spells that you can throw in whenever shit goes down quickly
- All of the healing spells are mostly instant cast abilities; however, even your main healing ability has a short but noticable cooldown of 6 seconds
- Therefore, key to playing this class is to never use all of your critical spells on cooldown, else you will not have options when your main healing ability Valkyrie slash is on cooldown and you need to react fast because of a boss mechanic
- Playing a Valkyrie as a healer requires a lot more awareness of your cooldowns and surroundings in order to keep your group alive; it's definitely a lot more difficult than spamming flash heal or remedy on the tank; however, you are rewarded with a class that not only heals like a champ, but also deals a considerable amount of damage in the process and is overall fun and dynamic to play
- All spells are designed to consume a lot of MP when used; however, you can also recharge MP quickly when switching back to your normal weapon. But this means that you can not heal during that time, which requires some micro management and stance-dancing.
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Core skill:
R: Divine Lance / Dread Lance - Toggle abilities imbue your Lance weapon. [5 second cooldown]
-> while Lance is active, all Valkyrie abilities will have an additional effect that consumes MP
-> if lance is not active, most abilities will recover MP instead
Abilities:
Q: Valkyrie Slash - Generates a stack that will cause your next attack to deal 30% more damage. Stacks up to 2 times. [6 second cooldown]
Disabled Lance effect: Recovers 5 MP.
Divine Lance effect: A friendly unit in range will be healed by the amount of damage dealt.
Dread Lance effect: Additional shadow damage dealt to the target.
Q: Northwind Blast - Deals AP x 0.5 water damage to the target and additional Attackpower x 1.0 water damage over 5 seconds. [8 second cooldown]
Disabled Lance effect: Recovers 5 MP.
Divine Lance effect: A friendly unit in range will be healed by Damage + Spellpower x 0.5 and Damage + Spellpower x 1.0 over 5 seconds.
Dread Lance effect: Increased water damage; the target is also slowed for the duration.
W: Aurora Blade - Quickly dashes to the selected target (friend or foe) [12 second cooldown]
Disabled Lance effect: N/A
Divine Lance effect: heals all friendly units on your path.
Dread Lance effect: When cast on a foe, stuns the target for 2 seconds and deals a medium amount of physical damage to it.
W: No pairing yet
S: Meditation - Recovers the caster's MP while channeling. [90 second cooldown]
S: No pairing yet
A: Urgency - Resets the cooldown of your Lance abilities when used. [45 second cooldown]
E: Corona Burst - Slams your Lance into the ground, dealing magic damage to all enemies around the caster. [20 second cooldown]
Disabled Lance effect: Recovers 2 MP for every enemy hit.
Divine Lance effect: Additionally heals all friendly units around the caster by a maximum amount split among all healed targets depending on their current health.
Dread Lance effect: Deals additional shadow damage over 5 seconds and slows attack, casting and movement speed of all enemies around the caster.
D: Divine Hammer - Interrupts and deals magic damage in a small AoE around the target location. [35 second cooldown]
Disabled Lance effect: Recovers 2 MP for every enemy hit.
Divine Lance effect: Consecrates the ground, healing all friendly units within the area of effect by an amount determined by their max HP every second for 5 seconds.
Dread Lance effect: Deals extra shadow damage that is split equally among all units hit by the Hammer.
F: Forward Striking - Channels a flurry of melee attacks upon the selected target over 3 seconds. While channeling, the caster also takes 50% less damage from the target. Not affected by Spell Haste. [40 second cooldown]
Disabled Lance effect: Recovers 2 MP for every hit.
Divine Lance effect: Every attack will heal a friendly unit in a large range by half of the damage done.
Dread Lance effect: Target is immobilized over the duration. The final attack will deal triple damage and stun the target for 2 seconds.
Z: Angelic Sibling - Only available while using Divine Lance or Dread Lance. Calls your ethereal twin that will use the same Valkyrie ability set as the caster, but uses the opposite Lance. Lasts until all mana is consumed. [120 second cooldown]
Disabled Lance effect: N/A
Divine Lance effect: Ethereal twin will use the Dread Lance.
Dread Lance effect: Ethereal twin will use the Divine Lance.
Talent Preview:
10:
- Increase HP by 15%
- Increase MP by 15%
- Increase Attackspeed by 10%
15:
- Increases chance to score a critical strike by 5%
- Increases all resistances by 10%
- Increases movement speed by 10%
20:
- Increases healing done by 10%
- Increases physical ability damage by 7%.
- Increases chance to hit by 10% (attack spells don't heal on evaded attacks!)
25:
- Increases MP gain of offensive Valkyrie abilities by 50% (rounded up) on critical strikes
- 'Valkyrie Slash' can now stack up to 3 times. 'Northwind Blast' duration increased by 3 seconds.
- Reduces the cooldown of 'Urgency' by 15 seconds
30:
- Increases Spellpower by 7%
- Increases Attackpower by 7%
- Increases Attackspeed by 10%
35:
- 'Aurora Blade' will now heal the selected friendly target for the regular healing amount even when used in normal weapon mode.
- 'Divine Hammer' consecration effect duration increased by 3 seconds
- 'Meditation' now recovers MP instantly and is no longer channeled
40:
- Increases range of all healing effects by 25%
- Critical strikes with unmodified melee attacks will now create a free stack of 'Valkyrie Slash'
- 'Forward Striking' damage reduction duration increased by 3 seconds.