Yeti, anyone? Anyone?
Mon Aug 25, 2014 12:24 pm
Hey, if a monk gets to have fun when people attack them, a magic class can pull it off too.
This is a mixed class somewhere between a bard and a druid. They enjoy some buffs and enhancements and have shield block to be less pathetic than a mage in combat, but should definitely not rely on their weapon. Rather, they are more than happy to let the enemy kill themselves on them.
The main gimmick of the class are Auras. Each aura is, essentially, a chance to cast on anyone attacking them each round of combat. Given 1 round is much faster than most anyone can cast, the proc chance is low-ish, the aura duration short-ish (3 ticks or so?) and the casting is expensive. Auras include the expected maladictions with some being combined together: Blind, Curse, Slow+Weaken, Poison+Plague. Unique effects could be about anything: damaging the attackers, sapping tiny portions of mana from them, a dispel, teleporting them away, go hog wild.
Auras cannot be dispelled or cancelled. However, the class can "consume" the Aura to use it for other spells. They can consume, for example, a Blindness Aura to perform a single casting of Blind - somewhat handy if it's about to expire anyway for one last hit. They can consume an aura to heal a malediction that aura would have casted, if they'd prefer to try for a more expensive-yet-targeted heal instead of cancellation, or for a bit of direct HP healing. They can also consume them for a direct attack, flavored, again, depending on what aura they had out at the time. Don't get hit by a mana aura blast.
The main drawback to all this, aside from the mana cost of screwing around with auras, is that they don't have a lot of direct offensive techniques outside of auraplay. I'm picturing the Generic Mage Spellbook (Fireball, Colour Spray) but without the acid blast, and physically enhanced damage with only 2nd attack? They wouldn't have a 'powerspell' like Ravage or Natures or anything, is the key thing.
That might be too much of a penalty, I don't know. The point is they're indirect attackers at heart. As if PK needed to be any more of a slow boring grindfest, right?
Wed Jan 07, 2015 11:34 am
Can you explain how these auras would work? Will they be like wild aura? but instead of affecting the damage the wildmage takes on impact. Will the aura of this 'defensive spellcaster' activate a random spell, similar to how judgment works for Templars?
And if its just based on a blindness aura. Why make it so expensive if it will last only 3 ticks or so?
I could see an interesting theme though. The concept of auras reminds me of the paladin class in Diablo 2. Essentially the paladin only had their mace and shield to attack and defend. However, they had auras which affected the undead, reflected poison damage, and even if I remember correctly had an aura of stun which stunned close quartered opponents.
I could see something like that for this class where they have a stun aura which basically will have an opportunity, to stun the opponent for a round as well as release a direct damage spell in the process.
I, as well as many others first considered the Templar class, a Paladin class. However, that consideration was shot down almost immediately by the IMPS at the time. IF Warlocks get revamped to be more like a death knight/ or black knight class. I could see this aura knight/mage class the opposite to it.
Which would be good, considering I think a way to determine alignment might be fun in DR. Without the abstraction of three deities.
If I'm way off what you're considering with this aura based class. Sorry.
Thu Jan 08, 2015 11:56 pm
Hrobshur wrote:Can you explain how these auras would work? Will they be like wild aura? but instead of affecting the damage the wildmage takes on impact. Will the aura of this 'defensive spellcaster' activate a random spell, similar to how judgment works for Templars?
Yes, it would be similar to Wild Aura in that it only triggers when you're attacked. The actual effect that happens when it's triggered depends on what Aura was casted: If you had a damaging aura, it'd deal some damage. A maladiction aura, it'd try to cast that maladiction.
Hrobshur wrote:And if its just based on a blindness aura. Why make it so expensive if it will last only 3 ticks or so?
I figure auras would be expensive to set up because they last a while and have the potential to do their effect many, many times. In the case of a Blindness Aura, you're getting free chances to blind the enemy whenever they hit you while you're still free to be casting and doing other things. Consequently, by the way, the actual chance to land a mala would probably be a pretty crappy percent individually (since it's going off so fast), and individual aura procs wouldn't be impressive. It's a couple rounds of battle in, after you've been hit and the aura's gone off about 20 times or so, that they really become special.
Hrobshur wrote:The concept of auras reminds me of the paladin class in Diablo 2. Essentially the paladin only had their mace and shield to attack and defend. However, they had auras which affected the undead, reflected poison damage, and even if I remember correctly had an aura of stun which stunned close quartered opponents.
This is actually close-ish in idea, in that your main offence is really just a passive effect you place on yourself. Being able to prematurely end your aura for an effect was my attempt at giving the class a little more action.
Hrobshur wrote:I, as well as many others first considered the Templar class, a Paladin class. However, that consideration was shot down almost immediately by the IMPS at the time. IF Warlocks get revamped to be more like a death knight/ or black knight class. I could see this aura knight/mage class the opposite to it.
I enjoy DR's lack of a traditional paladin class, and I like that outside of the divine classes there's no real "alignment" baked into any class's nature.
In terms of High Offense vs. High Defense, I could see this and warlock being sort of opposites.
Fri Jan 09, 2015 2:25 am
I see why it costs so much now.
So effectively this class template would allow the aura caster to cast a blind aura, curse aura, weaken aura etc.?
And with each blow received from their opponent will cast off these spells via their auras?
Or is it restricted to one malediction aura at any one time? Having to swap auras over mid-fight?
Fri Jan 09, 2015 2:30 am
I figured one aura at a time, yes. So you have to decide if you want to do straight damage, maledictions, or whatever other exotic effects auras could offer.
Fri Jan 09, 2015 2:56 am
My main issue is that the playstyle seems too passive.
How would it deal with fleeing opponents? The sticking power seems to be worse than melee classes, which rely mostly on knockdowns.
Or how would it survive the combat rounds for the occasional passive castings? It would require mirror images gimping.
I like the concept though...what if wildmage's wild aura had a chance of casting an entirely random spell at whoever casted a spell at him?
Sun Jan 11, 2015 5:39 am
I was hoping to have prematurely consuming the aura for a burst effect would give a little extra activity to them, but yeah, on the whole they're fairly passive. I think they could stand to have another element to them so you aren't staring at autofighting as much as it sounds like, now that time's passed since I posted this.
Given nobody cares about PK anymore, catching fleeing opponents isn't an issue I see coming up. Then again, if you're trying to chase down and kill somebody as the class whose design involves getting your own *** kicked to do most things, you have a much bigger adventure ahead of you before getting to the "they're fleeing, finish the job" part. This would probably be the worst class in the game in terms of direct offensive ability.
How to survive the rounds? Be tanky. The act of just having an aura up could serve as a damage reducer on top of the usual stuff people cast. I think they'd prioritize HP over mana despite being a caster (but not to the degree of modern mages).
Sun Jan 11, 2015 8:09 am
If pk ever got off the ground again. I could see this class having an aura with a similar effect to harrow perhaps.
But as a class focused on PvM or PvE, it has potential and though sounds boring at first glance. Could be the ultimate tank hybrid/fighter class. I don't know if that's how you want it to be categorised, if not at all.
But a class which is completely unique I think is needed in DR, and perhaps could help inspire the rest of the classes already established to be revamped to be completely unique to themselves.
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