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Void Walker + Subclasses
#1
I've noticed, probably like many others, that the void assassin does not tie in TOO well (except for flank) to it's prior class of rogue. After some quick work (about three hours of actual work, the rest was ideas and 'possibilities' that could be considered), I came up with a quick idea of possibly splitting the void assassin from it's home next to Rogue, and into it's own home in the void alongside the Void Walker and Void Mage (Name's a WIP). This naturally includes a replacement that's aimed towards being the knives and disabler that rogues tend to want from their rogueish behaviors of being evil. Combined with the traps and NSEW Winds, should give them the ability to establish dominant power against their chosen targets.

**All numbers listed below are variable. I wish for these numbers to merely be a stand-in until good numbers are decided to fill them in**
**Void poisoning is considered unresistable null damage as there is no natural resistance to something that is 'foreign' to our world, void walker passive is the only exception. Amount is capped at 50**
**All listings below are as follows. Name, General Synopsis, ESSENTIAL (not all) abilities, most obvious pros/cons**


---Void Walker gives access to Void Walk, a passive that can turn walking into a teleport + void energy fountain (cap of fifty?). Damage they take can be lightly mitigated by 'Void Cloak' (Half of VE is lost when hit, but mitigates a % of damage based on amount lost). This lets you add 'Void Poisoning' in a unique way! A persistent (entire fight) poison that is EQUAL to void energy accumulated. Void Walker comes with a passive that reduces void poisoning by x/x/x/x/x% (thinking 50% max), and comes with void energy abilities.

-Essential Abilities: Void Walk: Passive. Gives Void Energy based on distance traveled, as well as every round passively (1 + 1 per tile/2/3). Void Cloak: Passive. Required to perform void based techniques. Reduces void damage taken by half. Half of VE is lost when hit, but mitigates a % of damage based on VE lost. 1% damage mitigated per VE point lost. Void's Vision: Consumes five VE to deal damage based on Will.

-Pros: Has a natural defense from their abilities that is generated over time and movement. Has access to a unique resource that has no known nullification in battle.
-Cons: Their unique resource can be dangerous at early levels and may be lethal if used improperly. Their greatest defense is also poisonous to themselves. May be impractical without high vitality growth to make up for the void poisoning.


--Void Assassin comes with 'Void Step', a teleport that leaves essentially a Void Crack at the place they left, and the place they entered. The cracks accumulate void energy in an AoE of 1-5 based on rank to all (user included) within 1-3 range (depending upon OP state). Void Energy is essentially void poisoning, but only Void Walker can use the energy. Void Assassin can use Void Edge. They use all of their current Void Energy to transfer it to the target (void poisoning them) while dealing extra damaged based both on void energy and and positioning. Otherworldly Bile, a void derived poisonous attack. Void Dance which lets you attack a target within a certain range multiple times, dropping pretty much all of your void energy in the process to deal many lacerating attacks while simultaneously poisoning the target. Backstab could be replaced with Void Edge, Slit Throat I would like to move to 'Assassin' class that's a straight blade, disabler, and crit. The essential idea is to cause damage over time using both void energy, poison, and bleeding, while taking advantage of positioning and other abilities to keep themselves in a position of ensuring the target's death through precise attacks and damage over time that accumulates with each strike.

-Essential abilities: (Void Edge): Applies half of void energy to target to cause void poisoning. (Otherworldly Bile): Applies poison to target. (Fray): Applies bleeding to target. (Void Step): Leaves void cracks that seem to permeate void energy onto everybody close by. (Soul Stab): Stabs deep into the soul of the target with a dagger made of Void Energy, destroying their magical powers. *Attacks FP. (Void's Focus): Using their connection to the unknown, the user draws energy from the void at the cost of their magical power.

-Pros: Many DoTs can be used to wittle away opponents, as well as having a persistent stackable poison of up to fifty damage. Highly mobile. Essentially a will based assassin.
-Cons: Requires void energy for almost all abilities, which can be lost when attacked and causes slight damage over time. Extremely weak to Void Mage who becomes stronger with void energy, and deals less damage to other void walker class fighters.


--Void Mage uses the classic portals, can turn the portals into Void Siphons/Pylons/Monolith (turrets), and can even heal themselves while raising their void energy (their poison rate). They can consume portals to summon 'voidlings' which take a straight 50 damage per turn (since our space would be the equivalent of the void to them). They have the typical spellcaster casting styles, but all their moves increase their own void poisoning. They have the passive 'Void's Bounty' which gives +25% damage while increasing their VE cap. This is a double edge sword since that means they take ALOT more damage from VE poisoning, even with their resistance (5%/15VE Cap - 10/30 - 15/45 - 20/60 - 25/75). While spells are increased by VE, there is no way to 'vent' it like Assassins would have. It becomes a difficult management of heavy handed attacks while trying to counter the effects of the poison from their own fighting. I would like the portals to still play a large part, whether it's 'consume one to cast a more powerful spell' like ice points, or casting void spells on portals can create AoEs instead of target spells.

-Essential Abilities: (Void Portal): Creates void portals that can be traveled through/consumed for abilities. (Void Monolith): Consumes a portal to summon a shard of the void's world into our world. *Name's a WIP (Ethereal Heal): Heals the user by consuming the energy of the void, filling their body with the dangerous energies. (Summon Voidling): Summons 1-2 voidlings who take 20% of their maximum health as damage every turn. (Tide of the Ether): Passively channel the void through your body to empower your arcane abilities. *Other abilities that add VE should be addedin as attacks for the Void Mage.

-Pros: Has a very strong magic attack modifier. Can use voidlings to stall opponents or protect themselves, or use Void Siphons to go on the defense. Heal can increase the power of their attacks by increasing Void Energy.
-Cons: Void Energy is extremely dangerous, dealing dangerous amounts of damage to themselves. The heal actually increases the poison rate drastically. Without evade and wraithguard, you will take a persistent 67.5 damage every turn from void poisoning alone. With a lower vitality growth rate than the other void paths, it will either require extreme maintenance or using growths from other classes. Abilities increase void energy, rather than spending it, ensuring that the player will face constant poisoning if abilities are used.


--- Assassins are an offshoot of Rogue in the place of VA. Where the Void Assassin focuses on DoT through bleeding and void poisoning, Assassin should focus on disabling and high single point strikes. Along with this would come an increase in critical percent while wielding knives, even possibly a +50% damage bonus while dual wielding knives (similar to akimbo's 'attack with both') while increasing knife damage of critical hits. Add to this the ability to rend armor on crit (party friendly) or ignore a % of armor (solo, and makes more sense since it's an assassin). The entire premise of the assassin is disabling the target through silence, bleeding, blind, while aiming for the vital spots. Being an assassin, they would rely on disabling and crits with knives.
-Essential Abilities: (Throat Slit): It's already in. (Eye-Gouge): It's already in I think? (Death Mark): Marks a target for death. Can only be applied to one target. Causes hesitation and increases damage from the user based on rank. Cannot be reapplied until the marked target is defeated. (Shadow Strike): An attack from the dark. Dark element, chance for fear. (Black Egg): A blinding weapon from Oniga capable of effectively blinding the target. (Rending Strikes): Passive. Those trained will aim for the gaps in armor and shields to strike the vital areas of people, making the defenses of the opponent all but useless. Dagger Dance: Passive. The user has trained themselves in the air of using two knives together, almost as though they were a single weapon. *Dual Wield = 1.5x damage or double strike. (Vital Thrust): Passive. Knowing the vital places of their targets, the assassin is able to strike even the most intimate parts of a person's body with ease. *Increased Knife Crit Chance (Assassin's Spirit): Passive. Small blades are able to find the most tender parts of their opponent's flesh, digging deeper than the keenest blades. *Increase crit damage with knives up to 2.5x increase in crit when maxxed
((Hopeful Addition)) (Shadow Walk): (3M) The user is able to teleport behind of any opponent on the field with their back exposed (Within Movement Range). The next attack made before the end of the round has a chance to apply fear.

-Pros: High crit rate and the ability to disable opponents through constant knife/dagger use. Can ignore defense when attacking, making them solely capable of fighting against the more heavily armored units. Has access to make disabling attacks.
-Cons: Requires knives, the weakest weapon in the game, to take advantage of most passives. Requires high crit rates to deal real damage. Relatively defenseless, having the fortitude of tissue paper. Must 'pick your poison' carefully since you cannot take all of the disabling abilities without sacrificing fighting abilities in the process.




I did have an alternative to but this felt more appropriate and required much less work. The alternative would have involved the Engi and MG getting their own 'technology' offshoot involving guns, a 'sniper' (bow) for archer's tree, and a replacement for rogue that would have involved tool use (maybe ninja?) that used skill, a natural 'next step' from traps, and possibly even have an upgrade for traps to make them more effective. But seeing as engi's actually set-up with rogue really well (traps + turrets = defensive devestator) it felt wrong to rip that away.



I look for any encouraging words or criticisms that are constructive. I know people aren't always fans of change, and that's exactly what these suggestions would change. I apologize for any toes I step on with this suggestion, and I hope you keep an open mind to the idea because it does more than just shuffle things around, it adds more to the game, hopefully for the better. I also apologize. Assassin was heavily intended to be built towards PVP since there are many classes that are seemingly meant for PVE.
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