02-24-2017, 03:56 AM
I believe that other classes (namely, Evoker and Magic Gunner) have the 'multiple elements' theme downpat and are much more effective at it than Lantern Bearer. Thus, LB has become one of the most sparingly used classes, seldom used outside of gimmick builds. I would like to change that. So, this is a rough idea of what I think that an modern version of LB might look like! If icons are needed, I can try and help make them! Criticism is appreciated! (Did I mention that these concepts/numbers are rough? Take them with a grain of salt!)
"dat boi" Wrote:Theme: Fire/Light
Bonuses: +1 Str, +1 Res, +2 Vit, +2 Fai
Move: 5
Offensive:
Tower of Embers!
Create a vortex of swirling flames around any enemies caught within your lantern's light, tearing at them with raw heat. It can also inflict Blind for 3 rounds on those enemies.
[3M]
Rank 1: 30 FP, 70% Fire ATK, 70% Light ATK
Rank 2: 28 FP, 80% Fire ATK, 80% Light ATK
Rank 3: 26 FP, 90% Fire ATK, 90% Light ATK
Rank 4: 24 FP, 100% Fire ATK, 100% Light ATK
Rank 5: 22 FP, 110% Fire ATK, 110% Light ATK
Inversion!
Elementals burst forth from your lantern, invading the bodies of enemies standing within your lantern's light to wreck havoc! This spell saps X amount of focus (X = Eternal Flame Rank * 5) and has a chance to inflict Interference for 3 rounds on affected foes.
[4M]
Rank 1: 45 FP, 120% Light ATK
Rank 2: 42 FP, 140% Light ATK
Rank 3: 39 FP, 160% Light ATK
Rank 4: 36 FP, 180% Light ATK
Rank 5: 33 FP, 200% Light ATK
Defensive:
Kneel!
A Lantern Bearer usually stands at the back of a battle, urging on their allies from behind. Those truly dedicated to a cause will take risks in order to obtain victory. Embue your comrades with elementals, triggering a (20% + Scaled FAI%) chance to divert certain ill omens that they're afflicted with to yourself and give them an immunity to being cursed for three turns. This increases the duration of said ill omens by one round.
[4M, 6 Round Cooldown]
Rank 1: 20 FP; Imagin's Despair, Noshika's Famine
Rank 2: 25 FP; Strangling Etacof, Fellel's Fumble
Rank 3: 30 FP; Hellflame Uorate, Crippling Muysig
Rank 4: 35 FP; Llunel's Decay, Frailty of Crewda
Rank 5: 40 FP; Menov's Fang, Plisfa's Masochism
Crusade!
Elementals are directed towards comrades basking in your lantern's light. Any comrades who have weapons equipped that possess a Fire Weapon Type will recieve Holy Rage for three rounds, which adds on damage in the form of Light Magic onto any basic attack made with such weapons. This bonus damage is equal to a % of the Lantern Bearer's Light ATK. If the weapon is a gun, the damage is divided equally amongst all rounds.
[3M]
Rank 1: 16 FP, 20% Light ATK
Rank 2: 24 FP, 40% Light ATK
Rank 3: 30 FP, 60% Light ATK
March On!
A Lantern Bearer must light the way for those who come after them, marking the path to victory with a blazing fire. Sacrifice all of the elementals currently within your lantern and make it unusuable for the duration of this battle in exchange for restoring the FP of your comrades by 2x the % of health you are missing when this skill is used and applying the Infernal Journey buff to them for two rounds, which boosts their Critical Damage by a % of the Lantern Bearer's Fire ATK and Critical Chance by a % of the Lantern Bearer's Light ATK.
[6M, Eternal Flame deactivates and cannot be reactivated this fight]
Rank 1: 50 FP, 25% Fire/Light ATK
Rank 2: 58 FP, 50% Fire/Light ATK
Rank 3: 66 FP, 75% Fire/Light ATK
Rank 4: 74 FP, 100% Fire/Light ATK
Support:
Encouragement!
Lantern Bearers are meant to inspire hope in others. Those within the illumination of your lantern are embued with more willpower and faith that remains unless they are not within your lantern's light at the end of a round or your lantern's light dies out.
[3M]
Rank 1: 20 FP, +1 WIL/FAI
Rank 2: 15 FP, +3 WIL/FAI
Rank 3: 10 FP, +6 WIL/FAI
Rank 4: 5 FP, +12 WIL/FAI
Hollow Muse!
Warmth flows forth from your lantern like water, offering aid against the forces of the world that attempt to steal your comrades' warmth. This effect remains until they are not within your lantern's light at the end of a round or your lantern's light dies out.
[3M]
Rank 1: 25 FP, +5% Ice/Darkness Resistance
Rank 2: 22 FP, +15% Ice/Darkness Resistance
Rank 3: 19 FP, +30% Ice/Darkness Resistance, cures Frostbite
Provoke!
By guiding one's elementals into the hearts of your comrades, you can spur the fires of their souls into roaring infernos! Increase an ally's Status Resistance by a % of your Fire ATK, which only vanishes if they stray too far from your lantern's light by the end of a round or your light dies.
[3M]
Rank 1: 12 FP, 25% Fire ATK bonus +5 Scaled Strength
Rank 2: 14 FP, 50% Fire ATK bonus, +10 Scaled Strength
Rank 3: 20 FP, 100% Fire ATK bonus, +15 Scaled Strength
The True Light!
Inspire a comrade to believe in something greater than themselves--- or, atleast, to have more faith in their friends. Comrades within the glow of your lantern gain immunity to certain debuffs, which only ends if they aren't within your lantern's gaze at the end of a round or the lantern's light dies.
[3M]
Rank 1: 35 FP, Fear
Rank 2: 34 FP, Interference
Rank 3: 33 FP, Silence
Rank 4: 32 FP, Burn
Rank 5: 31 FP, Poison
Utility:
Eternal Flame!
A magical flame that resides in the lantern of the Lantern Bearer. It makes Lantern Bearer spells possible and draws upon both one's faith and the fires of one's very soul in order to manifest miracles. If Lantern Bearer is your Main Class, Eternal Flame is always active as long as it is equipped and boosts your FAI by a percentage of your WIL. If it is your Sub Class, you must activate this skill, it is active for only X rounds (where X is the rank), and you do not get a FAI bonus.
Rank 1: 18 FP, 5% WIL
Rank 2: 16 FP, 10% WIL
Rank 3: 14 FP, 15% WIL
Rank 4: 12 FP, 20% WIL
Rank 5: 10 FP, 30% WIL
Passive:
Raging Flame!
A True Lantern Bearer doesn't flee from danger, embracing it instead. You gain +1% Status Infliction for every %1 of Health you're missing.
Rank 1: Learn skill
Rank 2: This skill does not take up a Skill Slot
Engulfed!
At the end of a round, if you have not used Movement or Skip, you gain bonus resistance towards the last type of damage you took, equal to 50% of Scaled Willpower, that lasts for a single round.
Rank 1: Learn skill
Rank 2: This skill does not take up a Skill Slot
Searing Hatred!
You may invite more elementals to inhabit your lantern, causing enemies that find themselves basking in its' light more susceptible to the heat.
Rank 1: -5% Fire/Light Resistance
Rank 2: -10% Fire/Light Resistance
Rank 3: -15% Fire/Light Resistance
Hardened Resolve!
The elementals that inhabit lanterns ward against certain powers. Against those with Void Energy and Rage Energy (and as long as you don't indulge in either), you have a chance to inflict Burn Lvl X (5*Rank) if the round ends with them basking in your lantern's light and you recieve a bonus to Fire ATK based on Rank.
Rank 1: +2 Fire ATK
Rank 2: +4 Fire ATK
Rank 3: +6 Fire ATK
Rank 4: +10 Fire ATK
Innate:
Warding Light!
A protection against magic that one's lantern leaks. Increases RES passively. If at max Rank, RES is further increased by +1.
Rank 1: +1 RES
Rank 2: +1 RES
Rank 3: +1 RES
Rank 4: +1 RES
Rank 5: +1 RES
Farlight!
The Lantern Bearer develops a better relationship with the elementals, allowing their lantern to project its' light further and increase the reach of all Lantern Bearer spells and bonus effects.
Rank 1: +1 Additional Range
Rank 2: +1 Additional Range
Rank 3: +1 Additional Range
"Take it for granted. I dare you."