May 17, 2007, 11:42 PM // 23:42
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#1
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Pre-Searing Cadet
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CC: Herbalist
Concept Proffesion: Herbalist
The Herbalist is a caster class. She is not strong and is not intended to be near melee or any form of physical damage. She uses Herbs (<--new type of skill) and Seeds (<-- another new type of skill) for various effects.
A short explanation:
Herbs:
Herbs are skills much like enchantments in that you cast them on an ally and for some time they're affected by them. They all have a positive and a negative effect (in a way like Flurry; more IAS but then less damage). There are two different types, Pleasure and Pain, Pleasure has supportive effects, while Pain is more like Dervish Enchants (an effect at the beginning powerful and good, and an effect at the end which is poweful and negative).
With the beginning skill Combine you can combine the Pleasure and Pain herbs on a target to increase their effects. So to take Flurry again for example, instead of 33% IAS you suddenly get 50%, and instead of -25% damage you get -35% damage.
Seeds:
Somewhere on the map you plant a seed. Then if in the area a requirement is met (For example an enchantment cast upon a target) the plant will bloom and have some effects (it could be a stationary attack unit, like Pain, or it could be one singly powerful attack; maybe it strips everyone in the area of Enchants or Doubles their Duration. Maybe it'll spread a Herb throughout the area) which is dependant on the seed you planted.
This class also has access to Nature Rituals, Spells and Signets.
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Primary Attribute:
Photosynthesis
Whenever a Seed blooms, you gain 1 energy per Rank of Photosynthesis. If you're under the effect of two types of Herbs you gain 2 energy.
Botany
No inherent effect. Many skills like Plants and Pain Herbs have increased effectiveness with higher Botany attribute.
Apothecary
No inherent effect. Many skills concerning healing and Pleasure Herbs have increased effectiveness with a higher Earth Healing attribute.
Fungi Knowledge
No inherent effect. Many skills causing conditions and other detrimental effects have increased effectiveness with a higher Fungi Knowledge attribute.
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Some example Skills:
Photosynthesis
Cleanse {E}
5e//3/4s//5s
Skill. Target loses the effects of one Herb. If target is an ally, the target is healed for 10..75 Health. Else the target takes 10..65 damage.
Rain of Light
15e//2s//25s
Spell. One Seed blooms. This Seed has 12...45% of the intended effectiveness.
Moonlight
10e//1s//20s
Spell. Target foe loses one enchantment. 100%..50% of the remaining duration is added onto one of the target's herbs instead.
Botany
Oroya Herb
10e//3/4s//20s
Pain Herb. For 10 seconds, target foe steals 10..20 health from all his nearby allies. When this herb ends, target foe takes 50..120 damage. When Combined target foe steals 10 more health, and when removed takes 30 more damage.
Breynia
5e//2s//10s
Seed. Plant a Seed. For 15 seconds if a nearby player takes fire damage, that damage becomes Earth instead. That players also takes 5..30 fire damage. The Seed is then removed.
Plant Sap {E}
5e//1s//5s
Hex Spell. For 2...6 seconds target foe moves and attacks 50% slower. If any Seed is nearby, or if target foe is under the effects of a Herb, target foe also takes 10...50 Earth damage.
Apothecary
Acorus Herb
5e//1s//2s
Pleasure Herb. For 5 seconds target ally gains 3..7 health regen. Target ally loses 2..0 energy regen. When Combined, your target gains another 1..2 health regen and lose 1 more energy regen.
Typha Herb
10e//1s//15s
Pleasure Herb. For 6..8 seconds, all Conditions cast on target ally have their duration lessened by 20%. All Hexes have their duration increased by 20%. When Combined Conditions last 30% shorter and Hexes last 30% longer.
Glycine {E}
10e//2s//20s
Seed. Plant a Seed. For 30 seconds, if anyone in the area uses an area of effect skill, every party member is healed for 35..95 Health. Every player loses one hex, condition and enchantment.
Fungi Knowledge
Rotten Nature {E}
5e//3s//45s
Elite Nature Ritual. Create a level 1-11 spirit, for 30...120 seconds anyone under the effects of a Pleasure Herb is Poisoned. Anyone under the effects of a Pain Herb is Diseased.
Zea
10e//2s//30s
Seed. For 3..9 seconds, if anyone in the area is effected by Poison or Disease, they also suffer from Bleeding.
Egeria Herb
10e//1s//10s
Pleasure Herb. For 5..20 seconds any elemental damage you take becomes lightning damage. You have -30...13 armor against lightning damage.
When combined, all damage taken except physical damage becomes lightning. You have another 10 armor less against lightning.
Attributeless:
Combine
5e//1/2s//2s
Spell. If target is effected by both a Pleasure and a Pain herb, their effects are combined.
Armor standard:
60AL
Armor Bonuses:
+HP, +nrg, +10 Al against fire/earth, 70AL base/5 more dark damage
No specific weaponry; new staff would be stick like, and very very natural; the same for wands/foci.
Ideas, thoughts, suggestions?
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May 26, 2007, 06:03 PM // 18:03
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#2
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Frost Gate Guardian
Join Date: Nov 2006
Location: Thailand
Profession: Mo/E
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A quick skim and I have some thoughts:
I think there are some cool ideas here. The seed idea is cool. Sort of like traps, except they are triggered by some requirement other than moving onto them.
Herbs are potentially cool in that they're basically hex/enchantments, which is original. Although I don't understand why you would choose hex/enchantments over plain hexes or plain enchantments. Also, it's sort of limiting to have the main combine mechanic be dependent upon one sole skill; it doesn't seem like any Herbalist would be able to create a build tat didn't use Combine.
The biggest problem I see with this CC is that the skill effects are sort of all over the place: heal, damage, enchantment strip, debuff (slow, health degen), buff (damage enhancement), area effects (spirits, seeds), damage type conversion, conditions, hex/enchantments, combination. What doesn't this CC do? If I had to summarize this class's role in a few sentences, I'd be at a complete loss.
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