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cel
03-13-2010, 02:24 PM
Witchcraft - Witch(F) / Warlock(M)

Deals with nature and in particular it's wicked side, poisons and curses.

The playstyle of Witches / Warlocks revolves around reducing the opponents combat capabilities, weakening and poisoning them, his/her damage output is not that high / fast in comparison to other classes.

The reagents / concoctions mentioned in a few skills are not actual items or anything, just writing a fitting description for skills to explain cause -> effect.

Skills:

Entangling roots (Timed Aura, long range)
Animates roots from the ground to immobilise your enemies (starts at 2 max monsters entangled at a time, there's a chance that monsters get entangled each second), entangled monsters cannot move but can attack and cast spells with reduced speed, the entanglement does not break unless the monster dies or the skill ends. Regardless of wether or not the monster is immune to immobilization or are already immobilized, the roots will try to tangle around a monster if no other targets are available.

Causes physical damage over time to entangled targets. Higher level increases duration of the buff and decreases the cast and attack speed of entangled monsters.

Synergies:
Poisoned Thorns (Passive)
Entangled target(s) now also suffer from bleeding and poison damage over time (higher poison damage). Higher level increases damage.

Living Vines (Passive)
The vines surrounding entangled monsters lash out at nearby monsters (a vine cannot lash out at the monster it's entangling, but can attack other entangled monsters), effectively gaining a physical attack. Each attack causes physical damage as well as bleeding wounds and poisoning the target.

Higher levels increase attack speed, physical damage and range of the attack . Bleeding and poison damage increase depending on Poisoned Thorns level.

Summon Goblin Witchdoctor (Active Summon)
The goblin only has "Defensive" AI-behaviour, as it is a scaredy-cat and will follow the player a bit further away. If the goblin attracts the attention of a monster (is attacked), it will immediately run away from it, regardless of what is happening around it.

Abilities / Skills:
Low physical damage range attack (shot from a blowpipe the goblin carries in his hand) that causes poison damage over time and has a small chance of causing confusion.

Being small and nible gives the goblin a chance to dodge both melee and ranged attacks, but otherwise he is physically quite weak.

Supporting Spellcaster
Prepares some reagents and helps forming magical inscriptions (magical circles binding curses mostly). If the goblin dies, the buff lasts for a small while (5-10 seconds) before dissipating.

Provides a buff for the player that increases his/her casting speed and recharge (max ~20% cast / ~10% recharge)
Illusion Vials
At higher levels, the goblin can throw one of the vials he is carrying at his feet, creating a cloud of illusions and lowering the interest of monsters. Also grants a big but short time increase in physical and projectile dodge modifiers.

It will use this ability when it gets physically attacked, if it is not on cooldown.

Synergies:

Storm Spire (Pet self-cast buff)
The goblin carries a spire of magical energy on his back that absorbs any nearby magical energy onto itself, charging up as it does so.

Absorbs a certain percentage of elemental damage inflicted upon the goblin and it's allies onto itself, charging in magical power.

Once the Spire has absorbed a set amount of damage, the goblin will endow your staff with the energy and it will be released on your next staff attack (be it regular attack or an active skill that is considered a staff attack, like Voodoo Spirits), causing a blastwave of elemental damage to any who it hits as well as causes a very short stun and either slows their total speed _or_ sets them on fire.

Higher levels increase the absorbed percentage (up to ~20%?) and the amount of total damage it can absorb before being fully charged. Damage of the blastwave is dependant on the total amount of damage absorbed.

Protective amulets (Pet Passive)
Increases resistances to various things (for the goblin), higher skill levels increase the bonuses or give a new resistance type, starting from top - first gained to bottom - last gained effect:

Vitality / Bleed / Poison resistance.
Elemental resistance.
Stun / Disrupt resistance.
Physical & piercing resistance.

Special Reagent Pouch (Pet Passive)
Adds special effects depending on skill level while the player is under the effect of the buff - Supporting Spellcaster - casted by the goblin.

Higher levels increase the amount of effects and increase the power of previous effects, in addition, gives you a small buff whenever the skill in question is not on cooldown.

Effects starting from top - first gained to bottom - last gained effect:

1) Entangling roots: Increases the amount of targets affected. Up to +5% Damage Absorption

2) Circle of Curses: Adds a chance to apply two curses at once instead of one. Up to +5% Total Damage

3) Voodoo Spirits: Adds a chance to release two spirits instead of one. No cooldown -> No bonus.

4) Poison Orb: Binds spirits (1-2) to each of the orbs which are released upon impact, homing spirits are identical to those of the skill: Voodoo Spirit. Up to +10% Poison Damage.

5) Induced Rage: Increases the amount of darts (+1-2) shot by the goblin in a single attack while he is in rage. Up to +5% Total Speed & Recharge speed.

Induced Rage (Active skill)
Quaffing one of the strange liquids he is carrying around, the goblin can throw himself into a rage, increasing combat capabilities significantly.

The goblin will behave as if it was in Agressive mode for as long as the rage lasts and is unable to use the illusion vials for the duration.

Increases maximum life, life regeneration, physical / poison damage and attack speed by a considerable amount, also recovers the goblins health to full. Lasts for a short time and has a rather long'ish cooldown.

Voodoo Spirits (Active chargeup staff skill, meant for LMB/RMB)
Lets loose a spirit that homes in on the target (slower than normal projectiles), causing stinging pain within the target.

Causes vitality damage and vitality damage over time. Higher charge levels increase the damage, add more effects (curses) to Voodoo Spirit attacks, and increases their effects. Starting from top - first gained to bottom - last gained effect:

1) <This section needs one more effect, lack of imagination :rolleyes:>
2) Adds a chance for the spirit to confuse the target for a very short time.
3) Adds a small chance for the spirit to totally dominate the mind of the target, causing it to attack it's allies for a very short time (dominated target can still be attacked normally). More intelligent targets are harder to dominate, mindless creatures cannot be dominated (undead - constructs, etc).

Synergies:
Lingering Spirits (Passive chargeup skill, charges on targets when they are attacked)

Causes each subsequent Voodoo attack to cause extra damage and have significantly better chances at causing special effects. Higher levels increase bonuses and increase the charge level (which is low, max 3?).

Poison Touch (Passive)
The touch of the spirit poisons the target. Adds a poison component to Lingering Spirits, effect increases as the charges on the monster get higher. Higher levels increase the poison damage.

Circle of Curses (Active skill)
Draws a circle on the ground bound with a number of curses known to the Witch / Warlock that applies a random curse on any enemy that steps on the circle.

Enemies that stay on the circle for long periods of time can get additional curses on them, however, it will not attempt to recast a curse that is hasn't faded from the target, but chooses another one instead. Higher levels increase the number of possible curses, their power and the circles duration.
Curses (note, damage component requires 2nd synergy):

1) Curse of sluggishness - Decreases movement, attack and cast speed. Damage component: Vitality damage over time.

2) Curse of elements - Decreases targets elemental resistances and elemental damage. Damage component: Elemental damage over time.

3) Curse of corrosion - Decreases OA / DA, physical / piercing damage and physical / piercing resistance (not below 0 though). Damage component: Poison damage over time.

4) Curse of binding - Binds the soul of the monster in the circle, immobilizing it completely and causing a slow life / energy drain. Soulless monsters cannot be affected by this curse (undead, constructs etc) and some monsters (boss/hero/etc.) retain some movement/attacking capabilities even under the curse. Damage component: Vitality damage over time.

Synergies:

Master Inscriber (Passive)
Increases the size of the magic circle and decreases the time that an enemy needs to spend on the circle in order to get additional curses

Overpowering curses (Passive)
Adds a damage component to each curse and makes them empower each other, increasing the effect if the opponent is suffering from multiple curses.
Continues in next post ->

cel
03-13-2010, 02:24 PM
Prepare Reagents (Active skill, high cast time)
Prepares a large amount of reagents and concoctions in advance reducing cast time and skill recharge times for a while.

Poison Orb (Active skill)
Throws an orb of poison that will burst and engulf any whom it touches (single target per orb).

Higher levels increase poison damage and the number of orbs thrown (up to +2, orbs are thrown sequentially and they are not perfectly accurate), missed orbs eventually stop bouncing and they lay there for a while, acting as poison mines (for the same duration as the cooldown of the skill).

Causes a large amount of poison damage over time.

Biological poison (Passive / Target chargeup)
Increases the effectiveness of poisons, causing illnesses on targets who have received a heavy dose of different poisons.

Each time you or the Goblin Witchdoctor damage a monster, it adds a poison counter. Once a sufficient poison counter amount has been reached, an additional effect will be placed on the monster.

Higher level allows for more counters, higher level effect (the higher level effect will have the same effects as the lower level one, in addition to the ones mentioned) and increses the power of the effects:

2 Charges: Causes nausea, headache and muscle pains.
Decreases targets Total speed and causes vitality damage over time.

4 Charges: Causes weakness, sluggishness and a severe fever.
Decreases targets Offensive / Defensive Ability and Poison, Bleeding, Vitality and Life / Energy Leech resistances.

Synergies:

Virulent poison (Passive)
You have learned to create poisons that are spread extremely fast to your targets.

Increases poison damage and makes each poison over time damage source deal a small amount of poison damage instantly when they are applied, effectively lowering the over time damage by that amount and reducing the time the poison affects it's target.

Higher levels increase poison damage and increase the amount of damage that poisons deal instantly.

Example: If any of your skills or the goblin witchdoctors attack poisons a target for 100 damage over 10 seconds (after all possible factors increasing or decreasing the damage) and this skill would deal 10% (just a random amount used for examples sake) of that immediately, then instead of that 100 damage over 10 seconds, the monster would instantly be damaged for 10 poison damage and receive 90 poison damage over 9 seconds.

Haasth
04-27-2010, 11:08 PM
I like your ideas, in fact... I am hoping for a class like that.
I would prefer if it would have an Alchemy theme of sorts though, and not so much Witchcrafting. But regardless, I like it.