I started mulling around with the idea of a new class before the corona quarantine hit, and self-isolation has given me more time to work on the idea and expand the skills & concept to a large degree. Unfortunately, the class is still unnamed as I really couldn't think of something that wouldn't sound like a rehash of one of the existing classes, perhaps someone else could come up with a good name.
I also obviously have no realistic expectation for the class to be implemented into the game, or even for SSG & the Devs to take the idea seriously, but just thought I'd share my isolation creation with you all. I know it was suggested/talked about at some point last year that there could be a prospect of a 'new' class, but I don't think it's quite in the forefront of the dev team, which is fine, there are plenty of other things to be worked on first, as well as problems with the existing classes.
Anyway without further adieu;
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Contents:
- Class description & inspiration
- Stat Contributions
- Active Skills
- Fury-Line Skills
- Rage-Line Skills
- Blue-Line Skills
- Red-Line Skills
- Yellow-Line Skills
- Blue Traits
- Visual Representation
- Red Traits
- Visual Representation
- Yellow Traits
- Visual Representation
- Legaices
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Class description & inspiration;
Playable Races: Elf, High-Elf / Inspiration: Arwen, Cirdan, Glorfindel
One of the most ‘important’ uniqueness’s about the [class] is my desire to only allow the player to wield 1-handed swords (thus meaning dual-wielding is not an option, and neither are 2-handed swords). This, of course, creates some… ‘issues’, the first of course being damage disparity, my solution for this would be to have any 1-handed sword wielded by the player to have the same ilevel DPS as an equivalent 2-hand, short of this being too difficult to code when deciding the formulae for the classes skills it could just simply be the case of awarding each skill a much larger modifier. In overcoming the stats that would be lost due to the classes inability to wield an off-hand – one of the capstone traits in each line will offer on-level contributions that make up for the missing off-hand, I will go more in-depth about those contributions further down. The class does not use a ‘ranged’ weapon either considering the fundamental idea is to use ‘tactical damage’ from range with your sword.
The [class] could best be described as a light-armoured melee tactical class, something the game does not have, at least not as in-depth or on this broad of a scale that I have created in my design (as it could be argued the Captain & Minstrel do meet these criteria to some extent). The [class] uses primarily and predominately tactical damage but in a melee format, i.e. damage done by your melee skills will not draw their damage type from your weapon but rather from your trait line, of which I will go into more detail below. Each line of the [class] uses a different type of damage, almost similar/mirror to RK in that aspect (much more of an emphasis on how the RK worked pre-trait-trees however, with having skills that change in what they do, their effects depending on the line/damage type you are using). The original inspiration and idea for the class came from another Lord of the Rings game (The Third Age), those of you who are familiar with the game will know of the elf ‘Idrial’, I have tried to capture her essence with this classes design.
The [classes] Blue or ‘healing’ line is centred around ‘water’ type damage, now I’m obviously aware that ‘water-type’ damage is not currently a thing in LotrO, but I imagine if it were to be developed it could just be built from the already pre-existing frost-type damage (not to suggest that frost damage should be replaced, but to use the same formulae in respect to damage & mitigations). The blue line contains a mix of ranged induction and melee healing abilities, the idea of a healer, especially a light-armoured one at that, is that they are obviously not meant to be in Melee range. The inspiration for this line stems from Arwen (yes, I am aware her use of ‘water magic’ is central to the films and not to the actual lore of the books, this can be changed, but the general idea of the blue-line role is inspired by her).
The [classes] Red or ‘DPS’ line is centred around ‘fire’ type damage, my main issue with creating this line was not wanting to ‘copy’ the existing red-line for champion/rune-keeper, as I suppose this line would best be described as an amalgamation of the two. The line essentially offers the player 2-4 playstyles to choose from, just by virtue of the traits available, Melee-ST / Melee-AoE / Ranged-ST / Ranged-AoE, ultimately the [class] deals it’s most damage as Melee-ST, but this design allows the class to be extremely versatile in instances/raids where the fights are not always the same. This line takes its inspiration from Cirdan, the Elf-Lord who initially held one of the Three Elven Rings of power, the Ring of Fire before passing it to Gandalf.
The [classes] Yellow or ‘Tank/Support’ line is centred around ‘light’ type damage, the biggest issue with this was, of course, the fact the class is light-armoured, how is it possible for it to tank? I did potentially mull around with the idea of allowing the player to wear medium/heavy armour if they traited Yellow, but I felt that would take one of the unique aspects away from the Class, as such I came up with two ways the class overcomes this issue – the line is designed very much in the way that it should only ever be considered as the ‘support or second’ tank in Raids (an inability to block, and fundamentally lower mitigations than other tank classes), and only an adept group would risk or desire to take the [class] as a main tank for 3-6man content, and ultimately choosing yellow awards the player a wealth of stat-enhancements to give them the ‘minimum’ required sturdiness in order to be able to Tank. This line takes its Inspiration from Glorfindel.
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Stat Contributions;
Might:
Parry 2:1
Agility:
Parry 2:1
Evade 2:1
Critical Rating 1:1
Vitality:
Morale 4.5:1
Tactical Mitigation 1:1
Resistance 1:1
Out-of-combat morale regen 7.2:1
Will:
Tactical Mastery 3:1
Tactical Mitigation 1:1
Evade 2:1
Resistance 1:1
Fate:
Critical Rating 2.5:1
Tactical Mitigation 1:1
Resistance 1:1
In-combat morale regen 1.5:1
In-combat power regen 1.75:1
Out-of-combat power regen 24:1
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Active Skills;
Level awarded skills that are not bound by trait-line. A combination of both tactical melee blade tactical skills as well as tactical ranged skills (that come from your blade). Included below are also descriptors of how specific traits change/alter/interact with said skills.
- Lv 1. Gift of Rivendell (Tactical Skill, 0.5s Induction / 2s Cooldown): Average Single Target Heal.
- Trait: Grace of Rivendell grants a +1% Crit Chance buff, the second point allows this buff to stack x3, 45s Duration.
- Trait: Rivendell’s Light, Gift of Rivendell becomes useable on yourself only. +% potency on the heal (2/5/8/10). The final point removes the induction.
- Trait: Elven Concentration, taking damage does not setback or interrupt inductions.
- Lv 24. Gift of Lothlorien (Tactical Skill, 1s Induction / 5s Cooldown): Strong Fellowship Heal.
- Trait: Grace of Lorien grants a +5% healing buff per point up to +25%.
- Trait: Elven Concentration, taking damage does not setback or interrupt inductions.
- Lv 20. Gift of the Valar (Tactical Skill, 2.5s Induction / 5m Cooldown): In-Combat Revival Skill, the target is revived with 25% Morale and Power.
- Trait: Elven Concentration, taking damage does not setback or interrupt inductions.
- Lv 10. Leeching Strike (Melee Skill (Weapon Damage), 5s Cooldown, 1 Target, 1 Attack, 5.2m Range): Medium Damage. Morale-Leech, DoT on Target, HoT on player.
- Lv 70. Improved Leeching Strike: 3 Targets instead of 1.
- Lv 22. Precise Strike (Melee Skill (Weapon Damage), 20s Cooldown, 1 Target, 1 Attack, 5.2m Range): Medium damage. Cannot be B/P/E’d, -10% Armour for 10s.
- Lv 8. Stunning Strike (Melee Skill (Weapon Damage), 5s Cooldown, 1 Target, 1 Attack, 5.2m Range): 5s Daze. Medium Damage. 100% breakout chance on damage after 1s.
- Trait: Fires of Beleriand will make Leeching Strike, Improved Leeching Strike, Precise Strike and Stunning Strike all deal Fire Damage.
- Lv 16. Water/Fire/Light Strike (Tactical Skill, 1s Cooldown, 1 Target, 2 Attacks, 20m Range): Medium Damage.
- Lv 4. Wind-Rider (Fast, Buff, 10s Duration / 1m Cooldown): +25% Run speed.
- Lv 20. Cleansing Waters (Fast, Buff, 10s Cooldown): Clears 2 removable effects.
- Lv 44. Dawns First Light (Immediate, Tactical Skill, 10s Cooldown, 20m Range): Interrupts the target, deals low Light Damage, also removes 1 corruption from the target.
- Lv.12. Grace of Valinor (Immediate, Buff, 1m Cooldown): Breakout of CC.
- Lv 62. Improved Grace of Valinor: Grants a -10% incoming damage buff for 10s.
- Lv 46. Fortune of the Grey Havens (Fast, Aura, Toggle, Buff, 50m Radius, 1s Cooldown): Grants a 50% ‘Gift’ effect from your traitline as an aura bonus. Blue: +5% Outgoing Healing / Red: +5% Outgoing Damage / Yellow: -5% Incoming Damage.
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Fury-Line Skills;
The [class] has a similar divide to champions (which is divided between strike/blade skills), the division here is between Fury/Rage skills which are all variously impacted depending on how the player has traited.
Lv 1. Haldir’s Fury (Melee Skill, 5s Cooldown, 1 Target, 1 Attack):
- Blue: Water, Small AoE Heal.
- Trait: Student of Arwen increases Fury-Line Healing by 5% per point, maximum +25%.
- Red: Fire, Small DoT ticking every 2s for 8s.
- Yellow: Light, reduces targets outgoing damage by -2% for 10s.
Lv 10. Elrond’s Fury (Melee Skill, 15s Cooldown, 3 Targets, 2 Attacks, 5.2m Range, 5m Radius):
- Blue: Water, Medium AoE Heal on each attack.
- Trait: Student of Arwen increases Fury-Line Healing by 5% per point, maximum +25%.
- Red: Fire, Medium DoT ticking every 3s for 9s. Second attack has a 50% chance to apply a second stacking DoT (same duration/ticks/strength).
- Trait: Elrond’s Rage, removes one attack, but 100% to apply two DoT’s instead.
- Trait: Rivendell’s Rage, Increases the damage by +3% up to +15%.
- Yellow: Light, reduces targets outgoing damage by -3% for 15s.
Lv 40. Gil-Galad’s Fury (Fast, Melee Skill, 30s Cooldown, 5 Targets, 3 Attacks, 5.2m Range, 5m Radius):
- Blue: Water, Strong AoE Heal on each attack.
- Trait: Student of Arwen increases Fury-Line Healing by 5% per point, maximum +25%.
- Red: Fire, Strong DoT ticking every 4s for 12s. The second attack has a 50% chance to apply a second stacking DoT. The third attack has a 25% chance to apply a third stacking DoT (same duration/ticks/strength).
- Yellow: Light, reduces targets outgoing damage by -5% for 20s.
- Trait: Gil-Galad’s Ire, turns this skill into a force-taunt.
- Trait: Gil-Galad’s Strength, +5% damage per point up to +25%.
- Trait: Frenzy of the Elves, Reduce the cooldown by -2s per point up to -10s.
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Rage-Line Skills;
Lv 1. Celebrian’s Rage (Tactical Skill, 0.5s Induction, 5s Cooldown, 1 Target, 1 Attack, 20m Range):
- Blue: Water, heals the target with aggro for 250% of the damage dealt.
- Red: Fire, Medium Fire attack.
- Trait: Celebrians Fire, successive uses of Celebrian’s Rage increase your Cirdan’s Rage skill damage +1% per rank up to +5% buff stacks to Tier 3.
- Trait: Burning Rage, the skill becomes Melee with 5.2m Range, but gains +25% Damage.
- Yellow: Light, Medium Light attack, Medium threat generation.
- Trait: Rage of the Elves, Your Rage chain will deal more damage and generate more threat, Stacking +5% per point, up to +25%.
- Trait: Elven Concentration, taking damage does not setback or interrupt inductions.
Lv 30. Luthien’s Rage (Tactical Skill, 1s Induction, 15s Cooldown, 1 Target, 1 Attack, 20m Range):
- Blue: Water, heals the target with aggro for 500% of the damage dealt.
- Red: Fire, Strong Fire attack.
- Trait: Luthien’s Student removes the induction.
- Trait: Burning Rage, the skill becomes Melee with 5.2m Range, but gains +25% Damage.
- Yellow: Light, Medium Light attack, Medium threat generation.
- Trait: Rage of the Elves, Your Rage chain will deal more damage and generate more threat, Stacking +5% per point, up to +25%.
- Trait: Elven Concentration, taking damage does not setback or interrupt inductions.
Lv 50. Galadriel’s Rage (Tactical Skill, 2s Induction, 45s Cooldown, 10 Targets, 2 Attacks, 20m Range, 10m Radius):
- Blue: Deals no damage, instead heals the fellowship for half of the missing morale % of the enemy target. For example, if the target is missing 10% of their morale, you will heal the fellowship for 5% of their maximum morale (Skill obviously grows in potency the longer the fight).
- Trait: Galadriel’s Sorrow, +30s Cooldown. Each point increases the heal by +10% more per point. Target missing 10% morale = you heal fellowship for 10% of their max morale.
- Red: 10 targets, 2 attacks, Fire, Strongest Fire attack, leaves a DoT effect ticking every 5s for 15s.
- Trait: Rage of the Golden Wood increases damage by +2% per point up to +10%.
- Trait: Galadriel’s Fury, Galadriel’s Rage becomes a Single Target skill, Galadriel’s Fury, +50% direct skill damage.
- Trait: Burning Rage, the skill becomes Melee with 5.2m Range, but gains +25% Damage.
- Yellow: 10 targets, 2 attacks, Light, Strong Light attack, Strong threat generation.
- Trait: Rage of the Elves, Your Rage chain will deal more damage and generate more threat, Stacking +5% per point, up to +25%.
- Trait: Elven Concentration, taking damage does not setback or interrupt inductions.
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