This is the continued 4th class thread minus the stupidity of what arose in the previous one...
NO IDEAS THAT ARE RANDOM WILL BE TOLERATED!!!! This deals with one class idea ONLY!!!! No others.
Anyways, enough ranting... here is the current ability list which is subject to change within certain bounds.
This has been round one of nerfing⦠I focused on the completely overpowered Event Horizon. I discovered that coupled with Astral Wonders (maxed), you would be dealing 8400 damage per turn and since it is designed with an intent similar to Shock Therapy as a main bombardment attack, that wouldnât workâ¦
Wall of Light (CD: 1)â¨level 0/10 focus⨠A beam of light falls from a star upon you, making you almost invulnerable...⨠Instill yourself with the two-turn buff "Light Wall" which decreases all damage taken by 80% for 2 turns
Gravity Disruption (CD: 1)â¨level 0/0 focus⨠Send a ball of displaced gravity hurtling towards your opponent, so that you may recover focus Damage the target for 180% of your instinct to recover 60 focus over 2 turns
Gravity Well (CD: 1)â¨level 1/10 focus/ equipable 3 times Bend space around the target, making it harder to cast spells⨠Reduce the enemy's instinct by 20%/30%/40%/50%/60% and damage the enemy for 20% of your instinct for 5 turns
Magnetic Field (passive)â¨level 1â¨/ equipable 1 time Slow all incoming attacks, reducing your damage. Increase physical, fire, lightning, ice, earth, and shadow defense by 5%/10%/15%/20%/25%/30%
Vacuum â¨(CD: 1)level 1/10 focus/ equipable 3 times â¨Suck the air away from a target, reducing their strength⨠Reduce the target's strength by 20%/30%/40%/50%/60% and damage the enemy for 20% of your instinct for 5 turns
Event Horizon (CD: 3)â¨level 4/30 focus/ equipable 3 time â¨Conjure a black hole, ready to devour your target⨠Attack the target for 100%/110%/120%/130% of your Vitality and Instinct
Astral Form â¨(CD: 10) level 4/50 focus / equipable 1 time⨠Become one with the stars. Increase Instinct and Cosmic Piercing by 20%/30%, heal 5%/6%, and regenerate 50/100 focus per turn
Super Nova (CD:0)â¨level 18/all remaining focus/ equipable 8 times Sacrifice yourself to destroy an opponent â¨Reduces the target's HP by 10000%/20000%30000% of your vitality and instill the "Martyr" debuff upon yourself, causing your life to be set to 0 at the end of your turn.
Dimensional Gate⨠level 15/20 focus/ equipable 1 time â¨Create a wormhole around someone to reverse damage and healing ⨠Instill the retrograded buff upon the target
Astral Wonders (passive)â¨level 6/8% of health per turn â¨Using arcane techniques, dramatically increase your instinct and speed. Increase your instinct by 100%/150%/200%/250%/300% and speed by 10%/20%/30%/40%/50%
Solar Wind (CD:6) level 2/30 focus/ equipable 2 times Call solar radiation down to cause interesting effects⦠Creates debuff that reduces the targetâs cosmic defense by 10%/20%/30%, reduces the targetâs focus by 10/20/30 and stuns for 1/2/2 turns
Radiation Poisoning (CD: 4) level 4/15 focus/ equipable 3 times Have you ever wondered what happens when you put a cat in a microwave? Try it out on your enemy⦠Creates a DoT debuff that damages the target 25%/30%/30%/30% of your instinct per turn for 8 turns and on the last turn for 100%/150%/200%/250% (does not stack)
Radioactivity (passive) level 6/30% of health per turn Take severe automatic damage but increase all damage by 30%/40/50% and instill the lvl 1 radiation poisoning debuff after EVERY attack on ANY target
Prominence (CD: 10)â¨level 8/10% of HP/ equipable 1 time â¨Call down an arc of plasma from the sun to destroy your enemies⨠attack the target for 500/1000/1500% of your instinct and reduce the targetâs focus by 100
E<>mc^2 (CD: 10) level 19/10 focus/ equipable 1 times Rip a hole in the fabric of space-time and see what happens⦠You have a 20%/40%/60%/80% chance of instilling the âRiftâ debuff which damages the enemy 10%/13%/15%/20% of their health each turn for 1/2/3/4 turns
Final Push (passive) level 20 If you are going down, you may as well take some of them with you⦠If you health drops below 15%, you receive the âFinal Pushâ buff, increasing your instinct by 500%, your cosmic piercing by 50%, all defenses by 60% and your speed by 50% for 1 turn
Radiation Build (low survivability, insanely high attack) Gravity Well 1/5 Vacuum 1/5 Solar Wind 3/3 Magnetic Field 3/3 Radiation Poisioning 1/4 Radioactivity 3/3 Prominence 3/3 (Muahahahaaaa!!!) Event Horizon 1/6 Astral Form 2/2 Cosmic Wonders 5/5 E<>MC^2 1/4 Final Push 1/1
Wheel Wall of Light (if you want any chance of survival) 1x Solar Wind 2x Prominence 1x Radiation Poisoning 3x Astral Form 1x
Explanation: This build is built around prominenceâs immense power. 1500% is unheard of elsewhere and with the might of radioactivity, the attack deals 2250% instinct. Virtually any single enemy will fall with this single attack. At endgame, you ought to have law binder/WotC which combined with everything else would give you about 450 instinct. This is 10000 damage! Let alone the massive power if you have astral form and the bonus from cosmic form. Just the instinct bonus from cosmic form yields 10462. If you add in final push, you just made this attack insane⦠52313 DAMAGE!!!!!!!!!! That is enough to one hit virtually every enemy on the game. If you managed to live long enough to hit the colonel while he is reloading, youâd hit around oh I donât know, say 250000!!!! Against single targets, this would be undeniably the most powerful build. No single enemy will stand. Only in groups do they stand a chance because of course, you may kill one, but prominence wonât roll around for quite a while, and you will be long gone by then⦠This is of course the downside. One huge attack and then youâre screwed. Basically, this is a boss killer.
Gravity Build (Good Damage, Good Survivability) Gravity Well 5/5 Vacuum 5/5 Magnetic Field 3/3 Solar Wind 3/3 Event Horizon 6/6 Astral Form 2/2 Cosmic Wonders 5/5 E<>MC^2 4/4 Final Push 1/1
Wheel Gravity Disruption 1x Gravity Well 1x Vacuum 1x Solar Wind 2x Event Horizon 2x E<>MC^2 1x
Explanation: This Build is built around being able to consistently hit with event horizon and solar wind. Because solar wind stuns for two turns and you have two, you would be extremely good at crowd control. Coupled with Gravity Well and Vacuum, you will be able to control the enemy quite easily. E<>MC is also a very nice attack in that you can hit a random enemy and in 4 turns they will be pretty well dead. The downside of this build is that you have to use gravity disruption a lot. Overall though this build would be very effective and is more reliable than the other.
Comparison of Builds: While the first one undeniably deals the most damage of any attack on the game, it is very unlikely that you will live long enough to win. It is a tank killer. If in PvP mode and facing a Daimond Build (explained later) you could punch through his defenses but versus just about everything else, it is just about worthless. The very use of prominence almost kills you. Because you had to get radioactivity first and thus the 30% HP per turn, you receive 50% damage in one turn. The other is far more consistent and is great versus multiple targets.
Rock (CD:1)â¨level 0/10 focus/ equipable 1 time I will... I will⦠ROCK YOU!!! Damage your opponent for 150% of your strength and instill the "Rocky" debuff which damages the enemy for 50% of your strength per turn for 4 turns
Earthen Strike (CD:1)â¨level 0/nothing/ equipable 1 times Attack your opponent with the earth⨠Damage your opponent with 150% of your strength
Subdue (CD:5)â¨level 1/15 focus/ equipable 3 times â¨Attack the target to show your superiority attack the target for 100%/120%/140%/160%/ 180%/200% of your strength and reduce theirs by 10%/20%/30%/40%/50%
Cripple⨠level 2/5 focus/ equipable 1 time â¨Reduce the target's speed â¨Reduce the target's speed by 10%/30%/50% with an attack that deals 100%/120%/140% of your strength
Speed Break (CD: 5) level 4/20 focus/ equipable 3 times Force the target to take a defensive stance. Reduce the targetâs speed by 50%/60%/70%/80% for five turns with a 500% bonus to hit and increase all of their defenses by 30%/25%/20%/15%
Melt (CD:12) level 12/ 3% of health/ equipable 1 time Use your health to regenerate focus Instill a buff that reduces your health by 3% and increases your focus by 50/100 each turn for 10 turns
Bury (CD:1)â¨level 1/20 focusâ¨/ equipable 1 time attack a target and remove its ability to recieve healing⨠reduces healing received by 100% for 1/2/3/4/5 turns
Rock Wall (CD:5)â¨level 4/13 focusâ¨/ equipable 1 time Put a wall of rock between yourself and your opponent for 1/2/3 turns â¨You reduces damage dealt and taken by target by 100% (can be used on all)
Crush (CD:4)â¨level 6/30 focusâ¨/ equipable 3 times Crush your opponent with a powerful attack⨠Attack your opponent with 200%/250%/300%/330% of your strength and reduce focus by 20/30/40/50
Petrify (CD:5)â¨level 8/20 focusâ¨/ equipable 1 time Turn your target to stone, stunning them but greatly increasing their health.⨠stuns enemy for 1/2/3/4 turns and increases their health for said duration by 100%/75%/50%/25%
Golem Form (CD:15)â¨level 8/50 focusâ¨/ equipable 1 time Turn yourself into a living rock, increasing your defense and attack. â¨increases all defenses by 20% and Strength by 25% for 5 turns
Powderize (CD:15)â¨level 15/75 focus/ equipable 1 time â¨Cast a powerful bolt that returns their body to the dust from whence it came. â¨attack the target for 300%/360%/420%/480%/550% of your strength
Slow Movement (passive)â¨level 5⨠Increase your earth piercing at the cost of speed⨠Increase earth piercing by 50%/100%/150%/200%, decrease speed by 5%/10%/15%/20%
Regeneration (passive)â¨level 1 â¨Increase your health and focus regeneration â¨Increase your health by 10/15/20 focus and 3%/4%/5% of your health per turn
Gaia (CD:99)â¨level 20/100 focus/ equipable 1 time â¨Attempt to summon the earth to engulf your opponent, low chance to hit â¨Deal 400%/500%/600%/700% of your strength with a 50% chance to hit
Rock Skin (passive)â¨level 10/5 focus per turn⨠Harden your skin to be like a rock, dramatically increasing your health.⨠Increase your vitality by 100%/200%/300%/400% and reduce focus by 5/10/15/20 each turn.
Diamond Man Build (Insanely High defense/health)
Subdue 1/6 Rock Wall 3/3 Bury 1/5 Cripple 1/3 Regeneration 5/5 Slow Movement 4/4 Rock Skin 4/4 Crush 1/4 Golem Form 1/1 Powderize 1/5 Gaia 4/4
Wheel Rock Wall 1x Crush 3x Golem Form 1x Gaia 1x Rock 1x Earthen Strike 1x
Explanation: This build is a freaking tank. Other classes have tanks, but if those are tanks, this is a bunker. This build has VERY low attack, but at the same time has very high survivability. It is not recommended for those with short attention spans, but for those who can stand to watch Roald do all the work, this is a good build. Against enemies that have high burst damage, you can simply activate rock wall and watch them try to hit youâ¦
Gaia Build (slow, but has super powerful attacks)
Bury 1/5 Cripple 1/3 Regeneration 5/5 Slow Movement 2/4 Rock Skin 2/4 Speed Break 4/4 Crush 4/4 Golem Form 1/1 Powderize 5/5 Gaia 4/4 Melt 2/2 Petrify 4/4
Explanation: This build is bloody slow! But that is not to say that it is weak. If you hit, you will slam them. It is recommended that you debuff them with speedbreak first so that you even have a chance to hit them⦠In general, this build is supported by Gaia, and melt. Because many of the attacks require large amounts of focus (especially gaia) it is critical to use melt whenever you can. Other than that, this is a pretty effective buildâ¦
Comparison of Builds: While at first glance, it appears that someone can get all the power of both builds, you must look carefully. I knew that some would try and as such, made it so that the attacks and passives scale very slowly. This means that you practically have to be level 30 before you can use all the power of either build. This also means that while you can mix and match, it wonât matter. You will just end up with something decent, but only decent. In general, both builds have high HP and good attacks, but one is awesome at one thing and the other for the other. I do not recommend the earth tree for someone until they are at least in zone 3. Before that, you just arenât high enough of a level to use all the abilities necessaryâ¦
Thank you for your time, and I hope that this can be more productive...
Event Horizon (CD: 3)level 4/30 focus/ equipable 3 times Conjure a black hole, ready to devour your target Attack the target for 100%/120%/140%/160%/180%/200% of your Vitality and Instinct
Ok, so now lets crank up a few things like CD and focus...
Event Horizon (CD: 6)level 4/50 focus/ equipable 3 times Conjure a black hole, ready to devour your target Attack the target for 100%/120%/140%/160%/180%/200% of your Vitality and Instinct
and now lets try nerfing the damage...
Event Horizon (CD: 6)level 4/50 focus/ equipable 3 times Conjure a black hole, ready to devour your target Attack the target for 100%/120%/140%/160%/180%/200% of your Instinct and 10%/30%/50%/70%/90%/100% of your Vitality
After looking back at things, it would work better as:
Event Horizon (CD: 4)level 4/40 focus/ equipable 3 times Conjure a black hole, ready to devour your target Attack the target for 100%/120%/140%/160%/180%/200% of your Instinct and 10%/30%/50%/70%/90%/100% of your Vitality
there we go... I'll run some math tests tomorrow and see how this checks out...
It would appear that everything is pretty balanced, it wins often but only slightly and and tends to lose big, thus leveling out and seeming on paper at least, balanced...
Wow, I'm shocked it turned out like that. Cool tool you're using . Guess all that's left to do, really, after this, is look for unbalanced skill combos like the 4hko. I think I'll do that right now because it's fun.
2 points into rock skin: Double vitality, half instinct. Max astral wonders: Triple instinct (total 150% original), +50% speed Slow Movement (prereq): -5% speed (+45% total)
That alone is pretty strong. Then the attacks:
Astral Form: infinite focus, +200% instinct, piercing Event Horizon: 100% vitality (now 200%) and 200% Instinct (now 900% with form and passive) Prominence (optional): 1500% instinct (total, w/ passive and form... 6750%) Radioactivity (optional prereq): +30% damage (50% maxed...), -30% max health each turn Super Nova: 3000% vitality (6000% with rock skin, like that matters)
That takes 6 points for Rock skin and you pick up 1 Regeneration and 1 Slow Movement. Big whoop. They only help, really. 14 more for Event Horizon and Astral Wonders and Astral Form. It would take 2 prereq points for prominence and then 3 to max it, and 1 prereq for supernova and 3 to max it. Maxing is unnecessary anyway, with moves and passives that strong, but w/e. That's 29 points.
Assuming you don't get hit or healed, you would have four turns to try and survive from radioactivity. If it helps you feel better, you've got twice as much vitality as normal. Small change with radioactivity, but anyway: Astral form->event horizon->rominence->super nova. Radioactivity adds +30% damage, so in total that does:
0. 1170% instinct, 260% vitality. 8875% (!) instinct. 7800% vitality. 0 again. Because you've died. And won.
Yeah.
Basically, Rock skin +2 with astral wonders +4 is amazing. Astral form is way too strong.
Something tells me you've nerfed astral form and astral wonders already, though, and I have bad numbers, so this might be pointless. Actually this whole thing might be pointless. There's a good chance (like 90%), even with that build ^, that you might die before you finish, so it *may* be balanced. All these moves on cosmic have some serious setbacks.
@jerkoid; yep bad numbers and btw, prom is supposed to deal that much damage... It's the cosmo's nuke...
Astral Form �(CD: 10) level 4/50 focus / equipable 1 time� Become one with the stars. Increase Cosmic Piercing by 20%/30%, heal 5%/6%, and regenerate 50/100 focus per turn
Astral Wonders (passive)�level 6/10% of health per turn �Using arcane techniques, dramatically increase your instinct and speed. Increase your instinct by 100%/125%/150%/175%/200% and speed by 1%/2%/3%/4%/5%
AW drains you health by 10% so you only have 3 turns to live...
Wow, never seen those symbols before... Well, anyways, I am fairly close to being done with the radiation sim.
For some reason or other Astral form is making his defense stronger... Also, I haven't made a focus bar yet. Another warning, I don't have veradux/roald in it. It is just lvl 30 Sonny vs. a single Peacekeeper. Arcane Tech/Radio's health drain hasn't been added yet. Oh, and I haven't calculated speed/accuracy yet (if that is, I ever will).
From what I have found, Prom is of course the most powerful attack on the game. For some reason it is dealing 80k damage now that I stuck in arcane tech, but even before that, it was enough to kill them quickly. Radio Poison is good once you add in arcane tech because it is cranked up to 90% rather than 30% Solar Wind seems about right but one can't be too sure without partners in it and I REALLY don't want to make roald do statuses. WoL is unfinished so I don't know how that will do.
In general though, it seems that having such little health, combined with how self-destructive the character is, counteracts the massive damage of Prominence/Super Nova.
I was thinking about it and noticed though...
You have three turns to live, so you've got that much time to KO as many as you can.
Turn 1: WoL (keep yourself from dying due to opponents) Turn 2: Prominence (KO 1st target) Turn 3: Super Nova (KO 2nd target if still alive...)
If you got roald to hit you with greater purpose and veradux to heal you, you might be able to KO two of the three enemies before you auto-die. If the last enemy was a third PK, Roald could hammer away and Vera could heal, thus making you win.
The problem arises in the fact that when facing the mayor or any high-level boss for that matter, you would obliterate them!!! I'll show you the Mayor:
Sonny Turn 1: Prominence on Mayor (kills him instantly) Roald Turn 1: Greater Purpose on Sonny Veradux Turn 1: Heal Sonny Guardian Cannon Turn 1: Vapour Cannon on Sonny, but deals little damage due to GP Sonny Turn 2: Super Nova on Guardian Cannon (kills it instantly) You Win.
Tell me how that isn't too easy... This class can't fight worth crap versus three enemies, but versus one/two, is unstopable... Even if you went back and fought the Baron... You could kill him the old-fashioned way! Who cares about taking 40 turns to have him kill himself if you can do it in 2. This build would defeat the point of Z7 as it is a bunch of bosses, but Idk... I don't know what to nerf... Unless you can add area attacks that would hurt the target severly as well as Roald and Vera... Personally, I think it would be best if Super Nova was weaker but could affect all characters in the battle, but thats just me...
Thanks but honestly, I don't think it would be too hard to add in... They have to fill in a spot so you ought to be able to reference the object in (x,y) location so for a graphic representation...
The first one is for one that harms/heals everyone on the field...
Allies Enemies
- - -- --- - -
Next is a splash attack for enemies only
x - x -- x -
And one aimed at an enemy on the top/bottom
x -- x - x x
And finally an area heal (you should use common sense to figure out the remaining possibilities)
- x -- x - x
If such a system were incorporated, it would give rise to a new strategy and a new meaning to crowd control. An idea I had for S3 involved advanced classes which you could advance to once you were at a high enough level. Say you went to the hyper-cold hydro, the stun might be something like "Cryostasis" which would stun all enemies for x turns...
What's the highest DPS build in the game right now, speed bio or lightning psycho? You need to check the DPS of those two and compare it to this one. Speed bio gets one shot before he has to wait a long-ass time to get another good one, where he is likely to die, and I don't think it's unreasonable to have a character do a ton of damage right out of the gate and die right afterwards. This build would be alright doing a little more damage than speed bio, since you are certain to die.
Anyway, I can tell you what you need to nerf. Your buff and passive skills are super-powerful. They are the ones that allow for these mad boss-killing hits. That's maybe not all that bad, but the giant nukes need to be weaker first. That will weaken the buffs, too, and keep the weaker nukes strong enough to use. As it is, you could bypass AF and AW and radiation and still do massive damage, with good survivability (especially when coupled with rock skills, like I showed). That should not be. You should have to rely on the buffs to deal that super-high anti-boss damage, at great cost. If you decide not to use them, you will survive better, and can still do good damage, but not nearly as much.
That's how I see it. Two separate builds: one suicidal with AW + AF + radioactivity with prominence; one less suicidal, more versatile, with DOT's or a high-crit AF + solar wind + event horizon x2 combo (which needs to be run through the sim, if you've messed with piercing). Both have the option of incorporating certain rock skills for survivability, but the second build can do it more freely and effectively. The first build can take out tanks or super-units, but the second has better control over the battle.
Just thought of a third. Rock skin, max AW + AF + EH/E<>mc2, and final push. Final push would give the boost that rock skin takes away, and rock skin would make final push possible. (BTW, final push is pretty useless to most of this class)
And I thought of another, but it's just like your gravity build. So :/
Can I get a number on the current amount of skills in the build tree? I counted 32 on the one on page 2, and I'm sure that each class on S2 has 28. So I hope there are four useless powers to throw out if thats the case.