General

Mage

I just came up with a class concept. Thoughts?

[b]Warning: I will admit that this is obscenely long. Don't waste your time saying TLDR, please.[/b]

I was answering a thread about the difference between F/Ps and I/Ls, and I found myself thinking about what would constitute a TRULY damage-over-time centered class. F/P sort of counts since they can deal a hefty amount of damage per second through it, but they still deal the vast majority of their damage through Mist Eruption and Flame Haze (or Paralyze when mobbing of course). SO...I figured, since I have the time, why not give it a go and design one now? Nexon hasn't really made an effort to create such a class yet.

CloudFlare won't let me post the entire thing because of its length, so here's the whole thing in a Pastebin link.

http://pastebin.com/Zg6ACD8b

EDIT: I have changed a couple of passive abilities into active buffs. I noticed that there were a bunch of passives but not many buffs before.
EDIT2: I've also changed Volatile Medium to fit better.

I think the result thus far is a very offense-based version of Kanna, in that it has several strong cooldown-bound skills and is sort of a fire-and-forget class to some degree, but does have a spammable fallback skill if necessary.

Another goal achieved is that no matter how obscenely funded you are, there is an incentive to cast all of your damage over time skills before spamming your attacks because your DoT rates and so forth are all variable.

February 12, 2014

11 Comments • Newest first

DemoDango

@iVege: ...uh. What would you consider long? A complete level-by-level skill build and a dissertation on play style?

Reply February 13, 2014
iVege

[quote=DemoDango]Warning: I will admit that this is obscenely long. Don't waste your time saying TLDR, please.[/quote]

This isn't even long for a class concept, and hardly detailed enough for a disclaimer such as this.

OT: I just looked at the skill names and I liked them. Because they reminded be of the Slime Virus skill. And I like the Slime Virus skill.

Reply February 13, 2014
DemoDango

@Green4EVER: Hunting would rely minimally on the DoT; the game just isn't designed to support it. I have a skill that acts like Slime Virus, which CAN kill, so there's that.

I did add a part that notes that boss damage/etc will affect DoT. Honestly, they need to add that to all classes anyway.

EDIT: Also, % ignore is virtually negligible by design because DoT ignores PDR.

Reply February 13, 2014 - edited
Green4EVER

Skimmed through this a little bit and it seems to me like it would need to be stronger in order to keep up with most of the other classes.
% Total Damage, % Boss, and % Ignore all ignore DoT so you would have to change this specifically for this class or find some way to compensate for it.
Would be cool if DoT could actually kill monsters, too, instead of just leaving them at 1 HP.

or maybe you already did all that and I skipped over those parts.

Reply February 13, 2014 - edited
knowlt

this would actually be alot of fun

Reply February 12, 2014 - edited
DemoDango

@LitheMovement: I can't say I disagree, but they have to add new content to the game [i]somehow,[/i] I suppose. This problem exists primarily because the game's skillset variation system is completely inelastic and doesn't really let you play a class more than one way (except for Beast Tamers; gotta give the design team credit for that one).

Reply February 12, 2014 - edited
LitheMovement

Regardless of how cool the class is (I'll be honest, I didn't read it) I can say that with the 30+ classes this game already has, even ideas of more hold nearly no value to me anymore. It's just...ugh. Looking at the text wall tells me that at least you put in the effort, so nice job I suppose.

Reply February 12, 2014 - edited
DemoDango

@Singaporean: As for your first paragraph, I'm really not a big fan of damage based on mob size because two of the hardest bosses in the game are relatively small. Meanwhile, the point of having all of these high-DoT skills is to give the user highly stable damage on single targets or groups of high-HP ones (e.g. HoH or Cygnus). Mobbing needs to be efficient, so DoT is not really conducive to those purposes. That's why I have a skill similar to Demon Lash; it's supposed to be a spammable skill with low-to-decent damage on normal mobs. In fact, I should have reduced the damage on that since I made it to cast quickly and allowed its Final Attack equivalent to hit multiple monsters.

I added all of these variable MP recovery modifiers and so forth because no matter what you're doing, you are going to consume a LOT of MP. Percentage-wise, you'll be burning through it faster than a Demon Avenger. It's also why I felt that the epic mana-based buff in 4th job would fit so well--and with your mana fluctuating all over the place, it wouldn't be wise to make overall damage change based on your MP pool. The design is based first and foremost on that stability.

As for the second paragraph, I'm not sure what theme you're pursuing. Dark Knights already have a "death-defying" skill and Demon Avengers already have an overall health-consuming paradigm. The high-risk factor is already there in Azure Rush.

Reply February 12, 2014 - edited
Singaporean

I honestly LOVE this concept. There's too many easy mode classes but this requires strategy. Would be hard to boss but worth it. There should be a skill that increases the DoT damage the larger the mob and all DoT should mob 15. I feel this would fit into the 150 hyper. Also maybe I didn't read properly but the DoT skills should be able to kill monsters at the cost of 100 hp per monster killed. Seeing as it mobs 15, it would be wise to watch your pots.

MAYBE there should be a skill that requires your death. Like you lose 0 exp on death but are susceptible to damage and spells may backfire dealing less damage than usual and hurting you. Upon death, there'd be a 30% chance to revived as some sort of fetid demon that spreads a miasma and just OP's skills for 15 seconds with a complete cooldown of the skill for 5-10 min.

Reply February 12, 2014 - edited
DemoDango

@jlt2624: Well, the theme could be interchanged with something dark and void-related, I suppose. Unless you actually DO want to make it a Blaze Wizard revamp...which actually would be really cool now that I think of it again. Heh.

Reply February 12, 2014 - edited
jlt2624

It's an interesting concept, I guess, but I wouldn't play it because it just kinda sounds (gross?) to me </3
The skill names are very... toxic and virus-like? LOL

Reply February 12, 2014 - edited