So to continue, this is what my own design of Water Ecaflip would be. We'll go from spells first, then abilities. I will respect Ankama's design of all other abilities not fully support only
the water branch.
Given my belief of Water Ecaflip's role being: Healer, Support and Offensive Tanker, I want Water Ecaflip to have:
- 1 melee spell
- 1 ranged offensive
- 1 support spell
- 1 healing only spell
- 1 life steal alike spell
The melee spell
Basically the melee spell would be similar to Rough Tongue, if not exactly the same. Water Ecaflip's role is not damage dealer to do some crazy damage so there's no need for special effects. So the original design for Rough Tongue, as said before, is acceptable.
The ranged offensive spell
Now here comes the important part: a ranged offensive spell. This is for Ecaflips who spec more into being a Healer than into being a tanker, who want to deal damage from afar. I don't want any healing or life steal effect here, as that will just be inefficient to the team. The Ecaflip stays out from the danger zone so there's no need for healing itself. The purpose of this spell is supporting fire. So how does a water Ecaflip do a ranged attack? You might have guessed, it throws fleas (again).
As the Ecaflip is capable of taming the fleas that stay on it so as to have a "Flealine Army", I believe the Ecaflip is capable of training the fleas too for different purposes. There are support fleas which go and steal HP for the Eca and its allies, so there should be 'warrior fleas' of which purpose is to go tearing flesh and inflicting infections on the enemies. The 'infection' shall be an additional effect that:
- could be stacked up on levels like other effects
- does additional damage at the end of the enemy's turn (not at the Ecaflip's turn)
- lower enemies' water resistance
- increase enemies' heal resistance (this does not affect life-steal alike spells used on the enemies) due to infection & bleeding
- the stack resets every time it reaches level 100, however, only after another proc. In other words, then the Ecaflip inflicts the state on the enemy, and it reaches level 100, the state will not wear off immediately. It will wear off after one last proc at the end of the enemy's next turn.
Only this spell will have this state, or it coule be inflicted by chance via Flealine Army
. I shall name this Flea Assault
The support spell
I wanted a spell that can absorb damage. However it will be difficult to justify the mechanic behind such a spell for Ecaflip (a cat). If anyone remembers, the old Flea Bag spell was for this purpose but didn't work quite well as it was more of a life-steal spell with low base value than an armor for absorbing damage. Feline was never meant to be tough skin.
So following HakazabaJub's suggestion. I have this idea about a Fleahopper's alike spell. I will call it 'Fleahopper' too. It will cost 2 MP. If used on an enemy it will increase the critical hit chance of all allies standing adjacent to the target (the damage is insignificant but greater effect is achieved at higher spell level). If used on an allies (or the Ecaflip), it will increase the critical hit chance of the target alone. This is quite similar to Cra's long distance combat. The spell can be used on the Ecaflip (the range has 0 value)
The improved critical hit chance will be a state too, called Capucine (like what it is ingame currently) with a total of 6 levels. 1 level = 1% critical hit chance. Level 1-19 Flea Hopper = Level 1 Capucine. Level 80-99 Flea Hopper = Level 5 Capucine. Level 100 Flea Hopper = Level 6 Capucine. A critical hit will break the 6 level limit and raise the effect to level 9 at level 100 Flea Hopper.
Max = 2 uses per turn.
The healing spell
Again, it's the problem of justifying the mechanic behind the spell. An ecaflip really can't heal someone at a distance, without doing some damage via Fleas to steal life. Therefore, the only thing I came up with is 'Licking wound'. You know how cats, and animals in general tend to lick their wounds right? It's not the best thing to do for injuries but let's believe that it works
This works for balance too, considering an Ecaflip is not the main healer class (like Eni), so with this spell, the Ecaflip will need to get into the melee range and lick the wound for the target, thus heal it for an amount (a standard amount like proper healing spell, instead of being halved value like life-steal spells). Also, with the mechanic of this spell, the Ecaflip can also 'lick' its own wound - thus becomes capable of healing itself.
The life-steal spell
This will be a combination of Flea Love, Fleeches and my own idea. In fact, it will be very simplified compared to the old and current version: The Ecaflip sends a group of Support Fleas towards an area, damage all enemies standing inside and steal their HP, the total stolen amount will be equally distributed between the 2 lowest HP members in the group wherever they are standing on the field.
If assuming the old cost: 6 AP, 1 WP, the spell will have a base value of 70 (like currently). All damages and healing will be instant. The WP cost will be non-refundable. It aims towards group fight, and is quite cost-inefficient in a 1 vs 1. The healing part, of course, is not affected by the enemy's water resistance. In other words, it takes the pre-resistance damage into account.
Personally, I would prefer the cost of 5 AP, for a base value of 40, or 5 AP 1 MP, for a base value of 45.
This ability originally only supported the water branch. Now with the change having been implemented, as mentioned in the previous post, the damage and healing boost should remain until the beginning of the Ecaflip's next turn for any after-effect to be affected as well.
The Ecaflip will have a circle zone aura, giving allies (including the Ecaflip) the Capucine effect, of which level depends on the level of Fleahopper. Its effect stack with additional use of Fleahopper. This is not overpowered because the Ecaflip deserves it if he/she invests 100 levels into a pure support spell.
When a Fire or Earth spell is used, the Ecaflip has 20% to cast Flea Assault
on the enemy.
When a Water spell is used on an enemy
, the Ecaflip has 20% to cause the Infection State.
Increase heal bonus by 40%.
Only 20% because for Fire or Earth branch, it will be quite a significant increase in damage whereas for the Water branch, they have a greater chance to increase the Infection state due to the frequent uses of spells.
Black Bow Meow
This ability doesn't directly affect the water branch but at least let me add one comment. Let the kitty bound to the Ecaflip (as if it is under the effect of K'mir). The cat is always stabilized and follows the Ecaflip wherever it goes, even if it leaps onto higher ground).
If the kitty is not bound to the Ecaflip, let it be like this: The Black Bow Meow, in addition to its current bonus, it will have the same Flealine Army aura as the Ecaflip, and can be controlled to provide support for other team mates.
Note: if the Ecaflip has level 0 Fleahopper, the kitty's Flealine Army aura will also provide nothing.
This post has been edited by Resonate - April 22, 2013, 08:16:55.