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[New class] Witchlock

By Butterflyx - MEMBER - August 05, 2013, 13:00:57

Time for some fanfiction! This is a character class I came with, it is called "Witchlock". It uses fire, air and earth elements.

Earth Spells

Ugly Kiss
Cost: 2AP | Range: 1-6 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage lvl 200: 60 | Special Effect: Places "Ugly Curse" on the target, lasts 1t. "Ugly Curse" doubles the chance of landing a critical hit on the affected character.

Thread Of Life
Cost: All remaining AP and MP, 1WP | Range: 1-4 | Area: Point | LoS: Yes | Boostable: No | Conditions: 1 use per turn, ends your turn immediately. This spell cannot land a critical hit.
Damage lvl 200: 1.75% Remaining HP per AP/MP point | Special Effect: Bypasses resistance.

Induced Nightmare
Cost: 5AP 1WP | Range: 1-8 | Area: Point | LoS: No | Boostable: No | Conditions: 1 use per turn, ends your turn immediately. Can't be used twice in a row on the same target, turn after turn.
Damage lvl 200: 0 | Special Effect: Target falls asleep (misses his/her turn). All damage done to the target and yourself is increased by 0.3x

Bone Armor
Cost: 2AP | Range: 1-5 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage lvl 200: 0 | Special Effect: Absorbs 1 hit (100%) and then have chances of absorbing additional hits - 2nd hit (50%), 3rd hit (30%).

Life Totem
Cost: 6AP | Range: 1-6 | Area: Point | LoS: No | Boostable: No | Conditions: 1 life totem per 1 mechanic. 1 totem per 1 ally.
Damage lvl 200: 0 | Special Effect: Links totem to an ally. Totem absorbs half of the damage done to the linked ally. Totem's HP = (3 x Spell's Level)+20% of linked ally's HP

Air Spells

Lightning Bolt
Cost: 2AP | Range: 1-5 | Area: Point | LoS: No | Boostable: Yes | Conditions: None
Damage lvl 200: 10 | Special Effect: Every next lighting bolt doubles the previous lighting bolt's damage if the same target is struck. Lasts 1t.

Chain Lightning
Cost: 4AP | Range: 1-6 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage lvl 200: 110 | Special Effect: Jumps from an enemy to an enemy. Max 3 jumps. Each jump adds 25 base damage.

Static Shield
Cost: 3AP | Range: 1-4 | Area: Point | LoS: Yes | Boostable: No | Conditions: None
Damage lvl 200: 0 | Special Effect: Places "Static Shield" on a target. Every character coming in contact with the target takes damage. Damage at lvl.200 = 50 Lasts 1t.

Recharge
Cost: 1AP | Range: Self-Target | Area: 3 cells around the character | LoS: No | Boostable: No |Conditions: Must stack at least 1 charge per turn, or "Overcharge" activates when ending your turn.
Damage lvl 200: 0 | Special Effect: Every use stacks 1 charge. (level 200) 1 charge = 36 damage

Force Totem
Cost: 6AP | Range: 1-6 | Area: Point | LoS: No | Boostable: No | Conditions: 1 force totem per 1 mechanic, 1 force totem per 1 enemy
Damage lvl 200: 0 | Special Effect: Links totem to an enemy. The enemy takes damage every time he/she uses a spell. (lvl.200) 10 dmg per AP/MP used, and 50 per WP
Totem's HP = (3 x Spell's Level)+20% of linked enemy's HP

Fire Spells

Inferno
Cost: 5AP 1MP | Range: 1-5 | Area: 3x3 square | LoS: Yes | Boostable: No | Conditions: None
Damage lvl 200: 300 | Special Effect: Takes 10% of Witchlock's remaining HP.

Fire Shield
Cost: 3AP | Range: 1-4 | Area: Point | LoS: Yes | Boostable: No | Conditions: None
Damage lvl 200: 0 | Special Effect: Places "Fire Shield" on a target. The shield absorbs (lvl.200) 33% of the damage taken, and counters to the attacker. Attacker must be within 3 cells range, otherwise the shield only absorbs incoming damage without countering. Lasts 1t.

Hell Fire
Cost: 3AP 2MP | Range: 1-3 | Area: 3 cells in a straight line | LoS: Yes | Boostable: No | Conditions: 1 Active "Hell Fire" per 1 mechanics. 1 use per turn
Damage lvl 200: 200 | Special Effect: Creates a "Hell Fire" on the chosen cells. It works like a barrier, and is invisible to enemies unless they try to walk through it. Pushes character 2 cells back when stepping on the "Hell Fire". Lasts 3 turns and/or 3 hits - taken or dealt.
"Hell Fire" blocks line of sight. If character uses a spell on a character standing behind the "Hell Fire" the "Hell Fire" takes the hit instead.

Inflame
Cost: 2AP | Range: 1-4 | Area: Point - 1 cell | LoS: Yes | Boostable: No | Conditions: 1 "Inflame" cell per mechanic
Damage lvl 200: 90 | Special Effect: Characters take damage when stepping on "Inflame" cell. Lasts 2t

Warmer
Cost: 6AP | Range: Self-target | Area: 3x3 square | LoS: No | Boostable: No | Conditions: 1 use per 2 turns, ends your turn immediately.
Damage lvl 200: 0 | Special Effect: Witchlock bursts in magical flames. Allies are healed for every AP/MP/WP used, and enemies are damaged for every AP/MP/WP used; in the AoE of "Warmer".
(Level 200) Allies 10 HP (multiplied by WItchlock's fire dmg %) restored per AP/MP used, and 30 for WP used.
Enemies 7 HP (multiplied by Witchlock's fire dmg %) damage per AP/MP used, and 28 for WP used.
"Warmer" lasts 1t.

Active Abilities

Overcharge
Cost: (lvl.0) 6AP - (lvl.9) 0Ap | Range: Self-Target | Area: Point | LoS: No | Boostable: No
| Conditions: None
Max level: 9 | Special Effect: Releases all charges in order to deal AoE damage. +0.5 base damage per charge per level of "overcharge"

Endow
Cost: (lvl.0) 6AP - (lvl.9) 2AP | Range: 1-6 | Area: Point | LoS: No | Boostable: No
| Conditions: None
Max level: 9 | Special Effect: Changes weapon's elemental damage to the dominant element of the character (most %dmg). Lasts 3 turns. (lvl.0) +0.1 base weapon damage per weapon's level - (lvl.9) +1 base weapon damage per weapon's level

Dematerialize
Cost: (lvl.0) 6AP 1WP - (lvl.9) 0Ap 1WP | Range: Self-Target | Area: Point | LoS: No | Boostable: No
| Conditions: 1 use per 2 turns.
Max level: 9 | Special Effect: Witchlock's body becomes immaterial. He can pass through any object and character without taking any damage. Witchlock can no longer be locked.
(lvl.0) +0 additional MP - (lvl.9) +2 max MP
Every time Witchlock passes through another character, the character gets 1 level of "Horrifying Curse", up to level 10. "Horrifying Curse" makes the character take additional damage from all sources. (lvl.0) +0.25 base damage per level of "Horrifying Curse" for every attacker -
(lvl.9) +2.5 base damage per level of "Horrifying Curse" for every attacker. Lasts 1t.

Nailing Curse
Cost: (lvl.0) 6AP - (lvl.9) 2Ap | Range: 1-4 | Area: Point | LoS: No | Boostable: No
| Conditions: None
Max level: 9 | Special Effect: The target of the spell gets damage at the end of his/her turn. The damage taken is based on total damage the target took throughout the turn.
(lvl.0) Additional 10% of total damage taken - (lvl.9) Additional 30% of total damage taken
Lasts 1t.

Shadow Curse
Cost: (lvl.0) 6AP - (lvl.9) 2Ap | Range: 1-4 | Area: Point | LoS: No | Boostable: No
| Conditions: None
Max level: 9 | Special Effect: The target of the spell gets damage at the end of his/her turn. The damage taken is based on total damage the Witchlock took throughout the turn.
(lvl.0) Additional 10% of total damage taken - (lvl.9) Additional 30% of total damage taken
Lasts 1t.

Passive Abilities

Mecha Wisdom
Max level: 20 | Special Effect: Increases Totems' max HP by (lvl.0) 2.5% - (lvl.20) 50%. "Hell Fire" and "Inflame" lasts longer - (lvl.0) +0 turns/hits - (lvl.20) +2 turns/hits. Increases "Warmer" AoE (lvl.0) 3x3 - (lvl.20) 5x5
(lvl.0) +1 mechanics - (lvl.20) +2 mechanics

Frenzy
Max level: 20 | Special Effect: Witchlock's restores his/her HP at the beginning of his/her turn. (lvl.0) 0.5HP per charge - (lvl.20) 10HP per charge (not multiplied by any bonuses/%)
Witchlock gets bonus AP based on stacked charges. 10 charges +1 max AP, 25 charges +2 max AP, 50 charges +3 max AP, 80 charges +4 max AP

Deathly Mirror
Max level: 20 | Special Effect: Witchlock recovers some of his HP at the end of his turn. Recovered HP is based on the total damage done by all characters during the turn.
(lvl.0) 1% of total damage recovered as HP - (lvl.20) 3% of total damage recovered as HP

Madness
Max level: 20 | Special Effect: Witchlock has a chance of gaining a bonus AP/MP/WP every time he/she gets hit, but the damage he/she gets is higher.
(lvl.0) 10% chance for +1 bonus AP/MP/WP, Witchlock takes 25% more damage if the bonus procs
- (lvl.20) 30% chance for +1 bonus AP/MP, WItchlock takes 50% more damage if the bonus procs
Max +6AP/MP. Lasts 1t.

Elemental Swap
Max level: 20 | Special Effect: After using an air element spell, all air spells change into water. When using water element spell, all water element spells changes back to air. Air and Water % dmg is added together - final % damage for both. Air and Water resistance % is based on the dominant element - air or water.
(lvl.0) [(Air % dmg)+(Water % dmg)]/2 = Final Air/Water % dmg
(lvl.20) [(Air % dmg)+(Water % dmg)]/1.4 = Final Air/Water % dmg
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Score : 7902

Just some general points !
first off - love the lightning based air tree - but like the others I dont really see much synergy.

  • Base damage on most spells seems to be around 30dmg per ap
  • Earth tree really only has 1 damage spell.
  • Give more direction to the branches, give them the totem, maybe 1 or 2 other spells to work around then, then fill in the gaps with utility / combo spells.
  • The range on all branches remains too consistent eg. 1-4 or 1-6 on most. 2/3-6 should really be reserved for ranged classes and branches. Try to vary some of them by increasing the min.
  • A lot of the spells need to be revised - Thread of life can do about 30% of a toons max health (considering 200 stats) at 1wp cost. Inferno does insane damage considering the amount of life reduction it has. Endow could probably give me close to 300 base damage on my dagger at that level :x
Give some of the spells (like the armours) limitations, bone armour seems pretty op as it is. :/
Shadow and nailing curse are exactly the same?

I do think some of the ideas are there, but definitely needs some tweaking wink 
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Score : 3110

Well, I just had an idea for a general classic mage-type char so I wrote it down. Definitely not going to like redo it or rethink it. It's just an idea I had and it will stay this way. tongue

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Score : 986
Soundtrack8|2013-08-05 14:52:47
Just some general points !
first off - love the lightning based air tree - but like the others I dont really see much synergy.
  • Base damage on most spells seems to be around 30dmg per ap
  • Earth tree really only has 1 damage spell.
  • Give more direction to the branches, give them the totem, maybe 1 or 2 other spells to work around then, then fill in the gaps with utility / combo spells.
  • The range on all branches remains too consistent eg. 1-4 or 1-6 on most. 2/3-6 should really be reserved for ranged classes and branches. Try to vary some of them by increasing the min.
  • A lot of the spells need to be revised - Thread of life can do about 30% of a toons max health (considering 200 stats) at 1wp cost. Inferno does insane damage considering the amount of life reduction it has. Endow could probably give me close to 300 base damage on my dagger at that level :x
Give some of the spells (like the armours) limitations, bone armour seems pretty op as it is. :/
Shadow and nailing curse are exactly the same?

I do think some of the ideas are there, but definitely needs some tweaking wink

ob·nox·ious (
b-n
k
sh
s,
b-)adj.1. Very annoying or objectionable; offensive or odious: "I know no method to secure the repeal of bad or obnoxious laws so effective as their stringent execution" (Ulysses S. Grant).2. Archaic Exposed to harm, injury, or evil: "The town ... now lies obnoxious to its foes" (John Bunyan).3. Archaic Deserving of or liable to censure

Nice idea Butterflyx !! Some fan arts to illustrate the class would be awesome !!

Your earth spells could follow the same pattern concerning the spell names only, like Earth Embrace, Mother Earth, Quagmire, Earth Spike.

Again, really cool idea, i would love to see more about it.
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Score : 24967

Those totems are nothing else but voodoll of Sadida (wich was also named Totem before).

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Score : 7902

Look out grou

 
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Score : 5
 
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