PS: THIS IS NOT A THREAD TO DISCUSS WHETHER RITUALIST SHOULD GO TO NECRO OR REV, THIS IS SIMPLY A CONCEPT IF REVENANT WERE TO RECIEVE AS RITUALIST THEMED ESPEC. I personally think both classes should recive different variations of the specialization. Give necro the spirit summoning and support gameplay.
Revenant Elite Specialization: Abomination
Class Mechanic: Soul Twisting F2 – When under 50 energy consume the legend you are not in, adding an additional 10 seconds cooldown, and gain 50 energy. When over 50 energy, do not gain any energy but instead grant boons (might and protection). Activates legend swap traits.
****(Alternative Class Mechanic Idea)********************************************************************
1. Weapon Spells: Gain an F2 weapon spell depending on current legend
a. Shiro- Weapon of quickening, gain quickness for a short duration
b. Mallyx- Nightmare Weapon, Inflicts torment and fear for short duration
c. Jalis- Great dwarf weapon, infuses next attack to cause knockdown
d. Ventari- Spirit Light Weapon, hitting foes gives nearby allies protection and health regeneration
e. Razah- Splinter Weapon, attacks cause aoe explosions for short duration
Weapons: Greatsword (varying ranges), the only weapon great enough to rip open the mists for magical attacks.
1. Spirit Slash (range 130) – Swing your sword and deal 200 (.8) dmg, + 100(.8) dmg if energy is above 50.
a. Essence Strike (range 130) – Slash your enemies, inflict invulnerability if above 50 energy
i. Spirit Siphon (range 130)– Slice your enemies stealing health from enemies, Gain addition health if above 50 energy.
Fountain of Pain (range 240) – Stab the ground and create a fountain of mist fire that spreads out in five intervals, each going further away from your character in a circle. Inflicts conditions depending on the legend if above 50 energy.
a. Shiro- vulnerability
b. Mallyx- torment
c. Jalis- taunt
d. Ventari- cripple
e. Razah- blind
Spirit Rift range (range 900, radius 240)- Open a rift at target location that creates a field and effects based on the legend used
a. Shiro- Lightning field, inflicts vulnerability and damages foes
b. Mallyx- Dark field, inflicts torment and poison
c. Jalis- Light field, inflicts weakness and grants protection
d. Ventari- Water field, heals and grants regeneration
e. Razah- Smoke field, blinds and steals health
Phase Bomb (range 900, radius 180) - Shadowstep through the mists at target location And deliver a powerful strike with an additional blast from the mists. First strike does 500 (1.20), second does 250(1.20) 600 range. Leaves a smoke field
Earthbind (range 300)- Leap up in the air and slam down pulling mist energy down and knocking down foes. Dmg: 500 Knockdown: 1.5 seconds, Additional cripple if above 50 energy (4 seconds)
Razah Legend: Legendary Ritualist Stance
1. Consume Soul- Heal for x and cure 2 condtion, gain addition effects based on energy level
a. <25 – nothing b. 25>50 – heal and remove condis from allies around you
c. 50>75 – Cure another condition
d. <75 – Steal health and blinds foes
2. Explosive Growth (range 900)- Launch a spirit from the rift at target location
a. Rupture Soul (radius 180)- Explode the spirit inflicting damage and blind.
Feast of Souls (range 300, but wider than normal)- create an aoe cone in front of you that steals health from from foes and chills. Gain access to Reclaim Essence if above 50 energy.
a. Reclaim Essence (radius of 240 around your character for boons) - Steal boons from those who were hit by feast of souls and grants might to nearby allies.
Ghostly Haste (240)- Short Dash that evades attacks and inflicts blindness. Grants swiftness. Grants superspeed if above 50 energy.
5. Death Pact- Upkeep skill. Your body floats in the air, in a possessed trance, and you assume your spirit form. Spirit form possesses the same skills. Your physical body becomes invulnerable while active, but slowly loses health. Gain fury and quickness while active. Return to your body when re-activated, run out of energy, or walk too far away from your body (900-1200 range). If you die while in spirit form, you actually die (or get downed).
So while creating this and coming up with this I did have a revelation that the energy mechanic gets in the way of adding new resource mechanics to a potential ritualist class involved around spirits, ashes, and such, but I figured those ritualistic skills are more akin to a caster profession (such as the highly suggested necromancer) so I left most of them out to give the necromancer some room to mess with the concept for a support spec. So instead I took the class as a martial/magic class and made it more about direct combat imbued with ritualistic powers from Razah. There's not much room to adjust the class mechanic besides adding F2-4 skills, so I decided that one skill that promotes legend camping and energy management could be a cool change of pace. With that in mind, I decided on creating a spec that promotes energy gaining, gaining bonus effects when above the energy threshold, and delivering more upfront spiking power damage as opposed to the usual sustained damage. The addition of lifesteal is more thematic than anything, but it does add a tiny bit of sustain for pve so you can remain in the fray a bit longer. I also wanted to add in a bit of practical mobility seeing as Shiro is the only legend so far with any, so I thought some short dashes that can give space and be used both defensively and offensively, and a skillshot shadowstep on greatsword gives us some mobility outside of the need for enemy line of sight. I am not sure what direction to take the traits in yet, and I'm not quite sure I have the knowledge or insight to create a meaningful trait list, but I can try! Give me some feedback, love it, hate it, everything is welcome!