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Because for now there is nothing


Lanie
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Frostweaver Concept

Default Weapon: Mystic Sphere (2H) - Damage Type: Frost
Armor Capacity: Leather
Resource: Essence
Damage Stat: Intelligence
Tray: Hunger
Style: Cursed DPS

Talents:

Spoiler
  • Ice Shackles (1): Grants [Ice Shackles] hunger power.
    • Ravenous (5): Increase Critical Rate
    • Frozen Coating (5): Increase Barrier Bonus
  • Snowstorm (1): Grants [Snowstorm] hunger power.
    • Vampirism (1): Grants [Vampirism] hunger power.
    • Soul Steal (1): Grants [Soul Steal] hunger power.
  • Exploration Discipline Slot
    • Minor Discipline Slot
  • Aura of Frost (1): Grants [Aura of Frost] passive power
    • Unforgiving Endurance (3): Increase Maximum HP
      • Withering Decay (3): Increase Resist Physical
      • Minor Discipline Slot
      • Devouring (1): Soul Steal also expends 20% of target's resources and always grants a barrier, adds a barrier equal to caster's support power.
        • Tempered Will (3): Increased Support Power.
    • Time Flux (3): Increase Combat Move Speed
      • Weathered Training (3): Increase Stamina Regen
      • Winter's Curse (1): Ice Lance gains an effect on the third hit to negate next critical of the target.
      • Nightshade (1): Grants [Nightshade] non-combat power
        • Unabating Taint (3): Increase Control Effect
    • Insatiable (3): Increased High HP Damage
      • Chilling Touch (3): Increase Critical Damage
      • Minor Discipline Slot
      • Heavy Blizzard (1): Snowstorm also applies knock down if targets are hit with a critical basic attack.
        • Whiteout (3): Increased Frost Penetration
  • Exploration Discipline Slot
  • Iceflows (1): Grants [Iceflows] hunger power.
    • Major Discipline Slot
    • Major Discipline Slot

 

  • Abomination (3): Basic Attacks recover essence instead of consume (increases per rank).  Halts natural Essence Generation.  Frost Aura gains Damage Taken Increased effect on enemies.
    • Malevolence (3): Increases Attack Power.
      • Thirst for Blood (1): Vampirism gains damage overtime bleeding effect, bleeding damage also increases resource costs.
    • Arctic Gate (1): Snowstorm gains an increased duration and reduces the elemental resistance of enemies in range.  Snowstorm generates its own Frost Aura.
      • Absolute Zero (1): Shattered Dreams gains a Supression effect from the Illusion and a Root effect if near the caster.
      • Spirit Chains (1): Shattered Will gains a share damage effect, with the target also taking the damage caused upon the caster for the duration.
        • Relentless Agony (3): Increases Basic Damage 10% per rank on targets suffering a control effect.
          • Sorcerer (1): Grants [Aura of Hunger] Passive Power.

 

  • Time Manipulation (3): Reduces Ability cooldowns per rank.  Grants "Blessing" Tray.  Equip Scepters (OH), Shields, Scale Armor.  Frost Aura gains Damage Reduction effect on enemies.
    • Crystallized (3): Increase Barrier Bonus.
      • Ice Mirror (1): Grants [Ice Mirror] Defensive Power.  Illusions use this power automatically.
    • Crystal Stream (1): Grants [Crystal Stream] Blessing Power.
      • Negative Shield (1): Grants [Negative Shield] Blessing Power.
      • Sacrifice (1): Grants [Sacrifice] Toggle Power.
        • Diamond Wall (3): Increase Block Bonus.
          • Ardent (1): Grants [Mutual Benefit] Passive Power.

 

  • Cause and Effect (3): Increases Support Power per rank.  Grants "Blessing" Tray.  Equip Scepters (OH), Scale Armor.  Frost Aura gains Damage Taken Reduction effect on allies.
    • Will of the Wind (3): Increases Range Bonus
      • Soul Bounty (1): Soul Steal upgrades to [Soul Bounty], which also consumes debuffs on allies in the area and shares the generated barrier with allies. (Both Trays)
    • Guardian Wish (1): Grants [Guardian Wish] Blessing Power.
      • Final Defense (1): Grants [Final Defense] Blessing Power.
      • Rally (1): Grants [Rally] Non-Combat Power.
        • Wellspring Essence (3): Increase Essence Capacity.
          • Enchanter (1): Grants [Time Distortion] Passive Power.

 

Skills:

Spoiler

Cursed Basic - Ice Lance: 3 phase frost attack, dealing additional damage on the third phase.
Blessed Scepter Basic - Crystal Shell: 3 phase resource generator for allies/self, generating a support power barrier on the third phase.  All basic attacks also repair existing barriers based upon Support power.
Cursed Ult - Revenant: Refill all Essence, preventing all CCs and blinding all nearby enemies.  While blind, affected enemies take damage instead when healed.
Blessed Ult - Prescience: Consume all Essence, generating a barrier based upon support power and duration based upon how much essence was consumed.  Barrier reflects half of damage taken to the attacker.
Retaliation - Freeze Time: Gain Invincibility, increase combat movement speed, prevent all CCs, no dodge pip/stamina costs for duration.

  1. Ice Shackles: Frost Damage + Reduced Attack Power
    • Shattered Will (#): Ice Shackles is ended, causing Stun + Frost Damage.
  2. Snowstorm: Target location is affected.  Enemies take ongoing frost damage within this area and are slowed for an additional few seconds.
  3. Vampirism: Enemy is damaged for 20% of maximum hp, and the caster recovers 20% of their maximum essence.
  4. Soul Steal: Consumes active buffs from enemies in an area, creating a barrier on caster based on the number of buffs consumed.
  5. Aura of Frost: Enemies within 10m have a 25% increased resource usage, and have a slower attack speed/ability cooldown.  Illusions also have this power.
  6. Nightshade: Allies out of combat within 20m are invisible.  Does not affect caster.  Activates based on pathfinder duration of affected allies.
  7. Iceflows: Projectile area attack that causes frost damage at both the destination and around the caster.
    • Mirror Image (#😞 Create an illusion of self at the target location.  Illusions have all of the caster's current stats.
      • Shattered Dreams (#/E): The created Illusion shatters, causing significant area damage around it.  Caster then gains a temporary bonus to close range damage.
    • Glacial Shift (E): Teleport to projectile destination, leaving an illusion of self at the original location.  Illusions have all of the caster's current stats.
      • Shattered Dreams (#/E): The created Illusion shatters, causing significant area damage around it.  Caster then gains a temporary bonus to close range damage.
  8. Aura of Hunger: Nearby enemies lose resources when they should gain and lose health when they are healed, whenever user has over 80% essence.  User's essence drains overtime while in combat.  Basic attack damage increases based upon current amount of essence.
  9. Ice Mirror: Reflects damage guarded to the attacker.  Increases Reflected Melee Damage.
  10. Crystal Stream: Projectile area effect that causes a barrier on all allies at both the destination and around the caster, including the caster.  Shares cooldown with Iceflows.
    • Mirror Image (#): Create an illusion of self at the target location.  Illusions have all of the caster's current stats.
      • Shattered Nightmares (#/E): The created Illusion shatters, causing significant area damage around it.  Caster then gains a temporary bonus to close range defense.
    • Prismatic Shift (E): Teleport to projectile destination, leaving an illusion of self at the original location.  Illusions have all of the caster's current stats.
      • Shattered Nightmares (#/E): The created Illusion shatters, causing significant area damage around it.  Caster then gains a temporary bonus to close range defense.
  11. Negative Shield: Gain temporary invincibility, taking damage and healing in place of nearby allies.  Overall damage/healing is tracked by this shield.  When the shield ends, a portion of the damage/healing is still dealt to the caster.
    • Unleash (#): Causes a true type damage explosion to all nearby enemies based upon the damage/healing taken from Negative Shield, then forces the shield to end.
  12. Sacrifice: While active, 25% of the damage caused to all allies is instead caused to the user.  User's Maximum HP and Barrier Bonus is increased based upon the number of affected allies.
  13. Mutual Benefit: Benefit from a portion of any nearby healing, from both allies and enemies.
  14. Guardian Wish: Allies in range of the area effect receive a barrier based upon support power.  Affected allies take increased healing effects and reduced damage.
  15. Final Defense: Target ally can not die while final defense is in effect, but will still receive damage.  Targets with 0hp after the effect ends will still die.
  16. Rally: All allies in the party on the same map are summoned to the caster.  Shares cooldown with Recall.
  17. Time Distortion: Allies with a barrier active have improved resource efficiency (including stamina and dodge regen), combat movement, and have reduced ability cooldowns.  Does not affect caster.

Promotions:

Spoiler

Sorcerer:
The damage branch for Frost Weaver, Sorcerers fully embrace their curse and revel in their hunger.  They deal a lot of improved damage to enemies, but have very limited abilities to use the barriers native to Frost Weavers.  Their control ability is used to further augment their potential for damage, and their signature Spirit Chains makes their victim vulnerable to their own allies.

____________

Ardent:
The defensive branch for Frost Weaver, Ardents wield their frozen powers as a shield.  The only Frost Weaver capable of using a shield, they are very good at taking the damage of their enemies and turning it against them, while in turn protecting their allies from the same damage being caused.  Their adeptness with Illusions also makes them very difficult to track on the battlefield.

____________

Enchanter:
The supportive branch for Frost Weaver, Enchanters share the blessing of their power with their allies.  They excel at protecting their allies with their barrier effects, having allies endure more damage than they should have been capable of, and keeping allies abilities going in top condition.  Their signature Rally ability can make them especially dangerous, as it ensures that they always have a way to call for backup.

Features:

Spoiler

Where Druids combine the good and the evil of life and death, Frostweavers use the same resource to bridge the powers of order and chaos in their blessing and hunger trays.  Blessing is not a healing feature (although both trays do use the same rules as life and death for applying disciplines, including healing), instead it applies team benefits (buffs) to counter it's own natural curses.  FWs are also naturally gifted in managing energy for others, so they can improve resource generation in allies, or weaken resources in enemies.  FWs with the ability to equip Scepters (magically frozen artifacts) will have access to the ability to attack allies with a special attack that slowly restores resources (or, when used on a Life Druid or Blessing FW will slowly drain it) and can apply a temporary barrier, both based upon their own support power.  Attacking where there is no allies generates this effect on themselves instead (although this only applies the barrier, essence already increases per use).  To replace Essence Burn from Druids, Frost Weavers who have not fully embraced their hunger will find that hunger haunting them, if they get their essence too high.  Essence Curse causes the Frost Weaver's cooldowns to freeze in their Blessing Tree while they have to endure an ongoing slow and have their support power set to zero for the duration (also ending any barrier effects applied to them).

 

Edited by Lanie

Milla's Elemental Mastery [Ravens & Crows - See "About Me" Section]:

Spoiler
  • Rosaline: Elemental of Earth, Female Wood-Elf Earth-Keeper, Political Main.
  • Ametrine: Elemental of Fire, Female Nethari Fire-Sanctifer, Endurance Main.
  • Sylphine: Elemental of Air, Female Fae Storm-Caller, Combat Main.
  • Cyandine: Elemental of Water, Female High-Elf Frost-Weaver, Tactical Main.
  • Lumirine: Elemental of Light, Female Human Holy-Crusader, Support Assist.
  • Ebontine: Elemental of Dark, Female Half-Elf Moon-Warden, Survival Assist.
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Several days later, no comments or suggestions.  Hopefully people silently thought it seemed cool, and that staff such as @Pann got to read it and with luck, maybe it sparked some inspiration for the future.

A frosty fighter like this, in a world where ice is destruction itself, doesn't deserve to stay "nothing" forever.

If anyone feels that my theory-crafting is incomplete somewhere, that still sorta needs information, please let me know.  I didn't throw many numbers out there, but mostly because numbers are itself a fine touch of the balancing act, so the numbers anyone creates will still probably be changed.  On the other side, if this synthesis of ideas is then converted to product, I will be quick to volunteer myself for fully testing the capacity of this innovation.

As is though, right now, I'm still trying to figure out which of the three promotions I wrote I actually like more.  Sorcerer has a level of medium range destruction that could seriously incapacitate the enemy in ways that feel similar to a well done Confessor.  Ardent is itself a medium-ranged tank, with a considerable potential to draw enemy fire in ways that most other tank builds aren't even capable of, which would synergies well with existing tanks.  Enchanter gives meaning to why "support power" is not just "healing power", so while they stand in the back lines supporting the team like a healer would, they do so with new innovations to how to support that compliments the current healing meta.  Choosing would be so hard.

Milla's Elemental Mastery [Ravens & Crows - See "About Me" Section]:

Spoiler
  • Rosaline: Elemental of Earth, Female Wood-Elf Earth-Keeper, Political Main.
  • Ametrine: Elemental of Fire, Female Nethari Fire-Sanctifer, Endurance Main.
  • Sylphine: Elemental of Air, Female Fae Storm-Caller, Combat Main.
  • Cyandine: Elemental of Water, Female High-Elf Frost-Weaver, Tactical Main.
  • Lumirine: Elemental of Light, Female Human Holy-Crusader, Support Assist.
  • Ebontine: Elemental of Dark, Female Half-Elf Moon-Warden, Survival Assist.
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8 minutes ago, veeshan said:

Orbs from my understanding are frostweaver base weapon btw :D
 

Yup, I still kept that idea in my original construction.  They are called "Mystic Spheres", mostly because I didn't know if that was a community name for it or if the game calls it that.  Basically, default weapon remains unchanged.  A lot of the declared norms remain unchanged.

Milla's Elemental Mastery [Ravens & Crows - See "About Me" Section]:

Spoiler
  • Rosaline: Elemental of Earth, Female Wood-Elf Earth-Keeper, Political Main.
  • Ametrine: Elemental of Fire, Female Nethari Fire-Sanctifer, Endurance Main.
  • Sylphine: Elemental of Air, Female Fae Storm-Caller, Combat Main.
  • Cyandine: Elemental of Water, Female High-Elf Frost-Weaver, Tactical Main.
  • Lumirine: Elemental of Light, Female Human Holy-Crusader, Support Assist.
  • Ebontine: Elemental of Dark, Female Half-Elf Moon-Warden, Survival Assist.
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