Hey all! First off, sorry this is so long. So, here is an idea for a new proffession. Let me know what you think! If people want, I can post skill ideas as well, but I’d rather see what you all can come up with
The Kineticist (masters of kinetic, gravitational, and sonic energies)
Class Mechanic: Equalibrium
As a Kineticist takes damage a charge meter fills up (each individual hit counts towards the meter, actual damage taken is irrelevant). There are certain thresholds that, when crossed, apply buffs to Kineticist damage. When the bar is empty, overall damage is slightly lower than average; however, if the bar is allowed to fill completely, a kinetic “explosion” (or something like that) takes place, damaging both the Kineticist and nearby enemies, as well as knocking them back. It also applies the dazed state to the Kineticist for 3 seconds. A Kineticist can only store a certain amount of kinetic energy, which is why it must be released every so often. Part of playing the Kineticist is knowing how to manage taking damage and either storing or releasing kinetic energy. Obviously, Kineticists excel the longer a fight goes on, building up kinetic energy for burst damage later in combat. Kinetic energy is slowly lost overtime while out of combat, but retained while in combat and not used up. This kinetic energy is used to both apply those buffs to damage but also to use common Kineticist skills (F1 uses up half of a threshold, F2 uses up a whole threshold, and F3 uses a threshold and a half).
Meter Example:
0- – - – - – - – - -1- – - – - – - – - -2- – - – - – - – - -3- -] (Breaking point)
0: Overall DPS is lower 1: Buff 1 2: Buff 2 3: Buff 3
than normal at this level
F1 Skill: Bio-Magnetism- A single target attack that pulls; Range 900
F2 Skill: Gravity Depression- A single target immobilize (3 seconds) that also causes weakness (5 seconds); Range 900
F3 Skill: Kinetic Tide- A damage dealing area attack that knockbacks nearby enemies and grants stability (2 seconds); Radius 300, Blast finisher
Weapons:
Two-Handed: Hammer, Rifle, Staff (as a melee weapon)
One-Handed: Mace
Off-Hand: Mace, Warhorn
The F1-3 skills would obviously have a cool-down. Anyway, I wanted to create a class that forced you to manage how long you were in combat, and actually turn taking damage into a good thing. I’d like to see some of the Kineticist skills do different things dependant on how many hits you take in a certain period, etc. I want this prof. to be great at controlling areas. For example, a cool skill type could be Gravity Depressions, which would be an area of effect skill that is ground targeted, and it pulls enemies towards it (or pushes them away) with every tick or something. I think it would be cool to have a cosmic theme with the skill set.Thoughts?
(edited by Aegrahm.4952)