Just thinking out loud for fun…
The Hexster
Idea and Role:
Focus on a single enemy by primarily turning it against its own allies.
Specialization Mechanic:
Gain 2 additional illusion slot
Original class skills’ functionalities are replaced.
Assuming Berserker Stat:
F1: Mind Wrack -> Mind Siphon
Shatter your illusions. Your weapons gain Mind Siphon buff.
Increase weapon skills damage: 20%
Weapon skills ignore target armor
Weapon skills execute faster: 20%
Duration per illuion: 1.5 seconds
F2: Cry of Frustration -> Echo of Frustration
Shatter your illusions. Disperse conditions on you to enemies around you.
Conditions dispersed per illusion: 1
F3: Diversion -> Hypnotization
Shatter your illusions. Create a decoy of yourself that inflicts taunt on your foe. The decoy can be destroyed.
Decoy’s health: 7,500
Duration of taunt per illusion shattered: 1 seconds
F4: Distortion -> Backfire
Shatter your illusions. Create a protective field that absorbs damage for you and returns received damage as direct health damage to enemies standing within the field.
Duration of field per illusion shattered: 1 second
Field’s health per illusion shattered: 2,000
New Weapon: Off-handed Dagger
Dagger#4: Phantasmal Enfeebler
Summons a phantasm that attacks enemy and steals boons for you every few seconds
Interval: 3 seconds
Boons stolen: 3
Dagger#5: Shattering Dagger
Throw a dagger to your enemy, stealing boons. Inflict vulnerability if there are no boons.
Boons stolen: 3
Vulnerability: 15 stacks, 15 seconds
New Utility Skills: Hex
Healing: Displaced Rejuvenation
Heal yourself for a small amout and steal your enemy’s healing skill for a few seconds, during which time, you can use the stolen healing skill and your enemy’s healing skill will be locked out. This lock-out duration will be an addition if enemy’s skill is currently on cooldown. (DR you steal from another hexer’s will not steal healing skill again)
Stealing duration: 7 seconds
Utility#1: Swapped Malice
For a duration, your foe will become friendly towards your allies and hostile towards your enemies.
Duration: 7 seconds
Utility#2: Degenerative Fortification
For a duration, deals direct health damage to your foe whenever it receives a boon or cleanses a stack of conditions.
Duration: 8 seconds
Damage done per boon received: 300
Damage done per condition cleansed: 150
Utility#3: Black Sheep
For a duration, your enemy pulses damage every second to itself and its allies. Increase damage per allies within your enemy’s radius.
Number of target (exlucding hexed enemy): 5
Radius: 360
Enemy’s self damage: 800
Damage to 1 ally: 1,000
Damage to 2 allies: 1,100
Damage to 3 allies: 1,300
Damage to 4 allies: 1,600
Damage to 5 allies: 2,000
Duration: 3 seconds
Utility#4: Transmitted Seizure
Break stun then stun your enemy. Enemy that attempts to break your stun stuns itself and its allies within radius for the second time.
First stun: 1.5 seconds
Second stun: 3 seconds
Range: 600
Radius: 250
Elite: Out-With-The-Bang
Your enemy deals massive area damage to their allies if it goes down within the next few seconds. Deals second bigger and more destructive area damage if the downed enemy is finished within the next few seconds after going down.
First hex’s duration: 10 seconds
First hex’s damage: 2,000
First hex’s radius: 250
Second hex’s duration: 5 seconds
Second hex’s damage: 3,500
Second hex’s radius: 360
Traits
Minor#1: Hexer
New class skills, gain 2 additional illusion slots
Minor#2: Fortified Illusions
Illusions gain 30% health
Minor#3: Hexer’s Expertise
13% of power is converted into vitality, 13% of precision is converted into toughness, 13% of ferocity is converted into concentration
Adept#1: Illusionary Replenishment
Shattering illusions reduces recharge of all illusion skills by 0.5 second per illusion.
Adept#2: Mighty Hexer
Gain 3 random boons when you successfully hex enemies.
Adept#3: Duelist’s Dance
Gain a stack of stability when you are disabled.
Master#1: Shattering Damage
Shattering each illusion grants you a stack of buff that gives additional weapon damage.
Duration per stack: 5 seconds
Damage increase per illusion: 2%
Master#2: Master Hexer
Successfully hexing your enemy grants you might, fury and quickness. Hex skills recharge 20% faster. gain 10% additional reduction when your hexes are successful.
Might: 8 stacks, 10 seconds
Fury: 7 seconds
Quickness: 3 seconds
Master#3: Persistent Evasion
Succesfully evading an attack grants you a stack of protection afterward. Grant vigor when you deplete your endurance.
Protection: 3 seconds
Vigor: 5 seconds
Grandmaster#1: Compounding Shatter
Whenever you shatter more than 3 illusions, you gain an additional extra illusion effect on yourself
Grandmaster#2: Vegeance Rebound
Whenever your next hex skill fails, you instantly recharge that hex skill. Failing hex skills grants you protection, swiftness, regeneration and superspeed.
Protection: 5 seconds
Swiftness: 8 seconds
Regeneration: 5 seconds
Superspeed: 3 seconds
Failing: Blocked, Blinded, Evaded, Invulnerable, Interrupted
Grandmaster#3: Last Laugh
Cast Backfire with an equivalent health of a number of illusions when your health reaches 25%. If Backfire is already active, this will grant additional health and duration to the field.
Equivalent Health: 3 illusions
Health per illusion: 2,000
Duration per illusion: 1 second.
(edited by DavyMcB.1603)