Here’s just a little something I whipped to pass the time until the Reaper
(and Hot I guess) finally launch. Left out specifics, just imagine everything’s balanced.
If any of my descriptions are confusing, be sure to tell me so I can sort them out! I’d love to get some feedback on my little love-child!
Elite Spec: The Adamant
Some necromancers have taken in upon themselves to preserve the cycle of life and death, hunting down and delivering a swift end to those who run from or have eluded death. They channel the power of reclaimed souls and other-worldly force to bring enemies to their final moments and preserve those lives of allies not yet meant to end. Every life must inevitably reach its conclusion. Respect this fact, or you’ll meet such a necromancer.
New Shroud: Hunter’s Shroud, get a fricking ghostly crossbow!
1. Looming Fate
Shoot accumulated life essence at a foe, dealing damage and inflicting slow.
2. Death Row
Fire a piercing projectile that chills foes and pulls them into its wake. Gain Life Force per enemy affected.
3. Foreboding Apparition
Teleport to the target area, fearing foes when you arrive and granting allies Resistance.
4. Reclaim
Root yourself to Initially cripple and drain Life Force from foes in the target direction in the form of piercing projectiles that damage enemies they pass through on their way to you. Gain access to Relinquish if you affect at least one enemy with every pulse.
4- Relinquish
Let loose your reclaimed life force to vault in the target location, evading attacks and firing healing bolts at allies and damaging bolts at enemies while airborne.
5. Ring of Respite
Create a zone at the target location in that prevents allies taking further damage beyond 10% of their maximum health. Allies within are healed when the zone expires.
New Weapon: Longbow, Do you like skillshots?
1. Approaching Oblivion
Fire a spirit arrow at your target, dealing increased damage and applying Vulnerability to foes who suffer from immobilizing or stunning effects.
2. Abandon all Hope
Become intangible, evading attacks while leaping in the target direction. Fire a slew unblockable, piercing bolts at your target while vaulting that steal life force.
3. Pierce the Veil
Let fly a spectral arrow that passes through foes, dealing damage and leaving a window between this world and the next in its wake. Enemies passing through the veil are dazed and have boons removed while allies that cross through it are healed. The wall also blocks hostile projectiles.
4 Last Breath
Become a spectre and pass to the target area, chilling, damaging, and weakening enemies you touch on the way. Heal allies in an area upon arrival.
5. Sorrowful Parting
Fire a volley of arrows that hail down on the target area after a brief delay, rending enemies and applying vulnerability per pulse. The final wave of arrows deals increased damage, immobilizes, and fears foes.
Skill Type: Brands
Mark a target for a moderate duration (10 seconds?) granting bonus effects upon a certain action or interaction with the marked target, and a much greater effect upon them going down or dying. Specialize in turning foes’ defenses upon them and helping allies deal and avoid death. Short ICD limitation on some mark effects; you can probably guess which ones need it. The death effect is procced and the mark removed upon the target entering downed state unless the brand was placed while the target was downed, in which case the effect will occur upon the unit’s actual death.
Brand of Denial – heal
Mark yourself or an ally for a limited time. Marked gain regeneration and retaliation and are healed for a portion of the damage and healing you do. If a marked dies while under its effect, they are revived.
Brand of Anger -
Break stun and mark an enemy for a limited time. Your critical hits against this target inflict cripple and grant you Fury. Your marked target is blinded when they land a critical hit. If a marked unit dies, enemies around their location are taunted towards nothing.
Brand of Bargaining -
Mark yourself or an ally for a limited time. Whenever the marked unit attacks an enemy, they transfer a condition to a foe and take one of their boons. This only occurs if both are present. If the marked unit dies while under its effect, their boons will be copied to nearby allies.
Brand of Depression -
Mark an enemy for a limited time. The marked enemy gains torment while moving and gains chill and suffers damage when they gain a boon. If the unit dies while marked, enemies around their location are dazed and lose boons.
Brand Of Acceptance –
Mark an enemy for a limited time. If that enemy blocks or evades an attack while marked they become immobilized and weakened. If the enemy dies while marked, nearby enemies take damage and are inflicted with vulnerability.
Brand of Certainty – elite
Mark an enemy for a limited time. Allies that strike this target gain might. The marked enemy cannot be healed and cannot block attacks. Killing the marked target will finish them immediately and heal allies who contributed to the kill.
Traits: focus on countering defense, prolonging the lives of allies, and chasing down foes and ending them with impactful crits.
Minors:
Morbid Purpose -
Gain access to Hunter’s Shroud, the Longbow weapon type, and Brands.
Means to an End -
Gain critical damage based on your Life Force percentage. Critical hits reap Life Force from enemies below the health threshold.
Deathly Duty -
You have a higher chance to critically hit foes below the health threshold.
When you gain Life Force, heal yourself for a percentage of the amount gained.
Adepts
Inescapable Fate – ICD = recharge of Brand
Cast Brand of Acceptance when striking a foe that is currently blocking or evading. Brands have substantially reduced recharges if the branded unit dies while under its effect. Additionally, activating a Brand skill grants you resistance.
Delaying the Inevitable – moderate ICD on protection application
Protection you apply has increased effectiveness on low health allies. Grant protection to allies around you when struck below the health threshold.
Harrowing Hunt – short ICD
Critically hitting a foe grants you swiftness and reveals them.
Masters
Piercing Realization -
Applying vulnerability extends the duration of all vulnerability currently on a foe.
Conditions you apply to vulnerable targets have their durations increased per every stack of vulnerability on your foe.
United in Death – short ICD
Killing an enemy heals and grants vigor to allies who contributed to the kill.
Swift Resolution -
Longbow skills have a higher crit chance versus disabled enemies. Reduced recharge on Longbow skills. Abandon all Hope is refreshed when you kill an enemy.
Grandmasters
Undeniable Action -
Hunter’s Shroud skills are unblockable. Increased outgoing healing based on your current Life Force percentage
Preserved Balance – longish, separate ICDs for each effect
Striking a downed enemy pulls them to you and grants you Stability. Break stun for allies and grant them resistance when you are downed.
Closing In – short ICD
Critical hits transfer movement impending conditions to your target. Apply torment when a condition is transferred in this way.
(edited by Treetoptrickster.4205)