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[Full Rework Idea] Celestial Expanded!

gentlegiantvexxgentlegiantvexx Posts: 327 Community Moderator
edited September 20 in Suggestions Box
Howdy y'all!

Been really diving into leveling Celestial DPS and felt it really need to hold it's own in DPS as well as it does in healing. Of course keeping the unique factors within game engine capability, I'm allowing it to still be cherry picked if needed and still mesh with other Mystical sets more than currently exists.

First hand, the goal of this Celestial Rework is to be the absolute beacon of light it should, primarily applying enchantments as opposed to Darkness's Mental states, Arcane Sorcery's Curses, and Infernal's various poisons, while still keeping it's identity as a very strong on demand healer with the highest raw healing. Additionally, to provide it being the Non-DoT dependent powerset as much it can be HoT compared to the rest of the Mystic power tree. With the options here, it still allows for it to be another set that many freeforms can cherry pick from and ATs that I've reworked down below to still hold their own plenty.

Starting with the buffs/debuffs of the set before going to the changed powers, and finally the new powers. Lastly, you will see things like [Minor], [Moderate]. and [major], which are respectively at base level 40 without buffs for damage numbers -- less than a value of 500 for Minor, 600-900 for Moderate, and 1000+ for Major.
=======Buffs and Debuffs========

Illumination - Has no change of it applying Mend to allies attacking illuminated targets, and allies recieving additional healing while under illumination. However, the Illumination debuff/buff needs to have a priority system based on higher presence OR Highest Bonus Healing core stat strictly.

Mend - has no change, but should inherit the illumination's higher Presence priority.

Light Everlasting - Has no change than what currently exists in game.

New Buff - Purified - Grants Aegis to allies, Increasing Ally's damage resistance by 10% for 16 seconds.

New Debuff - Purity - Applies Purity to enemy targets for 16 seconds, When dealing Paranormal Damage to targets affected by Purity, deal additional [Minor] Dimensional Damage and [Minor] Dimensional Damage to other targets within 10ft. This occurs every 1 second. Purity also counts as a curse.
=======Changed Existing Powers========

Rune Change:
Runes increase their radius exclusively for rankable runes, this includes Moonstruck, Pillar of Poz, Expulse, Pyre, Shield Restoration, Brimstone, Soul Vortex, Bad Sector, Electromagnet, Torrent, etc. Respectively 18-20ft at Rank 2, 20-25ft at rank 3

Rebuke:
Increased Damage and Cost
  • Add Advantage: Devoid (2) - apply Devoid to your primary targettarget for 16 seconds, applies Purified to your allied target.
  • Add advantage: Be not Afraid (2) - Applies Fear to your target for 16 seconds, applies Illumination to your allied target.
  • Add Advantage: Unforgiving (1) - Increase Charge Speed by 10% after a full charge, stacks up to 3 times.

Celestial Conduit:
Increased power potency, move to Tier 2 of the power tree.
Innate Ability added: Purity - upon full maintain, targeted ally receives Purified, Increasing allied target's damage resistance by 10%/15%/20% for 16 seconds.
  • Add Advantage: Exorcism (3) - Increase Damage by 50% on Illuminated targets
  • Add Advantage: Illumination ( 1 ) - Apply Illuminated to your Foe after a full maintain, apply Illumination to your friendly target after a full maintain.

Vengeance:
  • Add Advantage: Light Everlasting (2) - Upon a full charge, applies Light Everlasting to allies around your main target.
  • Add Advantage: Hexed (2) - Upon a full charge, applies Hexed to your Primary target.
  • Add Advantage: Holy Fire (2) - Has a 17%-50% chance to apply Clinging Flames, Guaranteed if the target is illuminated.
  • Add Advantage: Nailed to the Ground (2) - Disable Travel Powers.

Conviction:
  • Advantage Rework - Reverence (2): Heals allies, up to 5, in a 20ft range around you for half the amount you are healed.

Illumination:
  • Add Advantage: Absolution (2) - Refreshes Devoid to your Primary targeted foe for 16 seconds, Applies Light Everlasting to your primary target for 16 seconds

Iniquity:
  • Add Advantage: Rhapsody (3) - Grants a shield to your allies for as much as you've healed, Caster will take twice as much damage to their health.
  • Add Advantage: Purified (1)- Applies Purified to you, granting Aegis (10%) to you for 16 seconds.

Palliate:
  • Add Advantage: Divine Invocation (2) - Increase your allied target's damage by +50% (Active Offense) for 15 seconds.
    Transforms Palliate to an Active Offense, rendering other active offenses on cooldown.
  • Add Advantage: Redeemer (1) - Direct healing an ally reduces this power's remaining cooldown by 1 second, this occurs once every 3 seconds.

Imbue:
  • Add Advantage: Searing light (2): Deals Dimensional Damage every 1 Second for the duration of the power to targets within 20ft, Drains Max health by 5% every 1 second.

Seraphim:
  • Remove Advantage: Balance
    - Removed to create a passive based on this advantage.
=======New Powers========

Purity: - Tier 2
Debuff Targets
- Targets foe, 50ft, 20ft sphere, 0.5 Activation, Targets foe/friend ( 5 Max), 5s Recharge
- Illumination Animation
- Applies Purity to enemy targets for 16 seconds, When dealing Paranormal Damage to targets affected by Purity, deal additional [Minor] Damage and [Minor] Dimensional Damage to other targets within 10ft. This occurs every 1 second. Applies Purified to allies in range, granting Aegis, increasing targeted Allies Defense by 10%/15/20% for 16 seconds within range.
  • Add Advantage: Absolution (2): Refreshes Devoid to primary targeted foe, applies Light Everlasting to primary allied target.
  • Add Advantage: Miracle Splitter (3): applies Dependency to your primary target on an enemy, applies a stack of Furious to your primary Ally target.


Balance: - Tier 1
Slotted Offensive Passive
- Increases Paranormal Damage, Gain resistance to Paranormal damage and Additional Dimensional Damage Resistance.
While in Combat, Deals [Minor] Dimensional Damage up to 5 to targets within 25ft over time.

Courage: - Tier 1
Toggle Form
- Scales from Ego or Presence, whichever is higher
- Increases Ranged Damage primarily, Melee Damage secondarily
- Gains Courage, Stacks up to 8, whenever you apply an Enchantment ( Illumination, Mend, Purity, Light Everlasting, Runes, Circles, Radiant Sigils, etc. )

Divine Reverberation: - Tier 1
Energy Unlock
- Scales from primarily Ego, Recovery secondarily
- Receives energy every 3 seconds for 6 seconds after applying an Enchantment ( Illumination, Mend, Purity, Light Everlasting, Healing Runes, Circles, Radiant Sigils )

Glare: - Tier 3
Ranged Area Attack
- 100ft, 5ft Cylinder, .67s Activation time, 2.33 Charge time, targets foe, hits up to 5.
- Celestial Conduit beginning and launch Animation, Sudden beam of light erupting from user.
When targeting a Foe, deals [Major] Dimensional Damage to your targets within the cylinder range, deals 10% additional damage if you are affected by Mend. When targeting an Ally, heals allies a [Major] amount within the cylinder range, heals additional 10% if you are affected by Mend.
  • Add Advantage - Denounce (3) - Removes Main healing portion of this power, deals 30% additional damage to targets with Purity, applies Purified to allied targets in range when targeting an ally.
  • Add advantage - Harmony (3), Removes Damage portion of this power, applies Light Everlasting to allies, applies Purity to enemy targets when targeting a foe.

Wisplights: - Tier 2
Controllable Pet
- 2 sec charge, .087s activation time
- Redemption's Animation to summon light orbs with rez wings similar to heroes.
3 Light Wisp Orbs are summoned from the user and travel to allies within 30ft and grant a [Minor] heal in a 5ft/10ft/15ft area around the orb per second. Pet ability causes wisps to transform and instead track an enemy instead and deal dimensional damage in a 5ft/10ft/15ft to enemies per second.

Arise - Tier 3
Healing
- Self Ressurection and AoE Heal, 5 minute cooldown.
- Rise from the Ashes FX and animation
- You are brought back from defeat with 25% of your maximum health and restore your maximum health by 5% every second for 20 seconds.
  • Add Advantage: Fountain of Life (2): Upon using this power, you [major] heal up to 5 allies in a 20ft radius.

Divine Shield - Tier 1
Block
- Retaliation animation with Radiation Shield FX, Brilliance Aura at rank 3
Block 250%/300/350% of incoming damage while this power is held. Grants energy when struck, heals a [minor] flat health points to you.
  • Add Advantage: Holy Bulwark (2): Holding this power for 2 seconds applies Illumination to you.

Equinox - Tier 3
Ranged Attack
- Target's Foe, 50ft Range, 30s Cooldown
- Force Detonation animation
Deals [Major] Dimensional Damage to target foe. If the foe is affected by Fear, this power applies Illumination. IF the foe is affected by Illuminated, this power applies Fear. If the target is affected by both Fear and Illuminated, consumes both effects and deals [Massive] Dimensional Damage to up to 4 additional targets within 30ft and recharge instantly.
  • Add Advantage: Halt (2): Upon using this power, you Paralyze foes for a [moderate] duration.

Apocalypse - Tier 3
Ultimate Power - Sigil
- 3 minute cooldown, .67s activate time, 1.33s charge time,
- Must be fully charged
- Vengeance Animation to summon
A Light orb indestructible Sigil forms Under the target, healing allies within 30ft of the target, up to 10 for a flat amount every 1 second for 10 seconds. After 10 seconds, the orb starts to shine brighter and inspire allies up to 10 for 1%/2%/3% Damage
  • Add advantage: Beacon of Faith (3) - Removes the Inspire portion of the power and applies Light Everlasting to allied targets up to 10 within 15ft of the power, and applies Purified to allied targets up to 10 further than 15ft of the power.
  • Add advantage: Beacon of Sacrifice (3) - Removes the Healing Rune portion of the power and applies Overpower to the primary target, and applies Illuminated to enemy targets up to 10 within 30ft of the power.
===========Celestial AT Reworks! =============

Radiant AT Rework:
-Support Role-
Presence Primary - Ego Secondary - Intelligence Secondary
Sentry Spec Tree - Sentinel Spec Tree
1 - Radiance
1 - Rebuke
6 - Vengeance
8 - Seraphim
11 - Expulse =OR= Illumination
14 - Compassion
17 - Celestial Conduit =OR= Conviction
21 - Divine Shield
25 - Divine Reverberation
30 - Redemption
35 - Arise =OR= Ascension
40 - Iniquity


NEW: DawnBringer AT:
-Ranged Damage Role-
Dexterity Primary - Presence Secondary - Ego Secondary
Overseer Spec Tree - Avenger Spec Tree
1 - Radiance
1 - Rebuke
6 - Vengeance
8 - Retribution
11 - Expulse =OR= Celestial Conduit
14 - Courage
17 - Illumination =OR= Purity
21 - Divine Shield
25 - Divine Reverberation
30 - Glare =OR= Equinox
35 - Imbue
40 - Planar Fracture

Please keep in mind AT's are training wheel incentives to obtain a Freeform slot and do better, while of course the AT can hold it's own. Thank you.

==============

As you've read this, this is meant to really take what exists and make more out of it instead of outright creating too many things brand new and take up resources. This also aims to keep server strain in mind with dealing damage to targets.
Post edited by gentlegiantvexx on

Comments

  • You know what, That's the best AT idea I've ever heard! I love it!
  • edited August 26
    Maybe, you should change the Ultimate powers for The DawnBreaker AT from Planar Fracture to Apocalypse. Cause, The Hexslinger AT already have one.
    Post edited by ultimategamerxx#7465 on
  • gentlegiantvexxgentlegiantvexx Posts: 327 Community Moderator
    edited August 26
    Now I don't expect Apocalypse to be a free power, I'm sure with as much effort as it would take to make, it's gotta be a lockbox unlocklable. Though, you're right; It could be a choice power along something, else just drop the ultimate and give it Equinox at level 40 and keep Glare at 30 for the Dawn Bringer AT.
    Post edited by gentlegiantvexx on
  • edited August 26
    Maybe, you should change the Ultimate powers for The DawnBreaker AT from Planar Fracture to Apocalypse. Cause, The Hexslinger AT already have on.
    Sorry. I misspelled "one".
  • glortorglortor Posts: 331 Arc User
    edited September 5
    What I think Celestial sorely needs right now:
    1. Change Conduit's animation to be in line with other maintains in that you can move. Right now it's not worth taking as you get squished by Graviturd.
    2. To be honest MOST celestial powers are full charges or whatever that'll just kill you either by making you unable to move or even making you held or knocked before you can even get them out
    3. A DPS ult that's in line with other dps ults
    4. An AOE maintain that lets you move around and that has the option to drag enemies together.

  • gentlegiantvexxgentlegiantvexx Posts: 327 Community Moderator
    Redid the rankable runes suggestion to increase the size a fair margin.
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