New race design: Fishermonks & Sirens
PotatoHeadQR - Dreamweaver
Posts: 2,507 Arc User
This belongs here because I'm not delusional enough for it to be a suggestion; it's merely designed a race with (mostly) pwi mechanics for the fun of it.
td;dr metagaming
Sirens are a spellcaster dps class with self-heals that relies on skills that can only be cast on water.
Fishermonks are a tanky class that can greatly improve survivability of others in pve. Also pullers with very good aoe aggro skills (e.g. you can grab a fishermonk to do WS pulls and enable a sin to tank the bosses).
The main mechanic of the race in pvp is disabling gear and manipulating enemies.
Note that I first developed the siren skills and then, kinda hastily the fishermonks'.
Appearance
Fishermonks: something like the villagers in Frost
Sirens: well, sirens. like in the 59 water path
Lore
Centuries ago, the south part of the world was a vast sea, home of the tideborn ancenstors; this changed as the Earthguard lands slowly rose from the ocean, separating the anciend tideborns tribes which evolved in different ways. While the east part evolved as a unified tideborn nation consisting of psychic and assasins, the west part was quickly separated into two; the sirens and the fishermonks. Initially, both of them lived in the deep underwater city of Surifoobar. Fishermonks depeloped a strict honour code, which considers the sinister manipulation techniques developed by the sirens an abomination; this led to the ostracization of the sirens and eventually they were forced to leave the city. For a few years there was peace... then the sirens attacked the city. The siege lasted for years for the protective barries were too strong. Eventually the sirens started to dig a tunnel in the ocean floor to bybass the protective barriers. But the sirens dug too deep and awakened ancient creatures of unforetold power, forcing both tribes to seek refuge to the surface, leaving their home city, horribly disfigured, to the wraiths. Ever since, they are in a state of constant war, blaming each other for the catastrophe. However, over the years, some of them started to feel a great danger looming in the horizon; as more and more became aware of this discord they started to gaze beyond the mountains that separated their homeland from the rest of the world. Eventually, some of the crossed them and found out about the great threat. Some of them returned to their homeland and tried to convert the rest; some others created roads in the mountains and the rest joined the fight against the wraiths.
Players cannot leave the area until they are aware of discord; Cultivation paths are modified.
Certain areas are race pvp enabled (sirens vs fishermonks); only certain level ranges have access to those.
City of Surifoobar: New dungeon with gem drops.
Siren:
Hydrogenesis:
You contentrate water from the atmosphere and suround yourself in the mist. Your channeling, attack, pdef and mdef is reduced by 50% but you can cast skills as if you were on water.
Each time you are hit by a water spell your channeling and attack is restored for 3 sec. Each time you are hit by a fire spell you are not on water for 3 sec.
Sage: your attack, mdef and pdef is reduced by 20%
Demon: your channeling is reduced by 20%
Rain dance:
Summons dark clouds, transforming the area around you in a shallow lake for 1 minute.
Sage: effect lasts 2 minutes
Demon: Has 20% chance to consume only half a spark
Hidden Waters (Luminance):
You feel the power of water deep in the earth. You and your squad members are now on water. Effect lasts while you channel it consuming mana every 3sec, plus 10sec after you stop channeling.
Seduction[Only usable on water]:
Sing a seducing song, consuming mana every 3sec. Every 3sec enemies around you have 5-10% chance to involuntarily remove gear pieces and not be able to equip gear in that slot for 5sec.
Sage: Increases the chance to 20%
Demon: Increases the duration to 7sec
Kiss of death [Only usable on water]:
Removes all gear from an enemy.
Sage: You gain all their defensive gear bonuses for 2sec
Demon: You gain all their offensive gear bonuses for 2sec
Lovestruck (Shroud):
Curses target. Eveytime the target takes action, there is a chance determined by soulforce difference to give the power of his ornaments to you and lose it her/himself for 5sec (e.g. if s/he has a general's badge you get +125mattack +125pattack +4% crit -6%chan +1280 hp while s/he loses them).
Charm:
Target gets the charmed curse. Target cannot attack you for 5-10sec and you have a higher chance to activate your skill effects on targets charmed by you and lower chance to activate your skill effects on targets charmed by other sirens. Overwriting a charm placed by another siren makes you take damage equal to their soulforce.
Sage: You only take half the damage
Demon: You cause double damage
Parasitic Love (Morai 80):
Self buff.
When you have less than 90% hp and someone you charmed is near you, their hp is reduced by 20% and you gain 10% of their hp.
After 5 activations they are no longer charmed and cannot be charmed for 30sec
Morai Upgrade: can be cast it on someone else
Ultimate sacrifice:
If you take lethal damage and the person with the buff is near you, you recover all your hp and mana but they die. You cannot buff people outside your squad.
Sage: You recover all your sparks
Demon: Cooldown is reduced by your channeling
Wrath of the Siren:
When the buffed person dies, the hit that killed them is reflected back.
Sage: The buffed person resurects at 80% hp and is immune to seal and stun for 2 sec
Demon: Has 10% chance to kill the attacker
Water Strike [Only usable on water]:
Deals damage to the target equal to X% of your weapon attack plus X water damage
Sage: adds a water DoT (stackable)
Demon: Chanelling is reduced by 25%
Nail Scratch:
Deals physical damage to the target equal to your magic attack plus X
Sage: has 20% chance to get 50chi
Demon: target bleeds to damage equal to your soulforce
Siren Cry:
Deals water damage to the target equal to your magic attack plus X% of your weapon attack plus X
Sage: if it crits you gain 50 chi
Demon: if it crits it hits 3x instead of 2x
Muddy Waters (only usable in water):
Contaminates the area increasing the stealth level of everyone in it by 20. Nobody can cast skills or keep channeling skills without unstealthing
Sage: Friendly targets regenerate 10 chi per second
Demon: Channeling skills costs 10 chi per second
Maelstrom Malefica (only usable on water):
Call the power of the sea to trap your enemies in a giant maelstrom: they suffer X% of weapon attack plus X water damage every 3 sec for 10 sec if they are on water.
If they exit the water, they suffer X earth damage and they are stunned for 10 seconds
Sage: Your allies regenerate hp equal to X% of your weapon attack
Demon: slows targets by 90%
Curse of the Loveless:
Deals damage equal to 50% of your soulforce to everyone around you, including friendly targets and you. The damage ignores defenses. After you cast it, you have 10sec to charm someone otherwise you die.
Sage: Friendly targets receive 50% less damage, you receive 75% less damage and you have to charm someone within 15sec
Demon: The damage ignores defense levels, ignores all immunities and doesn't hurt you, cooldown is reduced by your channeling but you have to charm someone within 3seconds
Water Absorption (Corona):
Recover 1% of damage dealt in targets that are 10 levels higher than you
Fishermonk
Honour Code:
Target gains 10-20 def levels and 50-70 demonwarding levels (depending on your soulforce) but reduces bloodpaint heals by 50%.
Sage: CD is reduced to 1sec, gains 5 more def lvl and 20 more demonwarding levels but completely nulifies bp heals
Demon: Also decreases interval between attacks by 0.1 and reduces bloodpaint heals by 25%. the effect is incorporated in the honour buff (e.g. can be stacked with demon spark)
Communal spirit:
Split your unbuffed hp to equal amounts among your party members.
Sage: Also splits defense levels
Demon: gain 1% of each party's member unbuffed hp
Bait:
You generate a massive amount of aggro within an area and slowly pull enemies to you at 50% of their speed for 10 seconds. The pulling effect applies to enemy players.
Sage: you gain 10 def levels
Demon: increases the pulling speed of enemies by 100%, frenzies them and increases your crit rate by 50%
Whirlpool:
Enemies are drawn to you at their current speed for 15 seconds
Sage: enemies are teleported to you
Demon: 10% chance to stun a target every 2seconds for 5seconds
Trident Pierce:
0.5+0.5 2sec 10chi
Deals physical damage equal to your weapon attack plus X.
Has a chance reduce the stats of a random piece of opponents gear by 5-10% for 5-10sec. The effect can be stacked. Str points increase the chance of proc on HA, dex the chance in LA and mag&vit on AA.
Sage: The effect persists until the person dies.
Demon: Has 25% chance to reduce the gear effectiveness to 0.
Water splash:
You have a chance to remove a charm curse from target. The chance depends on the soulforce difference between you and the siren. If succesful, the siren takes damage equal to the difference of the soulforce.
Sage: the siren takes damage equal to your soulforce
Demon: 100% purify chance but the target gets stunned for 3sec
Net of the fisher:
Seal enemies in the area and slowly pull them to you for 10 seconds reducing their mana pool by 10x your mag points every second.
Sage: gain 10 chi per second
Demon: drains 10 chi per second
Harpoon throw:
0.5+0.5 2sec 10chi
Deals physical damage equal to your weapon attack plus X.
Has a chance to interrupt channeling.
Sage: always interrupts
Demon: Trident effect chance
Poison trap:
Enemies around you take massive wood damage over time and lose X chi points every 3sec where X is your mag points. Lasts 10-20 seconds
Sage: after leaving the area the poison effect persists for 10 sec
Demon: deals 3x damage but friendly targets also get poisoned
Explosion:
After 5sec the ground around you explodes, dealing physical, fire and earth damage equal to your weapon attack + X. Str boosts the physical damage, dex boosts the earth damage and mag/vit boosts the fire damage.
Sage: Also places a fire DoT
Demon: Hurts friendly targets but enemies get stunned for 3sec.
Trap:
Places a trap to your current position that immobilizes enemies that step into it for 5-10 seconds.
Sage: Stuns the target
Demon: Increases activation area
Barbaric Assault:
Deals weapon damage plus X physical damage and has a chance to deactivate special weapon procs (e.g. purify spell for 5-10sec sec
Sage: always procs
Demon: reduces the chance to proc. if it procs, it deactivates any special procs on your weapon for 15sec sec but the enemy's proc is deactivated until they die.
Fish harvest:
Consumes a spark to top up your hp.
Sage: additionaly heals you for 100% of your hp over 9sec. mag/vit boosts the healing effect.
Demon: has 20% chance to consume half a spark
Sustainable Fishing:
Eliminates 10% of the enemies in an area rounded down; the rest of them become immune to damage for 10-5sec; you are purified and immune to stun, immobilize and seal for 5sec. Enemies that are at least 10 levels higher cannot be eliminated but they lose 20% of their hp
Sage: time duration of all effects is increased by 10sec and 20% of enemies are eliminated
Demon: has a chance to round up
Fisher eye:
Decreases the stealth level of enemy targets in water by 5 and increases the stealth detection level of friendly targets on land by 5.
Sage: friendly targets gain 10 chi per second
Demon: stealthed enemy targets lose 10 chi per second
Far reach:
Increases your melee range by 50% but reduces your damage damage by 50%
Sage: reduces damage by 20%
Demon: increases your crit rate by 5%
Fish Oil:
Has 10-30% chance to evade siren curses
Sage: Has 50% chance to evade siren curses and 10% chance to evade negative effects
Demon: has 20% chance to reflect the curse to the siren
Break the Ice:
Purifies an immobilizing effect after 2s and converts a stun to seal after 2s
Sage: Reduced CD
Demon: also makes you immune to immobilize for 2s
td;dr metagaming
Sirens are a spellcaster dps class with self-heals that relies on skills that can only be cast on water.
Fishermonks are a tanky class that can greatly improve survivability of others in pve. Also pullers with very good aoe aggro skills (e.g. you can grab a fishermonk to do WS pulls and enable a sin to tank the bosses).
The main mechanic of the race in pvp is disabling gear and manipulating enemies.
Note that I first developed the siren skills and then, kinda hastily the fishermonks'.
Appearance
Fishermonks: something like the villagers in Frost
Sirens: well, sirens. like in the 59 water path
Lore
Centuries ago, the south part of the world was a vast sea, home of the tideborn ancenstors; this changed as the Earthguard lands slowly rose from the ocean, separating the anciend tideborns tribes which evolved in different ways. While the east part evolved as a unified tideborn nation consisting of psychic and assasins, the west part was quickly separated into two; the sirens and the fishermonks. Initially, both of them lived in the deep underwater city of Surifoobar. Fishermonks depeloped a strict honour code, which considers the sinister manipulation techniques developed by the sirens an abomination; this led to the ostracization of the sirens and eventually they were forced to leave the city. For a few years there was peace... then the sirens attacked the city. The siege lasted for years for the protective barries were too strong. Eventually the sirens started to dig a tunnel in the ocean floor to bybass the protective barriers. But the sirens dug too deep and awakened ancient creatures of unforetold power, forcing both tribes to seek refuge to the surface, leaving their home city, horribly disfigured, to the wraiths. Ever since, they are in a state of constant war, blaming each other for the catastrophe. However, over the years, some of them started to feel a great danger looming in the horizon; as more and more became aware of this discord they started to gaze beyond the mountains that separated their homeland from the rest of the world. Eventually, some of the crossed them and found out about the great threat. Some of them returned to their homeland and tried to convert the rest; some others created roads in the mountains and the rest joined the fight against the wraiths.
Players cannot leave the area until they are aware of discord; Cultivation paths are modified.
Certain areas are race pvp enabled (sirens vs fishermonks); only certain level ranges have access to those.
City of Surifoobar: New dungeon with gem drops.
Siren:
Hydrogenesis:
You contentrate water from the atmosphere and suround yourself in the mist. Your channeling, attack, pdef and mdef is reduced by 50% but you can cast skills as if you were on water.
Each time you are hit by a water spell your channeling and attack is restored for 3 sec. Each time you are hit by a fire spell you are not on water for 3 sec.
Sage: your attack, mdef and pdef is reduced by 20%
Demon: your channeling is reduced by 20%
Rain dance:
Summons dark clouds, transforming the area around you in a shallow lake for 1 minute.
Sage: effect lasts 2 minutes
Demon: Has 20% chance to consume only half a spark
Hidden Waters (Luminance):
You feel the power of water deep in the earth. You and your squad members are now on water. Effect lasts while you channel it consuming mana every 3sec, plus 10sec after you stop channeling.
Seduction[Only usable on water]:
Sing a seducing song, consuming mana every 3sec. Every 3sec enemies around you have 5-10% chance to involuntarily remove gear pieces and not be able to equip gear in that slot for 5sec.
Sage: Increases the chance to 20%
Demon: Increases the duration to 7sec
Kiss of death [Only usable on water]:
Removes all gear from an enemy.
Sage: You gain all their defensive gear bonuses for 2sec
Demon: You gain all their offensive gear bonuses for 2sec
Lovestruck (Shroud):
Curses target. Eveytime the target takes action, there is a chance determined by soulforce difference to give the power of his ornaments to you and lose it her/himself for 5sec (e.g. if s/he has a general's badge you get +125mattack +125pattack +4% crit -6%chan +1280 hp while s/he loses them).
Charm:
Target gets the charmed curse. Target cannot attack you for 5-10sec and you have a higher chance to activate your skill effects on targets charmed by you and lower chance to activate your skill effects on targets charmed by other sirens. Overwriting a charm placed by another siren makes you take damage equal to their soulforce.
Sage: You only take half the damage
Demon: You cause double damage
Parasitic Love (Morai 80):
Self buff.
When you have less than 90% hp and someone you charmed is near you, their hp is reduced by 20% and you gain 10% of their hp.
After 5 activations they are no longer charmed and cannot be charmed for 30sec
Morai Upgrade: can be cast it on someone else
Ultimate sacrifice:
If you take lethal damage and the person with the buff is near you, you recover all your hp and mana but they die. You cannot buff people outside your squad.
Sage: You recover all your sparks
Demon: Cooldown is reduced by your channeling
Wrath of the Siren:
When the buffed person dies, the hit that killed them is reflected back.
Sage: The buffed person resurects at 80% hp and is immune to seal and stun for 2 sec
Demon: Has 10% chance to kill the attacker
Water Strike [Only usable on water]:
Deals damage to the target equal to X% of your weapon attack plus X water damage
Sage: adds a water DoT (stackable)
Demon: Chanelling is reduced by 25%
Nail Scratch:
Deals physical damage to the target equal to your magic attack plus X
Sage: has 20% chance to get 50chi
Demon: target bleeds to damage equal to your soulforce
Siren Cry:
Deals water damage to the target equal to your magic attack plus X% of your weapon attack plus X
Sage: if it crits you gain 50 chi
Demon: if it crits it hits 3x instead of 2x
Muddy Waters (only usable in water):
Contaminates the area increasing the stealth level of everyone in it by 20. Nobody can cast skills or keep channeling skills without unstealthing
Sage: Friendly targets regenerate 10 chi per second
Demon: Channeling skills costs 10 chi per second
Maelstrom Malefica (only usable on water):
Call the power of the sea to trap your enemies in a giant maelstrom: they suffer X% of weapon attack plus X water damage every 3 sec for 10 sec if they are on water.
If they exit the water, they suffer X earth damage and they are stunned for 10 seconds
Sage: Your allies regenerate hp equal to X% of your weapon attack
Demon: slows targets by 90%
Curse of the Loveless:
Deals damage equal to 50% of your soulforce to everyone around you, including friendly targets and you. The damage ignores defenses. After you cast it, you have 10sec to charm someone otherwise you die.
Sage: Friendly targets receive 50% less damage, you receive 75% less damage and you have to charm someone within 15sec
Demon: The damage ignores defense levels, ignores all immunities and doesn't hurt you, cooldown is reduced by your channeling but you have to charm someone within 3seconds
Water Absorption (Corona):
Recover 1% of damage dealt in targets that are 10 levels higher than you
Fishermonk
Honour Code:
Target gains 10-20 def levels and 50-70 demonwarding levels (depending on your soulforce) but reduces bloodpaint heals by 50%.
Sage: CD is reduced to 1sec, gains 5 more def lvl and 20 more demonwarding levels but completely nulifies bp heals
Demon: Also decreases interval between attacks by 0.1 and reduces bloodpaint heals by 25%. the effect is incorporated in the honour buff (e.g. can be stacked with demon spark)
Communal spirit:
Split your unbuffed hp to equal amounts among your party members.
Sage: Also splits defense levels
Demon: gain 1% of each party's member unbuffed hp
Bait:
You generate a massive amount of aggro within an area and slowly pull enemies to you at 50% of their speed for 10 seconds. The pulling effect applies to enemy players.
Sage: you gain 10 def levels
Demon: increases the pulling speed of enemies by 100%, frenzies them and increases your crit rate by 50%
Whirlpool:
Enemies are drawn to you at their current speed for 15 seconds
Sage: enemies are teleported to you
Demon: 10% chance to stun a target every 2seconds for 5seconds
Trident Pierce:
0.5+0.5 2sec 10chi
Deals physical damage equal to your weapon attack plus X.
Has a chance reduce the stats of a random piece of opponents gear by 5-10% for 5-10sec. The effect can be stacked. Str points increase the chance of proc on HA, dex the chance in LA and mag&vit on AA.
Sage: The effect persists until the person dies.
Demon: Has 25% chance to reduce the gear effectiveness to 0.
Water splash:
You have a chance to remove a charm curse from target. The chance depends on the soulforce difference between you and the siren. If succesful, the siren takes damage equal to the difference of the soulforce.
Sage: the siren takes damage equal to your soulforce
Demon: 100% purify chance but the target gets stunned for 3sec
Net of the fisher:
Seal enemies in the area and slowly pull them to you for 10 seconds reducing their mana pool by 10x your mag points every second.
Sage: gain 10 chi per second
Demon: drains 10 chi per second
Harpoon throw:
0.5+0.5 2sec 10chi
Deals physical damage equal to your weapon attack plus X.
Has a chance to interrupt channeling.
Sage: always interrupts
Demon: Trident effect chance
Poison trap:
Enemies around you take massive wood damage over time and lose X chi points every 3sec where X is your mag points. Lasts 10-20 seconds
Sage: after leaving the area the poison effect persists for 10 sec
Demon: deals 3x damage but friendly targets also get poisoned
Explosion:
After 5sec the ground around you explodes, dealing physical, fire and earth damage equal to your weapon attack + X. Str boosts the physical damage, dex boosts the earth damage and mag/vit boosts the fire damage.
Sage: Also places a fire DoT
Demon: Hurts friendly targets but enemies get stunned for 3sec.
Trap:
Places a trap to your current position that immobilizes enemies that step into it for 5-10 seconds.
Sage: Stuns the target
Demon: Increases activation area
Barbaric Assault:
Deals weapon damage plus X physical damage and has a chance to deactivate special weapon procs (e.g. purify spell for 5-10sec sec
Sage: always procs
Demon: reduces the chance to proc. if it procs, it deactivates any special procs on your weapon for 15sec sec but the enemy's proc is deactivated until they die.
Fish harvest:
Consumes a spark to top up your hp.
Sage: additionaly heals you for 100% of your hp over 9sec. mag/vit boosts the healing effect.
Demon: has 20% chance to consume half a spark
Sustainable Fishing:
Eliminates 10% of the enemies in an area rounded down; the rest of them become immune to damage for 10-5sec; you are purified and immune to stun, immobilize and seal for 5sec. Enemies that are at least 10 levels higher cannot be eliminated but they lose 20% of their hp
Sage: time duration of all effects is increased by 10sec and 20% of enemies are eliminated
Demon: has a chance to round up
Fisher eye:
Decreases the stealth level of enemy targets in water by 5 and increases the stealth detection level of friendly targets on land by 5.
Sage: friendly targets gain 10 chi per second
Demon: stealthed enemy targets lose 10 chi per second
Far reach:
Increases your melee range by 50% but reduces your damage damage by 50%
Sage: reduces damage by 20%
Demon: increases your crit rate by 5%
Fish Oil:
Has 10-30% chance to evade siren curses
Sage: Has 50% chance to evade siren curses and 10% chance to evade negative effects
Demon: has 20% chance to reflect the curse to the siren
Break the Ice:
Purifies an immobilizing effect after 2s and converts a stun to seal after 2s
Sage: Reduced CD
Demon: also makes you immune to immobilize for 2s
you only purge once #yopo
Post edited by PotatoHeadQR - Dreamweaver on
0
Comments
-
reseved
nothing is coming but I always wanted to do that /ironically/ b:avoidyou only purge once #yopo0 -
Probably more work than you want to put into something that's just for make believe, but:
How about adding what level/cultivation skills can be gained and prerequisite skills?[SIGPIC][/SIGPIC]
Weekly Japanese/English bilingual webcomic
thejapanesepage.com/ebooks/yuki_no_monogatari_manga0 -
Mayfly - Dreamweaver wrote: »Probably more work than you want to put into something that's just for make believe, but:
How about adding what level/cultivation skills can be gained and prerequisite skills?
I didn't even think about that... probably will add those when I add cast/chan/cd/chi cost
but naturally it will be base attacks>buffs>aoes>ultis at 59you only purge once #yopo0
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