1Charak2 said
welp im gonna just gonna make a top 10 list. :) (abiltys only not weapons) Top 10 strongest wip0 Gin1 Hebigami: Im not being biased here: the only reason im placing this here is because of the Class. that can be used and the effective power that they have. 2 Rinion: summoners are usually a Class to not take lightly because nobody knows what their are going to summon 3 Eddie: Because of the utilty of the class as a whole (and his mastery level) 4 Hjalmer: that attack speed though 5 Renbu: He has a large Damage scaling and could be a powerful Offensive attacker 6 Overconfident magi. hes got a Very versatile class that could work will in a lot of situations 7 Lupus intus: is a allround tank but many buffs and large burst damage can wear down the health 8 Pudding: Koko: gravity is a powerful thing.. 9 Loki leo: because his positions can be easily compromised 10 Thundercat: Seems to be a Offensive utilty mage class that has some uses's(my class is not on to avoid biased placing XD) don't kill me...
I'm pretty much agreeed with that. However, If I had utter free rain to make my char as OP as I wish. BEHOLD THE TRUE ELEMENTALIST
The Elementalist Mage Specialises in manipulating the raw energy of the elements in to Devastating attacks, from calling down thunder to eruptions of fire.Points are spent in a system called "Affinities" Affinity's Effect the way some spells behave, Others determine how the spell itself acts. All have unique Upsides.
Notes CD = Cool Down CT= Cast Time. ChT =Channel Time (Channeling spells are spells that start when the mage starts casting, and finishes when the mage finishes the ChT is the LONGEST the mage can hold the spell. it does its effect over that time)
All Skills are Gained. The Elementalist also suffers from UC, which is a Universal Cooldown, He cannot cast any spell (unless stated it is independant from UC) for 1 sec after casting another.
Terramancer; Every point in Terramancer increases Vit and Res by 10 points and a further 10% (cumalative) It also grants improved DOT on foes.
Pyromancer; Every Point in Pyromancer Increases Int and Agi by ten points, and a further 10% (Cumalative) It also reduces cast times by 1 second per point.
Cyclomancer; Every Point in Cyclomancer increases Willpower by 20 Points, and all others by 1, A further 5% is added on to all stats (Cumalative)
Passives;
Elemental Armour; Grants additional 10% protection against elemental attacks.
Actives;
Crystalline Bolt; Fire a Earth based Bolt, Primarily Dmg based, Stuns the foe for 2 seconds. CD; 0 CT; 2s
Raging Storm; The Mage unleashes a bolt of lightning energy from his hand. Drains foes Mana at a rate of 20% Per sec (Stamina drains at a rate of 25% per sec) CD; 15s Cht; 4s
FireBall; A hurled orb of flame, Has a chance to Detonate any CountDowns Early (50%) Also inflicts 'on fire' Debuff, dealing extra DOT. The heavier a foes armor, the more damage is done, However lighter armor catches light more easily and burns longer. CD; 0 CT; 3s
Passives:
Fire Starter: All spells take 20% less time and 5% less mana to cast, CD is also reduced by 10%
StormBringer; Increase Spell Power (Damage done by spells) by 8%
Elemental Forces; Each Elemental spell does an additional 10% of damage of a random element Not of the Spells Element.
Actives;
Ice Shell; Absorbs 10000 Dmg over a maximum of 30s, any target, if targeted on a foe, auto casts on self. CD; 20s CT; 0
Lightning Bolt; A bolt of massive energy that can be cast in 2 ways, version 1 is a ark in front of the caster, electrocuting all in front of the caster for medium damage. Unavoidable. The second form is a straight line of lightning, that continues untill dispelled or it hits something, dealing massive damage on a single target. CD;2s CT; 1.5s
CountDown; when cast, nothing happens for 8 seconds (unless fireball activates it) Upon detonation it does a high amount of Dmg to the foe, While count down is active Foe takes an extra 10% fire DMG CD; 5s CT; 0
Passives; Dependant upon Specialism
Burning impatient Increase the DMG of non-instant spells by 10%
High Voltage; Reduce Incoming Dmg by 5% and reflect that back at the foe
Abrasion; Spells ignore 10% of the foes armour and resistance.
Actives;
Summon Elemental; Summons A Elemental (Lesser) to the mages side, These are the Summons Available;
Earth Elemental, High health, High armour, Low Dmg, draws enemy attacks
Fire Elemental, Ranged Dmg dealer, Throws Fireballs (See spell) Low armour, low health,
Storm Elemental, Melee Dmg Dealer, med health, med armour, uses lightning based physical attacks
( Summoned creature Increases with Mage level and Int, For every Teir above T3 the mage can summon a Extra Elemental)
ThunderShock; a short range blast of lightning, AOE cone Deals high knock back, causes the "Deaf" debuff, causing the foe not to hear anything and lose 50% of the Agi stat for 30s CD; 5s CT; 0
Cinder Blast; a massive eruption of pyroclastic matter engulfs the target, High DMG. Small (10%) chance to place a Count Down on them Also causes the 'Burnt' Debuff reducing armour by 10% for 2 Minutes, regains 1% for every minute after the debuff is ended CT; 5s CD; 15
Passives
Prismatic Armour; Upgraded Elemental armour Increase Elemental Resistance to 50% As well as gaining a 20% resist to physical Dmg (Skills included)
Actives;
Ice Blade; The Elementalist creates a blade of Pure ice, existing at absolute zero, it has 2 hits, Each hit deals massive Dmg and inflicts the debuffs of "Permafrost" which is a loss of 20% agi untill warmed up again (bed, hearth, or firespell) and Frostbite, Which increases Cold/Frost damage until death., CD; 15s CT; 2s
Inferno; consumes the foe in a blaze of death and fire Deals 20% of foes Max health. Also inflicts "Incinerated" Which is the 'On fire' and "burnt" debuffs combined. CD; 20s CT; 0 DOES NOT TRIGGER UT.
Eye of the storm; Target, and all foes around target take constant lightning DMG for 10s, are also slowed. Any foe trying to move takes double damage in wind dmg and is hurled in to the 'Eye of the storm' CD; 15S CT; 0
Passives;
Vengeful Prismatic Armour; (Stacks With prismatic Armour) Absorb 10% of all incoming dmg and reflect it as a Random Element Dmg
Specializations;
Tectonic shift; Destabilize the ground under you causing all foes within a 10m area to take Dmg and be hurled away, those with a Str higher than the mages Int can stay within the area, however take 2x dmg per sec (cumalative) CD; 15s ChT;10s
Flash Fire; Set light to a area of the ground Dealing Dmg over time, once per second over 10 seconds, Each round of DMG has a chance to apply countdown to targets, CD; 10s CT; 5s (Spell starts at the start of casting, If casting is stopped early, Reduce spell duration by time of casting not done x 2)
Living Lightning; Cast on anything, Deals Dmg Per second over 20 seconds on any foe around cast on target, It stacks up to 10 times CD; 5Sec CT; 0
Passives;
Elemental Soul; The Elementalist Gains total immunity to Earth, Air, Fire, Water, Ice And Electric damage, And also gains a 50% dmg reduction total. They can also summon Greater Elementals. As well as getting a +50% to all stats. Along with Interrupt immunity
Actives;
Boon of Life; The Elementalist can Deal 20% of a creatures Max health as Dmg to it, The Elementalist then gains this as Extra health, 'overhealing' him if it can, Overhealed hit points decrease a the rate of 1per second, and cannot be Healed back except for viea Boon of Life Overhealed Hit points will be lost before normal hit points. CD 20s, ChT; 5s
Eye Of The Sun; The Elementalist creates a Micro star in his palm, and can direct its fury upon Whosoever he chooses. Friends are healed, Foes are Damaged, Any foe within 20m has fireball cast on them every 0.2 secs, Every foe in 50m has Countdown cast on them, Any foe in under 5m suffers 50% max health dmg per second. This skill lasts for 20s, CT; 15s, CD; 15 minutes
Evocation Of The Storm; The elementalist creates The Ultimate storm, Reducing all costs of his lightning based skills to Zero, and Cast times and Cool downs to zero, This also causes Lightning bolts (see the second way of casting spell of the same name) Upon all foes around him from the sky, This does not affect airships, but deals x4 dmg to flying creatures. CT; 10s CD20 Minutes, Time lasts In area; 30 Minutes, However does not move with mage.
Now, and Only now. do you have my permission to crap your pants.