This is going to be part 1 of an 8 part series of posts! For the next 8 days I'm going to make detailed posts regarding the class changes for full release! Since there's so much work to do and so many changes to go over, I felt it was needed to split it into this many parts. So today is the Berserker and Templar, tomorrow is the Dragon Slayer and Knight, Wednesday is the Arcane Mage and White Mage, Thursday is the Blood Mage and Shaman, Friday is the Assassin and Marauder, Saturday is the Duelist and Ninja, Sunday is the Sharpshooter and Herablist, and Monday is the Hunter and Brewer! Some of this content is reposted from my game's
subreddit, but most is original content just for you guys!
Any old spell contents that have been removed are going to be
striked through, and any content that is new is going to be
bold.
Today and tomorrow covers Warriors. Warriors are pretty damn powerful. They get the strongest weapons, strongest armor, and an assortment of abilities that grant them even more damage and resistance. So I had to tone down their power in order to allow other classes to keep up. As a result you'll see that Warriors now have many more abilities that cost Health, as well as Damage Reduction abilities being more scarce. This is in an attempt to focus buffing power onto other classes to incentivise you into diversifying your party instead of just having 3 Warriors and a Blood Mage.
Berserker
The Berserker had a small theme of being more powerful the lower health he had. I wanted him to have a Passive where he dealt more damage the lower his health was, but at the time I didn't completely know how to program that within the scope of my game's limitations (keep in mind this was 2 years ago and I didn't know nearly as much about programming as I do now). But now I was able to make Berserk, which grants bonus Damage Dealt based on Missing Health. His theme now is more in line with a enraged unit that thrives on spending Health to deal more damage.
Actives
Raging Strike
- Deals 100% Attack Damage plus bonus Damage equal to 20% 25% of your Missing Health
- Cost: 30 35 Mana; Cooldown: 3 Turns
- Upgrade: +20% +15% Initial Damage
- Upgrade: +15% Missing Health Damage Additionally deals bonus Damage equal to 15% of the Target's Missing Health
Collateral Damage
- The Berserker steals 25% of an Ally's Health as Attack Damage but grants them 30% Damage Reduction for 3 turns Deals 250% Attack Damage
- Cost: 35 Mana 35% Health (35 minimum); Cooldown: 5 3 Turns
- Upgrade: +10% Health Steal -10% Health Cost and -10 Minimum Cost
- Upgrade: +20% Damage Reduction If this Kills the Target, surrounding Enemies take half Damage
Equalizer
- If your Current Health Percent is lower than the Target's, you Heal by
20% 15% of your Maximum Health and the Target takes Divine Damage equal to 20% 15% of their Maximum Health (Heal and Damage is half effective against Bosses)
- Cost: 35 50 Mana; Cooldown: 2 4 Turns
- Upgrade: +15% Healing and Damage Dealt +10% Maximum Health Heal
- Upgrade: If the Berserker is below 25% Health the Equalization is 50% more effective +10% Maximum Health Damage
Channel Anger
- For 3 turns you gain 25% Accuracy and Damage Dealt 35% Damage Dealt and 50 Attention
- Cost: 30 Mana 15% Health (20 minimum); Cooldown: 4 5 Turns
- Upgrade: Additionally grants 25% 35% Damage Reduction for the duration
- Upgrade: Additionally grants 25% 35% Lifesteal for the duration
Passives
Berserk
- Attacking applies a stack of Berserk (up to 5) onto the Berserker for 3 turns, increasing Damage Dealt by 7% per stack Attack Damage Dealt is increased by 1% per 1.5% Missing Health
- Upgrade: +3 Maximum Stacks Additionally provides 1% Critical Strike Chance per 2.5% Missing Health
- Upgrade: Additionally provides 3.5% Lifesteal per stack Additionally provides 1% Lifesteal per 3.5% Missing Health
NumbnessSmall note: although the spell description is essentially the same, you actually gain a little
more Damage Reduction with the new spell because of the way multipliers stacked in the old game. You actually get a total of 50% Damage Reduction with this spell as opposed to the 42.625% Damage Reduction the old spell gave you
- You gain 10% Damage Reduction when below 75% Health
- Upgrade: Increases the Damage Reduction by 15% when below 50% Health
- Upgrade: Increases the Damage Reduction by 25% when below 25% Health
Infinites
Damage Surge: +1.5% Attack Damage Dealt when below 50% Health per level
Blinding Rage: +2.5% Attack Damage Dealt, but -1% Accuracy per levelLifesteal Surge: +2% Lifesteal when below 50% Health per level
Berserker's Mercy: +0.5% Target's Missing Health converts to bonus Damage on Attack per levelFeel No Pain: +1.5% Damage Reduction when below 50% Health per level
Blood Absorption: +0.75% Target's Missing Health returns as Health on Attack per levelTemplar
The Templar hasn't actually changed much, his old kit was pretty in line with my idea of him. He's supposed to be an anti-mage, and his new kit hasn't changed too much but still has nice changes that make him really powerful against spell casters. With feedback, as well as personal experience, buffing spells didn't feel as powerful as they should be. So you'll see that many buffing spells are just much stronger versions of their currently existing counterparts. Cleanse for instance is now a full-party Debuff removal, or a full Buff removal from ALL enemies!
Actives
Smite
- Deals 110% 100% Spell Damage plus bonus Damage equal to 15% 20% of the Target's Maximum Mana (bonus Damage cannot exceed 20% of the Target's Maximum Health)
- Cost: 35 Mana; Cooldown: 2 3 Turns
- Upgrade: +15% Initial Damage +15% Maximum Mana Damage
- Upgrade: +10% Maximum Mana Damage Additionally sets the Target's Debuff Resist Chance to 0% for 3 turns (this bypasses existing Debuff Resist)
Silence
- Silences the Target for 3 turns
- Cost: 35 Mana 15% Mana (15 minimum); Cooldown: 3 5 turns
- Upgrade: Additionally Steals 25% of the Target's Current Mana
- Upgrade: Mana Cripples the Target by 35% if they have more Maximum Mana than Maximum Health The Silence bypasses Debuff Resist Chance, increasing its Duration by 2 if it were to get Resisted
Cleanse
- Removes all Debuffs from an Ally all Allies, or all Buffs from an Enemy all Enemies
- Cost: 50 Mana 35% Mana (25 minimum); Cooldown: 5 Turns
- Upgrade: Ally casts provide 35% Damage Reduction for 3 turns Ally Casts Restore each Ally by 35% (doesn't Restore the Templar)
- Upgrade: Enemy casts increase Mana Costs by 50% for 3 turns Enemy Casts prevent Buffs from being applied for 3 turns
Blessing
- Provides an Ally all Allies with Spell Damage Negation 65% Spell Damage Reduction for 3 turns
- Cost: 35 50 Mana; Cooldown: 5 Turns
- Upgrade: Converts 35% Spell Damage Taken to Health Additionally provides each Ally with 100% Spell Damage Reflection for the duration
- Upgrade: Makes the Ally immune to Debuffs for the duration Additionally provides each Ally with Debuff Reflection for the duration, reflecting applied Debuffs onto their Source
Passives
Mana Fountain
- Gain 3 Maximum Mana per Constitution
- Upgrade: +2 Maximum Mana per Constitution
- Upgrade: Additionally provides +0.05% +0.1% Mana Regen per Constitution (up to +15%)
Resistance
- +30% Debuff Resistance
- Upgrade: +20% Debuff Resistance
- Upgrade: +35% Spell Damage Reduction
Retribution
- Silencing additionally Blinds by 35% for 3 turns
- Upgrade: Silencing additionally deals Spell Damage equal to 15% of the Target's Maximum Health
- Upgrade: Silencing additionally provides +25 Attention and 25% Damage Reduction for 3 turns
Infinites
Regeneration: +0.25% Health Regen per level
Purge: +1% Target's Maximum Mana permanently increases your Maximum Mana on Mage Kill per levelSilencing Strike: +1% Chance to Silence on Attack for 2 turns
Mana Charge: +1% Healing Taken also Restores Mana per levelSpell Resistance: +1% Chance to reduce Spell Damage Taken by 65% per level
Infused Weapon: +1% Attack Damage Dealt also deals Spell Damage per level