Abillity Pools

CrucibleCrucible Registered Users 11 Posts
note: This is a three part thread, "class specialization paths", and "resource system" are the other two

Ability Pools

Ok, hoo boy, this is the biggie. Ability Pools are basically the ability for you to choose your active spells. They very from class to class, and you pick from a number of abilities you unlock as you level. You can have one of each tier: Defensive, Tier 1, Tier 2, Tier 3. Tier 1 is your main offensive attack, deals moderate damage, consumes moderate resources, Tier 2 is a more special attack, it functions a more AoE purpose and deals high damage for high resources, Tier 3 is your ultimate attack, it is meant to deal a either kill or deal a significant chunk damage to a number of enemies, and thus will consume either all or significantly more than half of the user’s resources. However, the player’s defensive spell tier will not be changed and will not have an ability pool.


Warrior

Spell Tier I

Dash: This is the basic ability used by Warriors; no changes.

Shatter: The Warrior slams his weapon on the ground, dealing damage in a circle in front of him and knocking bacj all enemies hit

Lacerate: The Warrior stabs his weapon forward, dealing moderate DOT to all enemies hit in a cone

Spell Tier II

Blade Barrage: The one in-game; no changes

War Stomp: The Warrior stomps his foot on the ground, stunning and dealing moderate damage to enemies around him as well as knocking them back, the enemies are stunned for 2 secs (+2 if you’re Gladiator)

Sword Shuriken: The warrior throws his weapon causing it to spin forward, dealing moderate damage as well as knocking back all enemies it hitys

Spell Tier III

Whirlwind: The one in-game; no changes

Call of the giants: The Warrior thrust his weapon into the sky, causing four giants to slam into the ground around him, causing a tremor the deals moderate-maximal where they spawn, the giants then disappears

Wrath of Warlords: The Warrior roars, knocking back all enemies near him and causing him to have 300% attack speed and 150% damage for 6 secs.

Monk

Spell Tier I

Fist of the Seven Stars: The one in-game; no changes

Kick of the Eclipse: The Monk does a front flip kick, dealing moderate damage to all enemies in front of him, he can cast this for half-cost a second time for 4 secs after the first cast before it goes on cooldown

Sweep of the Wind: the Monk lunges forward a short distance, knocking back all enemies in his way, and then does a spinning attack, dealing minimal damage to all enemies around him

Spell Tier II

Qi Vortex: The one in-game; no changes

Chase of the Predator : The Monk teleports a medium distance in front of him, dealing moderate damage to enemies around him at the end destination, the Monk only spends resources with every third use(and only goes on cooldown every third use too), talk about a sales junkie

Deception of the Mirage: The Monk backflips a medium distance behind him, and leaves a copy of himself when he starts his flip, when he lands, the copy explodes, dealing minimal damage and knocking back all enemies in a short radius around it.

Spell Tier III

Rage of Vaj’ra: The one in-game; no changes

Strike of the Crane: The monk launches into the sky, causing the player to enter a bird’s eye view of a large area of the map, he then can choose a location(by tapping on it), that the monk then lands on, dealing moderate-maximal damage to all enemies in a small radius. He then launches himself in the air again, and repeats the process twice, making it three different “strikes”, in total. Note Zen Qi orbs only increase the damage, not the number of strikes; that would just be OP.

Strike of the Four-Manti: The Monk targets a specific enemy, the closest one directly in front of him, and disappears, spawning four copies a moderate distance from the target, forming a square that surrounds it, immedietly afterward they all lunge forward to the target, dealing 4 attacks of moderate damage to the target, the monk spawns in the center when the 4 copies collide.

Mage

Spell Tier I

Fire Eruption: The one in-game, no changes

Energy Missles: The Mage launches two missles in front of her, homing in on the nearest enemy they come in close range with, dealing moderate to all enemies hit in a small radius

Shattering Frostbolt: The mage launches a large bolt of ice that shoots out until it comes in contact with an enemy, when it does, it deals moderate damage to the enemy hit and then shatters into smaller pieces, dealing minimal damage to all enemies in a cone behind the first enemy.

Spell Tier II

Electric Orb: The one in-game, no changes

Fire Pulse: The Mage sends a large wave of fire the expands outward from her in a circle for a large distance, dealing moderate damage in DOT to all enemies who come in contact with the fire

Freezing Cone: The Mage generates a large, but narrow, cone in front of her that deals moderate damage and slows all enemies who come in contact.

Spell Tier III

Torrent of Fire: The one in-game, no changes

Arcane Splinter-bomb: The mage shoots out 4 small arcane orbs that bounce outwards- a short distance per bounce- 4 times in a square shape outward to each other , causing a small pulse that deals moderate damage in a small radius each bounce, at it’s fifth bounce, it stops and explodes dealing moderate-maximal damage to all enemies in a large radius

Howling Blizzard: The Mage conjures a massive blizzard, dealing moderate-maximal damage to all enemies in a large radius around the mage and slowing them.
Conclusion

Thank you for reading the entirety of my suggestion, I know, I made it a bit long, but hey, we all have our weaknesses. If you have any feedback, please comment.

With Utter Sincerity,
Crucible
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