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PoGoNoob123

Random class idea that Alina retweeted back in 2016

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This was just a class idea that Alina retweeted a loooong time ago. Yes it's a Nation class, no it has nothing to do with the new Legion class - like I said, this document was from almost 4 years ago. I just found it when sifting through some old files on my computer. Yay, ehh, or absolutely not? Either way, enjoy:)

The idea behind this class was to create something that needed a group to succeed, as you will see that without a group of supporting members, this is a pretty awful class haha. But with a team, it could be a consistent source of DPS.

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Class Name:

Juggernaut of Nulgath (a nice little homage to the good ol' days)

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Class Description:

These titans of the underworld have been infused with the power of the Archfiend himself. Bestowed only to the most loyal of Nulgath's followers, these juggernauts will stop at nothing to carry out their master's biddings.

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Skill 1 (Auto Attack)

Mana Needed: 0

Cooldown: 2 seconds

Description: A basic attack, taught to all adventurers

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Skill 2: Curse of the Archfiend

Mana Needed: 12

Cooldown: 3 seconds

Description: The cold darkness of the Archfiend freezes your foe from the inside out. Applies Cursed, which cripples your foe and empowers you, increasing your damage resistance and outgoing DoT damage.

Effect(s):

  • Each stack of Cursed increases your damage resistance by 3% (additive). Can be stacked up to 15 times.
    • i.e. 1 stack = 97% damage taken; 15 stacks = 55% damage taken
  • Each stack of Cursed also increases your outgoing DoT by 15% (will be explained in more detail below)

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Skill 3: Sacrificial Flame

Mana Needed: 30

Cooldown: 10 seconds

Description: Nulgath answers your feeble calls for help and sets the battlefield ablaze, igniting both enemies and allies alike. Applies a DoT that depends on the number of allies in the room and on the number of Cursed stacks. Does not consume stacks.

Effect(s):

  • The pièce de résistance of this class; this move is the central engine of this class and has many components:
    • Firstly, it does 2 things:
      • Applies a 6-tick DoT on the enemy
      • Applies a 6-tick DoT on yourself/allies

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  • (Skill 3) Now, let's break down the first part (DoT on the enemy):
    • This outgoing DoT is dependent on 3 factors:
      • Your maximum HP (not current HP, just maximum HP)
      • Number of stacks of Cursed on hand
      • Number of players fighting the enemy (including yourself)
  • Factor 1: Your maximum HP
    • Your maximum HP is what determines the base DoT for all future calculations
    • Outgoing base DoT is calculated as 6% of your maximum HP
      • i.e. if your maximum HP is 3000, then your base DoT (per tick) is 180
  • Factor 2: Number of stacks of Cursed on hand
    • Each stack of Cursed on hand increases outgoing DoT damage by 15% (additive)
      • i.e. 1 stack = 115% base DoT; 15 stacks = 325% base DoT
  • Factor 3: Number of players fighting the enemy (including yourself)
    • The DoT that has been calculated up to Factor 2 above is then simply multiplied by the number of players fighting the enemy (including yourself)
  • Quick calculations:
    • Assuming your max HP is 3500:
      • SOLO:
      • Min damage: Solo fight, 0 stacks of Cursed = 200 DoT per tick
      • Max solo damage: Solo, 14 stacks of Cursed = 651 DoT per tick
      • As you can see, this is not designed to be a soloing type of class
      • TEAM:
      • Mid damage: 3 players fighting, 7 stacks of Cursed = 1292 DoT per tick
      • Mid damage: 4 players fighting, 10 stacks of Cursed = 2100 DoT per tick
      • Max damage: 6 players fighting, 14 stacks of Cursed = 3906 DoT per tick
      • Max damage with regards to DoT is reached with 14 stacks, not 15 - you'll see why below
    • Again, all this assuming your max HP is 3500 (which can change, as you'll see below)

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  • (Still Skill 3) Now, let's break down the second part (DoT on yourself/allies):
    • This is much simpler; every time you use Skill 3, you also apply a DoT on yourself and everyone fighting the enemy
      • 6-tick DoT that is a flat 6% (per tick) of each individual player's max HP
    • This makes it much harder to spam this skill without having healers in your group
      • Since your outgoing DoT is dependent on the number of players fighting the enemy, if your DoT kills off an ally player, your outgoing DPS reduces significantly

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Skill 4: Impervious Ward

Mana Needed: 20

Cooldown: 10 seconds

Description: Direct your foe’s attention to you and brace yourself for the incoming onslaught. Hold your ground and absorb the incoming damage and release it in a burst of energy, dealing moderate damage to your enemy and healing yourself for a portion of the damage received. You stagger for a moment and suffer from armor deterioration, due to the damage taken.

Effect(s):

  • Enemy turns its attention to the player and only targets the player for 5 seconds
    • Player absorbs all incoming damage during these 5 seconds (no damage taken)
    • During these 5 seconds, the player’s other skills are all locked (cannot be used)
  • After these 5 seconds, the following will occur:
    • Good:
      • Player will release the energy absorbed (critical damage; never came to an exact damage figure; moderate damage, not a nuke)
      • 75% of your maximum HP will be instantly restored (no lingering HoT, just a one-time heal)
    • Bad:
      • Stacks of Cursed will be consumed
      • In addition, the player will suffer the debuff, "Deterioration"
      • After your heal above, the player's maximum HP will reduce by 10%
      • This is a permanent debuff for the remainder of the fight (until you leave the room, or die)
      • Each time you use this skill to heal, you will lose an additional 10% of your max HP (capped at 50% health)
  • The Deterioration debuff makes you rely more on supporting classes for heals, and use this skill only as a last second survival method
    • Losing 10% of your max HP each time is a problem with regards to survivability, but it also hurts your DPS because your outgoing DoT damage (see Skill 3 above) also depends on your max HP
    • So, the more you use this skill, the weaker you get, both defensively and offensively

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Skill 5: For the Nation

Mana Needed: 50

Cooldown: 25 seconds

Description: Summoning every last bit of courage, you call out to the Legendary Archfiend himself. Your hair stands on end as the ground begins to shake. The Master emerges from the void and unleashes his wrath on the battlefield. If Cursed stacks are fully maxed, then massive damage will be dealt and the entire battlefield will be afflicted with “Shell Shock”.

Effect(s):

  • This is the nuke move of this class, which relies on how many stacks of Cursed you have on hand
    • 1-14 stacks of Cursed
    • 15 stacks of Cursed (full stack)

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  • If you have 1-14 stacks of Cursed on hand:
    • Deals 600% whatever the per-tick DoT damage would have been at this point:
      • Ex. as seen above, with 3 players fighting and 7 stacks of Cursed on hand, the DoT would be 1292 per tick
      • If the player uses Skill 5 now, it will inflict damage of (1292*6) = 6460
      • Basically, it inflicts the same damage as Skill 3 (over the 6-tick DoT) in one blow rather than 6 ticks of DoT
    • If the player has 1-14 stacks of Cursed on hand, then the stacks are NOT consumed

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  • If you have 15 stacks of Cursed on hand (full stack):
    • Deals 500% of your maximum HP as outgoing damage
      • i.e. if you have 3000 HP, it would deal 15k damage
    • Applies Shell Shock to the field:
      • Effect on you: 6 second self stun and 15% permanent haste reduction (until you leave the room or die)
      • Effect on your allies: 8 seconds of halved accuracy
      • Effect on the enemy: 4 seconds of halved haste and 0% crit chance
  • This move on paper seems to do an absurd amount of damage, but consider the following:
    • You must have full stacks (15)
    • Healing move (Skill 4) consumes your stacks
    • The nuke itself only does around 20-25% more than what your current DoT output would be anyways
      • Ex. Assume max HP is 3000
      • 3000 HP, 3 players fighting, 10 stacks of Cursed on hand: 1350 DoT per tick; after 6 ticks: 8100 total damage
      • 3000 HP, 5 players fighting, 10 stacks of Cursed on hand: 2250 DoT per tick; after 6 ticks: 13500 total damage
      • 3000 HP, 15 stacks > Skill 5 Nuke: 15000 total damage + effects of Shell Shock + your stacks are consumed
      • In fact, with a full party of 6 and 14 stacks, you would be out-damaging your nuke (Skill 5) with the DoT (Skill 3) alone (6 ticks of 3348 each = 20088 total)

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Just a copy/paste from an old file of mine, let me know what you think. Remember that this was from sometime in early 2016, so it honestly may not have aged well at all. Regardless, hopefully it's an entertaining concept at the very least. Cheers!

Posted Jun 4, 2019, 3:39 PM UTC · edited

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