Apr 16, 2017 19:13:02 GMT -5
Post by catharsis on Apr 16, 2017 19:13:02 GMT -5
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CATHARSIS
CATHARSIS
[attr="class","a-basicinfo"]
RILEY KINGSLEY
[break]22 YEARS OLD
[break]MALE
RILEY KINGSLEY
[break]22 YEARS OLD
[break]MALE
[attr="class","a-classname"]
EMPATH
EMPATH
[attr="class","a-fader"]
[attr="class","a-utility-divider"]user biography
[attr="class","a-bio"]
[attr="class","a-bio-w"] [attr="class","a-bio-wt"] cunning[break] ambitious[break] self-preserving[break] confident[break] humorous[break] pragmatic | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] sleeping in[break] being needed[break] sour flavor[break] b movies[break] brutal honesty[break] negativity |
[attr="class","a-bio-divider"]positive & negative | [attr="class","a-bio-divider"]likes & dislikes |
[attr="class","a-bio-w"] [attr="class","a-bio-wt"] petty[break] caustic[break] pessimistic[break] manipulative[break] vain[break] hypocritical | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] unnecessary violence [break] introspection[break] apologies[break] guilt trips[break] unfamiliar touch[break] being talked down to |
[attr="class","a-utility-divider"]class information
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[attr="class","a-c-weapon"] [attr="class","a-c-wtitle"]weapon [attr="class","a-c-wlist"] [break]beat baton [break]staff [break]polearm [break]sarcasm | [attr="class","a-c-info"] [attr="class","a-classdesc"] the decision to become an empath means to choose to be party reliant, for better or for worse. the core skills of the empath are fueled by the emotional energy sensed from the party members. without that energy income, the empath's survivability falters. at character creation, the player is given a choice between whether positive or negative emotions will grant a greater boon. while the opposing emotion can feed the empath, the energy gain is greatly reduced and attained at a slower rate. while the emotional energy sensed from those around the empath feeds them, they cannot hack or otherwise directly alter the emotions or minds of those around them.[break][break] the path of the empath class isn't for fragile of mind or the easily swayed. while the empath does leech off of the surrounding emotional energy, that isn't to say they don't live up to their class name. they feel each emotion they take in; while joy is light and fluffy, guilt might give the illusion of a greasy and suffocating feeling. while immense fuel might be granted from a party thrown into a panic or grief, the empath will first need to be able to maintain their own will to act while bombarded with that very emotion. if an empath runs out of emotional energy, there is nothing left for them to do and they are left entirely defenseless.[break][break] that said, if the empath proves capable of withstanding the aforementioned pressure, the rewards of finding a party dynamic that will enable the empath are worthwhile. |
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[attr="class","a-utility-divider"]class abilities
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[attr="class","a-cs-title"]ENERGY BOON
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
the hallmark skill of the empath class, and the primary way an empath will gain or regain their equivalent to mp. catharsis made a decision at character creation, one that will continue to change the skills he gains from this point forward. while all emotions will feed the character, negative emotions from the character's party will offer the best charge.
the hallmark skill of the empath class, and the primary way an empath will gain or regain their equivalent to mp. catharsis made a decision at character creation, one that will continue to change the skills he gains from this point forward. while all emotions will feed the character, negative emotions from the character's party will offer the best charge.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]WELL OF TRANQUILITY
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
at the cost of some of the accumulated energy, an empath generates a aoe of healing over time. this aoe is restricted to a medium radius around the empath. with every give, there is take. while the empath will heal the physical essence of their allies, they tap more directly into the emotions of the party members within the same radius without changing them. while this carries an obvious benefit for both parties by the way of healing and energy gain, the skill carries an insidious risk for the empath. if left unchecked and pushed for too long, the empath can be overwhelmed by the intensity of emotion taken in without reprieve, causing an inability to use further skills until recovered. this ability has a short cooldown and does not stack.
at the cost of some of the accumulated energy, an empath generates a aoe of healing over time. this aoe is restricted to a medium radius around the empath. with every give, there is take. while the empath will heal the physical essence of their allies, they tap more directly into the emotions of the party members within the same radius without changing them. while this carries an obvious benefit for both parties by the way of healing and energy gain, the skill carries an insidious risk for the empath. if left unchecked and pushed for too long, the empath can be overwhelmed by the intensity of emotion taken in without reprieve, causing an inability to use further skills until recovered. this ability has a short cooldown and does not stack.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]CATHARTIC GRASP
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
if an enemy is within range to the empath, there is the option to grab hold of them. engaging in a grapple with this skill will allow the empath to drain health over time. this also lets them clear the emotional baggage they may have accumulated from their own mind over time by pushing it into the enemy's psyche. the moment contact initiated by the empath is broken, the skill is interrupted.
if an enemy is within range to the empath, there is the option to grab hold of them. engaging in a grapple with this skill will allow the empath to drain health over time. this also lets them clear the emotional baggage they may have accumulated from their own mind over time by pushing it into the enemy's psyche. the moment contact initiated by the empath is broken, the skill is interrupted.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]AURIC BARRIER
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
the empath draws a linear line up to a medium distance from them that bursts upwards from the ground to form a 10-foot barrier. this barrier cannot be passed through by most monsters or attacks. those caught within the barrier are trapped within it, barring bosses. players and monsters caught within the barrier, friendly or otherwise, cannot attack but are also rendered immune to damage for the duration of their temporary imprisonment. the barrier lasts for either two minutes or until the barrier has absorbed a moderate amount of damage. friendly player characters sealed within the barrier can break out at will, although this will always shatter the entirety of the barrier. enemy player characters caught within the barrier can essentially do the same, although it would take more effort on their part.
[break][break]
at level five, the barrier grows to 15 feet and can now take a large amount of damage before shattering.
[break][break]
aesthetically, the auric barrier will alter according to the emotions the empath has taken on. if the charge has been weak or cathartic grasp has been used recently, the color of the barrier will be an opaque silver. a dark red might signify anger, while a dark blue could imply insecurity and a dark green might nod to resentment or envy hanging around the empath. in the case of a cocktail of emotions, the emotion lending itself the most to the empath's charge is what will dominate the color of the barrier.
the empath draws a linear line up to a medium distance from them that bursts upwards from the ground to form a 10-foot barrier. this barrier cannot be passed through by most monsters or attacks. those caught within the barrier are trapped within it, barring bosses. players and monsters caught within the barrier, friendly or otherwise, cannot attack but are also rendered immune to damage for the duration of their temporary imprisonment. the barrier lasts for either two minutes or until the barrier has absorbed a moderate amount of damage. friendly player characters sealed within the barrier can break out at will, although this will always shatter the entirety of the barrier. enemy player characters caught within the barrier can essentially do the same, although it would take more effort on their part.
[break][break]
at level five, the barrier grows to 15 feet and can now take a large amount of damage before shattering.
[break][break]
aesthetically, the auric barrier will alter according to the emotions the empath has taken on. if the charge has been weak or cathartic grasp has been used recently, the color of the barrier will be an opaque silver. a dark red might signify anger, while a dark blue could imply insecurity and a dark green might nod to resentment or envy hanging around the empath. in the case of a cocktail of emotions, the emotion lending itself the most to the empath's charge is what will dominate the color of the barrier.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]schadenfreude
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
the empath issues a large burst damage attack to a single target. the damage from this attack scales to that of the equipped weapon with a multiplier of 2. half of the damage inflicted is then redistributed to the empath and any nearby allies within a medium range. at level 5, the damage multiplier is boosted to 4. with weaker non-boss monsters, this has a 30% chance to inflict morale failure or fear status. has a moderate cooldown.
the empath issues a large burst damage attack to a single target. the damage from this attack scales to that of the equipped weapon with a multiplier of 2. half of the damage inflicted is then redistributed to the empath and any nearby allies within a medium range. at level 5, the damage multiplier is boosted to 4. with weaker non-boss monsters, this has a 30% chance to inflict morale failure or fear status. has a moderate cooldown.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]repulsion field
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
the empath can now toggle a stance which will drain energy over time as it is used. any enemies that draw near to the empath within a medium range vicinity risk being hit by an energy that pulses out from the empath in time with the player's heartbeat. a small amount of damage over time is inflicted on enemies caught within the field for 5 seconds after contact, with a 20% chance to inflict fear onto the target. the residual damage over time can stack up to a maximum of three times. when the empath reaches level 5, this stance gains a small knockback effect to weaker monsters, and the residual effects last for up to 15 seconds instead of 5.
the empath can now toggle a stance which will drain energy over time as it is used. any enemies that draw near to the empath within a medium range vicinity risk being hit by an energy that pulses out from the empath in time with the player's heartbeat. a small amount of damage over time is inflicted on enemies caught within the field for 5 seconds after contact, with a 20% chance to inflict fear onto the target. the residual damage over time can stack up to a maximum of three times. when the empath reaches level 5, this stance gains a small knockback effect to weaker monsters, and the residual effects last for up to 15 seconds instead of 5.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]empathic cloaking
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
the empath releases a wide burst of calming aura in the field around them, covering a wide area. this will calm and disengage all enemies two or more levels weaker than the empath in the area, although boss monsters are not effected. if a party member attacks one of the enemies, it will snap them out of the tranquil state, but if the empath attacks one of the calmed enemies, the calming aura itself will fade and all enemies will aggro once more, with priority placed on the empath. if left untouched, the cloaking will fade after 30 seconds regardless, and a full minute once the empath reaches level 5.
the empath releases a wide burst of calming aura in the field around them, covering a wide area. this will calm and disengage all enemies two or more levels weaker than the empath in the area, although boss monsters are not effected. if a party member attacks one of the enemies, it will snap them out of the tranquil state, but if the empath attacks one of the calmed enemies, the calming aura itself will fade and all enemies will aggro once more, with priority placed on the empath. if left untouched, the cloaking will fade after 30 seconds regardless, and a full minute once the empath reaches level 5.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]bond of compassion
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
the empath chooses a single target and gives them a large burst of healing, stripping them of up to 3 status afflictions. for a short amount of time, any target of this heal that is not the empath has a 20% chance of being subject to the same simulation that the empath is, capable of feeling the emotional states of those around them. (guilt is greasy, anger is hot, etc.) this skill has a long cooldown, and carries a high energy cost.
the empath chooses a single target and gives them a large burst of healing, stripping them of up to 3 status afflictions. for a short amount of time, any target of this heal that is not the empath has a 20% chance of being subject to the same simulation that the empath is, capable of feeling the emotional states of those around them. (guilt is greasy, anger is hot, etc.) this skill has a long cooldown, and carries a high energy cost.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]energy leech
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
having mastered the give and take of the flow of energy associated with their class, the basic attacks and offensive skills of the empath are augmented, leeching a small amount of emotional energy off of their targets with every hit. with each amount of energy leeched, the targetted enemy suffers a stack of fatigue, up to a stack of five. at the first 3 stacks, the fatigue manifests in the form of a stamina/mana decay that increases over time. at stack 4, the movement of the afflicted enemy becomes hindered. if the fatigue affliction is able to hit 5, the enemy will collapse and be rendered immobile and vulnerable for 10 seconds. boss monsters are immune to fatigue, but not the energy leech itself. if a basic attack has not been followed up on for more than 3 seconds, the stack will decay into a countdown and eventually reset.
having mastered the give and take of the flow of energy associated with their class, the basic attacks and offensive skills of the empath are augmented, leeching a small amount of emotional energy off of their targets with every hit. with each amount of energy leeched, the targetted enemy suffers a stack of fatigue, up to a stack of five. at the first 3 stacks, the fatigue manifests in the form of a stamina/mana decay that increases over time. at stack 4, the movement of the afflicted enemy becomes hindered. if the fatigue affliction is able to hit 5, the enemy will collapse and be rendered immobile and vulnerable for 10 seconds. boss monsters are immune to fatigue, but not the energy leech itself. if a basic attack has not been followed up on for more than 3 seconds, the stack will decay into a countdown and eventually reset.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]affliction transference
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
if an ally of the empath has afflicted with a status along the same lines as fear, fatigue, or charm, the empath may choose to transfer the status from the ally onto a selected enemy. while this skill can be used on a boss monster, the affliction will not manifest. this skill comes with a short cooldown.
if an ally of the empath has afflicted with a status along the same lines as fear, fatigue, or charm, the empath may choose to transfer the status from the ally onto a selected enemy. while this skill can be used on a boss monster, the affliction will not manifest. this skill comes with a short cooldown.
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[attr="class","a-cs-title"]chaotic manifestation
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
if the empath has accumulated a lot of emotional energy, they are capable of giving it form. the dark spirit summoned is able to rapidly leech life from any enemy it touches, converting it into energy for the empath. the summon's basic attacks are also accompanied by a 50% chance of inflicting a random emotion based status affliction (fear, fatigue, charm, confusion, etc) on a non-boss monster. during this time, their typical simulation for emotional sensation is cut off, and the summon is their only source of sustenance besides a slow energy regen. the summon will last until it is destroyed either by enemies, or by the empath dismissing it. from the moment the summon is destroyed, this skill undergoes a 2 minute cooldown.
if the empath has accumulated a lot of emotional energy, they are capable of giving it form. the dark spirit summoned is able to rapidly leech life from any enemy it touches, converting it into energy for the empath. the summon's basic attacks are also accompanied by a 50% chance of inflicting a random emotion based status affliction (fear, fatigue, charm, confusion, etc) on a non-boss monster. during this time, their typical simulation for emotional sensation is cut off, and the summon is their only source of sustenance besides a slow energy regen. the summon will last until it is destroyed either by enemies, or by the empath dismissing it. from the moment the summon is destroyed, this skill undergoes a 2 minute cooldown.