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May 3, 2017 14:27:46 GMT -5
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Post by catharsis on May 3, 2017 14:27:46 GMT -5
SKILL NAME: auric barrier ACTIVE/ PASSIVE: active DESCRIPTION: 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.
at level five, the barrier grows to 15 feet and can now take a large amount of damage before shattering.
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.
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May 6, 2017 15:59:25 GMT -5
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May 4, 2017 19:52:45 GMT -5
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Post by catharsis on May 4, 2017 19:52:45 GMT -5
SKILL NAME: schadenfreude ACTIVE/ PASSIVE: active DESCRIPTION: 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. SKILL NAME: repulsion field ACTIVE/ PASSIVE: active DESCRIPTION: 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.
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May 12, 2017 0:03:22 GMT -5
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May 11, 2017 1:32:36 GMT -5
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Post by catharsis on May 11, 2017 1:32:36 GMT -5
SKILL NAME: empathic cloaking ACTIVE/ PASSIVE: active DESCRIPTION: 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. SKILL NAME: bond of compassion ACTIVE/ PASSIVE: active DESCRIPTION: 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.
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Jun 8, 2017 19:46:41 GMT -5
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May 12, 2017 16:03:45 GMT -5
Punk likes this
Post by catharsis on May 12, 2017 16:03:45 GMT -5
SKILL NAME: energy leech ACTIVE/ PASSIVE: passive DESCRIPTION: 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. SKILL NAME: affliction transference ACTIVE/PASSIVE: active DESCRIPTION: 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.
Additional skill slot:
SKILL NAME: chaotic manifestation ACTIVE/ PASSIVE: active DESCRIPTION: 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.
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