Eldrylars
Legacy Supporter 8
- Joined
- Apr 28, 2012
- Location
- Dragon through ...
Third Draft -
Cleric - (Divinity Reborn)
A rebirth of the Cleric class for the Heroes system?
The Cleric is a stout and resilient class that is generally focused around healing but can sometimes have a bit of a sharp edge to them as well. The Cleric can choose to follow the path of Wisdom to strengthen his divine healing abilities, or he can spend his days on the path of Intellect and focus himself more towards purifying those who need it.
Basic Information:
Type: Healer
Focus: Medium/Long Range Healer
Base Equip Weight: 46.25
Weapon: Hammer(Pick)
Base Health: 635
Health Per Lvl: 3.5
Max Health: 861
Base Stamina: 1000
Base Mana: 948
Mana Per Lvl: 3
Max Mana: 1140
Starting Attributes:
Strength: 2
Constitution: 3
Endurance: 5
Agility: -6
Intellect: 0
Wisdom: 7
Charisma: -3
Strengths:
Tanky
Strong Heals
Strong Combat Support
Weaknesses:
Mana management
Low damage without loss of primary healing abilities.
Drain Counters are placed on the Cleric when using certain spells. Drain counters are on a shared 8 second timer which starts when the first counter is given and all counters are removed when the initial counter has expired. While Drain Counters are in effect the cost of some Cleric spells may increase, while other spells may be weakened in their potency.
Skills:
Level: 1
SacredWord - Skill power: 3.3
Mana: (25 + (12.5*Drain Counter)) Stamina: 0 Cooldown: .5 sec Warmup: instant Reagent: None
Description: You shout the sacred mantra of the divinities, healing your target (within 8 blocks) for (5 + 1.5 per Wisdom point - .75 per Intellect point.) and gaining 1 Drain Counter.
HolyFlames - Skill power: 118
Mana: 100 Stamina: 0 Cooldown: 10 sec Warmup: instant Reagent: None
Description: An orb of fiery purification shoots from the Cleric damaging the first enemy it hits for (40 + 4 per Intellect point - 2 per Wisdom point) damage. This spell does an additional 60 damage to undead targets.
Level: 5
BlessedWeapon - Skill power:
Mana: 120 Stamina: 0 Cooldown: 35 sec Warmup: 1.5 Reagent: None
Description: The Divinities bless your weapon for 22 seconds. When you strike an enemy with your weapon you gain one Drain Counter and then deal an additional (.75 per Intellect point / Drain Counters) holy damage. The effects of BlessedWeapon gain an additional 5 damage with undead enemies.
Level: 10
HolyAura - Skill power: 13.95
Mana: 180 Stamina: 0 Cooldown: 20 sec Warmup: 1.5 Reagent: None
Description: Radiating a Holy Aura, you heal all allies within 6 blocks (other than yourself) for (10 + 0.3125 per wisdom point) health every 2 seconds. Any undead targets within your Holy Aura will also be dealt (10 + 0.1562 per wisdom point) damage. Your aura takes 1.5 seconds to warm up and it dissipates after 16 seconds.
Level: 15
InnerFire – Skill power:
Mana: 150 Stamina: 0 Cooldown: 1 min Warmup: 2 sec Reagent: None
Description: You release your inner fire to fight off your enemies, increasing your Intellect by (.65 per Wisdom point) and reducing your Wisdom to 0 for 30 seconds. Takes 2 seconds to warm up.
Level: 20
Invuln – Skill power:
Mana: 220 Stamina: 0 Cooldown: 5 min Warmup: Instant Reagent: Cactus
Description: You are invulnerable to all damage for 4 seconds.
Level 25
Dispel - Skill power: -35
Mana: (60 + (30*Drain Counter)) Stamina: 0 Cooldown: 1 sec Warmup: .5 Reagent: None
Description: You remove a magical effect1 from your target (within 12 blocks). Takes .5 second to warm up and you gain 1 Drain Counter.
Level: 30
HolyWater - Skill power: 80
Mana: 200 Stamina: 250 Cooldown: 18 Warmup: .5 Reagent: None
Description: You throw a potion of Holy Water at your target location. Party members including yourself within 7 blocks are healed for (20 + 4 per wisdom point - 2 per Intellect point) health and your enemies in a 5 block radius are damaged for (20 + 3.75 per Intellect point - 1.75 per Wisdom point) health.
Removed
HolyWater - Skill power: 31.35
Mana: 200 Stamina: 250 Cooldown: 18 Warmup: .5 Reagent: None
Description: You throw a potion of Holy Water at your target location. Party members including yourself within 7 blocks are healed for (60 + 2 per wisdom point - 1 per Intellect point) health and the undead receive the same amount as damage.
PurifyingVial - Skill power: 31.35
Mana: 200 Stamina: 250 Cooldown: 18 Warmup: .5 Reagent: None
Description: You throw a vial of purifying water at your target location. Enemies within 5 blocks are damaged for (60 + 1.75 per Intellect point - .75 per Wisdom point) health and the undead receive the same amount as damage.
Level: 35
SacredTouch - Skill power: 67
Mana: (160 + (35*Drain Counter)) Stamina: 0 Cooldown: 5 Warmup: 2.5 Reagent: None
Description: Your touch heals your target (within 3 blocks) for (190 + 4.25 per wisdom point - 2.5 per Intellect point) health and gaining 1 Drain Counter. Takes 3 seconds to warm up. This spell is not usable on yourself.
Level: 40
Revive - Skill power: (-100 / 72)
Mana: 200 Stamina: 0 Cooldown: 1 min Warmup: * Reagent: Rose
Description: You breathe life back into your target, returning them to the place where they died most recently (if you are within 50 blocks of that place). Takes (12 - .1 per Wisdom point) seconds to warm up.
Level: 45
DivineBlessing – Skill power: 48
Mana: 240 Stamina: 0 Cooldown: 15 Warmup: 2.5 Reagent: None
Description: All party members (including yourself) within an 8 block radius are healed for (120 + 3.25 per wisdom point - 2 per Intellect point - (10 per Drain Counter)) health. Takes 2.5 seconds to warm up.
Level: 50
Blessing - Skill power: 132.35
Mana: 300 Stamina: 0 Cooldown: 10 Warmup: 7 Reagent: 5 Gold Bars
Description: You encourage your target (within 10 blocks), increasing their Constitution by 15 and all other stats by 5 for (10 + 0.5 per level) minutes. Takes 7 seconds to warm up.
Level: 55
GuardianAngel – Skill power: 2.61
Mana: 350 Stamina: 0 Cooldown: 3 min Warmup: Instant Reagent: 1 Cactus
Description: Party members within a 7 block radius are invulnerable for 3 seconds.
Level: 60
SacredHymn – Skill power: .25
Mana: 200 Stamina: 0 Cooldown: 3 min Warmup: Instant Reagent: None
Description: Your hymn calls down healing upon yourself, restoring (200 + 3.125 per wisdom point - 2 per Intellect point) health and negating their fire effects.
Level: 65
HealingOrb - Skill power: 54
Mana: (100 + (50*Drain Counter)) Stamina: 0 Cooldown: 2 Warmup: .5 Reagent: None
Description: You blast an Orb of healing energy in front of you that will heal the first player it contacts for (80 + 1 per wisdom point - 1 per Intellect point) health and removing fire effects. Takes .5 seconds to warm up.
Fullheal– Removed 7/10/14
Mana: 350 Stamina: 0 Cooldown: 20 Warmup: * sec Reagent: None
Description: You restore your target within (8 + 0.15 per wisdom point) blocks to full health. If cast on yourself, you heal for half your maximum health points. Takes (4 + .1 per Intellect point) seconds to warm up.
The current problems with Cleric is downtime and lack of ability to choose a more self efficient path in offensive skills. Currently building Intellect and Strength and neglecting all other stats you will do horrible damage making this class very hard to play solo, without group support. The downtime issue is due to long(but needed) cooldowns to prevent over use of heals. Healing with a Tanky class like Cleric is in a way more powerful as they are not targeted due to their high survivability and can stand in the middle of a massive battle and survive for long periods of time throwing heals on their allies, where as a healer like Druid or Bloodmage needs to kite and avoid the middle of the fight, which will make it a little more difficult to continually apply heal.
Downtime:
Currently there are two factors controlling Clerics healing ability which is cooldowns and Mana cost. Although the Cleric generally has a good mana regeneration they can still blow their entire mana pool in seconds using their skills. Mixed with the cooldowns the Cleric is restrained and cannot burst heal entire groups. What you get from this is large periods of time when you cannot heal, and you are just running around waiting for your heals to fall off cooldown which can be boring as a healer.
My design is attempting to remove the downtime but maintain the controller of forcing the Clerics to choose between healing spam or mana, as the more they cast their spammable spells in short periods of time the more mana the spells will cost or the less effective the spells will become.
Combat:
A long time ago in a far away land, Clerics were a deadly force and I was a Cleric placing 3rd on the 1v1 arenas for weeks. Clerics were not only force as a healer but also as a heavily armored warrior, smiting their enemies for 120 damage while hitting them for 57 damage with each strike of their golden mace. Then there was a great weakening and the Clerics lost the majority of their combat abilities in a quick attempt to reign them in as an offensive AND defensive force and in that it succeeded. The problem is, it succeeded too much making Cleric a pure healing class, that while I could dig it, most players were completely turned off.
My direction for Cleric above was to give it the option of building damage that would at the same time reduce it's healing to prevent a reintroduction of the GodTank of the past. By giving the Cleric several (3 in total) offensive skills, including a personal Melee boost, a thrown potion that provides an AOE smaller then Pulse and a Fireball rip off spell that has to be aimed instead of the automatic Smite Cleric used to have, gives the Cleric an option to build damage at heavily reduced rate of healing, or if the Cleric still wants to build healing but still wants to have the option to defend themselves you have InnerFire. InnerFire boosts your Intellect based on your Wisdom which boosts your combat abilities to a small extent, but then reduces your Wisdom to 0 which will remove the Wisdom penalty from your offensive spells while crippling your healing for a short period allowing them to output heavier damage while preventing them from stacking it with heavy heals.
If you like the idea then please rate the post! If you have concerns, questions or comments please reply below!
Please keep in mind this is a fledgling suggestion and I would love to hear any constructive criticism or suggestion you may have
As per usual please don't get stuck on numbers as this is a design document and not a balance document, if these changes were ever to see the light of day the actual numbers would be tested and determined through testing and not this document!
__________________________________________________________________________
"The Cleric, revered by all the warriors of the lands for their ability to touch the eternal and carry back with them the ability to protect and heal those around them. I will warn you though, that even though a Cleric's true calling lies in his ability to heal, don't mistake a Cleric for an easy target, for they truly do have the divine on their side. ~ EldrylarsPlease keep in mind this is a fledgling suggestion and I would love to hear any constructive criticism or suggestion you may have
As per usual please don't get stuck on numbers as this is a design document and not a balance document, if these changes were ever to see the light of day the actual numbers would be tested and determined through testing and not this document!
__________________________________________________________________________
Cleric - (Divinity Reborn)
A rebirth of the Cleric class for the Heroes system?
The Cleric is a stout and resilient class that is generally focused around healing but can sometimes have a bit of a sharp edge to them as well. The Cleric can choose to follow the path of Wisdom to strengthen his divine healing abilities, or he can spend his days on the path of Intellect and focus himself more towards purifying those who need it.
Basic Information:
Type: Healer
Focus: Medium/Long Range Healer
Base Equip Weight: 46.25
Weapon: Hammer(Pick)
Base Health: 635
Health Per Lvl: 3.5
Max Health: 861
Base Stamina: 1000
Base Mana: 948
Mana Per Lvl: 3
Max Mana: 1140
Starting Attributes:
Strength: 2
Constitution: 3
Endurance: 5
Agility: -6
Intellect: 0
Wisdom: 7
Charisma: -3
Strengths:
Tanky
Strong Heals
Strong Combat Support
Weaknesses:
Mana management
Low damage without loss of primary healing abilities.
Drain Counters are placed on the Cleric when using certain spells. Drain counters are on a shared 8 second timer which starts when the first counter is given and all counters are removed when the initial counter has expired. While Drain Counters are in effect the cost of some Cleric spells may increase, while other spells may be weakened in their potency.
Skills:
Level: 1
SacredWord - Skill power: 3.3
Mana: (25 + (12.5*Drain Counter)) Stamina: 0 Cooldown: .5 sec Warmup: instant Reagent: None
Description: You shout the sacred mantra of the divinities, healing your target (within 8 blocks) for (5 + 1.5 per Wisdom point - .75 per Intellect point.) and gaining 1 Drain Counter.
HolyFlames - Skill power: 118
Mana: 100 Stamina: 0 Cooldown: 10 sec Warmup: instant Reagent: None
Description: An orb of fiery purification shoots from the Cleric damaging the first enemy it hits for (40 + 4 per Intellect point - 2 per Wisdom point) damage. This spell does an additional 60 damage to undead targets.
Level: 5
BlessedWeapon - Skill power:
Mana: 120 Stamina: 0 Cooldown: 35 sec Warmup: 1.5 Reagent: None
Description: The Divinities bless your weapon for 22 seconds. When you strike an enemy with your weapon you gain one Drain Counter and then deal an additional (.75 per Intellect point / Drain Counters) holy damage. The effects of BlessedWeapon gain an additional 5 damage with undead enemies.
Level: 10
HolyAura - Skill power: 13.95
Mana: 180 Stamina: 0 Cooldown: 20 sec Warmup: 1.5 Reagent: None
Description: Radiating a Holy Aura, you heal all allies within 6 blocks (other than yourself) for (10 + 0.3125 per wisdom point) health every 2 seconds. Any undead targets within your Holy Aura will also be dealt (10 + 0.1562 per wisdom point) damage. Your aura takes 1.5 seconds to warm up and it dissipates after 16 seconds.
Level: 15
InnerFire – Skill power:
Mana: 150 Stamina: 0 Cooldown: 1 min Warmup: 2 sec Reagent: None
Description: You release your inner fire to fight off your enemies, increasing your Intellect by (.65 per Wisdom point) and reducing your Wisdom to 0 for 30 seconds. Takes 2 seconds to warm up.
Level: 20
Invuln – Skill power:
Mana: 220 Stamina: 0 Cooldown: 5 min Warmup: Instant Reagent: Cactus
Description: You are invulnerable to all damage for 4 seconds.
Level 25
Dispel - Skill power: -35
Mana: (60 + (30*Drain Counter)) Stamina: 0 Cooldown: 1 sec Warmup: .5 Reagent: None
Description: You remove a magical effect1 from your target (within 12 blocks). Takes .5 second to warm up and you gain 1 Drain Counter.
Level: 30
HolyWater - Skill power: 80
Mana: 200 Stamina: 250 Cooldown: 18 Warmup: .5 Reagent: None
Description: You throw a potion of Holy Water at your target location. Party members including yourself within 7 blocks are healed for (20 + 4 per wisdom point - 2 per Intellect point) health and your enemies in a 5 block radius are damaged for (20 + 3.75 per Intellect point - 1.75 per Wisdom point) health.
Removed
HolyWater - Skill power: 31.35
Mana: 200 Stamina: 250 Cooldown: 18 Warmup: .5 Reagent: None
Description: You throw a potion of Holy Water at your target location. Party members including yourself within 7 blocks are healed for (60 + 2 per wisdom point - 1 per Intellect point) health and the undead receive the same amount as damage.
PurifyingVial - Skill power: 31.35
Mana: 200 Stamina: 250 Cooldown: 18 Warmup: .5 Reagent: None
Description: You throw a vial of purifying water at your target location. Enemies within 5 blocks are damaged for (60 + 1.75 per Intellect point - .75 per Wisdom point) health and the undead receive the same amount as damage.
Level: 35
SacredTouch - Skill power: 67
Mana: (160 + (35*Drain Counter)) Stamina: 0 Cooldown: 5 Warmup: 2.5 Reagent: None
Description: Your touch heals your target (within 3 blocks) for (190 + 4.25 per wisdom point - 2.5 per Intellect point) health and gaining 1 Drain Counter. Takes 3 seconds to warm up. This spell is not usable on yourself.
Level: 40
Revive - Skill power: (-100 / 72)
Mana: 200 Stamina: 0 Cooldown: 1 min Warmup: * Reagent: Rose
Description: You breathe life back into your target, returning them to the place where they died most recently (if you are within 50 blocks of that place). Takes (12 - .1 per Wisdom point) seconds to warm up.
Level: 45
DivineBlessing – Skill power: 48
Mana: 240 Stamina: 0 Cooldown: 15 Warmup: 2.5 Reagent: None
Description: All party members (including yourself) within an 8 block radius are healed for (120 + 3.25 per wisdom point - 2 per Intellect point - (10 per Drain Counter)) health. Takes 2.5 seconds to warm up.
Level: 50
Blessing - Skill power: 132.35
Mana: 300 Stamina: 0 Cooldown: 10 Warmup: 7 Reagent: 5 Gold Bars
Description: You encourage your target (within 10 blocks), increasing their Constitution by 15 and all other stats by 5 for (10 + 0.5 per level) minutes. Takes 7 seconds to warm up.
Level: 55
GuardianAngel – Skill power: 2.61
Mana: 350 Stamina: 0 Cooldown: 3 min Warmup: Instant Reagent: 1 Cactus
Description: Party members within a 7 block radius are invulnerable for 3 seconds.
Level: 60
SacredHymn – Skill power: .25
Mana: 200 Stamina: 0 Cooldown: 3 min Warmup: Instant Reagent: None
Description: Your hymn calls down healing upon yourself, restoring (200 + 3.125 per wisdom point - 2 per Intellect point) health and negating their fire effects.
Level: 65
HealingOrb - Skill power: 54
Mana: (100 + (50*Drain Counter)) Stamina: 0 Cooldown: 2 Warmup: .5 Reagent: None
Description: You blast an Orb of healing energy in front of you that will heal the first player it contacts for (80 + 1 per wisdom point - 1 per Intellect point) health and removing fire effects. Takes .5 seconds to warm up.
Fullheal– Removed 7/10/14
Mana: 350 Stamina: 0 Cooldown: 20 Warmup: * sec Reagent: None
Description: You restore your target within (8 + 0.15 per wisdom point) blocks to full health. If cast on yourself, you heal for half your maximum health points. Takes (4 + .1 per Intellect point) seconds to warm up.
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Thoughts behind design and direction
Thoughts behind design and direction
The current problems with Cleric is downtime and lack of ability to choose a more self efficient path in offensive skills. Currently building Intellect and Strength and neglecting all other stats you will do horrible damage making this class very hard to play solo, without group support. The downtime issue is due to long(but needed) cooldowns to prevent over use of heals. Healing with a Tanky class like Cleric is in a way more powerful as they are not targeted due to their high survivability and can stand in the middle of a massive battle and survive for long periods of time throwing heals on their allies, where as a healer like Druid or Bloodmage needs to kite and avoid the middle of the fight, which will make it a little more difficult to continually apply heal.
Downtime:
Currently there are two factors controlling Clerics healing ability which is cooldowns and Mana cost. Although the Cleric generally has a good mana regeneration they can still blow their entire mana pool in seconds using their skills. Mixed with the cooldowns the Cleric is restrained and cannot burst heal entire groups. What you get from this is large periods of time when you cannot heal, and you are just running around waiting for your heals to fall off cooldown which can be boring as a healer.
My design is attempting to remove the downtime but maintain the controller of forcing the Clerics to choose between healing spam or mana, as the more they cast their spammable spells in short periods of time the more mana the spells will cost or the less effective the spells will become.
Combat:
A long time ago in a far away land, Clerics were a deadly force and I was a Cleric placing 3rd on the 1v1 arenas for weeks. Clerics were not only force as a healer but also as a heavily armored warrior, smiting their enemies for 120 damage while hitting them for 57 damage with each strike of their golden mace. Then there was a great weakening and the Clerics lost the majority of their combat abilities in a quick attempt to reign them in as an offensive AND defensive force and in that it succeeded. The problem is, it succeeded too much making Cleric a pure healing class, that while I could dig it, most players were completely turned off.
My direction for Cleric above was to give it the option of building damage that would at the same time reduce it's healing to prevent a reintroduction of the GodTank of the past. By giving the Cleric several (3 in total) offensive skills, including a personal Melee boost, a thrown potion that provides an AOE smaller then Pulse and a Fireball rip off spell that has to be aimed instead of the automatic Smite Cleric used to have, gives the Cleric an option to build damage at heavily reduced rate of healing, or if the Cleric still wants to build healing but still wants to have the option to defend themselves you have InnerFire. InnerFire boosts your Intellect based on your Wisdom which boosts your combat abilities to a small extent, but then reduces your Wisdom to 0 which will remove the Wisdom penalty from your offensive spells while crippling your healing for a short period allowing them to output heavier damage while preventing them from stacking it with heavy heals.
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