1. INTRODUCTION (posted in a different forum but it didn't gain gain much traction)
Hi all! Yes yes, another new class thread.. First of all, hear me out. My name is RavenSworn and I have played the game ever since beta. It doesn’t give me precedence or even expertise on a matter of class development, let alone creating one but if it’s one thing I know, new stuff always gets interest piqued. Not to mention new classes and/or new weapon skill lines will definitely help with calling back veterans who are sick and tired of playing the same old classes again. There were a few new class thread being put up but so far, I’ve not seen a class thread that really has a proper layout to its game mechanics. (not to mention I seem to have a lot of time in my hands)
History
Wardens, in essence is a defender. A guardian of sorts, protecting an area like the Spirit wardens in the Pariah Abbey fields or Lord Warden in the Imperial city. In view of knowledge of a previous class called Wardens, it should come to no surprise that the next class would be a warden.
While a necromancer might come in handy and might be more popular with the players, with Blizzard releasing the necromancer class in Diablo 3 and cross referencing the 3 skill lines ‘data mined’ ( winter’s embrace, green balance and animal companions), a Warden would fit in thematically more than a necromancer would be.
The theme I am going with the class is that the wardens are a group of guardians dedicated to the protection of nature and the wild. They learn frost magic and dwell in the frozen areas of the world to learn the cruel art of survival and holds the sky, land and animals sacred. They learn teachings from the Argonians about the Hist, Wyrd magic from the Bretons and how Y’ffre has changed the Bosmer with the green pact. They are beast masters, druids and monks.
Note: according to lore, the Ternion monks in East March worships the three old gods, animal spirits that are as old as Tamriel itself. The Bosmer themselves too have hallowed shrines for the spirits of the Wolf, the Tiger and the Snake. The Hist about the balance of life in the forest, much like Y’ffre with the bosmer albeit in a more cannibalistic manner.
The niche of game play that I am going for is melee magicka / druid-beastmaster type of play. There are summoned pets but since it’s daedric, it’s more a warlock / necromancer type of class, which doesn’t make it easy to create a new class.
2. ABILITIES
Winter’s Embrace
Avalanche: caster deals 3 hits to the enemy with cold damage, with the last hit being 200% of damage done. (melee / 1.5s cast / magicka)
1) Falling Echoes: the last hit now deals 150% damage to all enemies surrounding the target enemy. (melee / magicka)
2) Landslide: the last hit now knocks the enemy off their feet. (ranged / magicka)
Frost Bite: deals x damage to an enemy and 300% more to an enemy with less than 25% health. (melee / instant / magicka)
1) Frost Burn: deals 150% damage to an enemy and x cold damage over 3s after. Loses execute effect. (melee / stamina)
2) Ice Spike: refunds magicka when enemy is killed. (melee / magicka)
Wind chill: slows down enemy movement by 50% in front of the caster in a cone for 2s. (melee / instant / magicka)
1) Bitter Cold: deals x damage over 2s as well. (melee / magicka)
2) Snow Falls: creates a synergy that restores health and magicka. (melee / magicka)
Ice Wall: creates a wall in front of the caster that stuns an enemy for 1.5s. (melee / instant / magicka)
1) Snow Barrier: the wall now absorbs enemy projectiles but loses the stun (melee / stamina)
2) Stalagmite: you now cast the wall at the enemy position. (range / magicka)
Winter’s Touch: curses the enemy, making them take 70% more cold damage. (range / instant / magicka)
1) Atronach: cast onto self, causing any enemy to hit you to take 10% more damage. (self / stamina)
2) Fevered Touch: when an enemy dies under this effect, all nearby enemies are affected with the curse. (range / magicka)
Ultimate – Blizzard: channels an ice storm, dealing x damage over 5s around the caster. Allies can activate a synergy that deals x damage to enemies nearby (melee aoe / 5s / 200 ult)
1) Landfall: changes to a ground target spell and synergy will now allow allies to gain major ward and resolve. (ground target / 5s)
2) Howling Gale: bigger radius and longer duration. (melee / 7s)
Passives
Heart of Winter: Any Winter’s Embrace ability slotted increases your maximum magicka by 4 / 8 %.
Glacial Aura: increases your movement speed by 5 / 10 % each time you cast a WE ability.
Icy Veins: Increases your cold damage by 25 / 30 % and magic damage by 10 / 15 %
Winter Unending: Avalanche, Frost bite and Blizzard deals 3 / 6 % more damage.
Green Balance
Thorn Skin: cast an armor of thorns onto self that deals x damage to any enemy that hits you. (self / 12s / magicka)
1) Briar heart: armor now deals x damage every 2s. (self / 12s / magicka)
2) Bark skin: armor also gives minor vitality and increases armor by x amount. (self / 12s / stamina)
Mark of the Hist: deals x damage over 3s to an enemy, stunning them for 1s after effect ends. (ranged / instant / magicka)
1) Rage of the Hist: deals more damage over 3s but loses the stun. (ranged / magicka)
2) Mark of the Wyrd: stuns longer and snares the target after stun. (ranged / magicka)
Life Wreath: Heals self or an ally for x amount over 5s (ranged / instant / magicka)
1) Rejuvenate: changes to an aura that increases stamina and magicka recovery and activating the ability will restore x amount of health per allies nearby. (aura / magicka)
2) Dream Wreath: heals more over a longer duration. (ranged / 7s / magicka)
Green Guardian: summons a spriggan that lasts for 10s to attack an enemy and deals minor maim. (pet summon /1s / magicka)
1) Green Warrior: summons a spirit bear that deals more damage for 8s. (pet summon / stamina)
2) Green Hunter: summons a spriggan that lasts for 15s and deals poison damage. (pet summon / magicka)
Nature’s Wrath: casts a corridor of thorns, dealing x damage over 5s and gaining major prophecy. Also gives a synergy for allies to gain major prophecy. (ranged / instant / magicka)
1) Dreamer’s Call: it now heals x amount over 5s for allies. (ranged / magicka)
2) Forest Walk: the synergy now also gives allies to gain major prophecy and deal x poison damage onto any nearby enemies. (ranged / magicka)
Ultimate – Spirit of the Totem: the caster summons a totem at target location for 12s, that will deal x physical damage around it every 2s. Allies can use a synergy to heal for x amount. (pet summon / 12s / 175 ultimate)
1) Totemic Endeavour: the totem now lasts 20% longer and deals 20% more damage. While slotted, you gain minor mending. (pet summon / 175 ultimate)
2) Spirit of the Forest: you summon a forest lurcher instead, following you and dealing x physical damage to any enemies around it. (pet summon / 175 ultimate)
Passives
Glades of Serenity: Each time you heal an ally with a Green Balance skill, you gain 8 / 10 ultimate.
Healing Hands: the duration of each green balance skill is increased by 1 / 3 % per light armor equipped.
Forest Kin: whenever you activate a GB skill, your pets do 10 / 20 % more damage.
Rooted: you suffer 10 / 20 % less duration from snares, roots and other cc effects.
Animal Companions
Summon Aspect: summons an animal companion to fight by your side. The type of animal summoned depends on type of weapon equipped in main hand. Bows – spiders, swords / great swords– senche, dagger – nix hound, axe / great axes – bear, mace / maul – alit, destruction staff – thunderbug, restoration staff – giant snake. (toggle / 1.5s cast / magicka)
1) Beast Master: Summon a greater version of the animal companions. (toggle / magicka)
2) Wild Child: no longer a toggle but you Summon 2 animal companions for 10s to fight by your side. (melee / magicka)
Primal Spirit: infuses your spirit with primal powers, gaining major brutality & major expedition. (self / instant / magicka)
1) Primal Rage: you and your pets deal 10% more critical damage and gain major brutality (self / stamina)
2) Primal Fear: you invoke fear in an enemy, causing them to run away. (target / magicka)
Ritual Totem: you summon a totem for 5s that deals x cold damage each 1s and heals you for 30% of the damage done. (ground target / instant / magicka)
1) Animalistic: the totem also gives you major ward and major resolve. (self / magicka)
2) Spiritualists: the totem deals 20% more damage and also deals additional poison damage (ground target / magicka)
Spirit Claw: you summon a spirit copy of your animal companion for 8s to attack an enemy , dealing major fracture to the enemy. (melee / instant / magicka)
1) Spirit Bonding: you become a spirit as well, reducing your damage taken by 8%. (self / magicka)
2) Tooth and Claw: the spirit copy now deals major breach as well. (melee / magicka)
Raging Leap: you leap to the enemy, dealing x damage. If you have a pet active, you deal major defile on the enemy. (range / instant / magicka)
1) Raging Charge: you charge to an enemy instead dealing x damage and deal major defile, dealing x damage to all enemies along the way. (range / stamina)
2) Withering Swipe: you now deal x damage to all enemies around you, inflicting x poison damage over 3s every 0.5s. No longer deals major defile. (melee / magicka)
Passives
Longtooth: you gain 5 / 10 % more stamina recovery per Animal Companion skill slotted.
Tundra walker: reduces the magicka and stamina cost of your class abilities by 3 /6 %.
Winterborn: increases spell damage by 2 / 4% and physical resistance by X amount / X amount.
Relentless: you deal 10 / 15% more damage on targets that are stunned, off balanced or snared.
Ingame: RavenSworn, Pc / NA.
Of Wolf and Raven
Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!