Join Date: 31.05.2012
Once a healer of the Kingshill church, those priest theorized the use of healing spells to fight the undead menace. Banished from the church for such abominable teachings the heretics abbandoned the old path to create a new school of magic able to oppose the Nefertary cultists once and for all. But that choice had his price to pay making them unable to heal the injured comrades any more and forcing them to fight hand to hand against their nemies. Now you can often find them wandering the land destroyng every undead they will meet.
Heretics are a close combat leather class with the ability to cast Seals on their enemies at range. Thei will fight with knuckles in each hand that will increase their base and close combat damage or with hand bands to increase the damage of their seals. With the ability to spread their seals over more enemies, to regain a portion of their own health from damage taken and dealt, a medium leather armor and nice offensive skills the Heretic is not so easyly took down when surronded and can quicly dispatch their enemies. It requires strategic play due the seals nature and it has the thilling of a close combattant that must act carefully to preserve his life.
It can have two resources instead of only one using mana in the way of a wizard to cast seals and energy like a hunter for touch skills. Can be aswell all merged in one Healing Power bar consumed at each hit or seal cast.
I imagined their spells like this :
(All seals can be casted at range)
Healing touch: makes 100% healing damage to undead and 50% to other monsters on touch.
Seal of the Grave: bounds your enemy to the grave for 4 seconds filling it with undead energy. Every marked enemy will be treated as undead.
Life explosion: An explosion of life surrounds you damaging every nearby monsters for 200% damage if undead and 150% damage if not.
Convalescence: Force your enemy in a weakened state lowering his attack and movement speed for 5 seconds.
Seal of infection: Marks the enemy so that next spell or seal cast on it will spread on nearby targets.
Ghost step: Bound yourself to the ghost world making you able to travel across your enemies to the desired place. (This will be like the
jump abilities for other classes. The player will become ghost-like appearance and walk to the desired position unharmed.)
Trust: Increases the damage done to sealed enemies of 50%.
Bad remedy: Puts a seal on your target that damages for X% each second for 3 seconds. When the effect is over the target will suffer of Convalescence for 3 seconds.
Rejuvening touch: Hits all enemies in front of you for 70% of your base damage and heals yourself for 50% of the damage done.
Revive: Attemps to bring an undead monster to life killing it instantly if his health is below 30% otherwise damages for 120% base damage, 80% on normal ones.
Rain of fists: You attack your enemy with a rain of fists stunning it for 5 seconds and damaging it for 130% of your base damage.
Healing wind: You call forth the power of wind infusing it with life energy that damages all enemies near yourself for X% damage over 4 seconds and lowering their attack speed by 50% for the duration.
Seal breaking: Destroys all your active seals on all targets causing damage depending on the seal:
-Seal of the Grave: 80% base damage
-Seal of infection: 30% base damage
-Bad remedy: 50% base damage
Life stream: Fills you with a life stream that damages any opponent attacking you for 50% of the damage received and heals yourself for 25% of the amount for 5 seconds.
Heart attack: Feign an heart attack, collapsing to the ground and tricking your enemies to think you are dead. This can fail with enemies 3 level higher than you. <- ( LoL i love this one )
So far this is my idea of the Heretic class, since this game is full of undead and i personally love the fact of using healing to kill them (like in old good games) i thought that nothing but an Heretic could do that
Feel free to tell what you think and add anything you like to my vision or your own vision of an Heretic too.
You are all welcome.