Jul 1
Mage skill expansion
While maintaining the fire theme, here's a list of ideas for the mage class.
Level 3 — Charges
Passive ability that adds a stackable charge every 3 fireball casts. These charges dissipate every 20 seconds from your last fire ball. Max 5.
Level 10 — Cinderstep
Wreathe your legs in flame, letting you dash through your foe.
15 range
15s cooldown
Instant cast
No energy cost
Dashes 15 range, dealing 25 damage to enemies in 5 range of player during dash
Grants 1 Charge on hit once per cast
Level 15 — Scorchmark
Brand your target with a burning sigil, amplifying fire damage they take.
30 range
20s cooldown
1.5s cast
Costs 1 charge
Marks target for 12s: increases fire damage taken by 20%
If target is already Ignited, refunds 1 Charge
Level 20 — Flare
Blind nearby enemies with a flash of searing light.
10 range
30s cooldown
Instant cast
No energy cost
Reduces accuracy of all enemies within range by 40% for 4s
Deals 15 damage to any enemy blinded
Level 28 — Emberward
Wrap yourself in a shield of smoldering embers, absorbing damage and punishing attackers.
Self cast
45s cooldown
Instant cast
No energy cost
Absorbs damage equal to 15x your Grace for 8s
Reflects 15 damage to melee attackers while active
Level 30 — Super Charge
Passive: accumulate a super charge that can be consumed by Gleam, dealing additional damage, but consumes all charges and additional super charges. Max 3 stacks.
Level 35 — Kindle
Feed your inner flame, sharpening your instincts.
Self cast
60s cooldown
Instant cast
No energy cost
Increases Charge generation chance by 50% for 12s (basically a 50% chance per charge generator cast to gain an additional charge)
Restores 60% energy on cast
Level 38 — Ignition Point
Passive: 50% chance on crit to apply a stacking DoT, for 5% of the crit per tick for 6 ticks.
Level 42 — Wildfire
Unleash a chain of flame that leaps between nearby enemies.
25 range
25s cooldown
2s cast
Costs 30 energy
60 damage, jumps to up to 4 additional enemies within 10 range (damage reduced 15% per jump)
Each enemy hit has a 5% chance to grant 1 Charge
Level 50 — Cauterize
Sear a wound shut, healing yourself with residual fire magic.
Self cast
40s cooldown
1.5s cast
No energy cost
Heals for 120 + 5x of Grace
Consumes 1 Charge to double the healing
Level 55 — Combust
Detonate all fire effects on your target, dealing damage based on their remaining burn duration.
30 range
30s cooldown
Instant cast
Costs 2 Charges
Consumes Ignite and Flamestorm from target, dealing 8 damage per second remaining on those effects
Level 62 — Meteor
Call down a blazing meteor to crash upon your target's location.
35 range
45s cooldown
2.5s cast
Costs 40 energy
120 damage to all enemies in a small radius
2s cast delay before impact (telegraphed)
Level 68 — Phoenix Veil
Cheat death in a burst of flame, rising from the ashes.
Automatic self cast
300s cooldown
Instant cast
No energy cost
When you would drop below 20% health, instead become immune and heal for 30% max health (once per cooldown)
Grants 3 Charges on trigger
Level 74 — Infernal Pact
Sacrifice a portion of your safety for overwhelming power.
Self cast
90s cooldown
Instant cast
No energy cost
Increases all spell damage by 35% for 15s, but increases damage taken by 15% while active
Generates 1 Charge every 5s while active
Level 80 — Supernova
Channel every ember of power within you into a single, devastating detonation.
30 range
180s cooldown
2.5s cast
Costs 5 Charges
Deals 400 damage, increased by 20% for every Charge consumed beyond 5 (via Super Charge overflow) (640 damage base with 3 super charge stacks)
Grants Catalyze's cast speed/damage buff for 6s on cast
Disclaimer - This list is generated by AI, all numbers may be changed as balancing fits.
PS: This also implies that the charge system from my Gleam buff is implemented.
Pending