Future Report: Celestine
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This isn't an issue with SSC, this is an issue with shotgun cures. SSC gets ruined by hidden ice affs, for instance, because you can't just apply ice and have it fix whatever's wrong.
Ok, here's exactly what I mean: https://pastebin.com/mxrsTu8v When blackout is given without any afflictions (not in the paste but tested immediately before), SSC cures with health/scroll/sparkleberry only. When an affliction is given under blackout, SSC "knows" that you need to diagnose, and then cures the right afflictions. Were I coding my own system, I could make it diagnose on every blackout, but I wouldn't be able to do what SSC does here.
<a rel="nofollow" href="https://www.lusternia.com/banner/minkahmet.jpg">https://www.lusternia.com/banner/minkahmet.jpg</a>If it turned out to be too weak, I was also pondering adding another vital alongside the mana drain that HolyFire would cause to help with a Celestine's 1v1 pressure a little like how a dreambeast/blade works where it drains some from each vital, HolyFire could add that.
Well I have done a LITTLE testing, though I will need some confirmation from @Orael because the timing and numbers seem to change a little from test to test, and the timing is thrown off when you hit with Infidel while Heretic is going.
Currently Heretic and Infidel tic every 3 seconds, each costing 3p. Heretic afflicts with various mental afflictions, whilst Infidel's initial strike hits with around 7% health, then about 7% mana damage there after.
Heretic cast on its own tics six times, however if you cast Infidel during it, the tics change frequently to the point no tics happened, and then two did, so not sure whats going on there.
In regards to what HolyFire should do, if its on your target, it could add a mana drain to Heretic, perhaps 7% as well, and possibly boost Infidels to 10%. Please note I am terrible with numbers!
Amissio's drain is around 11%, Holy Fire could boost it to 15%?
Anyways, this is just another idea throwing session, feel free to be nice or suggest something else nicely.
The skill I was going to call Redemption. And inside that skill is five other subskills each a way to build the other. Each one would use a globe of Holy Light for a total of five to get to the end.
Firstly you CONSECRATE <target> - Prepare them with Holy Light. - Use a globe of Holy Light to prepare your target for Redemption. This will turn your angels eyes towards them and cause the angels attacks to begin to drain mana. Essentially allowing your angel to afflict and drain mana.
PENANCE - Have them kneel before the Light to ask for forgiveness. - Use the Light to force your target to kneel before you and pray. - Hits them with the kneel angel power (prone/stun) and drains mana.
PURGATION - Purge the unclean with Holy Fire. - Ignite the Holy Light into a burning flame to scour them. - Holy Fire will burn them, draining mana per tic, should they leave the room it will also drain but cause the flames to turn to embers. Should the Celestine re-enter their room, the fires will reignite.
CONDEMNATION - Condemn their souls to burn with Holy Fire. - The flames will now start to drain health as well as mana and make it harder for them to leave.
PURIFY - Purify their soul in the Holy Fires of Celestia. - With the assistance of Lady Elohora, purify them within the Light. - Stuns and drains a chunk of mana.
This just seemed like a fun idea, not sure if its viable or silly, but just throwing out ideas.
So looking at this, what kind of balance timers we looking at? Each of the preparation four using 5s?
1) Consecrate - We looking at mana drain per affliction, or just a set drain when the angel hits, regardless with how many afflictions?
2) Penance - Seems really good even just on it's own, perhaps make these sub-abilities only usable once per target for a set time?
3) Purgation - I like it, same thing as Penance though for my concerns
4) Condemnation - I approve
5) Purify - Should work in the same vein as Excruciate for me personally. Perhaps do a 13% drain per each of these sub-abilities dealt before Purify? Would cause 52% total mana drain which is only .5% less than Excruciate and could have a similar stun timer to allow for the Celestine to capitalize on their resources spent. Granted the full Excruciate + Wrack combo is 10p with little room to regenerate power inbetween to sting deep with mantakaya, this would be using 5 Holy Light and 8p which in some regards I'd call fair, given how hard HolyLight is to come by without a generation method being put in that is more consistent.
Anyways, just another idea to throw in the mix for consideration.
@Orael @Estarra Feel free to weigh in, you usually have great ideas!
One thought was kind of like wicca ents, having multiple angels follow, each one doing a different thing, be that healing or afflicting.
Another idea was more summoning them upon your enemy as you need them, such as one could summon a cherub upon their enemy, and they would afflict with say, Raziela afflictions alongside the Celestine for a set time.
Or thirdly, allow them to be called for various situations, such as summoning a cherub which could be used to either afflict or heal depending on your situation.
Idea's and thoughts welcome!
Maybe Cherubs or Deva's give something that helps bashing and the other is for influencing? cause they're low down and nice to get early.
Archangels for combat. Not sure for a fourth, something around the idea of travel/spreading the light far and wide?
I'd make all four companions able to invest however many afflictions your current skill in Celestialism/Nihilism allows, but give them a variety of active abilities that charge up over time and offer different flavour bonuses. Like once charged, you might be able to order the cherub/imp to give you a random minor boon that lasts a few minutes, or for a short time gives your bashing/influence attacks a chance of generating light/dark essence. The deva/fiend might confuse a mob for a few seconds and halve the health/ego damage they cause, or be ordered to pacify/divert a specific hostile creature. The angel/demon might be able to give you a number of shield/demonskin points that negate a percentage of incoming health/ego damage of a selected type until they are depleted, or maybe alter a percentage of incoming/outgoing damage to a type that matches your strongest for a few attacks. The archangel/archdemon might give your next influence/damage attack a huge critical bonus and give you a bonus effect if you do critical, or maybe cleanse you of a random affliction and splash damage to hostile mobs in the room if an affliction is removed.
Obviously those ideas might not be the best, and changing the companions to have different PvP uses in addition is good too, but I can't really speak to what would be good design for that arena.
I also like the idea of making angels/demons a bit more pet like - but maybe different from bonds/fae/etc in that they never leave your side. Instead, maybe they can read the soul of a player as long as they are in your room, and then use that bond to later peer into that player's location, sense their vitals, send a targetted room message, send them an item, etc.
Not sure if that all fits the themes you are going for though!
I imagine the same is somewhat similar for other guardian classes perhaps, old mechanics that don't fit in with how freely other abilities are given or their power level.
Perhaps this thread needs to be considered as part of a wider discussion about the role of Guardians and what they should share in common, and what should be their unique thematic elements.
Since Institute seem secure in their position, building others up to where they are at the moment could be a good goal for painting a new veneer on some things.
Nihilists to a lesser extent.
Institute not at all.
Illuminati need some changes.
Wiccans are not guardians, that is why they are listed as a different class/archetype. The correct phrasing should be archetype, but we will forever use class when we mean archetype.
The Mage/meld rework impacted Druids, yet Druids, by your logic, aren't mages.
Czixi, the Welkin murmurs, "Fight on, My Effervescent Sylph. I will be with you as you do."
Aian Lerit'r, Lead Schematicist exclaims to you, "A *paperwork* emergency, Chairman!
I've only been back a short time but a lot of people have told me that Celestines (and guardians in general) are in a pretty poor spot.
I don't have a grip enough on the meta as a whole or understand some important specific areas of combat regarding other factions, but it DOES seem to me that Celestine's are severely lacking in 1) affliction stacking - especially when compared against almost any other class - and 2) instakill setups.