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[Hero Class] Spell Breaker
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Post by
Claggi
Spell Breakers are a force not of destruction, but of deconstruction. Magic or no, Spell Breakers utilize the power to disassemble.
These disciplined individuals are trained at the unrevealed Spell Breaker Academy, where magic and melee come to blows and fall apart before them. The Spell Breaker fuels himself with his own ENERGY, much the way a Rogue does. Due to his discipline, if he had mana, he’d vaporize himself dry of it rather quickly. Not built for heavy DPS, a Spell Breaker enjoys skills useful for helping parties, or disabling enemies, since he has minimal healing.
All Spell Breaker alumni require 45 levels of community service to Azeroth, and then can create one Spell Breaker.
(You need a 45th lvl character before you can create the lvl 45 starting Spell Breaker college student)
Note: This thread ties in with Clash of the Titan
, my 4th expansion thread.
Races:
Gnome, Night Elf, Draenei, Worgen, Ice Troll, Nerubian, Quilboar
Jungle Troll, Undead, Blood Elf, Naga, Ogre, Satyr, Trogg
Racial explanations will follow eventually.
Bar: Energy
Weapons: Sword 1h/2h, Axe 1h/2h, Staff, Dagger, Polearm, Thrown, Wand
Armor: Cloth, Leather, Plate (via quest), Shields
Breakers cannot dual wield and skip out on Chain armor. What a shame!
Stats:
Strength: Useful for DPS and blocking purposes. Be sure to have some on all builds.
Agility: Mostly for Thrown weapons. Based on their short ranged glaives, a good thrown weapon can be lethal if used right. Also, added dodge is always helpful for Tanking.
Stamina: You want to take hits, right? Stamina also adds .5 Spellpower as your own lifeforce feeds your magic.
Intellect: Useful for Spell Crit, and Spell damage once Cata hits. Spells powered by energy are easily reusable.
With such a quirky setup, you’re probably wondering why?
Spell Breakers have physical and magical powers; they are disciplined with a variety of weapons, including magical wands, daggers and staves. They throw akin to the glaives they threw in TFT.
Spell Breakers are of a variety of studies. Night elves are magic deconstructors, while Blood Elves like manipulating the magic around them. There are, of course, those with other reasons, such as both Trolls in it for the Throwing bonus and then some.
Skill Wise, the Breaker has three trees: Martial Combat, Control, and Disruption, each is not clean cut in one focus.
Martial Combat
bolsters tanking and melee physical DPS.
Control
bolsters magical support, steady DPS and wands.
Disruption
focuses on debuffing, burst magic DPS and thrown weapons.
Figuring out the way you, the Breaker wish to go, is up to you, but before you can leave school, you must earn your degree through a series of tasks and quests that span about 3-5 levels of gameplay.
You begin in the dormitory hallway of the academy based on your faction AND gender. Mostly, all is the same, but men and women of different races sharing bunk beds… the idea is unheard of!
Your quests start simple with tutorial ‘tests’ and exams, but also include some outbreaks of monsters and intruders that must be stopped!
Campus scandals and big campus parties of a non-dry nature make you wish school was like this… well, with the magic powers that is.
You begin with your leather school uniform, and are urged by a dorm buddy to get your school supplies because it’s a few days till graduation. This is where you check under your bed to find your weapon and shield… clever that the quest works like this because you can decide if a mace or sword was hiding there. You also find your standard issue throwing glaive.
That’s only the tip of the iceberg and that’ll be saved for another time!
For now, let’s explain the Breaker’s powers. Breakers can tap into elemental magic of Arcane, Fire, Light/Holy, and Nature, mostly in that order. They can even graft these elements to an equipped wand for added powers, and each buff can be bolstered by being a certain race or changing them at the wand laboratory.
How about some skillz?
Post by
Claggi
Control:
Energy Ball
– Your basic DPS spell, costing a cheap (by SB standards) 40 energy and having no cooldown, a rarity amongst their skills. Energy ball is mostly a simple DPS source of Arcane damage with 30 yards range, but it also has a nice feature: every 5 strikes, the next will automatically be critical UNLESS a critical happens beforehand to reset the counter. If energy ball isn’t used after 2 minutes, the buff on the Breaker disappears and it resets.
Spell Switcher
– Switches a negative magical effect on yourself with a positive one from your enemies. The spells you can snag can be really good, such as a mage’s Frost or Molten Armor, but a smart Mage will cast Amplify Magic on himself to cause you to steal that instead (it has higher priority chance to be stolen.) Of course, you need a debuff to give your enemies, you have a few. Costs 55 Energy and has a 15 second cooldown, instant cast!
Magic Reversal
– Causes the target’s next heal or damage spell to do half the reverse to the target. For instance, a 5000 HP heal spell will hurt an ally by 2500… way to kill your friend! This skill costs 80 energy, casts instantly, and has a 12 second cooldown. May not seem significant, but 80 energy is expensive!
Light Burst
– Deals minor Holy damage to an AoE and forces an agro wipe (but not an HP reset.) Dangerous but used for emergencies. Instant cast spell that has a 5 minute cooldown, but needs no energy whatsoever.
Mana Filler
– Restores the allied target's mana bar by X. Has a 2 second casting time and a 10 second cooldown. This spell has been bombarded with the Overpowered card in the past, but there's been no spell that emulates mana potions so well.
Pure Power
– Increases a target’s Attack and Magic power by a set amount for 30 minutes. Has an hour long party version called True Power.
Split Source
– When cast on an ally, reduces the cost of their abilities by half and uses your Energy to fund the remainder: straightforward on 100 bar skills but on mana, it’s a percentage of the mana used. For example, a 700 mana skill is used by a mage with 7000 mana. With Split Source active, he uses 350, and you support the other 350 in a percentage equivalent: math reveals this number to be 5%, therefore 5 energy. Not a bad trade. This skill lasts 2 minutes and has a 5 minute cooldown. If you don’t have the energy to support a friend, they’ll use full skill cost.
Wand Graft
– The only skill in the entire game to effect your wand. and Graft causes an orb of holy, fire, nature or arcane to follow it, akin to shaman elemental weapon buffs, the effects are far different. Aside from adding some damage of said element, you also get:
Fire: Wand causes additional threat and can proc big bursts of strong Fire damage.
Holy: Damage caused will heal fractional amounts to you and some to your party.
Nature: Adds a stackable Poison DoT that also slows movement. Stacked poison slows movement further.
Arcane: Stacks a debuff to an enemy's spell vulnerability, all spells deal slightly more for their duration.
The grafts last 10 minutes and the skills share a 12 second cooldown. They cost 40 Energy to use.
Post by
Claggi
Martial Combat:
Breach Armor
– The next melee attack will ignore 100% of an enemy’s armor. This is an ‘on next attack.’ The problem is twofold, the 65 energy requirement and the fact that the damage output is reduced by up to 15% before armor is ignored. If used against low armor foes, you could very well deal LESS damage and waste precious energy!
Deconstruct
– Strikes with a physical ‘spell’ that has 20 yard range. If used against elemental, mechanical or undead enemies, it always strikes critically. Has a 20 second cooldown and uses 50 energy.
Faux Shatter
– Usable against players only. Removes all their gear for 4 seconds, making them fight naked. Uses 70 energy and has a 20 minute cooldown.
Weapon Blazer
– Instant strikes with your weapon, causing it to deal some added fire damage. Costs 60 Energy and has a 5 second cooldown. This skill doesn't trigger global cooldown.
Arcane Deflector
– Causes you to block and deal some arcane damage highly dependent on your Spell Power. This damage generates decent threat.
Spell Parry
– Allows the Breaker to Parry magical direct damage spells at half success of actual parry rate. This skill is passive and always active, and becomes available at 71.
Post by
Claggi
Disruption:
Spell Pierce
– Strikes with a needle of arcane energy that will remove a damage blocking spells and shields at 100% accuracy, and 1 other spell type with 30% success. Higher ranks grant greater success rates. 25 yard range instant cast, 30 second cooldown and 60 Energy.
Spell Bomb
– When the target uses a spell or certain silencable skills, they will be bombed with fire damage and deal 80% of the damage to all targets in a 12 yard radius. 50 energy, 2 second casting time and no cooldown. This skill ignores the global cooldown too, so wreck away… the damage isn’t too great if they don’t spam spells, and mana costing attack skills don’t count. If a target casts a dispel on it, they will take half damage as they dispel it.
Magic Thunderbolt
– This direct damage spell casts quickly and deals small yet energy efficient damage. Has a 50% chance of being either nature or arcane damage. The difference is apparent based on its color. Uses 35 energy and has a 1.5 second casting time. It also causes no threat at all, so don’t use if you’re tanking. A good source of Disruption specced DPS.
Throat Toss
– Stabs a target’s throat, making them bleed with silence for several seconds. The bleed deals no damage, but removing bleed is more difficult than removing magic. Costs 40 Energy and has a 5 minute cooldown.
Burst Fury
– The afflicted enemy will hurt itself with Nature or fire damage when striking an enemy. The damage it takes is proportionate to that it deals. Lasts 10 seconds or 10 attacks, costs 50 energy and has a 2 minute cooldown
Ricochet
– Throws your thrown weapon at a target, dealing slightly boosted damage and then bouncing to 2 other targets, reducing damage as it goes. This skill doesn’t have a minimum range, allowing it to gather a bunch of zergish foes. It uses 25 energy and has your throwing weapon’s delay as a cooldown.
Mocking Throw
– Throws a threat heavy strike at your enemy and taunts them. Think of it as a 30 range taunt… and it’s not even in the tanking tree (Martial Combat.) It uses 60 energy and has a 10 second cooldown. This skill needs .5 seconds prep time, and has a 40 second cooldown.
Post by
Claggi
Preservation for later
Post by
Claggi
just 1 more
Post by
Claggi
Last one I think I'll need, launch away everybody!
Post by
Morec0
You might want to consider breaking those spell/talent ideas into paragraphs where people can read them.
Post by
Claggi
You might want to consider breaking those spell/talent ideas into paragraphs where people can read them.
I was in a rush to get it up. Now it's up, and now it's spiffied upa bit. Give it a second go!
Post by
Morec0
Not a bad idea, but they can wear plate but not chain? As far as wow goes, even death knights can wear chain, and cloth, and they never do. They start out in plate and are able to wear plate from there on out.
Its a simple chain, if a class can wear something higher then something else, then they can wear that something else as well.
Post by
ArgentSun
Overall I like the idea, with two exceptions - the whole college/students/dorm feels way out of place, and the skills are a little out of balance. I think you are trying too hard to come up with unique spells, and you end up making them almost overwhelming on top of being... strange.
Energy Ball
could be changed to simple straight-forward DPS. Then add a talent that allows it give you a buff that increases your Energy Ball critical strike chance by 4/8/12/16/20% per application, stacking up to 5 times. The stack is consumed when you crit (a la
Darkmoon Card: Wrath
).
Spell Switcher
sounds too much like Spell Steal the SBs had in WarCraft. Since mages already have spell like that (assuming you don't want to give SBs simple Spellsteal), you can change that to a Purge that works on both allies and enemies, removing harmful debuffs from allies, and helpful buffs from enemies.
Faux Shatter
is straight overpowered. A player with no gear has little over 4-5k health right now. 4 seconds are more than enough for a Spell Breaker to melt the player's face.
That's what strikes me for now. I encourage you to develop the idea more, it's an interesting one.
Post by
313143
This post was from a user who has deleted their account.
Post by
Adamsm
Heh,
Spellbreakers have existed before Muscle.
Post by
313143
This post was from a user who has deleted their account.
Post by
Claggi
Energy Ball
has the whole crit thing, but it's damage is deliberately low.
Let's compare with a mage's fireball.
At level 60 561-715 is Fireball, which can then DoT for extra oomph and takes full advantage of Spellpower due to being 3.5s or more casting time.
Energy Ball deals 327-463 damage with no added bonuses and receives less from Spellpower. As a Breaker, you'll be pressed to use it as your likely using your energy to feed mana to that very mage.
To be honest, I don't understand the complaint here. There are few awesome DPS options for this class as is.
Spell Switcher
is MEANT to mimic said skill, this is a Spell Breaker after all, and I didn't want to steal the Mage's skill.
This one does two things and it MUST do both. If the enemy has no buffs and you have no debuffs, then it cannot function. The duration of the spells is set to half their current remaining time. You can't steal potion or scroll buffs, only casted buffs.
For example: A Priest casts PW: Shield on himself and SW: Pain on you. You swap with him and BAM, now he's DoTed and you're shielded.
Faux Shatter
is overly good, but the time I put was supposed to be 20, not 2 for cooldown. Hmmm, what if instead it halves the values of all equipped items and causes the Breaker to suffer 2 durability points per use. Not so great when you're breaking yourself to win a PvP fight. In a Battleground, 20 minutes can be a long time.
As for school... there have been academies for magic, places like
http://www.wowwiki.com/Academy_of_Arcane_Sciences
. It's not so modern college dude type place, but you deal with many instructors, tutors and trainers as well as drama from the outside world
Post by
Claggi
I really think you should save this on your computer, just make sure it stays safe. The official WoW suggestion forums will be waiting soon.
Funny you should say that:
http://forums.worldofwarcraft.com/thread.html?topicId=11963429
That's a far older version I made, granted. This is sort of new improved and following a true definition of Hero Class
Post by
313143
This post was from a user who has deleted their account.
Post by
Claggi
The Breaker can cast several self only 'buffs' that count as debuffs when utilized for Spell Switcher. They aren't prioritized though.
All skills are instant cast and use 50 Energy.
Some are as follows:
Muscle Borne: Adds a small amount of Strength to the Breaker or reduces strength of the swap victim. (Martial Combat) This buff stacks with all Strength buffs or debuffs.
Wicked Tongue: Reduces Spellcasting time by x% or increases it on enemy swap victim. (Disruption)
Gold Casing: Increases your armor by X% or reduces enemy movement speed by X%. (Control)
Leaf Burst: Heals or nature damages target respectively in one explosive burst after the timer runs. (Martial Combat) This is one of his only sources of healing.
Flame Lasher: Deals Fire damage to enemy attackers or causes victim to take added holy damage when struck. (Control)
Immense Caution: Increases Fear resistance and helps end fear effects sooner or causes enemy to sometimes break into 1 second fear bursts while active (Disruption)
Post by
313143
This post was from a user who has deleted their account.
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