As my CC have failed to grab attention, someone (forgot who) told me the posts where to long making people less likely to reply, I talk too much I know this to be true.
There by I have chosen to redo my CC layout into 2 posts the first with attributes and skills and little info and a second with a deeper description and background.
Here goes:
Attributes
Channel Rage (primary)
For each level in Channel Rage non spell skills that target allies have 2.5% chance to last twice as long, and for every 4 levels in Channel Rage you can have 1 more empowering on you.
(This totals 0=1…4=2…8=3…12=4…16=5, points in attribute : maintainable empowerings)
Guardian Manifestation
With each level in Guardian Manifestation the damage you deal with a phantom weapon increases, also skills related to the physical and non-physical forms of your weapon become more effective with a higher level of Guardian Manifestation.
Brotherly Guardians
No inherent effect - For each level in Brotherly Guardians skills that rely on friendly guardian spirits become more effective.
Grievous Guardians/Grim Guardians
No inherent effect - For each level in Grievous Guardians/Grim Guardians skills that rely on malignant guardian spirits become more effective.
The weapon
Ferals are a very spiritually atoned class thereby they use a spiritual weapon.
They use a non physical version of the wind and fire wheel and similar weapons.
Phantom Wind
Damage: 8-15 (no damage type, meaning it's armor ignoring)
Re-swing: 1.862 seconds
Range: melee
As you can see the damage is armor ignoring, this is because the weapon is a non physical one you can see through it and stuff. When your weapon becomes possessed it becomes physical and no longer ignores armor.
(These are not final values, any suggestions for better balance are welcome)
Skills
Note that each class has a limited repertoire of skill types; 4-5 is about usual 1 of which rarer than the others, paragons are an exception as I counted 6 types on them and assassins have 8 because of lead-offhand-dual attacks being different types.
For example elementallists are the only profession without signets, they instead get glyphs.
The feral has a repertoire of:
- Empowerings
- Essence attacks
- Melee attacks
- Possessions
- Sacrifices
Channel Rage
Channel rage serves the purpose of keeping the guardian spirits in the feral in check, enforcing them to cooperate and making sure the Feral is the one in control.
It has skills that work with empowerings, as well as several self buffs that work from the feral’s advanced mental discipline.
In other words its a energy management and skill manipulation attribute, like most factions primaries it does not have that many skills in it.
Rush of Control elite empowering
End all empowerings on you, for each empowering lost this way, for 1…3(4) seconds skills you use recharge 25% faster and cost 2 less energy.
Exhausting Dominion possession
For 30 seconds your weapon deals 11-14...17(18) chaos damage, but whenever you attack you lose 3 energy and all adrenaline.
Truth Returns possession
For 2 seconds the weapon of target ally deals no damage, but that ally gains 2...3(4) energy regeneration.
Sacreficial Concentration sacrifice
You start burning for 6 seconds, for each 3...2(2)health degeneration you are suffering from conditions, you gain 1 energy regeneration, if you die while under the effects of this sacrifice each all allies in the area gain 20...50(60)% or your current energy.
Guardian Manifestation
This attribute contains several attack skills, both normal melee attacks for when your weapon is in a physical form and essence attacks for when your weapons is in a phantom form, you can’t use attacks skills with a phantom weapon and no essence attacks with a physical weapon, thus they should be different types.
I do not think that this attribute should have empowerings, it might unbalance the class.
Combat Soul essence attack
If this attack hits target foe loses energy equal to 1…4(5)% of their maximum energy, if you are not under the effects of an empowerment you take that much holy damage.
Folowup melee attack
If this attack hits it strikes for +5 damage, if this attack is evaded target foe takes 12…25(30) blunt damage.
Burden of Competence elite possession
For 25 seconds your weapon deals 3-14...22(30) chaos damage, but whenever your attacks hit you suffer from weakness for 5 seconds.
Mind Wipe elite essence attack
If this attack hits you deal +4 damage, if that foe was using a skill that skill is locked for 4...11(13) seconds.
Brotherly Guardians
This contains skills fueled through the desire to protect your allies, and also the desire of the friendly guardian spirits of the feral to protect their friend.
It is mainly a damage prevention attribute, but also contains the skills the feral is supposed to use for self healing
Impasse empowering
For 2…6(7) seconds all damage on creatures in your area is reduced to 0.
Plea of Suppression possession
For 9 seconds target foes weapon deals no damage, but that foe steals 5...3(2) energy from you whenever it attacks.
(this skill has 50% chance of failure with brotherly guardians 6 or less)
Exalted Sacrifice elite sacrifice
For 8 seconds whenever you take physical damage all other party members are healed for 50…90(100)% of the damage taken, if you die while under the effects of this sacrifice all party members are healed for 50…90(100)% of your max health.
Rejection of Desecration possession
For 30 seconds your weapon deals only 1-8 damage, but grants 10...25(30) armor to you and all nearby allies.
Rentent Savior possession
For 20 seconds target foe's offhand grants 10 armor and energy, whenever that foe uses a skill on another creature it gains 1...2(3) health regeneration as long as this possession is active on that foe
Grievous Guardians/Grim Guardians
This contains skills fueled through anger and hate of the ferals' guardian spirits.
It's main function is spiking, apply able through melee damage, hexing, or area effects.
Sanguine Despair possession
For 35 seconds your weapon deals 10-14...18(20) slashing damage and whenever you are below 30…60(70)% max health you attack 25% faster
Nightmare Conduit empowering
For 6 seconds all foes in your area attack 20% slower and move 20% faster, any foe not moving suffers 1…4(5) health degeneration.
False Promises possession
For 10 seconds target foe's offhand grants 30...25(22) max energy and armor and all that foes skills cause exhaustion. Whenever that foe uses a skill, all adjacent foes take it's exhaustion as chaos damage.
Infuse With Hate possession
For 10 seconds target foes weapon deals 12-26 slashing damage, each time target foe fails to hit in melee that foe takes 50...110(140)% of the damage it would have dealt.
Unworthy Offering sacrefice
For 3...10(12) seconds target foe suffers from bleeding and deep wound, if that foe dies while under the effects of this sacrefice you suffer from weakness for 12 seconds.
Unnatural Force empowering
For 12 seconds you deal +1...3(4) damage for each enchanted creature in the area.(max. 10 creatures)