Harbingers of chaos, champions of Lyssa.
Their job is: controllers of truth and enforcers of belief (men in black )
They are hard tanks, that take advantage of the way aggro is calculated, and also change the way people(and mobs) are able to perceive.
More deceptive and slippery than tough or strong, making them essentially different from warriors while still having a similar role.
Attributes
Transcendence (primary)
For each point in transcendence you gain 1.25 damage reduction, also skills dealing with the aether plane become more effective with each level in transcendence.
Harbringing
Harbringing increases the damage you deal with harbinger patterns, and increases the chance to half your re-swing time. Manny skills especially touch attacks become more powerful with higher harbringing.
(note: ‘increases the chance to half your re-swing time’, harbingers do not get critical hits! magic does not crit, instead they have 3% per level to half the recharge time for the next attack.)
Deception
No inherent effect – with each level in deception, skills that hide the truth or take advantage of misdirected foes become more effective.
Banishment
No inherent effect - with each level of banishment skills that cause other creatures to fade form reality become more effective.
Primary calculations
The damage reduction may seem overpowered but remember, they only have 40 armor, this has a huge effect on the damage they take.
60AL=100% of damage
40AL=141.42% of damage
They need the low armor to attract aggro, thus they need the damage reduction to still tank effectively(or not die on the first hit in general).
Far as I know damage reduction is applied before armor is calculated (if not perhaps it should be 1.5 per level)
This makes the formula <damage> - (<transcendence>*1.25) *1.4142 = <health lost>
At a transcendence of 16(20 damage reduction)
The Wraith takes less damage than a 60AL character when hit for 68 damage or less.
When it takes 69 damage it loses 69 health just like a 60AL caster class.
When hit for 70 damage it would lose 71 health.
When hit for 100 damage it would lose 113 health.
This causes the Wraith to have little to fear from fast pressure attacks, but be more susceptible than any other class to high damage spiking.
Now I don't think all wraiths will max out their transcendence, 10-13 seems the most common value, the damage reduction then is less and the equality border is lower.
Equipment
Energy
35 energy at 4 pips
they do not get a focus item from their attributes
Armor:
Base 40AL +10 chaos +10 light +10 dark.
Insignias:
Fading| -30 health 3 overall damage reduction (non-stacking)
Surreal| +10 chaos +10 light +10 dark
The weapon
The wraith uses a harbinger, a rune designed to bring destruction, this rune is applied to you as a tattoo(or painted on armor but as they have very little of that this is rarer). the rune itself is shown over the arm and is all glowwy and powerful looking ofcourse.
The best example of that is Scar from FMA his arm(without the exploda brains insta-kill effect)
WARNING ADULT RATED: extreme violance(and it's bloody too )
Fortunately there is no shortage of scar dedicated Google video(Check them out for more info) but I picked one cuz it shows of the arm well and because I like the Prodigy.
The way the weapon is used is in unarmed combat, you punsh your foe and channel energy through yourself for additional damage to your foe.
The amount of energy chaneled is equal to how effectivelly you made contact with your foe(damage done) and the conductiveness of your harbringer represented by a %.
Naturally channeling dangerous energy through yourself is not too healthy, you take the damage of energy that is chaneled through you.
This damage is reduced by the wraith primary, allowing them to channel aether with relative safety.
The weapon has 2 varying statistics, like the energy and damage of a staff these can vary independantly, also there are upgrades to for changing both types seperatly; unlike a staff's energy the % channeled does have a large effect on the requirement.
Harbinger
Blunt dmg: 6-13 (requires 11 harbringing)
Channel Chaos: 100%
Inscription: none
Re-swing: 1.75 seconds
Range: melee
Values at 12 Harbringing
Real damage: 12-26
(6-13 Blunt & 6-13 Chaos)
Damage to self: 6-13
The attacks for it are touch attacks; all other classes already have at least 1 touch based ability, these are also usable as attacks with the harbinger.
When you use a touch based skill that is not a touch attack(but a spell or skill) you have to wait for the casting to finish and then the next attack time, any damage that skill does counts as the base damage for chanelling damage.
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.
Elementalists for instance get:
Spells, Enchantments, Hexes, Wards, Glyps
Thus is the reason ele’s are the only ones that don’t have signets, there was no more room.
This class has:
- Fakes
- Skills
- Hexes
- Phases
- Touch Attacks
Transcendence (primary)
This attribute allows you to move between this world and the aether plane it contains skills that move you into another plane so your not really there ans people can’t hit you.(normal damage avoidance)
But also contains skills that release the chaos and energies of the aether plane, at great risk to yourself these energies will surge onto any foe that foolishly makes a connection.(damage avoidance in the form of making people not want to attack you, because it hurts them back)
Engulfing Aether phase
For 10...20(23) seconds you take 15 chaos damage per second, for every 2% you are below max health, attacks and projectile spells against you have 1% chance to miss.
Aether Passage elite phase
For 6 seconds you suffer 4 health degeneration, whenever you take damage from an attack or spell, the source takes 15…28(35) chaos damage.
Burning Aether phase
You suffer -10...7(6) energy degeneration and are burning, all creatures in your area that are not blinded have 80% chance to miss.
Burning aether ends when your energy reaches 0 when Burning aether ends you are cured of burning.
Inexistance Elite phase
For 6...16(20) seconds, you take no physical or elemental damage, but all your non phase skills are disabled.
Harbringing
Attack skills, basic weapon attribute stuff.
Harbinger means advance warning, fortell(and with great liberty simply tell or message)
Compellance elite touch attack
Your next attack deals an additional 2...8(10) damage, channels an additional 2...8(10) damage and touched foe takes an additional 2...8(10) channeled damage.
Uncontrollable surge touch attack
Your next attack deals channels an aditional 5…16(20) damage.
Inflict Insight touch attack
Your next attack channels for an additonal 40...90(115)%
Overrule touch attack
Remove the effects of up to 1...3(4) shouts, chants or echoes from touched foe.
Sucker Punsh touch attack
Your next attack deals 4...9(11) more damage.
Choker touch attack
If target foe is affected by a chant, this attack deals an additional 4...11(13) damage and touched foe's shouts and chants are locked for 4...11(13) seconds.
Imbue Anger touch attack
For every 10...6(4)% you are below max health, touched foe takes an additional 2 channeled damage from he channeling of this attack.
Deception
Information hiding and changing, this changes what the game returns when information is demanded(by players, AI and skills).
It’s a sabotage/support attribute.
Psychological Torture fake
For 10…22(26) seconds whenever target creature is checked by a skill which will have a different effect where the creature below or above N% health the opposite of the truth is returned.
Smoke Screen skill
For 2…6(8) seconds you and all nearby creatures are blinded, whenever a nearby creature uses a skill, this is undetectable.
Muffled Screams fake
For 8 seconds target creature’s health will appear to be full to anyone except that creature.
This skill end when that creature drops below 80…60(50)% of it’s max health.
Feverish fake
For 20 seconds target creature suffers from 1...3(4) stacking conditions all of which reduce max health by 1%.
Egomaniaelite fake
For 8...15(18) seconds target creature's maximum health is doubled, but healing can't raise that creatures health above 50%.
Banishment
Banishment fades and banishes creatures form reality, hampering their effectiveness, it also contains what meager self heals the wraith has, these revolve around stealing existence form foes.
It's a shutdown attribute that contains a little shutdown of all previous types, and a new one namely: death penalty used as a weapon.
Shun Existence elite hex spell energy 25 activation 2 recharge 30
For 4...10(12) seconds, target foe cannot attack or use skills on other creatures and becomes undetectable.
Partial Banishment hex spell
For 4…12(16) seconds target foe moves 35% slower but is immune to cripple.
Fade Away elite hex spell
For 12 seconds target foe gets 2…4(5) damage reduction, for each point of damage reduction given this way that foe loses 10% of max health 10% of max energy and deals 2 less damage.
Diphthongize Existence elite phase
For 4…7(8) seconds target spirit is planes walking and you are a spirit, both you and the spirit have 25% less max health.
Capture Reality skill
For each creature in earshot suffering from a Banishment hex you gain 20 health, banishment hexes on foes have their durations extended 15...30(35)%.