Thread: Human Class: Energist

Human Class: Energist

  1. #1
    Join Date
    Nov 2013
    Location
    Kingston ON, Canada
    Posts
    1,147

    Human Class: Energist

    This is just me giving old creative muscles a flex or two.
    So kinda keeping with the theme of the Alchemist, secret sect based off Pillar guardian.

    Lore: Something something Dejoule, somehow somewhere magic, (I'm no loremaster)

    Appearance: Combat mage-esque

    Role: Medium range combat manipulator

    Primary weapons:
    Energy bolt (more creative name needed possibly): Slower projectile. Mild tracking abilities. Aiming charges allows increase to projectile speed.
    Arc Shock: Hitscan, longer range, Full charge allows for chain lightning in a radius
    Something Blast: Very short range, (think a shotgun in normal shooter terms), Charge deflects vampires
    4th weapon

    Primary Skills
    Grasp: Energist grasps a vampire for a brief period and may relocate them using mouse. Left click repels vampire. Long Cooldown, no damage, unable to attack while channeling.

    Secondary Skills
    Energy Sentry: Summons a sentry circling Energist. Reveals vampires in small radius (echolocate style). Attacks nearest Vampire with modified version Energist's current weapon. Uses charged effects, deals less damage than the weapon

    Ward: Brief invulnerability to x number of vampire standard attacks. Charged vampire attacks count as y number of standard (2 for now, considering they do 2x damage)

    Stasis Field: Dome around Energist glows, and traps all projectiles, weapon shots, and greatly reduces speed of vampires. Energist may not move while casting. Allows humans to reposition to avoid haze/pounce/charge etc., set up, attack other targets. Briefly removes vampires from fight. Assaulting the energist right away can cause multiple vampires to be suspended. Vampires have the opportunity to pursue the Energist in the field, or avoid incoming fire (i.e. AoE spam that is so dominant).

    Inductive Vortex: Throws a device which electrocutes vampires in a dome, and weakly pulls them towards each other (you know electromagnetic forces, for science). Vampires must cooperate to exit the damaging area.
    In-game: Sirshua, being a sir everywhere.

  2. #2
    Join Date
    Jan 2014
    Location
    Tennessee, United States
    Posts
    63
    Provided we get a vamp to counterbalance all this, sounds good. But how would electromagnetism affect biological lifeforms without a substantial amount of polarized metal?

  3. #3
    An energist role has been mentioned already a few times on the forums. I think it's a great idea and would love to see something like this:
    http://www.youtube.com/watch?v=2n0-8...Hxc-Gs&index=2 (Skip to 0:45)

    Originally Posted by Sataine
    Provided we get a vamp to counterbalance all this, sounds good. But how would electromagnetism affect biological lifeforms without a substantial amount of polarized metal?
    Water is a very good conductor of electricity. Maybe the Rahabim could absorb it to charge up an electric eel ability or do the same sort of thing to redirect it.
    "If events are matched closely enough to course, they have a way of restructuring themselves to familiar outcomes." ~ Scorpius, Farscape

  4. #4
    Join Date
    Jan 2014
    Location
    Tennessee, United States
    Posts
    63
    Originally Posted by Vampmaster
    An energist role has been mentioned already a few times on the forums. I think it's a great idea and would love to see something like this:
    http://www.youtube.com/watch?v=2n0-8...Hxc-Gs&index=2 (Skip to 0:45)



    Water is a very good conductor of electricity. Maybe the Rahabim could absorb it to charge up an electric eel ability or do the same sort of thing to redirect it.
    Very much like that idea. Being able to counter a signature class move by turning it upon itself.

  5. #5
    Join Date
    Nov 2013
    Location
    Kingston ON, Canada
    Posts
    1,147
    Originally Posted by Sataine
    Provided we get a vamp to counterbalance all this, sounds good. But how would electromagnetism affect biological lifeforms without a substantial amount of polarized metal?
    Electromagnetism is an interaction of positive and negative charges. It does not necessarily require polarized metal. Any form of flowing electricity causes a magnetic field around its conductor (many biological life forms are conductive). Given the vast amount of biological processes that utilize electrical energy, one studying how to manipulate energy in its many shapes and form, could definitely cause this interaction to occur in nearly any manner.

    Or to use fantasy world terms: http://static.tvtropes.org/pmwiki/pu...pick01_145.jpg
    In-game: Sirshua, being a sir everywhere.

  6. #6
    Join Date
    Jan 2014
    Location
    Tennessee, United States
    Posts
    63
    Originally Posted by Razaiim
    Electromagnetism is an interaction of positive and negative charges. It does not necessarily require polarized metal. Any form of flowing electricity causes a magnetic field around its conductor (many biological life forms are conductive). Given the vast amount of biological processes that utilize electrical energy, one studying how to manipulate energy in its many shapes and form, could definitely cause this interaction to occur in nearly any manner.

    Or to use fantasy world terms: http://static.tvtropes.org/pmwiki/pu...pick01_145.jpg
    That all is provided you can get past the insulator that is skin. Vampire or human, that is a major wall to get by. Even then, you would more affect the electrical systems of the lifeform, rather than manipulate the physical insulator that is the body. But this is indeed a fantasy realm. Physics are usually changed in such instances.

  7. #7
    Join Date
    Nov 2013
    Location
    Kingston ON, Canada
    Posts
    1,147
    Its been a while since this has been exposed to the public. Heres a bump for new thoughts and opinions
    In-game: Sirshua, being a sir everywhere.

  8. #8
    Join Date
    Nov 2013
    Posts
    1,526
    Lets see what I can formulate for weapon based variations

    Chain: Weak in damage over medium range; but it has a continuous fire rate, with a degree of aim assist, and is able to jump from one vampire to another when in close proximity. This deals damage to them as well, but to a smaller degree.

    Bolt: High in Damage but slow in fire rate, Discharges single shots over long range.

    Web: High area of spread over incredibly short range; 3 or 4 short chains of lightning, extending outward, that rotate creating an area of constant medium damage like being caught in an alchemists flame thrower.

    Tracer: Like Chain its low damage, medium range and constant fire rate; but it doesn't jump from one vampire to another nearby one. It does however come with a specialty. While the other variations wouldn't get a charge dynamic, this one will. You charge a bolt called tracer that for a short time after striking its target will act as a beacon leading the traditional chain style attack that follows directly to the target, so long as the target doesn't get out of range or escaping your field of view by going around structures like buildings and walls.

  9. #9
    Join Date
    Nov 2013
    Location
    Kingston ON, Canada
    Posts
    1,147
    The last one sounds like the bullseye from the resistance series. I like that gun.
    In-game: Sirshua, being a sir everywhere.