Forums » Expansion Classes

Mage Knight

    • 21 posts
    August 8, 2019 2:31 PM PDT

    Mage Knight

    I have always wanted to play a mage based tank in an MMO and it would be awesome to see something like this made in Pantheon. Without knowing how all the game mechanics work in game or which ones will be used, I based these spells on general mechanics used in other MMOs to get the flavor of each spell.

     

    The Mage Knight, were once considered the failed outcast spell casters of Terminus, a group of mages that were unable to grab the full potential of traditional spell casting. Over time these groups of rejected Mages found different ways to manipulate mana outside of the adopted traditional forms.

     

    By using Mana and blade, the Mage Knights have combined martial combat techniques with fast casting chaotic spells to create a new form of combat that is hard to prepare and defend against. Able to channel and focus mana into barriers that shift and absorb on coming damage and then release those attacks back at an aggressor, the Mage Knight can make the simplest robe into the hardest armor. Using properties of mana once known as wild mana, the Mage Knight can absorb ambient mana energies from the environment and share it with those he considers friend and drain mana from those he considers an enemy. By blade or spell, the Mage Knight is the greatest companion and the deadliest foe.

     

    Group Role: Tank, Damage dealer

     

    Combat Resource: Ether

    While in combat the Mage Knight constantly absorbs a chaotic form of Mana called Ether from the environment the longer they remain in combat. As Ether is absorbed it is represented as Ether spheres on their character portrait.

    Some of their abilities are able to convert portions of their normal mana into Ether, to be used for special abilities in or out of combat.

     

    Available Armor: Cloth

    Available weapons: 1 Handed weapons, 2 Handed weapons

    Mage Knights gain a boost to damage avoidance while using 2 handed weapons, and gains a bonus to overall damage while using 1 handed weapons

     

     

     

    Featured Abilities

     

    Chaotic Polarity

    Passive ability that decreases mana cost of all spells and increases the damage of the Mage Knight as his mana pool becomes lower while in chaotic polarity.

     

    Contained Polarity

    Passive ability that increases maximum mana and shares damage with the Mage Knights mana pool and absorbs a percentage of all damage done while in contained polarity.

     

    Arcane Trust

    A passive ability that can occasionally absorb all damage from a magical attack while in Chaotic Polarity or melee attack while in Contained polarity.

     

    Arcane Vengeance

    A passive ability that can occasionally allow your attacks to do double damage.

     

    Polarity Switch

    Allows you to switch between polarities during combat.

     

    Illusionary Field

    Creates an area around you that tricks attackers into attacking a illusionary weak point in your defense, making them more likely to attack you. (1 Ether Sphere)

     

    Static Warp

    Teleports you to a target and stuns all enemies within the area (generates Ether)

     

    Ether’s Embrace

    You convert a portion of mana into an Ether Sphere

     

     

    Ether Tear

    You rip into reality increasing Mana regeneration, resource generation and hit point generation around you.  (2 Ether Spheres)

     

    Arcane abilities

     

    Chaos Strike

    Chaotic: Strikes target with direct damage and decreases arcane resistances

    Contained: Strikes target with direct damage and increases damage avoidance

     

    Dazzling Spark

    Chaotic: Strikes enemy with direct damage and interrupts spell casting

    Contained: Strikes enemy and increases hate toward you

     

    Feedback loop

    Chaotic: Strikes all enemies around you and decreases hate toward you

    Contained: Strikes all enemies around you and drains mana from them

     

    Chains of the Arcanist

    Chaotic: Increases your melee damage and decreases targets casting speed

    Contained: Increases your casting speed and decreases targets melee damage

     

    Thunder Storm

    Chaotic: Surround yourself in lightning that erupts from your weapons when attacking

    Contained: Surround yourself in lightning that damages enemies that strike you and increases your damage avoidance

     

     

     

    Chaotic reflection

    Chaotic: Summons illusionary weapons with high offense and low defense that attack your target

    Contained: Summons an illusionary reflection with low offense and high defense that taunts your target

     

    Shimmer

    Chaotic: You teleport away from combat losing a large portion of hate

    Contained: Your skin glows increasing your avoidance for a short time

     

    Contained Chaos (buff)

    Chaotic: Increase targets spell damage and maximum hit points

    Contained: Increase targets maximum mana and casting speed

     

    Thundering voice

    Chaotic: Strikes target with a deadly bolt of energy that stuns you and the target

    Contained: Strikes the target with multiple lightning bolts and gives mana to group members

     

    Phase (buff)

    Chaotic: Surround yourself in ether to become invisible

    Contain: Gather ether around you to increase your run speed

     

    Imbued Chaos (Buff)

    Chaotic: Increases polarity effect and your melee damage for a short period of time.

    Contain: Increases polarity effect and your mana regeneration for a short period of time.

     

    Imbued Storm (1 Ether sphere)

    Chaotic: damage over time that grows stronger the longer it lasts

    Contained: damage over time that gains more hate the longer it lasts

     

     

     

    Melee Abilities

     

    Arc Blade

    Chaotic: Strikes target with arcane and lowers arcane resistance

    Contain: Strike target and drains mana

     

    Flashing blade

    Chaotic: Strikes target and drains mana

    Contain: Strikes target and generates Ether

     

    Blood Storm

    Chaotic: Strikes target several times with a high critical chance

    Contain: Strikes target several times that slows their melee speed

     

    Positive Charge

    Chaotic: Strikes target with pure arcane energy with chance to remove magical effect from target

    Contain: Quickly strikes target, stunning them

     

    Negative Charge

    Chaotic: Strikes target and causes arcane damage over time

    Contain: Strikes target and causes silence effect for a short period of time

     

    Avatar of Chaos (all available ether spheres)

    Chaotic: Strikes target with heavy damage and increases mana regeneration in the area based on how many ether spheres used.

    Contain: Strikes target with heavy damage and increases hit point regeneration in the area based on how many ether spheres used.

     

     

     

    Avatar of Order (all available ether spheres)

    Chaotic: Strikes target several times with pure arcane energy and lowers all magical resistances based on how many ether spheres used.

    Contain: Strikes all targets in the area with pure arcane energy and lowers all avoidance abilities based on how many ether spheres used.

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     


    This post was edited by Benjones at August 9, 2019 2:19 PM PDT
    • 1561 posts
    August 9, 2019 1:17 AM PDT

    There are good ideas in your brainstorming, even if I'm not sure a cloth wearing tank would look serious :P.

    If I understand, you designed the whole class with all skills affected by it's "stance", one beeing done for tanking and the other for damage dealing, don't you risk by doing so that the Mage Knight would have too much of an edge between tanking and damage to the point he would reach levels of pure dps classes ? I mean, if every ability is either focused on survival/damage mitigation/threat and or damage dealing/utility, buff you might really overstep on two roles which would be bad for the overall experience.

     

    Overall I think your concept is interesting, albeit a bit hard to gear (it would either require a specific line of cloth gear with defensive stats, or convert caster stats into defensive ones which would further increase the imbalance between both stances), but would be a new fresh wind in games where the classic classes are over represented.

    • 21 posts
    August 9, 2019 2:08 PM PDT

    MauvaisOeil said:

    There are good ideas in your brainstorming, even if I'm not sure a cloth wearing tank would look serious :P.

    If I understand, you designed the whole class with all skills affected by it's "stance", one beeing done for tanking and the other for damage dealing, don't you risk by doing so that the Mage Knight would have too much of an edge between tanking and damage to the point he would reach levels of pure dps classes ? I mean, if every ability is either focused on survival/damage mitigation/threat and or damage dealing/utility, buff you might really overstep on two roles which would be bad for the overall experience.

     

    Overall I think your concept is interesting, albeit a bit hard to gear (it would either require a specific line of cloth gear with defensive stats, or convert caster stats into defensive ones which would further increase the imbalance between both stances), but would be a new fresh wind in games where the classic classes are over represented.

     

    You can manage the idea of the stances allowing them to essentially do two jobs at once is mitigated by the refresh of the stance switch ability, gearing options and the key idea of thier mana. Through spells and gear the tank version of the MK tank is mitigates damage by converting portions of damage to his mana instead of lifepoints and attempting to drain that mana back. The damage output of the MK can be tuned by refresh rate and damage levels of the spell or melee ability. I could see his melee abilities being slightly lower than pure nonhybrid melee classes because he uses spells to even the playing field, and with possible slower refresh rates on abilities would mean he would attack fewer times thus doing less damage. I geared his spells and abilities in damage mode as a utility styled damage dealer that helps the group do more aligned with spell based classes. 

     

    Without knowing how Pantheon will approach gear and stats I had to make a few assumptions. I can see cloth gear (spell based armor) being heav on mana, mana increasing and mana regenerating stats, so because the class mitigates damage into thier mana pool and attacking abilities that increases his mitigation and avoidance for short periods of time, SHOULD allow them to tank well. I think the hardest part for a MK would be the initial bit at the first of the fight as his mitigation would be at its lowest and taking the most amount of damage, but after using a couple of abilities he should stabilize and become equall to other tanks.

     

    The way I envision an end game fight

    Buffs from all other classes

    Contained Chaos Buffing Maximum mana pool

    Be in contain polarity (tank mode) now damage is shared with manapool based on percentages

    Imbued Chaos to give a minute buff of Polarity effect and increase mana regen

    Static warp to the target gaining an Ether Sphere and stunning anything around for crowd control

    Arc blade to drain mana from hits taken or Dazzling Spark to gain more agro

    Imbued storm for hate based damage overtime to lock in agro

    Now go into a rotation best for the situation and creature your fighting while keeping mana up as best as possible. 

     

    Depending on refresh speeds, cast times ect a tank should always be in Contain mode but i could see some polarity switches at end game to maximize effeciency.

     

    My vision at end game would be a MK having half the HP of other tanks and doulbe the MP of mainline caster in contain mode. Still tweakings things for the chaotic polarity, though im thinking of making Chaotic more crowd control utility instead of pure dps as i think its more fitting thematically with the class. 

     

     

    • 21 posts
    August 9, 2019 6:37 PM PDT

    Mage Knight (revised)

    I have always wanted to play a mage based tank in an MMO and it would be awesome to see something like this made in Pantheon. Without knowing how all the game mechanics work in game or which ones will be used, I based these spells on general mechanics used in other MMOs to get the flavor of each spell.

     

    Revision

    Understanding how VR wants to organize classes better I’ve revised the style a little to possibly make the class more Pantheon style friendly. Instead of making him more damage stylized, I switched to a more group friendly debuff style in one polarity while retaining tank abilities in the other. As much as a tank loves a healer in the group, spell casters would love a MK as they have resistance lowering and mana regaining abilities.

     

    The Mage Knight, was once considered the outcast spell casters of Terminus, many mages were unable to grab the full potential of spell casting. Overtime these groups of rejected Mages found different ways to manipulate mana outside of the traditional forms.

     

    By using Mana and blade, the Mage Knights have combined martial combat techniques with fast casting chaotic spells to create a new form of combat that is hard to prepare and defend again. Able to channel and focus mana into barriers that shifts and absorbs on coming damage and then release those attacks back at an aggressor, the Mage Knight can make the simplest robe into the hardest armor. Using properties of mana once unknown, the Mage Knight can absorb ambient mana energies from the environment and share it with those he considers friend and drain mana from those he considers an enemy. By blade or spell, the Mage Knight is the greatest companion and the deadliest foe.

     

    Group Role: Tank, utility

     

    Combat Resource: Ether

    While in combat the Mage Knight constantly absorbs a pure and chaotic form of Mana called Ether from the environment the longer they remain in combat. As Ether is absorbed it is represented as Ether spheres on their character portrait.

    Some of their abilities are able to convert portions of their normal mana into Ether, to be used for special abilities in or out of combat.

     

    Available Armor: Cloth

    Available weapons: 1 Handed weapons, 2 Handed weapons

    Mage Knights gain a boost to maximum mana pool while using 2 handed weapons, and gains a bonus to mana regernation while using 1 handed weapons

     

     

     

    Featured Abilities

     

    Chaotic Polarity

    Passive ability that increases casting speed of the Mage and increases his mana regeneration while in chaotic polarity.

     

    Contained Polarity

    Passive ability that shares damage with the Mage Knights mana pool and transfers a percentage of all damage done to thier mana pool and doubles your maximum mana pool while in contained polarity.

     

    Arcane Trust

    A passive ability that can occasionally absorb all damage from a damaging attack while in contain polarity.

     

    Arcane Vengeance

    A passive ability that transfers a % of damage done as mana to party members while in chaotic polarity.

     

    Polarity Switch (1 Ether sphere)

    Allows you to switch between polarities while out of combat.

     

    Illusionary Field

    Creates an area around you that tricks attackers into seeing a weak point in their defense, making them more likely to attack. (1 Ether Sphere)

     

    Static Warp

    Teleports you to a target and stuns all enemies within the area (generates 1 Ether sphere)

     

    Ether’s Embrace

    You convert a portion of mana into an Ether Sphere

     

     

    Ether Tear

    You rip into reality increasing Mana regeneration, resource generation and hit point generation of party members around you.  (2 Ether Spheres)

     

    Arcane abilities

     

    Chaos Strike

    Chaotic: Strikes target with damage over time and decreases arcane resistances of target

    Contained: Strikes target with direct arcane damage and increases your avoidance

     

    Dazzling Spark

    Chaotic: Strikes enemy with direct damage and interrupts spell casting

    Contained: Strikes enemy and increases hate toward you

     

    Feedback loop

    Chaotic: Damage overtime to all enemies around you and % of damage done is transferred as Hitpoints

    Contained: Strikes all enemies around you and drains mana from them

     

    Chains of the Arcanist

    Chaotic: damage over time that turns a % of damage done to target into mana

    Contained: Damage over time that reduces the damage of target

     

    Thunder Storm (buff)

    Chaotic:  Surround yourself in lightning that erupts from your weapons when and can stun target while attacking

    Contained: Surround yourself in lightning that damages enemies that strike you and increases your avoidance

     

     

     

    Chaotic reflection

    Chaotic: Summons an illusionary reflection with low offense and high defense that taunts your target

    Contained: Summons illusionary weapons with high offense and low defense that attack your target

     

    Shimmer

    Chaotic: You teleport away from combat losing a large portion of hate

    Contained: Your skin glows increasing your hit point regeneration for a short time

     

    Contained Chaos (buff)

    Chaotic: Increase targets spell damage and maximum hit points

    Contained: Increase targets maximum mana and casting speed

     

    Thundering voice

    Chaotic: Strikes target with a deadly bolt of energy that stuns you and the target

    Contained: Strikes the target with multiple lightning bolts and gives mana to group members

     

    Phase (buff)

    Chaotic: Surround yourself in ether to become invisible

    Contain: Gather ether around you to increase your run speed

     

    Imbued Chaos (Buff)

    Chaotic: Increases polarity effect and your melee damage for a short period of time.

    Contain: Increases polarity effect and your mana regeneration for a short period of time.

     

    Imbued Storm (1 Ether sphere)

    Chaotic: damage over time that grows stronger the longer it lasts

    Contained: damage over time that gains more hate the longer it lasts

     

     

     

    Melee Abilities

     

    Arc Blade

    Chaotic: Strikes target with arcane and lowers arcane resistance

    Contain: Strike target and drains mana

     

    Flashing blade

    Chaotic: Strikes target and drains mana

    Contain: Strikes target and generates Ether

     

    Blood Storm

    Chaotic: Strikes target several times and lowers its magical resistance

    Contain: Strikes target several times that slows their melee speed

     

    Positive Charge

    Chaotic: Strikes target with pure arcane energy with chance to remove magical effect from target

    Contain: Quickly strikes target, stunning them

     

    Negative Charge

    Chaotic: Strikes target and causes arcane damage over time

    Contain: Strikes target and causes silence effect for a short period of time

     

    Avatar of Chaos (all available ether spheres)

    Chaotic: Strikes target and increases mana regeneration in the area based on how many ether spheres used.

    Contain: Strikes target with heavy damage and increases hit point regeneration in the area based on how many ether spheres used.

     

     

     

    Avatar of Order (all available ether spheres)

    Chaotic: Strikes target several times with pure arcane energy and lowers all magical resistances based on how many ether spheres used.

    Contain: Strikes all targets in the area with pure arcane energy and reduces mana cost of abilities for your party based on how many ether spheres used.


    This post was edited by Benjones at August 9, 2019 6:39 PM PDT