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Eliatrope as a class


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Lets play scenario, and it became a class (from wakfu) what would it's 20 spells be, it's class spell, and what spells would it's dopple have? level


1/2/3/4/5/6 if you add one please and ty :D Also without making any ridiclously OP class. It seems as if it should be designed entirely on mobility, so


teleports, and damaging teleports, seems fitting. alot like Capering. :D


This is not saying it WILL be a class, cuz i honestly doubt it, but i'd like to see what it'd look like.



Level - Spell - Effect



1 Rush. Attracts caster to target, then pushes the target. (Similar to boliche)



Linear

Air damage

+4 damage on crit, 1/40 critical hit


Lv. 1: 4ap 1-5 range, 11-14 damage Pushes opponent back 2 squares

Lv. 2: 4ap 1-5 range, 12-15

Lv. 3: 4ap 1-5 range, 13-16

Lv. 4: 4ap 1-5 range, 14-17

Lv. 5: 4ap 1-5 range, 16-19

Lv. 6: 4ap 1-6 range, 22-25 damage Pushes opponent back 3 squares



1 Ground Portal. Places a glyph like portal that, once you step on or am moved onto, it teleports you to the opposite one. If someone is on that glyph, the


characters are swapped.



Lv. 1: 2ap 1-3 range lasts 2 turns

Lv. 2: 2ap 1-4 range

Lv. 3: 1ap 1-5 range

Lv. 4: 1ap 1-6 range

Lv. 5: 1ap 1-7 range

Lv. 6: 1ap 1-8 range lasts 3 turns. if a 3rd is placed, the 1st is removed.



1 Firing. Fires a powerful beam, doing ranged damage and throws the opponent off balance, lowering their resistance to pushback damage.



Water Damage

Range Adjustable

1/30 criticla hit. +3 damage, -10 pushback resistance

Max. Effect accum.: 1

Casts per target: 2


Lv. 1: 4 ap 1-4 range, 13-17 damage; -22 Pushback resistance (1 turn)

Lv. 2: 4 ap 1-5 range, 14-18 damage; -24

Lv. 3: 4 ap 1-6 range, 15-19 damage; -26

Lv. 4: 4 ap 1-7 range, 16-20 damage; -28

Lv. 5: 4 ap 1-8 range, 17-21 damage; -30

Lv. 6: 4 ap 1-10 range, 19-23 damage; -40



3



Lv. 1:

Lv. 2:

Lv. 3:

Lv. 4:

Lv. 5:

Lv. 6:



6




Lv. 1:

Lv. 2:

Lv. 3:

Lv. 4:

Lv. 5:

Lv. 6:




9 Hop - Teleports a short distance by means of a portal



Lv. 1: 4ap 3-3 range 4 turns cooldown

Lv. 2: 4ap 3-3 range 3 turns cooldown

Lv. 3: 4ap 3-3 range 2 turn cooldown

Lv. 4: 4ap 3-3 range 1 casts per turn

Lv. 5: 4ap 3-3 range 2 casts per turn

Lv. 6: 3ap 3-3 range 2 casts per turn



13


Lv. 1:

Lv. 2:

Lv. 3:

Lv. 4:

Lv. 5:

Lv. 6:



17 Cushion. Target enters reversal state. a character in reversal state is not affected by knockback damage. If a character is pushed then the character


using the spell also is pushed in the opposite direction (intimidation would push the target back , not do knockback damage, and would push the iop back the


same amount, but still take damage). For blow and dispersing arrow, the character would move the opposite direction the cushioned character would. in the


case of dispersing arrow this effect would take place AFTER dispersing, if the cra is in the AoE of it aswell.



Adjustable range.

Lv. 1: 2ap 0-3 range, 8 turns cooldown Lasts 2 turns

Lv. 2: 2ap 0-3 range, 7 turns cooldown

Lv. 3: 2ap 0-4 range, 6 turns cooldown

Lv. 4: 2ap 0-4 range, 5 turns cooldown

Lv. 5: 2ap 0-5 range, 4 turns cooldown

Lv. 6: 2ap 0-6 range, 3 turns cooldown



21


Lv. 1:

Lv. 2:

Lv. 3:

Lv. 4:

Lv. 5:

Lv. 6:



26 Reflection - Places a static summon. Targeting it with any spell will reset the target of the spell to the mirror image of the caster. Line of sight


reqiurement is based on the summon. Weapons are not reflected, and can kill the summon. Dies after 2 turns. Summon does not block line of sight.



Lv. 1: 4ap 1-3 range 70 hp 0% resistance

Lv. 2: 4ap 1-3 range 90 hp

Lv. 3: 4ap 1-3 range 110 hp

Lv. 4: 4ap 1-3 range 130 hp

Lv. 5: 4ap 1-4 range 150 hp

Lv. 6: 4ap 1-5 range 200 hp



31 Drop - Places a portal that drops the opponet from high above. Works like a rogue's bomb walls has a 1 sq cross AoE



Earth damage

Lv. 1:4ap 16-19 damage; lasts 1 turn, 4 turn cooldown

Lv. 2:4ap 17-20 damage; lasts 1 turn, 3 turn cooldown

Lv. 3:4ap 18-21 damage; lasts 1 turns, 3 turn cooldown

Lv. 4:4ap 19-22 damage; lasts 1 turns, 2 turn cooldown

Lv. 5:4ap 20-23 damage; lasts 2 turns, 2 turn cooldown

Lv. 6:3ap 20-23 damage; lasts 2 turns, 1 turn cooldown 2 casts per turn

*-1 turn cooldown with class item



36 Hopeful Life- Gives an ally shield points based on damage taken after the attack.



Lv. 1: 33%

Lv. 2: 36%

Lv. 3: 39%

Lv. 4: 42%

Lv. 5: 45%

Lv. 6: 50%



42



Lv. 1:

Lv. 2:

Lv. 3:

Lv. 4:

Lv. 5:

Lv. 6:



48 Redirection Rebounds all ranged attacks to all targets linear, ally or enemy.



Lv. 1: 4ap 10 turn cooldown

Lv. 2: 4ap 9 turn cooldown

Lv. 3: 4ap 8 turn cooldown

Lv. 4: 4ap 7 turn cooldown

Lv. 5: 3ap 6 turn cooldown

Lv. 6: 3ap 5 turn cooldown



54 Blindside - hits the opponent from behind with a powerful punch, knocking them towards you



Attracts opponent 1 sq.

earth damage

Linaer or Diagonal.

Non Adjustable

Does not require Line of Sight

Maximum effect accumulation: 1

Casts per turn: 3

Casts per target: 2

critical hit 1/30 +20 knockback damage (1 turn) +3 base damage

Lv. 1: 2-2 range 4ap +60 knockback damage (1 turn); 14-19 damage

Lv. 2: 2-3 range 4ap +65 knockback damage (1 turn); 15-20 damage

Lv. 3: 2-3 range 4ap +70 knockback damage (1 turn); 16-21 damage

Lv. 4: 2-4 range 4ap +75 knockback damage (1 turn); 17-22 damage

Lv. 5: 2-4 range 4ap +80 knockback damage (1 turn); 18-23 damage

Lv. 6: 2-5 range 3ap +90 knockback damage (1 turn); 20-25 damage



60 Dimensional Gate - Teleports the target to another dimension temporarily. Can be cast on friend or foe. the sprite changes into a gate. The target's


upcoming turn is cancelled. target enters dimensionalized state (immune to damage, cannot be moved, does not activate glyphs. can not be targeted by spells)


Any current buffs and cooldowns on the target do not change (are not reduced or increased) while in dimensionalized state.



linear

non-adjustable range.


Level 1: 0-1 range, 10 turn cooldown

Level 2: 0-2 range, 9 turn cooldown

Level 3: 0-3 range, 8 turn cooldown

Level 4: 0-4 range, 7 turn cooldown

Level 5: 0-5 range, 6 turn cooldown

Level 6: 0-7 range, 5 turn cooldown



70



Lv. 1:

Lv. 2:

Lv. 3:

Lv. 4:

Lv. 5:

Lv. 6:



80 Fertilize. 25% of damage done to the target is transfered to allys as health, and enemys as damage, at 2 range linear/diagonal.



Earth Damage

3-3, 5-5, or 7-7 range. Cannot be cast linear.

Lv. 1: 5ap 23-28 Damage

Lv. 2: 5ap 24-29 1 cast per turn

Lv. 3: 5ap 25-30 1 cast per turn

Lv. 4: 5ap 26-31 1 cast per turn

Lv. 5: 5ap 27-32 1 cast per turn

Lv. 6: 5ap 30-35 2 casts per turn



90 Multirain- Calls upon the elements to damage your foe in several different damage types.



2 casts per target per turn

Max effect acum: 1

Range Adjustable


Lv. 1: 4ap 2-5 Range; 10-12 Earth Damage; 5-8 Air Steal; 4-5 Water Poison (2 turns)

Lv. 2: 4ap 2-5 Range; 11-13 Earth Damage; 6-9 Air Steal; 5-6 Water Poison (2 turns)

Lv. 3: 4ap 2-5 Range; 12-14 Earth Damage; 7-10 Air Steal; 6-7 Water Poison (2 turns)

Lv. 4: 4ap 2-5 Range; 13-15 Earth Damage; 8-11 Air Steal; 7-8 Water Poison (2 turns)

Lv. 5: 4ap 2-5 Range; 14-16 Earth Damage; 9-12 Air Steal; 8-9 Water Poison (2 turns)

Lv. 6: 4ap 2-6 Range; 15-17 Earth Damage; 10-13 Air Steal; 9-10 Water Poison (2 turns)



100 Move! - Puts the target in "prepared" state. If used on an empty square, teleports anyone in "perpared" state to the targeted cell.



Lv. 1: 2ap 1-3 range 2 casts per turn

Lv. 2: 2ap 1-4 range

Lv. 3: 2ap 1-5 range

Lv. 4: 2ap 1-6 range

Lv. 5: 2ap 1-7 range

Lv. 6: 1ap 1-8 range



Class Spell: Eliatrope's Sigh Visualize the Wakfu of the surrounding. Reveals invisible targets and applies elemental weakness to enemies in AoE.



Aways costs 3 AP

always 0 range

non-adjustable range

Critical hit at all levels adds 2 % more weakness

1/40 CH

Level 1: 3C AoE, 2% weaknesses to enemies; 2% resist to allys (2 turns), 8 turn cooldown

Level 2: 3C AoE, 3% weaknesses to enemies; 3% resist to allys (2 turns), 7 turn cooldown

Level 3: 4C AoE, 4% weaknesses to enemies; 4% resist to allys (2 turns), 6 turn cooldown

Level 4: 4C AoE, 5% weaknesses to enemies; 5% resist to allys (2 turns), 5 turn cooldown

Level 5: 4C AoE, 6% weaknesses to enemies; 6% resist to allys (2 turns), 4 turn cooldown

Level 6: 5C AoE, 7% weaknesses to enemies; 7% resist to allys (2 turns), 3 turn cooldown



Dopple spells


THIS IS A WORK IN PROGRESS. i will get it done eventually. ^.^

Edited by Piro
  • Like 5

Proud Leader of Rosemary

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this is NOT a suggestion..... -sigh- it's speculation and curious on people's opinion

Proud Leader of Rosemary

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Class spell: Dimensional Gate

Teleports the target to another dimension temporarily. Can be casted on friend or foe. The target enters invulnerable state, and sprite changes into a gate. The target's upcoming turn is cancelled, unless the spell is casted on self, in which case only the current turn will end immediately. Effects last until the caster's next turn.

Always costs 5 AP, requires line of sight, linear, non-adjustable range.

Level 1: 0-1 range, 20 turn cooldown

Level 2: 0-3 range, 16 turn cooldown

Level 3: 0-5 range, 12 turn cooldown

Level 4: 0-7 range, 10 turn cooldown

Level 5: 0-9 range, 8 turn cooldown

Level 6: 0-12 range, 6 turn cooldown

Level 70: Eliatrope's Sight

Visualize the Wakfu of the surrounding. Reveals invisible targets and applies elemental weakness to enemies in AoE.

Aways costs 3 AP, always 0 range, non-adjustable range. Critical hit at all levels adds 2% more weakness.

Level 1: 2C AoE, 2% weaknesses to enemies, 10 turn cooldown

Level 2: 3C AoE, 3% weaknesses to enemies, 9 turn cooldown

Level 3: 4C AoE, 4% weaknesses to enemies, 8 turn cooldown

Level 4: 5C AoE, 5% weaknesses to enemies, 7 turn cooldown

Level 5: 6C AoE, 6% weaknesses to enemies, 6 turn cooldown

Level 6: 7C AoE, 7% weaknesses to enemies, 5 turn cooldown

Edited by Happida

:sadi:200 Happida |:fog: 200 Pirate-Bay | :hupper: 200 Fu-rinkazan| :rogue: What-Happen


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If you want to play Eliatrope, here you go.

I didn't get very far though, lost interest in this Season 2 version of the game when it looked like there weren't any prizes that would be carried over to the Dofus game like it had 1st season.

I put a little bit of spell information in English on my pages, but if you poke around the wikis below, you can probably find additional information, but in French:

My unfinished wiki page on this game.

My wiki page for Season 1 version of this game.

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Class spell: Dimensional Gate

Teleports the target to another dimension temporarily. Can be casted on friend or foe. The target enters invulnerable state, and sprite changes into a gate. The target's upcoming turn is cancelled, unless the spell is casted on self, in which case only the current turn will end immediately. Effects last until the caster's next turn.

Always costs 5 AP, requires line of sight, linear, non-adjustable range.

Level 1: 0-1 range, 20 turn cooldown

Level 2: 0-3 range, 16 turn cooldown

Level 3: 0-5 range, 12 turn cooldown

Level 4: 0-7 range, 10 turn cooldown

Level 5: 0-9 range, 8 turn cooldown

Level 6: 0-12 range, 6 turn cooldown

Level 70: Eliatrope's Sight

Visualize the Wakfu of the surrounding. Reveals invisible targets and applies elemental weakness to enemies in AoE.

Aways costs 3 AP, always 0 range, non-adjustable range. Critical hit at all levels adds 2% more weakness.

Level 1: 2C AoE, 2% weaknesses to enemies, 10 turn cooldown

Level 2: 3C AoE, 3% weaknesses to enemies, 9 turn cooldown

Level 3: 4C AoE, 4% weaknesses to enemies, 8 turn cooldown

Level 4: 5C AoE, 5% weaknesses to enemies, 7 turn cooldown

Level 5: 6C AoE, 6% weaknesses to enemies, 6 turn cooldown

Level 6: 7C AoE, 7% weaknesses to enemies, 5 turn cooldown

very nice, but the cooldown seems excessive. and on the 1st one 5ap to be immune 1 turn seems harsh, considering we have a 2 turn heal for 2ap immortality... tweaked a little but awesome ideas :D

Proud Leader of Rosemary

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  • 3 weeks later...

Wow amazingly good post. +1 for u!

*EDIT*

and give this man a medal!

Edited by Mezrmerized

[12:17] Mezrmerized casts High-Energy Shot. Critical failure!

[12:17] Mezrmerized casts High-Energy Shot. Critical failure!

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  • 3 weeks later...

I was always thinking about a posion class, Like *Deathly posion* Works like DP posion.. not as hard and not on all map but on 1 target, having 1 or 2 range. Doing on lvl 6 20 damage per 1 ap is 1 turncooldown like 7. what do u think

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I was always thinking about a posion class, Like *Deathly posion* Works like DP posion.. not as hard and not on all map but on 1 target, having 1 or 2 range. Doing on lvl 6 20 damage per 1 ap is 1 turncooldown like 7. what do u think

Hmmm.... i don't see them being a poison class... but at the same time it makes sense if you don't call it a poison. and it does make a creative aspect. however a 1 turn poison with 7 cooldown seems odd. unless it has high range. Otherwise very attractive. Think you could find a way to make that more in tune with a class?

@mez, was that sarcastic? O.o? If not, Thanx. :) If so, STILL THANKS! >:D

Also sorry for not updating this recently. /been working hardcore on other projects. Also been sick for a long time as of late... (too sick to wanna type a ton) But i'll keep this done. who knows i might go as far as make an animation and sprite for it and all the spells. Yes i get that bored, and i need more practice in animation. ^.^

Proud Leader of Rosemary

I  can't be bothered to be active enough on imps to care enough to update signature..

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Hmmm.... i don't see them being a poison class... but at the same time it makes sense if you don't call it a poison. and it does make a creative aspect. however a 1 turn poison with 7 cooldown seems odd. unless it has high range. Otherwise very attractive. Think you could find a way to make that more in tune with a class?

@mez, was that sarcastic? O.o? If not, Thanx. :) If so, STILL THANKS! >:D

Also sorry for not updating this recently. /been working hardcore on other projects. Also been sick for a long time as of late... (too sick to wanna type a ton) But i'll keep this done. who knows i might go as far as make an animation and sprite for it and all the spells. Yes i get that bored, and i need more practice in animation. ^.^

Oh no not the *eliatrope* class But i remember a couple years ago i founded the Ancestrall treechnid cool, Dunno why, But it made me thinking about a Class that mostely just posions people, Or damage spells with puts posion effects. And the *Deathly Posion* Or dunno how to call it, Would just be a posion with just a high power that can do amount of 1200 damage when using too much AP. thats why of the cooldown and the low range.

Btw anyway I have a spell in mind

Reversing portal

lvl 1 6ap Switches With target 6-8 neutrall (Critical Removes -1turns of buffs and 9 neutrall)Cooldown 6 turns 1-3 range Non modifiable 1/40 CH

lvl 2 6 ap Switches with target 7-9 Neutrall (critical Removes -1turn 10 neutrall ) Cooldown 5 turns 1-4 Range Non modifiable 1/40 CH

lvl 3 5 ap Switches with target 8-10 neutrall (critical -1turn 11 neutrall) Cooldown 4 turns 1-5 range non modifiable 1/40 CH

lvl 4 5 ap Switches with target 9-11 neutrall (critical -1 turn 12 neutrall) Cooldown 3 turns 1-5 range Non modifiable1/40 CH

lvl 5 5 ap Switches with target 10-12 neutrall (Critical -1turn 13 neutrall) Cooldown 2 turns 1-6 range Non modifiable 1/35 CH

Lvl 6 4 ap 12-14 neutrall (Critical-2turns of buffs 16 neutrall) Cooldown of 1 turn 1-7 range Non modifiable 1/30 CH

Tell me what you think, Looks a little bit like Cooperation/transportation And Like boarding. Just With effect on critical

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Reversing portal

Sounds almost exactly like level 5 Inversion de place, until they changed it and took the damage off.

Eliatrope spells in Wakfu les Gardiens:

* Coup de pied (Kick)

* Poing surprise (Surprise fist)

* Repousser (Push)

* Portail piège (Portal trap)

* Téléportation (Teleportation)

* Tofu de combat (Fighting tofu)

* Inverser ma place (Swap my place)

* Transfert de PA à un allié (Transfer AP to an ally)

* Lancer de Tofu (Tofu throwing)

* Pluie de météorites (Meteorite shower)

Eliatrope spells in Wakfu les Gardiens 2:

* Kick (Kick)

* Poing surprise (Surprise fist)

* Téléportation (Teleportation)

* Portail piège (Portal trap)

* Repousser (Push)

* Inversion de place (Swap places)

* Transfert de wakfu (Transfer wakfu)

* Rayon de wakfu (Wakfu ray)

* Pluie de Wakfu (Wakfu shower)

Island of Wakfu spells are quite different, and involve things like "Summoning the Younger Wind Spirit", summoning some sort of ethereal double, teleporting behind the nearest enemy, and all sorts of other things that would be difficult to implement in either Dofus or Wakfu.

By the way, Wakfu classes have 15 elemental spells, 5 active special spells and 5 passive special spells.

Edited by Ebony Sable
ImpsSig02.png

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  • 1 month later...

Sounds almost exactly like level 5 Inversion de place, until they changed it and took the damage off.

Eliatrope spells in Wakfu les Gardiens:

* Coup de pied (Kick)

* Poing surprise (Surprise fist)

* Repousser (Push)

* Portail piège (Portal trap)

* Téléportation (Teleportation)

* Tofu de combat (Fighting tofu)

* Inverser ma place (Swap my place)

* Transfert de PA à un allié (Transfer AP to an ally)

* Lancer de Tofu (Tofu throwing)

* Pluie de météorites (Meteorite shower)

Eliatrope spells in Wakfu les Gardiens 2:

* Kick (Kick)

* Poing surprise (Surprise fist)

* Téléportation (Teleportation)

* Portail piège (Portal trap)

* Repousser (Push)

* Inversion de place (Swap places)

* Transfert de wakfu (Transfer wakfu)

* Rayon de wakfu (Wakfu ray)

* Pluie de Wakfu (Wakfu shower)

Island of Wakfu spells are quite different, and involve things like "Summoning the Younger Wind Spirit", summoning some sort of ethereal double, teleporting behind the nearest enemy, and all sorts of other things that would be difficult to implement in either Dofus or Wakfu.

By the way, Wakfu classes have 15 elemental spells, 5 active special spells and 5 passive special spells.

Seriously?XD IVe started wakfu today.. I hate the xelors look there so no need for me too play there..

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  • 1 year later...

So I got bored and added more. :D Yeay for pleasure of reading. Too bad its' in the suggestion box (unless it'd actually be taken into account, in which case, wow)

Proud Leader of Rosemary

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  • 10 months later...

Still think these spell ideas are good.... Grr

Proud Leader of Rosemary

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I was just thinking about necroing this thread yesterday. :P Let's see if any of these spells got in or were inspirations.

  • Like 1

:sadi:200 Happida |:fog: 200 Pirate-Bay | :hupper: 200 Fu-rinkazan| :rogue: What-Happen


? Arches | ? dofustreasure.net | dofusportal.net | dofusidols.info

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