[AM/Shammy] Mechanic Rework, Rough Draft Proposal
Posted: Wed Apr 29, 2020 4:49 am
Instead of building each exclusively, you have both pools that run concurrently, Tranq/Force, Gork/Mork. You can have up to 5 of both at the same time. All points decay if you do not build or spend for 10 seconds, at the rate of 1 per second. This will make the mechanic something like the Rage/Combust+DM/Grudge+Hate, where you build for passive bonuses and spend to trigger special effects, but more subtle.
Each point of Tranq/Gork increases all healing dealt by 3%.
Each point of Force/Mork increases all damage dealt by 3%.
Some spells will spend the opposite resource if points are available, up to a given number. For each point spent, AP costs are reduced by 20%.
For casted spells, cast times are reduced by 15% per point spent.
For instant spells, effectiveness is increased by 10% per point spent.
Certain spells will have special interactions.
== Spell List with Suggested Build/Cost ==
Heal+HoT = Builds 1 Heal Point
HoT = Builds 1 Heal Point, Spends 1 Damage Point.
Single Heal = Builds 2 Heal Points, Spends up to 2 Damage Points
Group Heal = Builds 2 Heal Points, Spends up to 3 Damage Points
Cleanse = Builds 1 Heal Point, Spends 1 Damage Point to reduce cooldown by 2.5 seconds
Snare Puddle = Builds 1 of Both
Rez = Builds 2 Heal Points, Spends up to 5 Damage Points
Fatal Heal = Builds 2 Heal Points. Spends up to 5 Damage Points.
Funnel Essence = Builds 1 Heal Point per Tick. Spends up to 5 Damage Points.
Do Sumfin' Useful = Builds 1 Heal Points. Spends up to 5 Damage Points.
DoT = Builds 1 Heal Point.
Special DoT = Builds 1 Heal Point.
DD = Builds 1 Heal Point.
Damage Channel = Builds 1 Damage Point Per Tick. Spends up to 5 Heal Points.
Fast DD = Builds 2 Heal Points.
DD + Knockback = Builds 2 Damage. Spends up to 5 Heal Points.
Heal Debuff = Builds 1 Damage. Spends up to 3 Heal Points.
DWIC = Builds 2 Damage Points. Spends up to 5 Heal Points. Each point spent adds one additional target.
Dissipating Energies = Builds 3 Damage Points. Spends up to 5 Heal Points. Each point spent adds a 3% damage reflect to the target.
AP Drain = Builds 1 Damage Point.
Life Transfer DoT = Spends up to 4 of whichever one you have more of.
Instant Shield = Builds 1 Heal Point, Spends up to 5 Damage Points
AOE Str/Int/Bal Debuff = Builds 1 Heal Point. Spends up to 3 Damage Points. Each point spent also increases range by 5%.
AOE Tough Debuff = Builds 1 Damage Point. Spends up to 3 Heal Points. Each point spent also increases range by 5%. Add 10 Second Timer.
Lifetap = Builds 1 of whichever one you have less of. Spends 1 of whichever one you have more of.
AOE Lifetap = Builds 2 of whichever one you have less of. Spends up to 2 of whichever one you have more of.
Cone DD/Debuff = Builds 3 Damage Points.
Silence = Builds 1 of Both.
^ The above list is built around avoiding wasting points on spammable, relatively low impact abilities and allowing for maximum use of the mechanic for critical or high timered spells. I believe this proposal also fits well with the lore behind the mechanics, which is weaving together many kinds of magic to create more varied effects and gain efficiency.
Each point of Tranq/Gork increases all healing dealt by 3%.
Each point of Force/Mork increases all damage dealt by 3%.
Some spells will spend the opposite resource if points are available, up to a given number. For each point spent, AP costs are reduced by 20%.
For casted spells, cast times are reduced by 15% per point spent.
For instant spells, effectiveness is increased by 10% per point spent.
Certain spells will have special interactions.
== Spell List with Suggested Build/Cost ==
Heal+HoT = Builds 1 Heal Point
HoT = Builds 1 Heal Point, Spends 1 Damage Point.
Single Heal = Builds 2 Heal Points, Spends up to 2 Damage Points
Group Heal = Builds 2 Heal Points, Spends up to 3 Damage Points
Cleanse = Builds 1 Heal Point, Spends 1 Damage Point to reduce cooldown by 2.5 seconds
Snare Puddle = Builds 1 of Both
Rez = Builds 2 Heal Points, Spends up to 5 Damage Points
Fatal Heal = Builds 2 Heal Points. Spends up to 5 Damage Points.
Funnel Essence = Builds 1 Heal Point per Tick. Spends up to 5 Damage Points.
Do Sumfin' Useful = Builds 1 Heal Points. Spends up to 5 Damage Points.
DoT = Builds 1 Heal Point.
Special DoT = Builds 1 Heal Point.
DD = Builds 1 Heal Point.
Damage Channel = Builds 1 Damage Point Per Tick. Spends up to 5 Heal Points.
Fast DD = Builds 2 Heal Points.
DD + Knockback = Builds 2 Damage. Spends up to 5 Heal Points.
Heal Debuff = Builds 1 Damage. Spends up to 3 Heal Points.
DWIC = Builds 2 Damage Points. Spends up to 5 Heal Points. Each point spent adds one additional target.
Dissipating Energies = Builds 3 Damage Points. Spends up to 5 Heal Points. Each point spent adds a 3% damage reflect to the target.
AP Drain = Builds 1 Damage Point.
Life Transfer DoT = Spends up to 4 of whichever one you have more of.
Instant Shield = Builds 1 Heal Point, Spends up to 5 Damage Points
AOE Str/Int/Bal Debuff = Builds 1 Heal Point. Spends up to 3 Damage Points. Each point spent also increases range by 5%.
AOE Tough Debuff = Builds 1 Damage Point. Spends up to 3 Heal Points. Each point spent also increases range by 5%. Add 10 Second Timer.
Lifetap = Builds 1 of whichever one you have less of. Spends 1 of whichever one you have more of.
AOE Lifetap = Builds 2 of whichever one you have less of. Spends up to 2 of whichever one you have more of.
Cone DD/Debuff = Builds 3 Damage Points.
Silence = Builds 1 of Both.
^ The above list is built around avoiding wasting points on spammable, relatively low impact abilities and allowing for maximum use of the mechanic for critical or high timered spells. I believe this proposal also fits well with the lore behind the mechanics, which is weaving together many kinds of magic to create more varied effects and gain efficiency.