After Turino proposed adding classes to make up for missing roles in scenarios, here is my proposal for 4 possible classes, that should be able to replace existing classes if needed. Obviously, they are not balanced yes, since this is a first take on them from my side.
All toggles have a 30 second cooldown to prevent frequent switching in between the benefits.
If healers are missing, it’s usually not just one, so this one must not be as group-focussed as a wp, while still having medium armor to offset the risk of having to be closer to the front lines.
This healers base-range is 75 feet if not mentioned differently.
Heals a single target over 9-18 seconds for medium health per second
- Greater Blessing (7s cooldown)
Removes one curse or crippling effect from up to 7 Players within 60 feet and heals them for
mediumhealth per second over 6 seconds
- Shielding Prayer(10s cooldown)
Shields the group within 100 feet from a medium amount of damage within 10 seconds
- Targeted Renewal(2s cast)
Heal one target for a high amount health
Heals one Player within 60 feet for a medium amount of life directly and again over 6 seconds
- Natures calming Hand(channel)
Reduces the chance to be critically hit for the whole group by 50% for 5 seconds and heals for a low health per second
- +10% outgoing heal
- -10% incoming damage
- +15% crit chance
Since Tanks are the backbone of keeping a group alive, any kind of tank needs to have guard as well as heavy armor and some options of supporting his group.
- Curse(7s cooldown)
Reduces outgoing healing by 33% for 10 Seconds, deals medium Damage over 10 Seconds
- Slow(10s cooldown)
Reduces movement speed of up to 6 targets within 30feet by 33% for 15 Seconds and deals low Damage
Shares damage taken of an ally with you without a chance of defence on your side
- Sprint(20s cooldown)
Increases your speed and the speed of allies within 20 feet by 20% for 5 seconds.
Reduces enemies outgoing damage by 65% for 5 Seconds while he isn’t attacking you.
- Word of Affection(5s channel,30s cooldown)
Draws all enemies within
60feet towards you and damages them for medium damage
- +10% damage done
- +5% damage done by group to tank’s target
- -5% damage recieved by the tank’s group
Melee damage dealers are the backbone of most groups, bringing the main burst. With some small support, their main focus is burst.
- Impair(15s cooldown)
Knocks an enemy down for 3 seconds,5 seconds if critically hit, and deals high damage
- Drawing Blood
Drains 50% of the next incoming healing from an enemy and returns it as healing divided to his group, low damage, lasts 5seconds, 5 stacks
- Bone breaker(5 sec cooldown)
Increases chance to critically hit by 25% and chance to be critically hit by 5%. 5seconds duration, medium damage
- Bloody Weapons
Deals low Damage instantly and medium Damage/second over 5 Seconds
- Cruel Hit(7seconds cooldown)
Deals medium damage or high damage if Target is below 50% hitpoints
- Fast escape(30s cooldown)
Increases movement speed by
50% for 5 seconds.
- +25% bonus damage on crit
- +10% base damage
- -25% damage done, Abilities hit up to 6 players in a front-cone
For me, Ranged damage dealers are as much supporters for their group as sources of reliable damage. The base-Range is 65 feet.
Deals low Damage and knocks a target a
- Bringing Down(15 seconds cooldown)
Deals medium Damage and high Damage/second over 3 to 6 seconds
- Targeted Effort(7s cooldown)
Deals medium Damage per Second over 5 Seconds and increases target’s damage taken by 15%
- End them(30seconds cooldown)
Deals high Damage to a target and turns 33% of the healing recieved into AoE-Damage around the target for 5 seconds.
- Eagle’s Eye(3s channel, 5 seconds cooldown)
Increases groups chance to critically hit by 25%.Deals low Damage.
- Quick Shot(1s channel)
Hit’s a target 3 to 7 times for low damage per hit within 1 second
- +10 feet range
- +10% movement speed
- +25% duration