Hypothetical Spellsword (Fighter/Mage) Augments
Purpose of this Thread
There's a lot of speculation, expectations, and general misunderstandings (I might even have some) surrounding secondary archetypes and the way they modify your primary archetype's abilities. In this post, I will use what information we have on secondary archetypes to create hypothetical augments for the Mage's School of Fire tree, and connect them to the Fighter to make the Spellsword class. I will focus on mechanical changes, not visual ones. I hope that the discussion it generates can provide useful feedback for the dev team on what players hope to see from the class system.
What we've been told about Secondary Archetypes (Skip if you know how they work)
There are some additional facts, but to keep it concise I am listing only the relevant points. This information was copied from the community wiki.
1. Each secondary archetype offers four different schools of augmentation. (Ex. Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning)
2. Each skill in the primary tree will have several augment options from the secondary tree.
3. Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.
4. Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.
5. Augment effects are intended to be templatable so they can apply to a range of abilities.
6. A character can have one active augment on an ability at any given time.
7. The progression system for augments is very similar to the class progression system.
8. Augments can affect a multitude of things:
a. Drastically change the ability itself.
b. Change the damage type and value.
c. Change the cooldown period.
d. Change the distance (of the skill).
e. Change the effect from a ranged to melee ability.
Using the above official information, I think we can infer some rules, since they aren't clearly spelled out:
9. An archetype's secondary tree will look the same regardless of your primary archetype. (Ex. If you're a Spellsword (Fighter/Mage), you'll have the same augment options as an Archwizard (Mage/Mage).
10. Augments must be designed in such a way that they can apply to all primary archetypes.
11. Some augments will only apply to certain types of abilities. To make this generic to all archetypes, I assume each ability will have hidden tags that allow compatible augments to be applied (Big assumption):
Templated Enemy: The ability affects enemies in an area defined by a shape template. Aka AoE
Templated Ally: The ability affects allies in an area defined by a shape template.
Targeted Enemy: The ability affects a single enemy target.
Targeted Ally: The ability affects a single allied target.
Movement: The ability moves the caster in some way.
Self: The ability targets the caster only.
Crowd Control: The ability applies some form of crowd control.
Channeled: The ability is channeled.
Hypothetical Augments for the Mage's School of Fire
These are some augments that could be applied to the Spellsword's abilities. The italics indicate what tags an ability needs to accept the augment. The ability only needs one of the tags to be a valid target of the augment. I imagine there will be many more augments in each school than the number I've come up with here.
Touch of Fire: Apply bonus fire damage equal to 40% of the ability's damage. Targeted Enemy, Templated Enemy
Flame Trail: Leave a trail of fire in your wake that applies Burning to enemies inside of it. Movement
Inner Fire: Cleanse any Bleeding, Chilled, or Frozen status effects currently affecting you. The ability may be used while Frozen. Self
Fuel for the Flame: Allies in the area gain 10% increased fire damage for the ability's duration. Templated Ally
Make Cinder: The CC'd enemy gains Burning. Crowd Control
Raging Inferno: If the ability is a critical hit, reset its cooldown. Targeted Enemy, Targeted Ally
Kindling: Targets gain vulnerability to fire damage. Targeted Enemy, Templated Enemy
Building Firestorm: Releases an AoE firestorm around the caster, scaling in damage and area depending on length of channeling. Channeled
Fighter Abilities
These are currently know fighter abilities with tags that I feel are appropriate. You can match tags from the above section to the tags in this section to understand which augments can be applied to the ability. Hopefully you can see how the augment would modify the ability.
Battle Cry. Unleash a resounding war bellow, applying the Riled effect to the caster and all nearby party members and Shaken to all nearby enemies. Gain 5 Combat Momentum for each target that was Riled. Riled targets have increased stability and have increased chance of tripping Shaken enemies. Templated Ally, Templated Enemy
Blitz. Charge directly toward target enemy, dealing Physical damage to the target on arrival. Movement, Targeted Enemy
Blood Fusion. Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration. Self
Brutal Cleave. Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit). Templated Enemy
Cataclysm. Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets. Templated Enemy, Crowd Control
Crippling Blow. Deal Physical damage and apply Snare to target enemy for 6 seconds. Targeted Enemy, Crowd Control
Exert. Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted. Self
Knock Out. Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect. Crowd Control
Leap Strike. Leap to target location and deal damage around you, snaring targets hit for 3 seconds. Movement, Crowd Control, Templated Enemy
Lethal Blow. Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage. Targeted Enemy
Lunging Assault. Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability. Movement, Templated Enemy
Maim. Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets. Templated Enemy
Overpower. Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum. Targeted Enemy
Rupture. Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the target takes heavy damage, plus additional damage for each stack of wound it has. Targeted Enemy
Wallop. Spend half of current Combat Momentum to deal damage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total. Targeted Enemy
Whirlwind. Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early. Channeled, Templated Enemy
Example Using the Leap Strike Ability
Leap Strike. Leap to target location and deal damage around you, snaring targets hit for 3 seconds. Movement, Crowd Control, Templated Enemy
These augments could be applied to Leap Strike, because it has the Movement, Crowd Control, and Templated Enemy tags:
Touch of Fire: Apply bonus fire damage equal to 40% of the ability's damage. Targeted Enemy, Templated Enemy
Flame Trail: Leave a trail of fire in your wake that applies Burning to enemies inside of it. Movement
Make Cinder: The CC'd enemy gains Burning. Crowd Control
Kindling: Targets gain vulnerability to fire damage. Targeted Enemy, Templated Enemy
Points of Discussion
Raise any points you would like, but here are some questions to get the gears moving:
Are you happy with this level of customization using secondary archetype augments? What would you add/change?
Do you feel that this system is sufficient to fulfill 64 class fantasies?
Do you think that this system can make all 64 classes viable?
Do you feel that the mechanical effects of the augments I came up with are the sorts of things the augments should do?