CITY/ESTATE SCRATCHPAD FOR APRILYNNE PIKE

Rosct (RAH-sht): Northern port town, servicing the seasonal Rashin nomads. Members of the five great Rashin tribes don’t make permanent settlements, but instead cycle between the seaport of Rosct and the mountaintop spiritual capital of Pahua Jihn. Each solstice and equinox is when the tribes cycle positions between five general areas:

  1. Rosct
  2. The cold coastlands north of Rosct
  3. The northern passes leading inland towards Pahua Jihn
  4. Pahua Jihn
  5. The warm southern passes leading to Rosct

Permanent residents of Rosct mainly consist of foreigners who have come to trade with the Rashin for the bounty of their travels, as well as as budding industry serving the needs of foreign converts to the Jihn faith making a pilgrimage to Pahua Jihn. The community in Rosct is known for being quite welcoming to travelers of all kinds but quite hostile to those who prey on pilgrims in particular.

Ercann (air-KAHN): River valley crossroad city, surrounded by farmland. Initially established as a trading post between the riverfolk and travelers along the old Imperial road, a budding community developed after someone learned that potatoes would grow to ludicrous size in the river valley soil. As riverboats (and later airships) made exporting the potatoes a more profitable endeavor, Ercann grew into a powerful city-state. Foreign gentry often paid a pretty penny to purchase country estates that were, in turn, quite profitable in terms of produce returns, so long as they were well-managed.

The more prominent estates around Ercann are called “caens.” It’s drawn from a riverfolk tradition about dowsing sites, but with a weird quirk: as Ercann boomed and these estates came into being, some builders established a trend of prefixing the name with “Caen ___” as a token of respect to the riverfolk traditions. The quirk is that any estates that didn’t have “Caen” in the name experienced all manner of ill-luck, from blights on the farmland to livestock deaths, and often fell into disrepair. In nearly every case, once a place was re-named a caen the land tended to recover over time. Notable caens include:

  1. Caen Tosca
  2. Caen ul’Erca
  3. Caen Boxer
  4. Caen Immakhaliduateva (so re-named by a foreign merchant who wanted to test the legend and somehow succeeded)

 

YREL, GUIDING LIGHT OF DRAENOR [DRAFT]

This is incomplete. Taking a break because hearing about a suicide always impacts my mood.

Role: Melee Support/Assassin?

Trait: Shards of Light
Yrel’s Basic Attacks deplete Shards of Light from her hammer. Various abilities and talents will grant her additional Shards of Light to empower her melee attacks.

Hammer of the Naaru (Q):
Yrel empowers her crystalline hammer with a Shard of Light. While at least one Shard of Light is active, Yrel’s Basic Attacks deal an additional 50% damage.

Judgment of Hope (W):
Yrel marks a target with the Judgment of Hope. When Yrel or her allies deal damage to the marked target, they gain life based on the damage dealt. Yrel can only mark a single target with Judgment of Hope at a time.

Avenging Wrath (E):
Yrel sprouts wings of light, charging forward and following up with a smashing attack. The first enemy struck during the charge will be carried along and take additional damage from the follow-up attack. Other enemies struck while Yrel is charging are knocked away. She is Unstoppable during the charge.

Heroic (R1): Call Vigilant
After a brief delay, Yrel summons Vigilant Maraad to aid her in combat. The Vigilant inflicts Judgment of Hope on enemy heroes within his initial impact area, then follows Yrel for 20 seconds, targeting her targets with AoE damage. Judgment of Hope expires when the Vigilant expires or is destroyed.

Heroic (R2): Divine Bulwark
Yrel calls down a wide dome of light centered on herself, which reflects 50% of the damage dealt by enemies within the shield or targeting allies within the shield. Allies within the shield are healed for a moderate amount and take 100% reduced damage from Basic Attacks while within the shield.

PROJECT FOUR: INSPIRATION WARRIOR [draft]

WARNING: POST IS STILL IN DEVELOPMENT carry on

Crow says: So I’ve got an idea for a warrior healing spec.
Entirely Theoretical Team 2 Class Design Lead says: Oh no.
Crow says: Look, the D&D Warlord class was all about shouting healing into allies and directing them around the battlefield. That can totally work with a lot of Warrior’s existing tools to make a mobile frontline healer that weaves healing and absorbs into their own melee strikes and occasionally ping-ponging around the battlefield. And shouting at allies to get back up after they’re killed.
Entirely Theoretical Team 2 Class Design Lead says: why are there so many floors in this building WHY

Concept/Fantasy: Inspiration (Healer)

As frontline combatants, warriors have distinguished themselves as bulwarks able to withstand the most devastating blows, weapon masters who strike surgically to deal the greatest amount of damage to their enemies, or reckless berserkers who leap into the fray to maul their enemies into submission. Recently, a new kind of warrior has emerged; they lead their allies from the frontline, bolstering them against damage, directing their strikes as a group to where they’ll have the greatest impact, and even ordering fallen allies back into the fray.

Inspiration warriors are like other healers in that they have spells that cost mana in order to heal their allies, but they also still deploy rage like other warriors; they gain rage from taking and dealing damage, and they turn that into attacks that interact with their healing in different ways.

Similar to Discipline priests, Inspiration warriors are intended to have damage as a part of their rotation in order to optimize their healing. Unlike Discipline priests, though, that’s not a matter of damage conversion, where damage dealt is converted into healing. Healing improves the effectiveness of their attacks, while attacking supports their mana regeneration. They are certainly more aggressive healers, with greater mobility, but have to balance that against being positioned in melee.

Warrior (Inspiration) TL;DR

  • fight alongside the tank and melee allies while healing and attacking
  • use orders and shouts to support allies with health and absorption
  • resource/cooldown management very important

Offensive Abilities

Avenging Strike
Strike a melee enemy for X. Deals additional damage when the enemy is targeting an ally. Costs 30 Rage.

Dowsing Strike
Strike a melee enemy for X, recharging 2% of your max mana and applying Rend Mana to the target. Rend Mana stacks up to 5 times and lasts 5s. Gain increased mana regeneration based the number of Rend Mana stacks on the target.

Charge, Heroic Leap, & Heroic Throw
Inspiration Warriors retain these baseline abilities for moving around the battlefield, with some talents to modify them.

Healing Abilities

Focused Orders
Reduce the mana cost and cooldown of orders cast on the target of Focused Orders. If no other ally has your Focused Orders, the first order cast on an ally applies Focused Orders to that ally. You can toggle Focused Orders in order to apply it to a new target once every 30s.

Resilient Order
After 1.5 seconds, target is healed for x. 1.5s CD.

Bolstering Order
After 2.5 seconds, target is healed for a great amount. 2.5s CD.

Defiant Order
Dispel a Magic or Disease effect from an ally. 1.5s CD.

Marching Order (“walk it off ya pansy”)
Target ally is resurrected for 30s at 50% health. When Marching Order expires, the ally dies again (taking no durability damage) but is Exhausted and cannot be resurrected again until combat ends.

Reveille
Brings a dead ally back to life with 35% life and mana. Cannot be cast in combat.

Valorous Shout
After 2.5s, heal the nearest six allies for X and reduce their damage taken by 10% for 10s. 2.5s CD.

Tactical Supremacy
Reduce the cooldown and mana cost of your mana spenders by 50% for 10s. 2m CD.

Fortification (passive)
When your heals overheal a target, the target instead gains an absorption shield equal to the overheal amount for the next 10s.

New Abilities

 

Talents [INCOMPLETE]

Invigorating Intercept
Charge to an ally and heal them for x. They take 30% less damage from the next attack made against them.

Victorious Cheer (replaces Victory Rush)
(Costs X mana) Heal all allies within 30 yards for 15% maximum health.  Only usable for 20 seconds after you or your Focused Orders target kills an enemy that grants honor or experience.

 

Splashdown
Heroic Leap heals nearby allies for x, and reduces the mana cost of your next mana-spender by 50%

Tier 5-1: Chant of Resilience
After casting Resilient Order, the next order cast within 6s also casts Resilient Order on the target for free.

Tier 5-2: Chant of Defiance
After casting Defiant Order, casting another order within 6s also casts Defiant Order on the target for 50% less mana.

Tier 5-3: Marching Chant
After casting Marching Order, casting another order within 6s extends the duration of Marching Order by 2s, but cost 50% more mana.

Rallying Cry (replaces Commanding Shout)
3m CD. Grant all party of raid members withing 30 yards an absorption shield equal to 10% max health for 10s and restores 25% of their primary resource.

Reprisal
Healing abilities build up stacks of Reprisal. Reprisal increases the number of Rend Mana stacks applied by Dowsing Strike to 2 and improves the damage of Avenging Strike by 100% per stack.

Concentrated Assault
Order your allies to concentrate their attacks on a single target. Attacks against the target heal a nearby injured target for a percentage of their missing health.

Mastery: Inspiring Strikes
Your mana-spenders has a chance to trigger a melee attack that deals 150% Physical damage to a nearby melee target and generates 5 Rage. Trigger chance increases based on Mastery.


Let me know what works and what doesn’t in the comments. (will be making some additional edits later, just wanted to get it up for feedback)

WESTFALL DEADSHOT [DRAFT]

When: Four Years After the Dark Portal
Where: The golden fields of Westfall


Picking her first target was Tiffin’s least favorite part of waiting. The building adrenaline, the tension, the fear… it all made her mind race down little mental box canyons that were a distraction from the task at hand. She takes a deep breath and blows it out slowly, keeping herself on her shadowed bit of hillside, the crossbow loaded but her finger far from the trigger. Time to focus.

Someone who’s engaged with the group. When the task is to draw attention, it means you need to choose the person that everyone in the group is looking at, or at least has in the periphery. Every group has a talker, someone who’s trying to fill the drudgery of a patrol with entertainment of some kind. When you want to send a message, especially when that message is “look at me, i’m over here, killing you one by one,” then picking the guy who was in the middle of talking about his last night’s escapades is a great way to do it.

Find the talker. This group is more cautious than the last one; five orcs rather than four, and three of them are doing a passable job of actually surveying the fallow, dried-out fields around them. But the talker is right there in the front, and the green lunk next to him seems completely engrossed in whatever story he’s telling.

She goes through other steps in her mind, keeping her movements slow so as not to give up her position too soon. Her eyes scan the yellowed grass to get an idea of the wind. The sunlight is not a factor, though it is a bright, shiny Westfall day that belies the dark work she’s doing.

Light forgive me. She squeezes the trigger, and her crossbow bolt flies off, arcing through the air, kissed by the wind.

The talker is mid-sentence when the bolt strikes him through the head. He falls forward, carried slightly by the force of the bolt’s hit, and is dead when he hits the ground in front of his audience. The four other orcs go from shock to rage in under two breaths. Tiffin is already sliding forward out of her perch and into the light when she hears them spot her.

Guttural shouts of rage follow her as she dashes at an angle down the hill. Give them quarry, and they’ll give chase. Getting them mad helps with forcing them to make mistakes, but as much as Vice and Hector want to make them all out to be thoughtless brutes, Tiffin insists that they’re more clever than they seem. That’s why it’s not a matter of leading them into an obvious trap and hoping their rage blinds them to the clues; it’s making them trap themselves.

Tiffin is not a tall girl for her age. The crossbow is heavy when she can’t shoulder it, a cinched sack of weighty steel bolts is troublesome even when strapped to the small of her back, and even the minimal leather jerkin wasn’t nothing when she needed to put down as much foot speed as possible. The orcs are twice her height and seem to be crafted entirely out of muscle and rage, so it’s not even a contest about whether they could catch up, but when.

What the orcs see is a human girl with a big crossbow running scared. They see her turn her head to look back at them in terror, and then they see her ankle turn on a rock. They see her tumble with a cry over the lip of a ridge that they know slopes down towards a dried-out riverbed.

The four of them crest the ridge, expecting to see their wounded quarry on the ground. Instead, their quarry is standing in the riverbed with her crossbow up, three other hunters with readied weapons alongside her, and before the orcs can stop their descent down the slope, the humans have all fired once.

Only one orc is still alive when their bodies arrive at the bottom of the slope, and true to form, he is instantly up swinging with his oversized barbed mattock. His rampage is cut short, however, when Hector jumps off the rock he was crouched behind and buries his axe in the orc’s shoulder. The orc goes down in a heap, which Hector then victoriously stands atop to ensure his victim doesn’t get a second wind.

Tiffin is already giving orders as she walks towards Hector, and the other hunters move immediately to their tasks. Hector, satisfied that the orc is good and dead, extracts his axe and moves to sit down and clean gore off his axe. He looks up as Tiffin approaches, and speaks through a grin on his face. “Well met, rabbit.”

Tiffin isn’t smiling. “They’re strengthening the patrols.”

Hector rolls his eyes. “You can’t take a moment to appreciate victory?”

One of the other hunters squeals as the corpse he was checking reaches up and grabs him around the neck. Tiffin’s crossbow twangs, the bolt goes thunk under the orc’s ear, and the hunter gasps for breath as he lands on the earth again.

Tiffin rounds on Hector. “It’s not victory until every single orc body is out of our city for good. Now listen: strengthening the patrols means they suspect trouble out here. We need a new plan. Picking off low-tier grunts isn’t a long-term strategy.”

Hector throws up his free hand in defeat. “You feel free to take that up with Vice. I just take orders.”

You should be taking orders from me. “Well, Vice ordered you along with us so we could haul the bodies back. I’ll keep an eye out.”

Hector gives a lazy salute, wisely choosing to not argue. Tiffin makes sure her hunter is all right, then heads back up the ridge she theatrically tumbled down to lure the orcs into the trap.

It wasn’t the first time she’d done it, and she knows it won’t be the last. But the orcs will get wise to the same trick if you play it on them enough times.

That’s why she chafes when Vice and Hector talk of the orcs as if they were merely brutes. We lost our kingdom to these brainless green bastards, so if they’re so stupid, what does that say about us?

She pushes the thought away and nocks another bolt, just in case.