A new unique class that only Last Epoch can implement: The Traveler

I love this game very much and I feel inspired by it. I had this idea for a class and I wanted to share it with the community and the devs. I know that the devs have a lot of things lined up so I don’t expect to see any of these implemented any time soon, if ever, but I sincerely hope that I have given some inspiration back as well. It would be wonderful if the devs pick up this entire idea as is and add their own ideas as well or even just use some of the skill or mechanics ideas for other purposes.

The Traveler is a space-time manipulation type of wizard. He has traveled through all of Eterra’s Eras in order to gather magic that he has recognized as the dominant of each major period. His base abilities include space and time manipulation abillities, while the three ascendancies are based on three Eras: Divine, Imperial and Ruined. As he traveled he has tried to add the magic of each era to his own power. Deals elemental, necrotic and void damage.

Base skills:

Delayed Strikes: Toggle in order to stop all outgoing damage. All attacks accumulate on enemies and deal increased damage when the skill is toggled again based on how long the skill was active. Drains mana each second. Conversion nodes include: Delayed Strikes are now a castable skill which deals no damage on hit but applies ailments at an increased rate; Delayed Strikes now cause ailments on a target to stop dealing damage - the target can still receive new ailments - upon release, the ailments’ duration is refreshed.

Wall In: A cone ability which is cast at a cone at the direction the player is facing. The cone closes in and pushes enemies together. Colliding enemies receive extra damage. Conversion nodes include: Casts Possessed Weapon at the end of the skill; the skill becomes instant cast and now starts at a line and pushes enemies outwards, dealing increased damage.

Possessed Weapon: The Traveler sends his equipped weapon to attack his enemies. Can be used either to deal raw damage or apply on-hit effects. Receives different effects from different weapons used. Requires specific weapons in order to be used. Conversion nodes include: Possessed Weapon strikes a second time; Possessed Weapon now deals three hits in a row at close, mid and long distance from the player; randomly applies a DoT ailment (ignite, frostbite, electrify, damned or doom) - if the ailment applied matches an ailment that the enemy already has, all stacks of it are doubled but the initial stacks lose 50% of their remaining duration; the skill is now a 3 move combo: 1) the weapon deals damage at the target location, 2) the weapon explodes to deal shrapnel damage to surrounding enemies, 3) the weapon reassembles itself dealing again damage to enemies and returns to the player. The player cannot use skills which require a weapon until the combo is complete.

TIme rift: A teleport abillity. Opens two rifts in time and teleports at the target location. Enemies who are close to the player upon cast will also be teleported and be stunned for 0,5 seconds upon arrival. Bosses are slowed instead. Conversion nodes include: Damage to enemies along the path; becomes a front-back-front movement; negative ailments lose 50% of their remaining duration; enemies at the arrival location are teleported back to the starting location; it is now cast at a triangular shape which boxes in enemies and causes them to receive more damage from AoE skills.

Summon Gost Priest: A unit which attaches itself to the player. With the Priest attached the player receives a buff on all stats (such as regen, damage etc) but has less movement speed. Conversion nodes include: the priest now drains health instead of granting health regen but the other regens are increased (same can apply for all regens granted by the priest); the priest can now raise skeletal constructs from fallen allies and/or enemies - this ability is channeled and stops the priest’s buffs; the priest now self-detonates when the player’s health drops below a threshold and stuns surrounding enemies - deals initial damage to player but greatly buffs all regens for 3 seconds - the priest cannot be resummoned for 3 seconds.

Summon Voider: A unit which attaches itself to a single enemy. When attached, both their healths begin to drain. Enemies with a voider attached move slower. If the enemy dies before the voider, then the voider is healed back to full health and attaches itself to another enemy. Conversion nodes include: instant damage at a lower effectiveness; the voider pulls the enemy away from the player; enemies with a voider attached are frenzied but receive more damage; the voider becomes immune to all damage (except health drain) but deals less damage.

Dead Guess: Predicts the death of a random nearby enemy. The enemy is slowed and marked for death. If the enemy does not die within 4 seconds, the damage that he has received is reflected back to the player and the mark for death is removed. If the enemy is killed the player receives a damage bonus for 4 seconds. Conversion nodes include: the player is also marked for death and no longer receives the damage that was dealt to the enemy; the enemy dies anyway after 4 seconds if they have been brought below a kill threshold; Dead Guess now also deals necrotic DoT; damaging an enemy marked by Dead Guess for more than 50% of their max health while Dead Guess was active grants health and mana regen.

Summon Arc: Summons an arc that the player can walk on. The arc is Elevated in the middle. While on the Arc the player receives a massive movement buff. Counts as a Traversal skill. Conversion nodes include: the arc buffs the player’s damage; the arc now casts Time Rift after a duration, teleporting the player from wherever he is to the end of the Arc; the Arc now collapses after a duration, dealing damage to enemies.

Masteries

Divine Mastery: The Traveler has attempted to elevate himself to the status of a God by stealing abilities from the 4 Gods of the Divine Era. He was successful in replicating their power but he cannot sustain the power increase. The abilities here are typically very expensive and the desing goal is to make it so that it doesn’t make sense to choose 2 or more of them for a build.

Abilities:

Summon Fire Pillar: Summons a big pillar which targes enemies with fire bolts over a huge area. Can be used either for criting or DoT. Conversion nodes include: the pillar now targets all enemies around it at once but at a much smaller area; the pillar now casts flame aura on itself or the player which can stack (can be connected with Delayed Strikes with a conversion for friendly units - it will make allies unable to cast anything but cast an increased number of spells once the toggle is released); the pillar will cast Fire Beam (channeling) to enemies instead of Fire Bolts but will drain mana per enemy damaged; conversion to lightning. Unique item: conversion to necrotic pillar if the initial one was fire or void pillar if it was converted to lightning.

Blessing of the Moon: Passive: the Moon is reflected around the player and deals DoT to all enemies within range. Active: the Moon explodes for all the damage that it has dealt in the last 10 seconds. Conversions nodes include: the active part no longer deals damage when activated but it blocks the Sun giving the player increased void damage, dodge rating, health & mana regen, armor and health based on the damage it has dealt in the last 10 seconds; the active part now also drops Meteorites; casts tidal waves towards enemies. Unique item: Instead of the Moon the player now reveives blessing from the Sun. It now only has a passive part and deals fire DoT which crits every 3 seconds based on the number of ignites on the target. This effect cannot trigger if the player is out of mana. Drains mana per second per enemy damaged by the Sun. Does not apply Ignite.

Frozen Spear: Throws a spear at a target location. Deals initial damage and explodes for ice damage afte a delay. Conversion nodes include: instead of exploding, it casts Frozen Lance to all enemies around; instead of sticking to the ground it now travels and casts Frozen Lance every time it hits and enemy; it becomes a melee attack which casts Stalagmites to all enemies it hits. Unique item: Two dual-wielding lances (you can dual wield them together but not with other items). Using them allows the player to choose 2 conversions which do not normally work together (like the spear sticking to the ground and thrown at enemies). The exact effect can vary based on the order on which they are equipped (main hand and off-hand).

Imperial Mastery: The Traveler has delved into the forbidden arts in an attempt to gain mastery over life and death. The process has turned him into a half-living, half-dead being. The mastery can be utilized either as a summoner or a caster.

Call the Dead: Cast to create a ghost of the player. Has a chance to create ghosts of existing player’s allies. Ghosts are immune to DoT but will die to any one hit. Enemies have a lower chance to target Ghosts before they have cast a spell. Ghosts target the highest health enemies and repeat the attacks of the player on them (will target highest health enemies even if the player casts a skill on another enemy). Ghosted skills cost a portion of their mana. Ghosts cannot cast Call of the Dead. Cannot create Ghosts of attached units. Units summoned by Ghosts are also Ghosts. Recasting the skill while there are active Ghosts will unsummon them and has a lower chance to create Ghosts of existing allies. Conversion nodes include: Ghost no longer cast any skills but will possess the highest health enemy. That enemy will target allies with their next 3 attacks. 1 Attack for rares. Bosses are stunned for 1 second per Call the Dead cast; recasting while there are active ghosts detonates them and fears enemies around them; Ghosted abilities deal double damage but Ghosts disappear after 1 cast. Unique item: The player receives a Ghost armor. The armor grants 50% less DoT taken but falls off after 1 hit. Player receives increased damage while Ghost Armor is on cooldown. Player auto-casts Call the Dead every 5 seconds when Call the Dead is on the skill bar. Existing Ghosts always detonate and now have a chance to freeze enemies instead of fearing them when they detonate.

Soul Bombs: Cast to place soul bombs on the ground. The bombs slowly move towards close enemies and explode when near them. Conversion nodes include: your active Ghosts now cast a Soul Bomb each second; Sous Bombs now attach to enemies and inflict damned stacks each second; Soul Bombs can now attach to Voiders and inflict to both the Voider and the enemy that the Voider is attached to damned stacks each second with double the rate for enemies; Soul Bombs now attach to Gost Priest and infilct both to them and the player with stacks of damned each second - the Gost Priest’s abilites gain increased effect per damned on them and on the player; each time an enemy is damaged by a Soul Bomb he receives increased damage by subsequent Soul Bomb explosions for 1 second. Unique item: Soul Bombs are converted to Void Bombs. Void Bombs deal 100% more damage to enemies the first time they damage them but each subsequent hit by Soul Bombs deals 15% less damage than the normal amount, down to 75% less. The effect resets after 10 seconds.

Necrotic Arrow: Requires a bow. Fires a necrotic arrow which embeds itself into a target and deals necrotic DoT to a small radius around it. Dissipates according to how much damage it deals overall. Hitting an enemy who already has a Necrotic Arrow embedded with a new one will cause both arrows to dissipate faster, each dealing less damage. Conversion nodes include: Necrotic Arrow consumes all Ghosts to fire Necrotic Arrows from them towards enemies - 3 arrows from the player’s Ghost, 1 arrow from the Ghosted minions; Necrotic Arrows detonate Soul Bombs to cause them to deal increased damage. Unique item: Necrotic Arrow no longer requires a bow. Embedding 3 Necrotic Arrows on one enemy will summon 3 Ghost Archers at your location. The Ghost Archers benefit from the Call the Dead tree. Ghost Archers are immune to DoT and immune to hits. However, if all 3 have received a hit then they all die at once. Enemies can be pierced by up to 1 Necrotic Arrow per Ghost Archer and the player without them losing any of their damage.

Ruined Mastery: The Traveler has attempted to master void magic but ended up being corrupted by it. He is now an agent of Orobyss.

Mark of Orobyss: Marks all nearby enemies with a maximum number of Marks of Orobyss (for example, every cast can only apply up to 3 Marks of Orobyss in total). Once an enemy has 9 marks, the next cast of Mark of Orobyss will consume those 9 marks and remove a percentage of their total health. Marks of Orobyss cannot crit and cannot apply ailments. Conversion nodes include: applying a Mark of Orobyss to an enemy who has been damaged by removing Marks of Orobyss in the last 1 second will increase the damage of the next removal of the marks; increases the total marks that a cast can apply but limits the maximum number of marks an enemy can receive at once; every time an enemy has had Marks of Orobyss removed they will lose health regen - this effect can bring their health regen to negative values causing them to take DoT - enemies who receive DoT in this way can no longer be damaged by removing Marks of Orobyss but their health regen will deteriorate at a faster rate every time that they are removed. Unique Item: Removing Marks of Orobyss from an enemy will cause the Eye of Orobyss to open from the ground. The Eye fears enemies for 1 second and causes all enemies who have Marks of Orobyss to deal 20% less damage. The Eye can remain open for 3 seconds and removing more Marks of Orobyss from enemies can increase that duration for 1 second, up to 5 seconds. After the Eye closes, it must remain closed for 10 seconds. While the eye is closed, all enemies who have witnessed the Eye deal 10% more damaged and receive 15% more damage. After 10 seconds you can re-open the Eye by removing Marks of Orobyss. If the Eye gazes an enemy for a second time it will kill them instantly if they are below 15% health.

Void Strings: Casts a web of void energy that summons strings of void at random patterns around you. Those strings pulse, dealing chip damage to enemies. Chip damage applies a massive amount of hits in a very short period but it cannot crit. Void Strings apply ailments at a reduced rate. Conversion nodes include: strings also slow enemies; the strings’ chip damage is converted to damage over time; strings can apply ailments at a higher rate to enemies with Marks of Orobyss; strings apply a Mark of Orobyss every 100 hits but cannot remove them - if strings would apply an extra Mark of Orobyss than the number required for them to be removed then you are damaged instead (for example, if an enemy has 9 Marks of Orobyss they cannot receive a tenth - if they would receive a tenth one from the strings, then you are damaged instead). Unique Item: Void Strings now also summon Void Spiders which cast their own mini Void Strings and apply Doom on enemies on hit. The Spiders are unsummoned when Void Strings expire.

Starfall of the Abyss: Channeling: Black stars fall from the sky and damage enemies on hit. Conversion nodes include: stars now create Void Pools which deal void DoT and slow enemies; stars apply Black Mass, an ailment which deals 80 void damage for 1 second and then 15 void damage for 2 seconds; stars deal more damage to enemies with Mark of Orobyss; stars cause the enemy hit to take reduced damage but deal void DoT to other nearby enemies. Unique Item: enemies hit by stars now are connected by Void Threads if they are within 4 meters with each other. Threads last for 3 seconds. Enemies who are connected by Void Threads now spread 50% of the damage dealt to them to other enemies connected.

Summon Void Centipede: Summons a Void Centipede to fight for the player. The centipede deals melee void damage. Conversion nodes include: the humans on the centipede are void mages and deal spell void damage; if the centipede dies, it summons 3 void mages on death which benefit from the Void Centipede tree; the centipede now summons Corrupt Mages but no longer deals direct damage and cannot summon Void Mages on death. Unique Item: The player becomes part of the Void Centipede when summoned. The centipede has reduced health but takes all damage before the player does. The player can use 4 of his abilities and Summon Void Centipede is replaced by a melee attack. On death, the centipede is unsummoned and replaced by the player, 2 Void Mages and 2 Corrupt Mages. Void Centipede now has a cooldown which starts upon its death.

The main class defence mechanic is Mitigation. Mitigation causes a percentage of direct damage received to be mitigated as DoT over a period of time.

Other conversion directives: One of the key class mechanics is converting a skill to necrotic, void or Divine. This comes with inherent changes to the skill’s functions:

Convert to necrotic: Summons Ghost units which perform the skill as well.
Convert to Void: Gives a high initial burst of damage but greatly reduce it for a duration.
Convert to Divine: The skill receives a massive buff. The Traveler is unable to sustain the amount of power that he uses, so using a skill like that leaves him at a weakened state.


Thank you for reading!

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Ok, so here it goes …

The class description is basically what the player is as default. Better is to give it more of a Chronomancer vibe who has mastered the Epoch.

Delayed Strike: I like the concept, but needs to be limited in either number of attacks, and/or time. Otherwise it’s too open to abuse.

Wall In: Thematically, I’ld just steal the Black Hole skill for this.

Possessed Weapon: Not sure how the description matches the “possessed” part. Rather just make it “Temporal Weapon” where you have random damage schools of hits, but make it still be a spell for scaling.

Time Rift: Could definitely see this be a mix between ‘regular’ Teleport and Anomaly.

Summon Ghost Priest: How does this fit thematically? If it’s supposed to be (baseline) a buff ability, make it more time-traveler, less necromancer.

Summon Voider: Sounds a bit like Spirit Plague in minion form. Could work, but I’ld rather I’ld make it like Forgotten Mage & Nemesis where they are hostile to both enemies and the player.

Dead Guess: You can’t delay reflect like that, it’s far too prone to kill players, especially less experienced ones. Plus it would be useless against bosses. Could change it to some sort of “Chrono-Mark” debuff on targets instead.

Summon Arc: Like a doorway? Or do you mean Ark, like Noah’s? Either way it would compete too much with the skills above to be a Traversal/Buff skill. Also unsure how it would fit the theme.

Divine Mastery: I like the idea of harnessing the powers of the Divine we killed, but I’ld lean into it and name the skills after them, like Rahyeh’s Banner, Lagon’s Gaze, Spear of Heorot. You lack one for Majasa, which might be needed to add some Physical & Poison in the mix, otherwise this Mastery may look too much like Mage.

Imperial Mastery: Sounds very Necromancer-like. I’ld make the Ghost a chance on Kill / Boss hit to summon for X seconds lika a passive aura, then work around that with other skills, like always summon them with Necrotic Arrow (Soul Piercer?), Soul Bombs you could make like WoW Imp-losion for big AoE, stuff like that. Needs to be distinct from Necromancer/Lich to be worth it.

Ruined Mastery: That Mark seems straight up OP for bosses even on a baseline level, or it’ld be too weak for clearing to matter. The Void Centipede seems also difficult to balance around. Rather, I’ld stick to the Chaos theme. Random barrages and (timed) minions you summon can also attack you.

As the mitigation goes: I don’t think creating a mechanic for a base class would work. The closest analogy is the Rogue Glancing Blows and a) it’s not specifically locked to Rogue, and b) it comes from gear & passives, not a baseline thing. Could work for a Mastery itself though, like the Ruined Mastery.

For the conversion: Eh, I think it would be too hard to balance without forcing players to basically spec into the off-Mastery skills just to convert them for power. You’re better off making the baseline Mastery just work on X type skills, otherwise you’ll push players away from the actual mastery skills.

Similar to your other class suggestion, I think the complexity is too high. Combos with other skills, buffs & debuffs everywhere that will dilute the direct skill impact and a lot of “trade-off” effects like not being able to use weapon skills etc. It all reads like a very hard to learn class with a too high barrier to enter for new players.

1 Like

As always thank you for the input. I am already working on a revised proposal based on all your previous comments with some new ideas in the mix as well.

For the Arc specifically, I imagined it as a bridge which would be elevated in the middle. So you walk on it, walk uphill to get to the middle, get buffs or some temporary defence and then downhill to get off of it.

The weapon is “possessed” because it (seemingly) moves around on its own. If it’s just the name that you object to and not the concept, I’m cool with it. I just write some proposed names and numbers to give a sense of how I imagine things, the good people at EHG are free to give whatever names and numbers they want to the abilities. The basic questions I had behind everything I wrote in both proposals were 1: what fits with the class theme, and 2: what would be really cool to play. The numbers and general balancing are what I buy almost all of the cosmetics for.

I really thought that you would say that Delayed Strikes is basically Arcane Ascendance from the Sorcerer because that is where I got the idea and that was an actual steal :slight_smile:

I liked the input on the Voider, will definitely include in new proposal.

Re Dead Guess, this is why I include those nodes below the skill and also abilities like the Ghost Priest as well as the class defence mechanic. You can Mark for Death yourself and there is no damage reflected. You use the class mechanic to delay the damage received, the Ghost Priest gives you a lot of regen and then if you pick some nodes in the tree you can bring the damage reflected back to 0. You gotta read the whole thing man! I actually put some thought into these interactions (maybe not enough, but some). If your disagreement is based on numbers around the ability then that’s what nodes, class defences, items, passives and balancing are for.

As for the Necromancer theme, that is exactly what I was going for. It’s not just that the Traveler has mastered space/time, he has also used time to gather magic from different eras as part of his backstory and some of the skills are just simple time or space manipulation. The class defence is also essentially time manipulation. In my mind it’s not so much if it can be distinct enough from the Necromancer to warrant it being a whole mastery, it’s “is it covering something that the Acolyte is not”. Let alone that you can make Sorcerer, Acolyte and Void Mage combos that you can’t otherwise because they are different classes. But that’s up for debate I guess, maybe I only like the idea because I came up with it. Although on the other hand the game does have the Immortal Emperor and Rayeh who use void skills, as well as the Shadow of Orobyss who uses elemental and poison attacks, so why wouldn’t we have a class that can also do that.

Re the chaos theme in the Ruined Mastery, I kind of thought that it already exists as a concept with the Warlock and that’s where I would feel that I would be overlapping if I included it. And everything would be difficult to balance, not just the Void Centipede, but balancing is a process that game companies do with literally everything they release. I’m sure all skills had to go through this process, just from seeing different numbers in added damage effectiveness and the fact that you have nodes giving either added or increased damage.

Final point for the Marks of Orobyss. Yes, it is tremendous damage and that’s why I tried to balance it around how difficult it would be to put 9 of them on one enemy and then cast the skill again to consume them. Or, you can just apply the marks and use them to increase the damage of other skills. Again, balancing issue which in this case I don’t think should be too difficult. Like a simple change from “Removes a % of max health” to “removes a % of current health” should go a long way just by itself.

In any case, thanks and new and improved Traveler and Warrior proposals coming soon!

Even if it was the exact same mechanic, Delayed Strikes reads as a very time-controlly thing, AA looks very much like a self-powerup in the game. Just the aesthetic vibe is different.

The issue with your Dead Guess is that you are saying “Just spec it this particular way, combo it with this other skill and that other mechanic and it’s easy!” That’s not really how viable skills work. You start off with simple, standalone use and then add complexity. (some exceptions are having a CD or not, and auto-cast QoL like Enchant Weapon) It’s better to make it easy to use baseline and then add this massive reflect gamble in as an optional node.

For Ruined Mastery; Warlock (and Acolyte in general) do direct trade-off with self-debuff and using their own health pool as resource. I would differentiate that by designing the Ruined Mastery closer to that Dragon Knight Mastery idea; It can hit you, the challenge as player is to avoid getting hit by your own stuff while getting the enemy to stand in the right spots.

I could see Mitigation be something you pick up in passives, use defensive skills to stack more etc, something like WoW’s Brewmaster Stagger. Perhaps choice nodes in skills could consume it for power (especially as Ruined) and Divine could have more cleanse nodes? That would make it possible to build around, without being mandatory to have as part of the class/Mastery passive effect.

PS: Rahyeh only uses void in the Black Sun timeline, not our ‘main’ one. And Emperor’s Husk is not the Emperor, he’s a void puppet.

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