Solar Titan (concept) (Fan Creations)
SCORCHER (Solar Titan)
Everything burns...
==
GRENADES
- Napalm Grenade: An explosive grenade that detonates on impact with any surface, leaving flames that deal continuous damage and ignite enemies.
- Torrent Grenade: A grenade that sticks to any surface, spraying enemies with flames when they get within range.
- Solar Flare: A grenade that emits a strong light, blinding enemies that get within range.
MOVEMENT ABILITIES
- Lift: Jump and press [Jump again] while in the air to activate Lift.
Modifiers
- Increased Height: Upgrades Lift to travel to greater heights.
- Increased Control: Upgrades Lift for better directional control while in the air.
- Catapult: Upgrades Lift to provide a strong initial burst of momentum.
SUPER ABILITY
- Immolation: Surround yourself with flames, making you resistant to melee damage, giving you a more powerful and unlimited Jetblast, and you leave a trail of flames wherever you go.
Modifiers
- Firefist: During Immolation, Jetblast is replaced with twin flamethrowers from your Gauntlets, scorching enemies within range.
- Burn A Path: During Immolation, sprint speed is greatly increased, and your flame trail is larger. Perk is boosted by Agility Rating.
- Feel The Burn: During Immolation, enemies near you start to take heat damage, and melee hits from enemies ignite them.
MELEE ABILITY
- Jetblast: A melee attack that can launch multiple enemies back.
Modifiers
- Ignition: Hits with Jetblast or Firefist ignite enemies.
- Charred Remains: Enemies killed by Jetblast or Firefist leave behind a pool of flames.
- Detonation: Kills with Jetblast or Firefist cause enemies to detonate.
Class Modifiers
- Fire Safety I: Training focused on battle recovery and toughness.
- Fire Safety II: Training focused on speed and toughness.
- Fire Safety III: Training focused on battle recovery and speed.
Ability Modifiers
- Arson: Increases the duration of flames caused by Ignition, Burn a Path, and Charred Remains.
- Gel Fuel: Increases the duration of the Napalm Grenade, Torrent Grenade, and Solar Flare.
- Fire Cleanses: Kills with any ability have a chance to trigger health regeneration and drop an orb.
Attribute Modifier
- First Degree: Training focused on all attributes.
- Second Degree: Training focused on maximum battle recovery.
- Third Degree: Training focused on raw speed.
Ability Modifier
- Accelerant: After sprinting for a short time, your sprint speed greatly increases for a short time. Perk is boosted by Agility rating.
- Comet: After sprinting for a short time, your melee can release a ranged blast of heat in front of you, knocking enemies back.
- Heat Shield: After sprinting for a short time, gain a protective shield.
===
I've been meaning to make this, but this post inspired me to get around to it.
When thinking about the existing classes (for the Titan, specifically) I tried to think of a way that the third elemental class could distinguish its role, while supplementing the existing classes and feeling familiar to the character.
Strikers are an offense-heavy class, which specialize in assaulting enemy positions.
Defenders are a defense-heavy class, which specialize in defending their own positions.
For the Scorcher class, I wanted a mixture of both. One that could benefit from shaping the battlefield, turning an offense into a defense if needed. Ironically, I was greatly inspired by the ice-based Frost character from another game, which shifts the battlefield to turn encounters in its favor. The closest class to this is the Sunsinger, so I started with the Radiance Super as a template, requiring brains over brawn, but with elements of the Striker Titan, giving players the ability to focus on the brawn (Firefist, Feel the Burn, Heat Shield, etc.).
Scorcher is a class that can be either be quick or tanky, depending on build. Using Burn a Path, Arson, and Accelerant, for example, players can quickly cover ground, while ensuring that they won't be followed. This serves as a strong defense, as it can disorient enemy movement and deny them certain paths.
Contrast this with Firefist, Ignition, and Arson, which allows players to Blast an area with extremely powerful flamethrowers at the cost of speed.
This class is great against melee-based enemies (Knights, Thrall, BladeDancers, Defenders), but weak against ranged enemies, and enemies that can do large amounts of non-melee damage in a short time (Bosses, Strikers, Sunsingers, Gunslingers).
The important thing, for me, was to make a short-range class that could vary wildly depending on build, and wouldn't have an "ideal" set-up. With this in mind, I gave each node in a tier definite pros over cons, so people would be more inclined to have different nodes picked (even giving players incentive to look over at the Agility rating).
Thoughts? Suggestions? Preferred Build?