Horizon's Gate

Horizon's Gate

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[Legacy] Vanguard
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Tags: Class
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7 Jan, 2021 @ 12:09am
25 Oct, 2021 @ 6:37pm
10 Change Notes ( view )

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[Legacy] Vanguard

Description
A blade-wielding wizard supercharged with electricity.

Status
Description
Overload
Gain 5 Lightning skill but abilities have 1.5x MP costs.

Ability
Description
Sparkling Pursuit
Quickly run in a straight line, dealing Lightning damage to adjacent enemies. If you are Overloaded, deal Fire damage and inflict Burn for 75 TTA. Does not consume an action but cannot be reused for 50 TTA.
Conduction
Erupt electricity around you, dealing Lightning damage and MP damage to nearby targets, half to allies, and pull nearby enemies in. If the enemy is Overloaded, inflict Stun for 8 TTA. If an ally is Overloaded, increase their Move distance by 1 for 95 TTA.
Burst
Make a ranged attack with your weapon for 50% weapon damage and Lightning damage, inflicting Stun for 2 TTA and creating Static Fields adjacent to the target. If the target is Overloaded, consume the status effect and deal Fire damage to the target.
Overcharge
Inflict Overload on yourself and all targets adjacent to you. If the target is already Overloaded, take Lightning damage to gain MP equal to twice your Lightning skill. Does not consume an action but cannot be reused for 10 TTA.
Formation Breaker
Leap at the target and deal damage with your weapon. Your Physical and Magical Defense is decreased by 3 for 75 TTA. Additionally, deal Lightning damage to targets in an area, half to allies. Range and damage is increased by your Jump. If you are Overloaded, inflict Overload and demoralize all enemies for 33 TTA in the area, but triple the amount of Physical and Magical Defense decreased.

Passive
Description
Critical Instinct
Greatly increases your morale for 80 TTA and gain physical defense equal to your physical attack, and physical evasion equal to double your Electric skill for three turns when hit to critical condition.
Territory
At the end of your turn, gain the Negate status effects which lasts until the end of your next turn. If you end your turn with the Negate status effect, you have -5 physical and magical defense until the end of your next turn or double that if you also have the Overload status effect.
Recuperation
Gain +1 HP and MP at the start of your turn. Gain +1 additional HP if you have Guard and +1 MP if you have Ward. Gain additional HP equal to 20% of your Life skill and MP equal to 20% of your Lightning skill. You do not gain HP if you are afflicted by Poison, and you do not gain MP if you are afflicted by Silence.
Conduit
When hit by a lightning or electric ability, gain MP equal to one-quarter of your Lightning skill.

Status: Final
9 Comments
eharper256 11 Feb, 2023 @ 2:37pm 
Used this on my Captain this run with a sub-Thunder (the dedicated Thunder Sorcerer mod class); and boy is endgame Formation Breaker incredible; we're talking 80 odd damage to the primary target from my 14 Thunder Skill, 7 Sword Skill, 4 Jump Captain using a Double Lightning Trigger Thunder Sabre. Without using overload.

Admittedly, this hugely optimised after doing a majority of Prominence's side-quests and GrOverhaul and all that, and I can only use it twice per fight even with 50 MP. It's also somewhat mitigated by needing to get into an area with good positioning and the self-nerf that occurs after use, and is a lot less usable before that level of optimisation, so I personally think it's fine.

Slightly better than but also different from Krakenslayer (I still use Crest for the KrakenSlayer's AoE ball). Good work on it, it's fun.
Trobs 8 Oct, 2022 @ 10:29pm 
I'm not sure if this is intended but it seems that Overload cannot be applied to a target with Ward.
Kay 15 Feb, 2021 @ 2:49pm 
I love the classes you make I hope you keep up the outstanding work =]
Ryu 12 Feb, 2021 @ 3:56pm 
I like the sound of this one sub :)
PauI  [author] 7 Feb, 2021 @ 6:54pm 
Thanks for the bug report. There was a typo in Formation Breaker that basically caused the defense debuff to last permanently instead of 75 TTA. Fixed now.
Ultimas Prime 7 Feb, 2021 @ 3:23pm 
I found a bug. If you get knocked out while your defense is lowered by one of the abilities or the passives from this class then the defense loss becomes permanent and can go into negative numbers. After 2 difficult fights I realized that my crew mate was taking absurd damage for no reason and then I checked and she had -9 def and -7 magical defense. This is pretty easy for to fix with build mode by setting your character's innate defense to 1, but still thought I should let you know.
Ultimas Prime 7 Feb, 2021 @ 12:02am 
Another well done class. It is unique, flashy, and powerful.
PauI  [author] 1 Feb, 2021 @ 12:43am 
The fire/burn for sparkling pursuit was simply flavor over mechanics (like you go super speed and super stop and boom, fire (idk (it looked cool))).
Aleccia Rosewater 31 Jan, 2021 @ 9:59pm 
Why would a lightning-focused character ever want to use a skill that does fire damage? An overcharged sparkling pursuit would remove the wet debuff that i want enemies to have
i should combine this with firewalker and gate:flood so i have an electric zone of healing to fight in