Darkest Dungeon®

Darkest Dungeon®

Hypnotist Class Mod
Mafe 6 Apr, 2019 @ 12:19pm
My personal toughts for an overhaul/refactor/rework
First of all, i like the concept of the class, but not the way it is excecuted. So, there i am whit some ideas for a rework, if you would like to apply those. Had a pretty lot of fun playing this class, and i got some kind of affection to it... So, lets start:

Base stats:
HP: 10/14/18/22/24
Dodge: 5/6/7/8/9/10
SPD: 3/3/4/4/5
DMG: 1-4/2-6/3-8/4-10/5-12
Crit: 4/5/6/6/7%
Acc: 2/4/6/8/10
Prot: 0% (all ranks)

Critical buff: +10% stun and debuff chance.

As a squishy one, he dont feature a lot of tankiness. His most strong points reside on his big amount of acurracy, decent dodge and speed.

Resistances (base):
Stun: 75%
Bleed: 45%
Blight: 45%
Disease: 70%
Move: 10%
Debuff: 55%
Trap: 20%
Deathblow: 50%

Skillset: For his skills, he relies more on confusion, disruption and some other dirty tricks to survive. As a fragile being, he needs constant protection to survive, who he easly found, between his allies and enemies, no matter if they want or not... Even his allies may found strenght on his mental tricks, but having someone driving you mind its not exactly a healthy process...

-Move: 3 backward or 1 forward

-1) Back off!:
Melee
Mono-objetive
Usable in x-x-o-o vs o-o-x-x
Description: A quick smack that deals some acceptable damage, and push the objetive and the caster back. Also marks it for additional sinergy, making the enemy vulnerable to Hipnotist skills...
DMG mod: -50/40/30/20/0%
ACC mod: 80/85/85/90/95
CRIT mod: +2/3/4/5/6%
Effects:
+80/90/100/110/120% Stun chance vs Marked
Enemy:
Pushed back (2 positions, 100/110/110/130/140% chance)
Marked (3 rounds)
Self:
Pushed back (2 positions, 150% chance)
+1/1/2/3/3 SPD (2 rounds)

-2) Mind spikes:
Ranged
Zonal (hits multiple enemies)
Usable in o-o-o-x vs o+o+o+o
Description: Concentrates a lot of mental energy, to chanell it and make the enemy`s brain feel like a pin cushion. Effective but heavy to chanell, will make Hipnotist slower after use, but also makes allies accurate vs bleeding foes.
DMG mod: -75%
ACC mod: 100
CRIT mod: +0/0/1/2/2%
Effects:
Enemies:
Bleed (1 dmg over 2/3/3/4/5 rounds, 90/100/110/120/120% chance)
Marks bleeding foes (2 rounds)
Self:
-1/2/2/3/4 SPD (2 rounds)
Party:
+10 ACC vs Bleeding (2 rounds)

-3) Anguish:
Ranged
Zonal
Usable in x-o-o-o vs o+o+o+o
Descriptions: Fill the enemy minds whit toughts of despair and fear, weakening their offensive. May weak enemies further under certain conditions, but the use of this skill heavly stresses the Hypnotist.
DMG mod: -90%
ACC mod: 110
Crit mod: 0%
Effects:
Enemies:
-5/10/10/10/15% DMG (2 rounds, 100/110/140/140/150% chance)
If Marked: -5/10/10/10/15% Critical chance (2 rounds, 100/110/140/140/150% chance)
If Bleeding: -5/5/5/10% ACC (2 rounds, 100/110/140/140/150% chance)
Self:
+1/2/3/4/5 stress per enemy hitted
Debuff self: +25% stress taken (2 rounds)

-4) Guard down:
Ranged
Zonal
Usable in o-o-x-x vs o+o-x-x
Description: Dent trought enemy`s defenses using you hipnotic potential, lowering they moral and defensive abilities.
DMG mod: -70/65/65/60/55%
CRIT mod: 5%
ACC mod: 95/95/100/105
Effects:
Mark targets (Happens last) for 2 rounds (20/30/40/50/50% chance)
Enemies:
-12/12/15/18/21% protection (2 rounds, 90/100/110/120/120% chance)
+10/20/30/40/45% damage taken (2 rounds, 90/100/110/120/120% chance)
If marked:
-Consumes Mark
-Disables Guard skills (2 rounds)
Self:
Pushed forward (2 positions, 150% chance)

-5) Mesmerize:
1/1/1/1/2 uses per battle
Ranged
Monoobjetive
Usable in o-o-o-o vs o-o-o-o
Description: Subjugate an enemy, forcing it to protect you.
DMG mod: -100%
CRIT mod: Cannot crit
ACC mod: 100
Effects:
Enemy:
If Marked:
-Consumes Mark
-+50% Guard duration
Protect Hypnostist (2/2/3/3/4 rounds)
(After Lvl 4) If Stunned:
-Consumes Stun
-The Hypnotist gains an extra action
Self:
Marked (2 rounds)

-6) Hyperfocus:
1/1/1/2/2 uses per battle
Usable in x-o-o-x
Description: Hypnotist enters on a trance to perform beyond ones limits, at the cost of heavy stress damage to self and making he immovable. Also buff allies, but they take some stress too.
Effects:
Free action
Self:
+25 stress
+10/15/20/25/25% stun chance (2 rounds)
+10/15/20/25/25% debuff chance (2 rounds)
+20/25/30/35/40% bleeding chance (2 rounds)
+25% stress healing done (2 rounds)
Inmovilized (3 rounds)
Hyperfocus disabled (3 rounds)
Allies:
+4/6/8/10 ACC vs Marked (2 rounds)
+10/15/20/25/25% DMG vs Stunned (2 rounds)
+5/5/10/10/15% CRIT vs Bleeding (2 rounds)
+15 stress

-7) Soothing Placebo:
Usable in o-x-x-o
Targets one ally
Description: Spreads an tranquilizer placebo between allies, forcing one of those to guard you, healing some stress and health, at the cost of make them a little bit slower.
Effects:
On selected ally:
Guards Hypnostist (2 rounds)
On party:
-2/4/6/8/10 stress (80/85/90/95/100% chance)
-4/3/3/2/2 SPD (2 rounds, 200% chance)
Regeneration: 1/1/1/1/2 points over 2/2/3/4/5 rounds
+5/10/15/15/20% healing recived (2 rounds)
Self:
Soothing Placebo disabled (3 rounds)

Camping skills:

1) Sweet dreams:
Time use: 5
Self: -4 SPD
Party:
-20 stress
-25% stress
-2 SPD

2) Unleash potential:
Targets one ally
Time use: 4
One use per Quest
Reduces Torchlight by 25
Selected ally:
+25 PROT (4 Battles)
+25% DMG (4 Battles)
+5 Stress when an attack misses (4 battles)
+25 stress
Hypnotist:
+10 stress

3) Humillation:
Targets one ally
Time use: 3
Selected ally:
+10 stress
+20% stress (4 battles)
Rest of the party:
-25 stress

4) Expand knowledge:
Time use: 6
Party:
+10 ACC vs Marked (Quest)
+15% CRIT vs Stunned (Quest)
+20% DMG vs Bleeding (Quest)
+15% Scouting chance

Trinkets:

A) Common:
-Pen:
+5% scouting chance
+1 SPD

Deck of cards:
+25% stress heal done when Guarded
-2 SPD when not Guarded

B) Uncommon:
Soft Blanket:
+12 dodge
+10% prot
-5% stress
-25 ACC vs not Marked

Pocket Watch:
-50% Restoration duration applied
-15% stun chance
+25% debuff chance vs Bleeding
+25% bleed chance vs Marked
+2 SPD

C) Rare:
Photograph:
+33 Restoration duration applied
+25% stun chance
Friendly skill: +5 Torchlight
-25 ACC vs not Bleeding

Mind Number:
+25% stress heal done
+20% Marking chance
-20% chance of Party being surprised
-15% HP

D) Very rare:
Journal:
+25% stress
-15% Deathblow resist
Back off!: Ignores PROT vs Bleeding foes
Mind Spikes: Blight Vs Bleeding foes (1 over 4, 120% chance)
Guard down: +33% DMG vs Stunned or Marked
Soothing Placebo: After use, Party: Heals 2-4 HP

E)Color of Maddness:
Piece of mind:
-25% DMG
-66% Restoration duration when applied
Offensive skill: Party: -4 stress (85% chance)
Offensive skill: Party: Heals +2 HP (85% chance)
Offensive skill: Enemies: Chance to stun the selected objetives (50%)
Friendly skill: Self: +20% Stun chance (3 rounds)
Friendly skill: Self: +33% Guard duration (2 rounds, stack up to 66%)

F) Crimson Court:
A) Catalyst of the Abyss (1 of 2):
+25% DMG
After being hit: +10% DMG and -5 ACC(2 rounds)
Offensive skill: Self: Marked, 2 rounds (50% chance)
+25% stress

B) The book of Mo`llys (A book) (2 of 2):
+25% debuff skill chance
+25% stress healing done
+25% Marking chance
If not Guarded: Takes 25% more DMG

Set bonus:
"The Abyss returns, even the boldest of gazes..."
+50% Guard duration
+66% Restorarion duration applied when Guarded
Last edited by Mafe; 6 Apr, 2019 @ 12:21pm