This idea is the bast'rd child of a meld of what I've seen in Guild Wars 2, Dragon Age 2, and Mass Effect 3, adapted to what I believe RIFT has to offer as a unique entity.
Scared yet?
In a nutshell, every Calling will have a synergistic benefit it can give to nearby players of different Callings. I see this as being a passive trait but every Soul in that Calling has at least one ability to set up its synergy, and one to trigger the synergy in place from other Callings.
Resonance, my working title for these synergistic bonuses which are "Set" and await activation.
** Resonance would most likely be applied by abilities that have shorter cooldowns or which directly benefit the player casting the ability and which require a target
Amplification, my working title for whichever synergistic bonus is added to an Resonance when that bonus is activated.
** Amplification would be a property of harder-hitting or longer-cooldown abilities and must affect the target that has a Resonance
** Resonances and Amplifications are intended to be triggered off of allies as often as enemies **
** One Calling cannot use an Amplification to activate its own Resonance **
As frontline troops, the Warriors of Telara strive to lead from the front in all that they do and confer their mighty durability onto those who would fight for their cause.
~
Warrior Resonance Triggered from the Target's location. When a Warrior's Resonance is activated by another Calling, the avoidance (dodge and magical resistance chance) and runspeed of players within 30m of the Target are each boosted by 20% for 5 seconds, plus the Amplification from the Calling which triggers it.
Internal Cooldown of 10 seconds.
~
Warrior Amplification When the Warrior activates another Calling's Resonance, the following benefit is added: "For players within 30m of the Target, the next hostile ability to land on them will do only 50% damage, and their next outgoing ability will require 50% less than the listed cost in Mana, Energy, or Power."
Internal Cooldown of 10 seconds.
Fighting with a sense of precise desperation, the energetic Rogues of Telara know that prolonged sieges cannot win a war; they help allies end fights as quickly as they begin.
~
Rogue Resonance Triggered from the Target's location. When a Rogue's Resonance is activated by another Calling, the Global Cooldown, Ability Cooldown, and Ability Cast Time of players within 30m of the Target are all reduced by 10% for the next 5 seconds, plus the Amplification of the Calling which triggers it.
Internal Cooldown of 10 seconds.
~
Rogue Amplification When the Rogue activates another Calling's Resonance, the following benefit is added: "For players within 30m of the Target, any debuffs placed on them will be delayed in being applied until the Amplification has ended, and their next outgoing ability within 5 seconds will immediately restore 50% of its maximum cost in Energy, Mana, or Power."
Internal Cooldown of 10 seconds.
Communing with planar beings has granted the Clerics of Telara a sense of purpose and intensity that keeps them alive on the battlefield; the determination of a Cleric is infectious.
~
Cleric Resonance Triggered from the Target's location. When a Cleric's Resonance is activated by another Calling, for players within 30m of the Target, their next outgoing damaging or healing ability within 5 seconds which fails to land as a critical hit, will be 20% more effective and cannot miss, cannot be resisted, and cannot be reduced, plus the Amplification of the Calling which triggers it.
Internal Cooldown of 10 seconds.
~
Cleric Amplification When a Cleric activates another Calling's Resonance, the following benefit is added: "For players within 30m of the Target, crowd-control abilities used against them within 5 seconds will be reduced in duration by 20% and their own crowd-control abilities used within 5 seconds will last 20% longer."
Internal Cooldown of 10 seconds.
Bending the energies and potential of the universe to their will, the Mages of Telara are adept at altering the power of the Planes and share this knowledge with allies.
~
Mage Resonance Triggered from the Target's location. When a Mage's Resonance is activated by another Calling, for 5 seconds; the next damaging ability used by players within 30m of the Target will deal an additional 10% physical damage if they are non-physical, and an additional 10% non-physical damage if they are physical, and the most recent buff applied to them will be refreshed, plus the Amplification from the Calling which triggers it.
Internal Cooldown of 10 seconds.
~
Mage Amplification When a Mage activates another Calling's Resonance, the following benefit is added: "For players within 30m of the Target, their next critical ability within 5 seconds will deal the extra critical damage as healing to the nearest ally if it was a damaging ability, or will apply the extra critical healing as damage to the nearest enemy if it was a healing ability."
Internal Cooldown of 10 seconds.
In a nutshell, whenever this Synergy occurs there will be two benefits given to the players, one from either of the 4 Callings, and that particular combination of benefits will not be available again for 10 seconds. The focus is to encourage a mix of players, but there's definitely room to consider what two Warriors would do to help each other out that could be comparable to a Rogue and a Cleric teaming up. And a full raid would be chock-full of these Resonances and Amplifications, significantly improving performance and allowing them to tackle greater challenges.
Here's one example scenario, then:
The Warlord casts Call To Battle and this applies "Warrior Resonance" onto each ally who received the buff, as they were the targets of this ability.
The Chloromancer activates Natural Conversion and a player in the party procs this effect which also activates the "Mage Amplification", healing themselves with the Mage ability while enjoying the buff from Call To Battle.
Both "Warrior Resonance" and "Mage Amplification" are activated and their cooldown timer initiates, counting down to 10 seconds for when they can each be applied/activated again.
All players within 30m of the party-member who healed from Natural Conversion (this being the player that activated the Mage Amplification) will receive two buffs for 5 seconds apiece:
1) Their dodge, magical resistances, and runspeed are all boosted by 20% (or 20 points of resistance).
2) Their next critical damage ability will heal a nearby ally, or their next critical heal ability will damage a nearby enemy (the amount is equal to the difference between a Critical and Normal for that ability).
Once 5 seconds are up, these benefits terminate and they might instead enjoy a "Mage Resonance" activated by a "Warrior Amplification", because these are two different benefits from what they'd just gotten.



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