Fan Class Idea: The Phantom

Summoned

Diabloii.Net Member
Fan Class Idea: The Phantom (Warning: Long)

Feel free to post comments and suggestions. It seems hard to come up with a ton of different passive skills unless they each affect different active skills (and thus require them to be taken first). And yes, before you say it, another caster class is extremely unlikely, but we're all just having fun throwing ideas around, right?

Brief Description
The Phantom is a strategy-based caster class. Most abilities will deal extra damage in certain circumstances, and the Phantom can use other abilities and the terrain to force those circumstances.


Background
Rogue necromancers and sorcerers found themselves with an abundance of corpses following the second war against the Prime Evils. As they sated their lust for power and resurrected the numberless dead as a personal army, many found themselves hunted down and eliminated by what remains of the Order of the Mage Slayers, the Viz-Jaq'taar. Many more, however, found themselves dead at the hands of their own "servants," despite proper summoning procedure.

Many of the Order of Mage Slayers were slain in the war against the Prime Evils, but while alive they had engaged in strenuous mental training. As the power-hungry summoners invoked the assassins' spirits, they found their minions resisting control and dispatching the "masters" with extreme prejudice. Most of the resurrected Viz-Jaq'taar, understanding the situation, quickly ended their own undeath. However, there were also those who remained in the world, knowing that even in death they can uphold their cause.

Finding the physical forms of skeletons and zombies clumsy, many discarded bodies and had since become lingering spirits, though they could easily trick the common people into believing them still living. Despite being spectral, they stayed in contact with the physical world most of the time in order to retain the remnants of their sanity.


Skills - Spectral Combat
Phantoms can still utilize their spectral natures in combat as well as strike directly at the enemies' spirits. This skill tree focuses on ramping up damage with each additional attack while keeping enemies controlled with snares.

Tier 1

Spectral Dagger (active): The Phantom unleashes a part of her spirit energy in a direction. The Spectral Dagger pierces through enemies as well as physical obstructions like walls. With every enemy it hits, it takes a portion of the target's spirit with it, increasing in damage. This attack has a higher chance to critically hit non-physical enemies.

Remorseless Strikes (passive): Despite being dead, or perhaps because of death, Phantoms are not subject to pity and will strike deeper into existing wounds. For every percent of enemy health missing, all attacks are more likely to critically hit.

Haunting (passive): The Phantom is as adept at striking fear into enemies as ever. All enemies that the Phantom hits with any attack have their attack damage reduced.

Soul Siphoning (passive): As many have come to learn, ghosts and spectres are capable of sucking away portions of enemy souls when attacking, and the Phantoms are no different. Spectral skills burn enemy mana (if applicable) and refills the Phantom's mana based on the number of targets hit.

Tier 2

Exorcism (active): Using a large portion of her energy, the Phantom can pull out a living enemy's spirit. While a target is affected by Exorcism, a spirit form of it will walk alongside it, all damage caused to the spirit will be taken by the original enemy. Attacks that hit both the spirit and the original enemy will deal damage to both. Spirits take no physical damage and pass through physical obstacles but do not attack.

Spectral Form (active): The Phantom can return to Spectral Form at any moment, reducing the effects of the physical world. While activated, she can pass through physical obstacles and takes greatly reduced damage from physical attacks. Staying in this form slowly drains mana over time and prevents the use of other abilities.

Spirit Heap (passive): Having spent some time as undead, Phantoms have learned to horde their spirit energy, as it is their life. Increases maximum mana and causes a percentage of damage taken to be diverted to mana instead.

Breath of the Dying (passive): Each enemy the Phantom kills with spectral attacks simply collapses with a sigh. The Phantom can use the released soul to replenish her own essence. Enemies killed with spectral skills will refill the Phantom's health.

Essence Burst (passive): As a ghost, the Phantom's primary composition is raw spiritual energy. Successful enemy attacks will cause this energy to burst from the Phantom's body and damage all nearby foes.

Tier 3

Dispersion (active): Releasing her energy, the Phantom can become a moving cloud of death. While active, drains mana at an increasing rate until completely dry or until the effect is canceled. Deals area of effect damage based on the amount of mana drained. Moves more slowly and cannot use any other abilities, but cannot be attacked and can pass through physical obstructions.

Spirit Cage (active): Spirits can pass through any wall made of stone and clay, but the Phantom can use her essence to create a temporary cage that blocks their movement, allowing her to line up devastating attacks.

Ghastly Trail (passive): When the Phantom passes through a place, a part of her essence lingers for a brief period of time. Any enemy passing through the essence will feel its effect and have its movement speed slowed while the Phantom will gain speed while walking through the trail.

Soul Shatter (passive): Direct attacks to the enemy's souls reduce its effectiveness in combat. Critical strikes with spectral abilities cause targets to take increased damage and deal less damage. This effect stacks with additional criticals, but expires after a time.

Tier 4

Spiritual Link (active): The Phantom is able to bind enemy spirits together, causing them to become aware of each other's agonies. Targets a single enemy spirit and links it with all nearby spirits. Whenever one of the linked spirits takes damage, the others take a percentage of it as well.

Spectral Burst (active): Seeing an enemy spirit about to be scattered, the Phantom can steal its power to fuel an Exorcism. Targets an enemy spirit low on health and instantly kills it, heavily damaging other nearby enemy spirits and causing an Exorcism (skill level based on Exorcism skill level) to be cast at its location.

Soul Mastery (passive): The Phantoms who master spiritual combat are rewarded with extra prowess and efficiency. Increases the damage and reduces the mana cost of all Spectral Combat abilities.

Debilitating Aura (passive): All enemies that the Phantom passes through feel her aura of death and are chilled to the core. Spectral Dagger and walking through enemies with Spectral Form active greatly reduce movement and attack speeds for a brief period of time.


Skills - Mental Discipline
The Viz-Jaq'taar are known for their mental training while still alive. They are, however, more than capable of bringing the studies to the grave and beyond. Using powers of the mind, Phantoms spread dissent and chaos upon enemies. This Skill tree relies on keeping enemies occupied with cannon fodder and mind tricks while charging up big attacks.

Tier 1

Mind Blast (active): The weak-minded are susceptible to psychic attacks and can even occasionally become confused. Targets an area with a blast of psychic energy, knocks enemies back and critical hits make an enemy confused. Confused enemies take extra damage and may attack other enemies.

Mental Strength (passive): With extensive training while alive, Phantoms are capable of shrugging off what would normally be crippling effects. Reduces the duration of harmful status effects and increases damage done.

Mental Dexterity (passive): The ability to think, act and react quickly is a staple of Viz-Jaq'taar training. Increases casting speed, attack speed and gives additional chance to dodge attacks and spells.

Bide (passive): Knowing when to strike is just as important as knowing when not to strike. Phantoms will bide their time until the right moment comes. Every second not attacking increases the critical strike chance of the next attack.

Tier 2

Summon Illusions (active, has cooldown): The Phantom is able to trick enemies into believing that there are more than one of her. Casting causes the Phantom to split in random directions into three Illusions in addition to the real one. Illusions will copy the Phantom's attacks, but deal greatly reduced damage and take extra damage.

Fade (active): Skilled in mental sabotage, the Phantom can impede enemy perception to the level at which it becomes hard to see her. Turns the Phantom near invisible and causes regular enemies to have a much smaller radius of aggression toward her. Effect is removed by any offensive action.

Hallucinations (passive): Increases the damage dealt by Mind Blast and Psychic Shockwave and successful attacks may leave enemies hallucinating. Hallucinating enemies occasionally stop and attack in a random direction at imaginary targets.

Rapid Recovery (passive): While not in the thick of battle, the Phantom can will herself into a meditative state. Two seconds after the last spell cast or hit taken, increase mana and health regeneration until the next spell cast or hit taken.

Tier 3

Mind Control (active): With enough mental energy spent, the Phantom can cause a weaker enemy to switch sides. Mind Controlled enemies have extra health and will fight for the Phantom until killed. Two enemies can be affected at a time, does not affect stronger enemies.

Suppression (active, has cooldown): The ability to withstand pain can only come from arduous training. The Phantom can temporarily become oblivious to what would normally be fatal wounds. All damage taken while effect is active will be dealt to the Phantom after the effect ends, if damage taken exceeds current health it will leave the Phantom with 1 health instead.

Recklessness (passive): Whenever a nearby enemy initiates an attack or spell cast that is not a killing blow, the Phantom taunts it mercilessly, causing the attacker to become Reckless, taking increased damage. This effect stacks, but expires after a duration.

Mental Exhaustion (passive): The Phantom's mental assaults often take a toll on their targets. Enemies struck by Mind Blast and Psychic Shockwave become exhausted, reducing chance to hit and causing spell casts to have a chance to fail.

Tier 4

Psychic Shockwave (active): Summoning as much energy as she can muster, the Phantom can unleash a powerful mental burst to cleave through her foes' minds. Hits all targets in a cone in front of the caster.

Meditate (active): With practice, the Phantom can block out distractions and focus on her next action, increasing its potency. Each cast of this spell doubles the damage of the next Mind Blast or Psychic Shockwave. Stacks up to three times for eight times as much damage.

Mind Mastery (passive): Increases the chance to critically hit with and the critical hit damage bonus of Mind Blast and Psychic Shockwave.

Duality (passive): Placing mind before matter, the Phantom can increase the effectiveness of all her abilities. Increases the area of effect for Mind Blast and Psychic Shockwave, the damage of all other attacks and spells, and reduces the damage taken by minions.

Mental Resilience (passive): Increases the health of the Phantom and Mind Controlled targets. Also reduces the damage taken from magic attacks.


Skills - Desolation
Phantoms, being ghosts, understand the effects of loneliness. Using this knowledge, they can inflict additional torment on their prey. This skill tree focuses on throwing enemies around and dispatching them quickly while they are divided.

Tier 1
Void Blast (active): With a mix of spiritual force and mental probing, the Phantom can cause enemies to feel intense agony from past experiences. This agony bursts from within the target, causing havoc. Targets a single enemy, causing it to be the center of an explosion that damages it but also slows and knocks other enemies away.

Isolated (passive): Divided enemies become easy targets for the Phantom. Attacks are more likely to critically hit based on the target's distance to its closest ally.

Nether Shock (passive): Critical hits with Desolation abilities cause targets to become stunned for a brief period of time.

Solitary Path (passive): Unlike her enemies, the Phantom knows how to use her desolate nature to her advantage. Not being slowed down by allies, the Phantom is capable of making quick decisions and actions. Increases movement speed.

Tier 2

Requiem (active): The prospect of death is a dreadful one, especially for the vile and selfish. The Phantom targets an area with heavy damage, but damage done is spread between all targets in the area.

Nether Storm (active): Using raw mental and spiritual powers, the Phantom causes a powerful disturbance in an area that throws enemies caught by it in random directions. This ability requires channeling to maintain and slowly drains mana, but the storm can be moved around on demand.

Repelling Charge (passive): Enemies hit by any Desolation spell gain the Repelling Charge effect. Repelling Charge causes the target to have a chance every second to knock all other nearby targets back. In addition, all knockbacks caused directly or indirectly by the Phantom will deal damage.

Futility (passive): Every attack performed by the Phantom fills the area with an aura of hopelessness. Enemies have an increasing chance per second to cower in fear, interrupting their attack or spell cast. This effect expires after a time if the Phantom stops attacking.

Tier 3
Void Shield (active, has cooldown): The Phantom creates a sphere of blackness around her that knocks all melee enemies back and reflects all projectile attacks. Brief effect.

Impaling Grasp (active): Singling out a potential prey, the Phantom pulls it toward her after preparing a spectral sword. The damage done increases based on the distance the enemy is pulled.

Fatalities (passive): Watching an ally fall in a gruesome manner can be devastating to morale, and the Phantom uses it to her advantage. Enemies dying from critical hits by the Phantom will increase the damage taken by other enemies. This effect stacks, but expires after a time.

Misery (passive): Misery loves company, but for the Phantom, the second part never occurs. Miserable souls, upon death, are used to fuel further destruction against her enemies. Enemies who die without other nearby enemies will increase the damage of the Phantom's next attack.

Tier 4
Curse of Desolation (active, has cooldown): Mentally persuading the targets that they are alone in their ordeal, enemies can be easily picked off and eliminated. Targets in the affected area lose the effects of any beneficial spells from other enemies and allow the Phantom to treat them as if they have no nearby allies.

Void Fury (active): Once in a while, the Phantom can gain enough power to devastate multiple foes at once mentally and spiritually. This spell can only be activated after having killed five enemies with other Desolation spells. Once activated, it makes the next Void Blast chain to additional targets, makes the next Requiem hit a larger area and deal full damage to all targets in the area of effect and makes the next Impaling Grasp stun the pulled target.

Remnants of Agony (passive): Each time an enemy is struck with a Desolation spell, it leaves behind a cloud of agony for a brief period of time. While standing in them, the Phantom has faster casting speed, movement speed and regeneration.

Trauma (passive): Occasionally an enemy will involuntary recall the pain they suffered at the hands of the Phantom, reopening old wounds. Enemies gain Trauma after being hit with Desolation spells, having a chance every second of taking additional damage equal to half the damage of the spell for ten seconds.

Void Mastery (passive): The Phantom's proficiency in causing desolation has increased. Void Blast, Requiem and Impaling Grasp deal more damage, Nether Storm and Curse of Desolation have a greater area of effect, and Void Shield has a higher duration.
 
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CCCenturion

Diabloii.Net Member
Re: Fan Class Idea: The Phantom (Warning: Long)

This is a very well-developed class. You've got a good theme and your skills are all consistent with it. You've also been able to come up with plenty of skills, and drawn up some well-organized skill trees.

It is very, very similar to BigKevSexyMan's "Hollow Man" class (see Fan Classes-the Full List in the first sticky in this forum). You both seem to be thinking along similar lines; maybe working together could produce some good results.
 

Technomancer

Diabloii.Net Member
Re: Fan Class Idea: The Phantom

This is a cool class, and that story is awesome! Very well done! It is similar in theme to Hollow Man, but I wonder about both in regards to equipment. I guess a walking suit of armor with a wispy form inside makes for some wicked imagery, though. I always thought it would be cool to have a powerful, sentient skeleton running around, combating the forces of darkness. In my own game world, one of my races are "The Dead" that are basically that, but they can be many different classes and can be any alignment.

This is a cool concept though, and I've been working on another class that touched on this from the opposite end: a living person that exists in both planes at once, but mostly in this one. There isn't much creepiness with that one, but I like this creepiness! :D Good job!
 

Summoned

Diabloii.Net Member
Re: Fan Class Idea: The Phantom

In regards to the Hollow Man, there are definitely some similarities, like the origin (paladins? =/= assassins, though ;)) and a few skills, but I think they're different enough. The Hollow Man seems like a hybrid melee/caster/shapeshifter (possession) while the Phantom's a pure caster.

@Technomancer: I did envision a walking suit of possessed armor, considering the ghostly nature.
 

lunarleif

Diabloii.Net Member
Re: Fan Class Idea: The Phantom

Sorry, rogue necromancers don't exist except for Nithlank. Their order was and is above corruption. They have never fallen except once. They like balance.

Spectral dagger = bone spear. Going through walls is cheap. You hide behind a wall and shoot other players, they come around the wall and you go around another one. Spam.
Mental dexterity should be higher in the tier.
Summon illusions is wizards mirror image.
Mind control, I think the witch doctor has a similar skill?
You have way to many things affecting mind control and physic shockwave.
Physic shockwave should not be a cone since it's a shockwave. Cones aren't used in Diablo (I think).

Wow! You spent a lot of time and or are really good at this :D
The skills are really well developed with passives. The only problem to me is that it's so balanced there's no true epic skills.
 
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