#Third celestial class?
35 messages · Page 1 of 1 (latest)
it'll bring more balancing hell tho i like that 
Imo it would be cool to see the t7 warrior, thief, mage hybrid turned into celestial class:
- Gilgamesh Antlia: collateral + efficacious
- Heretic Orion: efficacious + avidity
- Realmshifter Hydra: avidity + collateral
For the others:
- Beowulf Gemini: some dnd druid-like shenanigans where you can turn into your follower
- Summoner Crater: maybe something with blood magic (i have an idea of a mage where all ward gets converted into health, so you have just a big health bar and mana, and blood pact uses your health instead of summon health)
- Diety Norma: tapping into non elemental magic boosts and heavily nerfing elemental dmg
Ooo yes this would be super cool too
wait deity?
at t7
nah, that's why the other 3 are separate
crater is the constellation of the cup, which was usually connected with blood offerings to the gods
Someone wants more dex 
Make gilgamesh corvercules. High ward, high dex, high def, high atk, high res oh wait thats just deity
you wise
Draco constellation has entered the chat
A Gilgamesh that can use Gods + Walls of Aaru and doesn't care about immunities sounds scary.
Well god forbid we have nice things
You have a nice, shiny, and spiky shield! What more could any warrior want? 😅
1 for each hand!
Is it Gilgamesh Ara not Heretic Hercules?

Give warrior mage class please
Promote Paladin to t10 class..
As a summoner main I don't like the idea
could be fun
For summoner at least
It would be interesting to lean into a druid idea more so then anything else
As GSH is nekromacer basically
GSA is core summoner but beefier
third line being based off druid and interaction with summons still makes sense ( maybe we can transform into one or something idk )
GILGAMESH ANTLIA
A Gilgamesh that has reached the stars above. It is most effective with elemental damage. It can additionally wield the equipment of the mage.
ABILITIES:
- Collateral Elements: Collateral Damage 5 but only for elemental damage, giving an element to your weapon work as well
- Bastille
- Mana Rush
- Steadfast 2
- Efficacious 2
- Frenzyflasks (4 flasks):
- Frenzy flask: consume a flask to give Frenzy
- Sigil flask: consume a flask to give the opponent the sigil of the same element as a skill in your loadout
- Spiked flask: consume a flask to cast on yourself spiked pauldrons or spiked greaves (you have to use it twice to have both)
- Ward flask: consume all flasks to recover ward, the amount of flasks consumed determines the amount of ward recovered (1 - 20% … 4 - 80%)
SPELLS:
- Arcanic Strikes 5: attack 5 times with unrelenting arcane damage, deal increased collateral damage. Requires 3 turns. 25% to crit.
- Ward of Light 4: same as 3 but with 20% to crit.
- Ward of Darkness 1, 2, 3, 4: same as ward of light but dark element.
-# Stats: HP: -2000 Mana: +2000 Def: -100 Res: +100
HERETIC ORION
A Heretic that has reached the stars above.It can additionally wield the equipment of the thief.
ABILITIES:
- Avidity 2
- Efficacious 2
- Critical chain
- Critical poise
- Mana feather
- Eternal light
- Bloodflasks
SPELLS:
- Magic Delay Strike 1, 2, 3
-# Stats: Mag: -100 Res: -300 Dex: +400
REALMSHIFTER HYDRA
A Realmshifter that has reached the stars above. It is most effective with elemental damage. It can additionally wield the equipment of the warrior.
ABILITIES:
- Resurgence
- High tenacity
- Collateral Damage 4
- Avidity 2
- Soul of Hydra (name suggestions accepted): if avidity and/or collateral damage proccs you gain +10% dodge chance per procc for the next turn (70% cap)
SPELLS:
- X slash 4: like 3 but 5% to crit
-# Stats: Def: +150 Res: +150 Dex: -300
BEOWULF GEMINI
A Beowulf that has reached the stars above. It became one with his follower and his follower became one with him.
ABILITIES:
- Valhallan Gemini: you and your follower fuse together, its stats get added to yours and you gain access to its spells but your base spell slots get reduced to 7
- Hybrid Monster 2
- Dragon Slayer
- Gemini Bond: you gain access to bestial bonds up to 3 but their effectivness is reduced by 20%
- Ascension Synergy Gemini: 25% of your ascension levels affect your follower stats
SPELLS:
- Beaststrikes 2: swiftly attack 4 times with the might of beasts, 15% crit. total damage is determined by both attack and magic.
GRAND SUMMONER CRATER
A Grand Summoner that has reached the stars above. It is most effective at using his own health to cast blood magic. It gave away the ability to use ward abilities to break over the hp limit.
ABILITIES:
- Grand Summoner of Crater: +150% summons, +25% pacts
- Crater: you cannot use ward, spells that recover or give ward will fail but you can recover health up to 10x your current hp, the higher your hp the higher your stats (10x hp +100% stats, 1x hp +0% stats) and damaging pacts scale off of your hp pool (hydrus pact leaves you at 1 hp)
- Elysian Guidelight
- Charon Ritual 1
- Paired Essence 4
SPELLS:
- New summon with high hp and very low dmg capabilities
-# Stats: Hp: +4296 Ward: -100% Mag: +600 Def: +100 Res: -100 Dex: +200 Foresight: -400
DEITY NORMA
A Deity that has reached the stars above. It gains the upper hand by using non elemental magic and Apex abilities.
ABILITIES:
- The Deity
- Apex (Norma): you begin battle with your Apex meter partly filled (25%), non elemental spells and Apex skills deal increased damage (physical not included). Apex start +15%, Apex rate: +90%, non-elemental spells: +50%, Apex: +25%
- Staying Power
- Omnimancy Norma: you take reduced damage from non elemental spells (physical not included) and omnimancy spells, -40%
- Second Chance
- Steadfast
SPELLS:
- Neutra Eventualus 2: deal increased Apex damage but take increased damage the next turn. Apex: +50%, damage taken: +70%
-# Stats Hp: -1000 Mana: -200 Atk: +127 Mag: +127 Def: -200 Res: -200 Dex: -200
Put down my previous ideas just for fun