Fairy Champion
Main Theme: Colors of Chaos
Primary Stat: Dexterity
Primary Weapons: Swords and Bows (Not compatible with other melee weapons. Sword gets dexterity to damage and skill compatibility so long as a shield is not in the off-hand.)
Armor Restriction: Leather or Chain mail; effectiveness of these armors is boosted by +1% per level (up to 150% granted armor points at lvl 50), floored. Leather armor regardless of current dye color will cycle through colors (rave/rainbow armor effect).
You may equip other armors, but will suffer a 50% temporary Dex reduction and inability to utilize class skills while you wear Iron, Gold, or Diamond.
Exception: You may wear any kind of Boots without penalty, but the boots will not gain armor benefits unless they are Chain or Leather.
Defenses/Weaknesses: Fairy Champions are considered fey creatures, producing the following results:
20% Physical Damage Reduction
5% Fire and Cold Damage Reduction
10% Nature and Holy Damage Reduction
Void damage taken is doubled.
Night Cloaks and Alchemists are best poised for defeating Fairy Champions, though most other classes stand a decent shot anyways.
Skills:
Lvl 1: Prism Strike - Your Sword or Arrow strikes brightly and chaotically, dealing extra damage scaling to double the base hit, but of a random damage type and dealing an affect based on which damage type procs.
-Short Cooldown-
Lvl 5: Reds and Yellows - Your Sword or Arrow suddenly shines with the divine power of the sun, searing your target with purifying energy. In addition to dealing 120% base damage, you also deal the same amount in both fire damage and holy damage. The fire damage is doubled against enemies that primarily utilize cold or are otherwise considered cold, and the holy damage is doubled against undead and those who use void. The fire and holy damages also inflict their listed effects.
-Average Cooldown-
Lvl 10: Greens and Blues - Your Sword or Arrow is granted a rather jolly aura of boreal winter, chilling your target with the essence of taigas. In addition to dealing 120% base damage, you also deal the same amount in both nature and cold damage. The nature damage is doubled against undead and those who primarily utilize void, and the cold damage is doubled against those who primarily use fire or are considered fire. The nature and cold damages also inflict their listed effects.
-Average Cooldown-
Lvl 20: Ultra Violets - Your Sword or Arrow suddenly give off a sense of tranquility, laying your foes to rest in soothing shadows. In addition to dealing 240% base damage, you also deal 120% base in void damage. The void damage is doubled against anyone who uses or is considered as being holy or of nature. The void damage inflicts its listed effect, and the main attack inflicts the listed effect for physical damage as well.
-Average Cooldown-
Lvl 30: [BCOLOR=#ff99cc][BCOLOR=#cc99ff]Fairy Queen's [/BCOLOR][/BCOLOR][BCOLOR=#cc99ff]Grand Finale[/BCOLOR] - The time has come for the highlight of the show! For the next 30 seconds, a few fireworks will randomly launch and blast somewhere within 20 blocks of you in any direction (1 to 3 every second, small ball of 3 random colors with crackle effect).
The color of each blast corresponds to what damage type was dealt, and each blast deals 3 damages of a random type/color scaling to 30% of your base damage.
Colors:
Fire, Fire
[BCOLOR=#999999]Holy[/BCOLOR], [BCOLOR=#999999]Holy[/BCOLOR]
Nature, Nature
[BCOLOR=#999999]Cold[/BCOLOR], Cold, Cold
Void, Void, [BCOLOR=#999999]Void[/BCOLOR]
Physical, Physical, Physical
After the first 30 seconds, there is a brief pause of about 3 seconds before a ring of 8 fireworks with a radius of 8 blocks from the caster erupt out of the ground and burst everything around them (same damage rules), and then one last rocket spontaneously bursts at the caster's location (dealing 5 random damage colors that scale at 50% caster's base damage - large ball (3 colors) with burst, star, and crackle).
All rocket blasts also inflict the appropriate elemental effects on hit.
-Once Per Minecraft Day, caster must have already used any combination of the previous four skills 8 times total before being able to use-
Elemental Effects:
Fire - Target receives 7 seconds of burn time.
Holy - Caster receives Instant Health effect. If the target is undead, they also recieve Instant Health (dealing even more damage).
Nature - Caster and party members receive Regeneration 2 effect for 10 seconds.
Cold - Target gains each of the effects for 7 seconds: Weakness 30, Slowness 30, Blindness, and Resistance. Target is also unable to cast spells of any kind for the duration of these effects. Players do not receive Blindness.
Void - Target gains 7 seconds of Wither 2 and Blindness. Players only receive Wither 2.
Physical - Target is launched as if struck with a punch 4 bow.
Note: the Physical effect only procs with either Ultra Violets or when Physical damage procs on Prism Strike or Fairy Queen's Grand Finale.
Damage scaling and the like may be rebalanced as the devs see fit, and fireworks are to be optimized to cause the least amount of frame death possible (hence small ball on most of them).
Special notes:
*Fairy Queen's Grand Finale is to recharge specifically at sun rise, whether it was cast 10 minutes ago, or 5 seconds ago. Attentiveness to the sun & moon cycle is paramount to optimizing your utility of this particular skill.
*This class is designed to operate very chaotically with a certain level of strategy and finesse. This is by no means a tanking class and should not be treated as a tank class, as the skills are optimized for situational survivability and killing power.
Fairy Queen's Grand Finale is meant to be used as a really hype finisher/special move with great damage capability and crowd control.
*This class will also favor those who prefer to wield a Sword and Bow at the same time, and players may bind any 2 of the first 4 skills to their weapons (I recommend binding Grand Finale to something else on the hot bar).
*Basic attack damage is physical with no extra effects; only the skills have alternate damages.
Also recommend that skills bound to bows activate on L-click if this is not already a feature.
That way people aren't accidentally wasting a color shot at the wrong moment.
*I should make mention that the following skills have one or more damages that are doubled against other Player Classes:
-Reds and Yellows-
Doubled Fire: Frost Bringer
Doubled Holy: Night Cloak, Alchemist
-Greens and Blues-
Doubled Nature: Night Cloak, Alchemist
Doubled Cold: Pyromancer
-Ultra Violets-
Doubled Void: Cleric, Justicar, Hunter, Acrobat, Fairy Champion (huh, guess this is the go-to PvP skill)
Physical Damage is not doubled on anything.
*Prism Strike and Fairy Queen's Grand Finale do not have doubled damage on anything, even if say, cold damage were to proc on a pyromancer.
*2 Classes remain exempt of doubled elemental damages: Juggernaut, Slayer. Thus, it is these 2 classes Fairy Champions will have the hardest time killing.
*Mathematically speaking, the middle 3 skills generally do 360% normal attack damage. Against most vulnerable targets, they do 480% normal attack damage.
*Fairy Champions struck by Ultra Violets will take 678% base attack damage (240% Physical reduced to 198% by resistance + 120% Void doubled twice to make 198% Physical and 480% Void)
Prism Strike is worth roughly 300% normal attack damage, lesser rockets are worth 90% of a normal attack, and the final rocket is worth 250% of a normal attack.
I again state that this may be rebalanced later for the final version.