Rationale: Reminiscent of Salt the Earth and of Stain from NW/NC gone by. I know the infusion game is still being worked out and I know passive infusion was toned down after it wrecked pseudo-tiles but some mechanic to make passive infusion more punishing (as a selected and bought ability) would be interesting.
The Doom Howler feels abit lost as a class right now which I think is reflected in how many people have chosen it so far - 5. The next lowest picked is Redeemed at 9. Ive always imagined it as a malevolent spirit that is lost in its own anger and confusion and bringing decay and ruin to the world around it. Maybe that could take the form of a selection of utility auras which dont touch the sides of the DOs tree but could still be of use to factionmates.
Doom Howler
60cp child of Unsettling Aura
Passive Ability: Passive infusion completed by the Doom Howler is twice as effective and passive infusion counter to its alignment is 0.5 as effective. Doesnt impact active infusion.
Active Ability: Activation results in an aura being projected out onto the tile the DH is on and this follows the DH. The DH gets a choice of five utility auras to project. Only 1 at at time.
Cost: 1ap / 10mp activation
Duration: 15mins with a 5mp upkeep cost.
Switching: Switching between auras is 1ap/5mp
Effect: Can activate any 1 of the following 5 auras -
- Decay of the Home - Any damage completed against barricades/fortifications is given a +2 dmg buff
- Decay of the Steel - Any chance modifiers of damaging armour (or if non-factionmates attacking, their weapons) are doubled with a sensible cap such as max +5% increase?
- Decay of the Body - Any hide or search action decreased by 5% / healing is 1hp less effective per use for non-factionmates
- Decay of the Soul - Any MP ability used by a non-factionmate that costs more than 5mp costs an additional 1mp
- Decay of the Land - Passive evil infusion is doubled.