Benthic Whispers
This class is based on Lovecraftian horror, but should still be somewhat distinct from it.
Class Philosophy
The theme of this class is nautical/abyssal insanity. The whispers and their vessel, which is the character model, need to cooperate. This is represented by a deteriorating and recuperating mental state of the vessel, which is influenced by the use of abilities. The vessel is being dragged into another world, and the whispers attempt to prevent this. When the mental state is fully deteriorated, the whispers take control for a time to anchor the vessel in reality, which amplifies all spells.
Healing spells have a positive influence on the mental state, and thereby affect the potential damage that can be dealt, as a quickly deteriorating mental state is desired to deal more damage. You want to descend into madness.
Basic Spells
Fingers of Frost - Damage spell, instant for all roles, primarily used as a filler spell.
Mending Waters - Healing spell. Costs insanity to cast. Instant for Tank and DPS roles, slow cast for Heal role.
Deep Current - movement spell, increases movement speed for a set amount of time.
Succumb - Main cooldown spell, empowers spells and interacts with insanity.
Abyssal Shell - Damage absorption shield, used as a personal defensive cooldown.
Role Spells
Tank - Guiding Voices Nimble, avoids damage, shifting tether to reality, attacking generates insanity, healing spends insanity, predictive mitigation (RP: voices foresee damage and shield accordingly)
Fingers of Frost has melee range, generates insanity
Succumb causes rapid insanity generation while active, making it defensively potent
Shift - Damage taken is reduced, but damage dealt is also reduced. Lasts for a set amount time.
Heal - ????
Melee DPS - Emerging Horror Water, cold, frost, slappy tentacle boi, execute damage, single target focus
Abyssotrauma
Ranged DPS - Baromancer Pressure, smaller hits build up to large, mid cooldown burst
Barotrauma