Alchemist Style Wyrmic Test Addon (Complete)

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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SageAcrin
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Re: Alchemist Style Wyrmic Test Addon (Complete)

#31 Post by SageAcrin »

I keep trying to think of some way to compromise this and Wyrmic staying in as well.

Perhaps this could be retooled as a Thalore specific class? Wyrmkin? Or make a new dragon type? Or perhaps try to work the concept into Draconians and use that?

You've finally got it up to a point where it's a distinctive and interesting class, even if people are iffy on it being a Wyrmic replacement, it should be used for something if it can be...

Davion Fuxa
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Re: Alchemist Style Wyrmic Test Addon (Complete)

#32 Post by Davion Fuxa »

It might make sense to make this a Wyrmic, but retool the current Wyrmic concept to be like a Shaman or 'Drake Blade' or something.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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HousePet
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Re: Alchemist Style Wyrmic Test Addon (Complete)

#33 Post by HousePet »

SageAcrin wrote: You've finally got it up to a point where it's a distinctive and interesting class, even if people are iffy on it being a Wyrmic replacement, it should be used for something if it can be...
High praise indeed! :shock:
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HousePet
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Re: Alchemist Style Wyrmic Test Addon (Complete)

#34 Post by HousePet »

Well I definitely feel I've got the design to reach the design goals allowing flexibility about element choice, without having to use multiple Claw/Breath talents. Which is really the main thing that bothers me with the current Wyrmic. The other niggle is having to take melee/ranged talents when I want to focus on ranged/melee. Which I guess this resolves too.

Current design pretty much forces you to invest in at least two elements. While I think that is a good thing to distinguish the class from other mono element centred classes, I don't overly like forcing players. Also, most Drakes are mono element. Also, this design only really has one locked category (Wild), with two possible extras (Blood and Blink). So I'm thinking another general Wyrmic Support locked category could be good.
Initial ideas for talent include Transformation, Summon Drakes and something like Cloud Seer. Also, I seem to have dropped the status resist bonus somewhere. :?

Ideally, I'd love to get this worked into the game as the Wyrmic class, as its much closer to the current class than earlier designs. I'm willing to compromise a little. If it doesn't get in, I could use the framework for some sort of Arcane Blade variant and hold a grudge forever :P .
My feedback meter decays into coding. Give me feedback and I make mods.

anonymous000
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Re: Alchemist Style Wyrmic Test Addon (Complete)

#35 Post by anonymous000 »

Bump, too bad if a good design left forgotten

HousePet
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Re: Alchemist Style Wyrmic Test Addon (Complete)

#36 Post by HousePet »

Hmmm?

I did revise the Wyrmic Melee and Wyrmic Ranged categories a bit and shuffled the extensions around a bit.
Here is my complete notes:

Wyrmic Melee
Wyrmic Claw: active. 100-200% weapon damage strike.
Extra elemental damage.

Wyrmic Bite: active. 100% weapon damage strike that pins the target. If the target dies while affected they are swallowed, restoring life/resources.
Extra elemental damage.
Inflicts Silence with Fairy Circle.
Breaks Shields with Burrow.
Restores Stamina with Trail of Destruction.

Elemental Slam: active. 100-200% weapon damage strike that stuns.
Extra elemental damage in a radius. Wild gives manaburn not nature damage.
Inflicts Daze with Tornado.
Inflicts Corrode Armour with Composter.
Inflicts Freeze with Icewall.

Wyrmic Strength: passive. +strength, constitution, stun and knockback resistance.


Wyrmic Ranged
Wyrmic Spit: active. Willpower based nature damage projectile. Becomes radius 1 at high level.
Extra elemental damage. Wild gives manaburn not nature damage.
Does Ground Flames with Dancing Flames.
Inflicts Frozen Feet with Icy Scales.
Inflicts Acid Burn with Acid Rain.

Wyrmic Roar: active. Confuses all enemies within radius 2-6 of you.
Cures Physical with Crusher.
Inflicts Static Field with Spark Scales.
Restores Equilibrium with Rootlash.

Wyrmic Breath: active. Long range cone attack with knockback.
Extra elemental damage in a radius. Wild gives manaburn not nature damage.
Inflicts Blind with Earth Bite.
Inflicts Burning with Ember Scales.
Inflicts Daze with Lightning Speed.
Inflicts Freeze with Ice Sculptor.
Inflicts Corrode Weapon with Corrosive Mist.
Inflicts Insidious Poison with Nature's Crusader.

Wyrmic Guile: passive. +willpower, cunning, confusion and blindness resistance.


Wyrmic Support
Wing Buffet: active. Short range cone attack that knocks enemies away and stuns them.
Cures Mental with Thunder Beast.
Cures Magical with Slime Field.
Lowers Cooldowns with Shatter Ice.

Summon Brood: active. Summons some drakelings. Different colours based on elemental investment. 1 Drake at 5.

Skydive: active. Blindside and 100-300% weapon damage attack.
Extra elemental damage in a radius.
Does Quake with Rock Scales.
Inflicts Burning with Enkindler.
Inflicts Dispel with Nature's Defender.

Transformation: active. Turn into a dragon for a short time. +size, crit shrug, damage and resistance all.
Free Burrow buff with Crusher.
Free Trail of Destruction buff with Enkindler.
Free Lightning Speed buff with Thunder Beast.
Free Ice Shield buff with Ice Sculptor.
Free Slime Field with Composter.
Free Purge Blight with Nature's Crusader.

Sand
Burrow: active. Allows you to burrow through walls for a short time. At higher levels your hits will reduce armour/physical resistance. Adds Shield Break to Bite.
Rock Scales: sustain. Increases physical save and block amount. Allows you to detect creatures through walls. Adds Quake to Skydive.
Earth Bite: active. Makes the ground reach up and grab enemies in a small radius around target. Physical damage and fills the tiles with temporary sand walls. Adds Blind to Breath.
Crusher: passive. Applies additional physical damage to your melee attacks if your target has a wall behind them. Adds Cure Physical to Roar. Free Burrow with Transformation.

Fire
Trail of Destruction: active. Trailing flames. At high levels this becomes radius 1. Adds Restore Stamina to Bite.
Ember Scales: sustain. Increases mind save, light radius and allows you to block fire damage. Adds burning to Breath.
Dancing Flames: active. Spreads/accelerates burning/ground flames. Adds ground flames to Spit.
Enkindler: passive. When standing in flames or burning, you get increased global speed and fire damage. Adds burning to Skydive.

Storm
Lightning Speed: active. Greatly increased movement speed for a short time. Any attack made while this is in effect gets and extra mini chain lightning. Adds Daze to Breath.
Spark Scales: sustain. Increases defence, does lightning damage to ranged attackers and allows you to block lightning damage. Adds Static Field to Roar.
Tornado: (buffed a little) Adds Daze to Slam.
Thunder Beast: passive. Grants a chance for a free Lightning Speed on criticals. Adds Cure Mental to Buffet.

Cold
Ice Wall: active. Creates a wall of ice at target location. Any creatures in the way are frozen too. Radiates cold damage at high levels. Adds Freeze to Slam.
Icy Scales: sustain. Increases armour, does cold damage to melee attackers and allows you to block cold damage. Adds Frozen Feet to Spit.
Shatter Ice: active. Ends all nearby freeze/frozen feet/icewall effects, doing cold damage in a radius 0-2? burst around them. Adds Lowers Cooldowns to Buffet.
Ice Sculptor: passive. Grants iceblock pierce and turns freeze effects on you into damage shields. Adds Freeze to Breath.

Acid
Slime Field: active: Creates a zone where you move faster and enemies move slower. Adds Cure Magical to Buffet.
Corrosive Mist: sustain. Grants evasion, blinds melee attackers and allows you to block acid damage. Adds Corrode Weapon to Breath.
Acid Rain: active. Dissolves weapons and shields from enemies. Adds Acid Burn to Spit.
Composter: passive. Acid attacks do extra damage versus debuffed enemies. Adds Corrode Armour to Slam.

Wild
Root Lash: Basically Bone Grab but with a nature damage weapon smack. Adds Restore Equilibrium to Roar.
Nature's Defender: sustain. Increases spell save and arcane resistance, and allows you to block nature and arcane damage. Adds Dispel to Skydive.
Fairy Circle: active. Creates a zone of reduced spellpower and increased healing factor. Adds Silence to Bite.
Nature's Crusader: passive. Damage shield penetration and adds dispel to Root Lash and Manaclash. Adds Insidious Poison to Breath.

I'll probably get around to coding it as an alternative Wyrmic class at some point.
My feedback meter decays into coding. Give me feedback and I make mods.

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