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ToME: the Tales of Maj'Eyal • View topic - More unlockable trees

ToME: the Tales of Maj'Eyal

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 Post subject: More unlockable trees
PostPosted: Tue Apr 19, 2011 10:17 pm 
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Module Developer

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The only class that has unlockable trees is the archmage. This seems to be a good but underused idea. It allows someone to add content with out too much work. Coming up with the 4-6 trees to make a new class. Also it is a way to add flavor to classes that are short on trees like the Alchemist.

So a pretty open idea I have is different type of golems like a Crystal of Flesh golems. This gives the golems more options and the such.

another idea for the alchemist is a transmutation tree. like turning walls to mud or creating lava out of existing terrain.

what class do you people think should get some unlockable trees, or does everyone not like them. If there is some good ideas I can make them but people should try themselves first.

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PostPosted: Tue Apr 19, 2011 11:30 pm 
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Halfling

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Great topic,

The new brawler could have further pugilistic trees opened up by reaching certain hand-to-hand combat damages... similar to the mage opening Cyromancer.

A Cursed' class character could open up a line of 'Curse item'... perhaps eating up gems, rebalancing existing gear stats... or stripping stats to enhance the Cursed's Gloom ability in some fashion.

There is always the potential for a pet to accompany hunters, rangers, paladins, fighters... pets could in an unlockable talent tree. Indeed.. different types of pets could be unlocked for the same talent tree....

`R


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PostPosted: Wed Apr 20, 2011 3:31 am 
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Retired Ninja

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For something like this to work we'd need more unlockable tree ideas ;) Goblinz has suggested a few for alchemists.

I wouldn't be opposed to Brawlers having another unlockable tree but the question is what should it do.


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PostPosted: Wed Apr 20, 2011 10:16 am 
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Wyrmic

Joined: Sun Aug 15, 2004 1:19 am
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I would suggest a chi based tree or two. Chi needn't best a separate resource or anything, just the idea of being able to channel the bodies inner power for healing and such. I could try to come with up some later, if you like.

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PostPosted: Wed Apr 20, 2011 10:18 am 
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Loremaster

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I think the whole chi thing was something carefully avoided when Edge was designing the Brawler class. It's not meant to be an eastern style monk.

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PostPosted: Wed Apr 20, 2011 1:30 pm 
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Halfling

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The classic switch of Chi or Ki is 'Faith'. Especially for Occidental Monks.

As for what brawler trees could introduce... well a 'fist' based tree could be rapid damage, while a 'kick' based tree could be slightly less damage but introducing blow-back effects or armor penetration variants. Furthermore, there could be elemental fighters who embrace elements to alter their form of attacks.

a few morning coffee thoughts :)

~R


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PostPosted: Wed Apr 20, 2011 3:35 pm 
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Uruivellas

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PostPosted: Wed Apr 20, 2011 9:36 pm 
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Wyrmic

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PostPosted: Wed Apr 20, 2011 11:30 pm 
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Loremaster

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Hedrachi: Make it so that the player jumps over the foe, and then throws the foe in that direction. So ...@p.......# -> .....@.....%# If enemy is still alive it is dazed.

Could make a tree based on throws and more aerial moves.

Drop kick: Throw an enemy into the air, and then viciously kick him away. Throw does 50% normal damage, kick 150% normal damage, enemy is knocked back, and if he collides against another enemy he does damage dependant on size against what he collides with.

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PostPosted: Thu Apr 21, 2011 12:21 am 
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Here is a more complete idea for the alchemist tree I was thinking about.

Turn to mud:turns walls into mud which deal damage and slow

Turn to lava:turns walls into lava wich block movement and deal fire damage around them but spread slower

Acid trail: when moving leave behind a trail of acid

acid ball: a projectile drops acid and when it hits it explodes

Attached is a folder that has all of these finished (I think ) but lack descriptions, balancing and may have bugs
File comment: A bit more balance for the talents. also the out line for battle alchemy (non are finished)
Transmutaion Spells V.4.zip [39.5 KiB]
Downloaded 188 times


Also there was the thread on a necro tree. should corrupters get that? One for each major undead type?

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Last edited by Goblinz on Fri Apr 22, 2011 12:40 pm, edited 1 time in total.

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PostPosted: Thu Apr 21, 2011 12:28 am 
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Uruivellas

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PostPosted: Thu Apr 21, 2011 10:41 am 
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Idea for a new Archmage tree: Absorption. Unlocked by dealing 1 million arcane damage over the course of several games AND gaining hold of the awakened Staff of Absorption.

Imbalance (24 Mana, 25 cooldown, melee range)
Reduces enemy's stats by x for y turns, whilst giving self a temporary stat boost by the same amount.

Osmosis (60 Mana, 25 cooldown, melee range)
Steal an enemy's positive statuses whilst offloading your negative statuses on it. Up to x statuses may be swapped, and for each one you gain a y% speed increase whilst the enemy suffers a y% speed decrease for z turns.

Maelstrom (80 Mana, 20 cooldown)
All enemies within 4 squares are pulled towards the caster and suffer x arcane damage. All enemies within 1 square are knocked back and suffer y arcane damage. The maelstrom lasts for z turns. Range increases to 5 pull and 2 knockback at talent level 4. (Note that some enemies could be hit twice by this in one round, first pulled and then knocked back.)

Absorb (140 Mana, 200 cooldown, melee range)
x% chance to utterly annihilate an enemy and absorb y% of its health as mana. This may temporarily increase your mana beyond its natural limits. Less effective against elites, and ineffective against bosses/uniques.

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PostPosted: Thu Apr 21, 2011 12:39 pm 
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Spiderkin

Joined: Mon Jul 26, 2004 5:20 am
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Location: Blighty
Here's an archery tree for fighters, in an effort to make hybrid bow/melee fighters more feasible. Dealing 1 million damage with bows (any class) to unlock?

(Numbers like this [x/x/x/x/x] mean numbers effected by number of skill points invested.)

Proximal Shot (Passive) yay disgaea reference
Using a bow attack on an enemy adjacent to you automatically knocks it away [2/3/4/5/6] squares, and also lowers the cooldown of your 'Rush' talent by [4/8/12/16/20] if applicable.

Snap Shot (Passive) yay x-com reference
After attacking [12/10/8/6/4] times in melee, your first shot with a bow will have [+20%/+40%/+60%/+80%/+100%] attack speed and be a guaranteed critical hit.

Bow Combo (Passive) yay awful pun. bow com-BOW, geddit?
If you have a bow in your alternate weapon slot and use a melee skill that knocks back an enemy, you have a [60%/70%/80%/90%/100%] chance of using it for [1/1/2/2/3] automatic and instant follow-up shots.

Strong Arm (Sustained) yay awful name full-stop
While active, allows you to equip a shield along with a bow. At skill level 5 it also changes the stats that influence bow damage from dexterity and strength to strength only. Costs [110/65/80/65/50] stamina.


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PostPosted: Thu Apr 21, 2011 1:11 pm 
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Sher'Tul

Joined: Mon Nov 24, 2003 2:31 pm
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Location: South Africa
Burb, looks awesome. I think fighters needs some loving, and I think archers too...

I think the rush cooldowns are a bit heavy if you consider rush itself can go down to 20. Giving you rush every turn. So I'd go [4/6/8/10/12]. The real advantage is knocking back the enemy... the rushing towards him, rush might be cooled off already... Else fire a couple more shots at him.

In terms of guaranteed crit, I'd rather have +150% damage, so I might still crit on it. :-D

Bow combo ftw, though I'd suggest only if you have no enemies in melee range next to you.


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PostPosted: Thu Apr 21, 2011 9:55 pm 
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Here is another alchemist tree idea:

battle-alchemy tree

Napalm strike: Flames spread around and deal damage to whoever is on them

raise barricade: raise a column of earth (can be transmuted)

Land mine: deploy a land mine from a gem

Battle turret/turret mode: either summon a turret that shoots stuff or immobilize the golem and let the golem unleash a volley of projectiles

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