Class idea: Moonlit Hunter (help!)

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senon
Wayist
Posts: 23
Joined: Sun Dec 18, 2011 5:42 pm

Class idea: Moonlit Hunter (help!)

#1 Post by senon »

Summary: Celestial stealthy archer.

So, I was thinking there are far more caster/melee classes than archer types. My first thought was a Wilder archer, which is still a good idea, but then I started thinking about shooting things from stealth, and that lead to darkness, and a third celestial class focusing on negative energy just seemed to fit.

This is obviously very young, and I've barely started to look at LUA, etc. It's quite a mashup of ideas; I'm sure balance issues abound. Most notably, being in stealth is the only way they can currently gain negative energy. I'm not sure if this is feasible or what other mechanic to add if it's not...

Input (or even just a basic sanity check) is hugely appreciated. Thanks for checking it out!

-senon

Moonlit Hunter

Alternative class names could include some combination of:
- moon shade shadow night dark
- hunter stalker sniper monkey


Unlock:Kill 20 shadows as a celestial (or maybe just a Doomed-class boss).

Celestial Class
Resources: Negative and Stamina
Primary stats: Cunning and Dexterity

Stat modifiers: +4 Cunning, +4 Dexterity

Starting gear: rough leather sling, pouch of iron shot, leather armor, lantern

Starting talents: Combat Accuracy, Steady Shot, Stealth, Shade from Light, Moonblessed Wiles

Skill trees:

Techniques/Combat Training - 1.2
Techniques/Archery Training - 1.2 (Steady Shot, Aim, etc.)
Techniques/Field Control - 1.0 (Locked(?))
Cunning/Survival - 1.0
Cunning/Stealth - 1.3
Celestial/Hymns - 1.3

Celestial/Shaded Path - 1.0 - (Class, Cunning)

1 Shade from Light - Sustain, Instant, 16 Negative, 12 Cooldown
Convert potential light radius to 1+.15*talent_level infravision. When in unobserved stealth, gain net +0.05*talent_level negative regen.
2 Moonlight Beacon - Activated, 1 turn, 10 Negative, (17-1*talent_level) Cooldown
Summons a shaft of moonlight, lighting a zone of radius (1,2,2,3,4). Enemies within (2,3,4,5,6) grids have a (25+5*talent_level)% to move toward it if you are unseen. Enemies within the light have their ability to pierce stealth reduced by (6+3*talent_level). Does not break stealth.
3 Slip into Shadow - Activated, 1 turn, 15 Stamina, (12-1*talent_level) Cooldown
Jump to the nearest grid unseen by enemies, within (5,8,11,13,15) grids. A lack of unseen grids will cause failure. At talent level 3, jumps to a random unseen grid within range. At talent level 5, allows you to try to choose a general direction (cone).
4 Trick of the Light - Passive
Any opponent who pierces your stealth has a (20+Cun[6]*talent_level)% chance of being confused for (3,3,4,4,5) turns. Skills using negative energy also have a (20+Dex[7]*talent_level)% chance to not break stealth.

Celestial/Unseen Hunter - 1.0 - (Class, Cunning)

1 Moonblessed Wiles - Passive
Cunning may be used in place of (50,68,84,98,110)% Strength for bows and in place of (30,45,60,70,80)% Magic for celestial skills. Also grants (Cun[7]*talent_level) physical power and (2,4,5,6,7)% darkness resistance penetration.
2 Deadly Shadows - Activated, Instant, 8 Negative per shadow, (15-1*talent_level) Cooldown
For the next (1,1,2,2,3) shots, also select a target for its shadow. The shadow does 45+6*talent_level% darkness damage and reduces the target's vision to (3,3,2,2,1) for (2,2,3,3,4) turns if it hits.
3 Moon's Breath - Activated, 1 turn, 10 Negative+10 Stamina, 20 Cooldown
Breath the chill of the moon in a radius (3,3,4,4,5) cone. Does (15+Mag[12]*talent_level) cold damage and dazes those affected for (2,3,3,4,5) turns.
4 Darkest Shot - Activated, 1 turn, 15 Negative+5 Stamina, 14 Cooldown
Fires a shot through the shadows at your opponent. This shot travels instantly to your target and does 125+20*talent_level% darkness damage if it hits.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Class idea: Moonlit Hunter (help!)

#2 Post by edge2054 »

Here's a few older ideas that haven't gotten implemented (but the Ithiltir still may and I'm not sure where don's at on his).

http://forums.te4.org/viewtopic.php?f=3 ... t=ithiltir

http://forums.te4.org/viewtopic.php?f=3 ... ive+energy

http://forums.te4.org/viewtopic.php?f=3 ... ive+energy

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Class idea: Moonlit Hunter (help!)

#3 Post by donkatsu »

I couldn't really think of an elegant way to handle the lit/unlit tile issue. At first I thought of maybe adding a graphical effect, but that stuff would be permanent and it would be everywhere, which would look messy even with the most subtle graphic.

senon
Wayist
Posts: 23
Joined: Sun Dec 18, 2011 5:42 pm

Re: Class idea: Moonlit Hunter (help!)

#4 Post by senon »

edge2054 wrote:Here's a few older ideas that haven't gotten implemented (but the Ithiltir still may and I'm not sure where don's at on his).
Aw shucks, that's what i get for merely cursory forum searching. Thanks for the pointers!

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Class idea: Moonlit Hunter (help!)

#5 Post by edge2054 »

No problem :)

And as to searching, I knew what I was looking for. It's a bit different then digging around in the dark ;)

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