Fayd wrote:
I've had an idea for an addon adding a new Meta class type: Fated; a "new" accompanying resource: Luck; and three classes (one for each archetype) to use the resource: Wyrdthief ('rogue'), Oracle ('mage') and Champion ('warrior')
I do like the Wyrdthief and Oracle concepts (not sure where you're going with the Champion), although I think Tome already has more than enough resources. Still, I can see where the existing ones don't quite fit. Still, sure you can't run it off Paradox?
Fayd wrote:
Luck, as a resource, is inherently tied to Luck, the stat. It is a single bar that ranges from -100 to 100 as below:
{-100 ------------- 0 ------------- 100}
Bonuses to luck, from races, prodigies, or the Alchemical Brotherhood quest potion provide two things: an infusion of luck, pushing your total up by the relevant amount, and an increase to your cap in both directions. So, for example, a Halfling with Lucky Day would have, assuming they never spent any luck, a bar that looks like this:
{-145 ------------- 0 ------45------- 145}
Luck items work the same way, however when removed, the apply a cost to your Luck resource to compensate (No requipping the Lucky Halfling Foot repeatedly to charge your luck). Potentially, there is a cap of +/- 200.
Fayd wrote:
Theft: This talent tree allows the Wyrdthief to steal many things from their foes; the first talent gives them Luck, based on the Wyrdthief's accuracy and cunning, while reducing the Luck of a foe. The second talent, Steal Weapon, is your basic disarm. The third talent, Steal Heart, is a short term charm effect. The final talent, Steal Life, gives you life leech as a sustain, lowering your max luck cap and burning a little luck with every hit. This is the only tree proper I have worked out.
I like the thematic unity you have with the names. Sleek. Interesting mix of abilities, too.
Fayd wrote:
Certainty: This talent tree directly uses the Wyrdthief's luck to obtain particular effects NOW. The talents are mechanically similar. Investing points in them will reduce the cost (if possible), reduce the cooldown, and potentially lengthen the amount of time they work. The talents are not in order:
Guaranteed: Instant activation, your next attack will crit. Burns relatively high amount of luck.
Denied: Instant Activation, the next defense check you make will succeed, or maybe until your next turn. Or something.
Vetoed: Same as above, but for saves.
Destined: Gives a Spellpower bonus proportional to Cunning and Luck.
This tree looks like it would work nicely with Shalore Timeless. Which is a good thing, since it gives the class at least one other go-to race besides Halfling, and they sort of fit flavour wise. Well, if duration is an important factor, anyway.
Guaranteed: It's a rather minor thing actually, there's a Deathblow from two-handed and Assault from the shield combat tree that basically do this and then some. Granted they are 4th level talents, but they also do other stuff. Also think about what talent points above the first can buy you - reduced cost and/or cooldown? More than one hit?
Denied: Look at Set Up from the Brawler's Tactical Combat Tree for something similar to get a feel for the power level.
Vetoed: the cooldown on this one will be interesting.
Destined: sustained I guess? Or is it more of a activated short term thing?
Fayd wrote:
Other talents:
Unusual Happenstance: gives effects when you dodge foe's attacks, such as off balance, disarm, and what not.
Guided Steps: Increases your stealth power, scaling with Magic and Luck. At 5 points, you no longer trigger traps.
(other talent suggestions welcome!)
Unusual Happenstance: That sounds quite cool. A nice twist would be if at high talent levels it would also work on ranged defense (bowstrings inexplicably snapping)
Guided Steps: Maybe a short term boost that protects you from stealth failure? Could give you resistance against pin and knockback, or put that in another talent.
Random Ideas:
- Charmed Life: protection against crits, small negative health reserve (similar to heroism infusions)
- Press Advantage: with every crit, push enemy one square backward and follow immediately, when against a wall/other impassable, switch places OR get bonus - don't know, activated or sustain? both could work
- Lucky Dodge: projectile slowing similar to the Brawler, PM or Mobility talents
- Try Again: instant, low CD, short range, phase door, with short duration defense bonus afterwards
- No Hands!: run over the heads of a group of enemies for X turns, with a chance of confusing them. Movement speed is boosted and scales with what you want, enemies may be at most Y squares apart, suggest 0 at TL 1 and 3 at TL 7 (5/5 with cat point). Spectating enemies may be dazed for 1-2 turns.
- Even the Odds: get something nice when the victim of a crit
- Tough Act to Follow: lay a trail of slipping rock traps
- All In: gain massive bonuses to phys and spellpower, critical damage modifier and resistance penetration at the cost of a higher chance of being critted yourself, needs some thought on which other talents it should and should'nt be able to be used together with.