[Class Idea] Geomancer

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

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Razakai
Uruivellas
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Joined: Tue May 14, 2013 3:45 pm

Re: [Class Idea] Geomancer

#46 Post by Razakai »

Right, Stonesmith done. Pretty fun category when combined with Lava, means the 2 core offensive tree are sorted. Here's what it turned out as after a bit of tweaking. Mountain Hammer is utterly nuts so probably won't stay as is though.

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Blade Halo | Passive
Shape the earth into a set of 4 blades of solid stone that hover behind you. Each time you use a talent or make an attack, up to (1 + Con/10) blades will strike a random target within range 7 for 100% damage.
You may also activate this talent to fire a blade in a piercing line for 150% damage, which consumes the blade.
You regenerate one blade every 5 turns.
The base power, Accuracy, Armour penetration, and critical strike chance of your blades increases with your Spellpower, and the maximum number of blades you can attack with at a time increases with your Constitution.
Stoneblades count as melee attacks for the purpose of on-hit effects.

Stonereaver | 6 Cooldown | 24 Mana
Grasp one of your stoneblades and form it into a mighty stone axe, sweeping it in a radius 2-5 semicircle that deals 150-280% damage to all within.
This attack strikes with such force and speed that it never misses and leaves targets staggered, causing weapon attacks against them to gain 10-25% increased critical strike chance and critical strike power for 3 turns.
Costs 1 stoneblade to use.

Mountain Hammer | Sustain | 20 Cooldown | 50 Mana
Form a pair of stoneblades into a massive stone hammer that mercilessly crushes the target, striking them for 40-100% damage each turn with a 5-15% chance to daze.
The hammer increases in power and cost each turn it is sustained, increasing the mana drain, damage dealt and chance to inflict a status effect by 50%, to a maximum of 120-300% damage and 15-45% chance to daze.
This sustain takes no time to deactivate.
Costs 2 stoneblades to use

Obsidian Edge | Passive
Your stone weapons are lined with superheated, razor sharp obsidian, inflicting terrible wounds on those they strike. 
Critical strikes will randomly cause a searing wound or a deep wound, lasting 5 turns.
Deep Wound: Bleeds targets for 30 physical damage each turn and reducing their healing received by 15-45%.
Searing Wound: Burns targets for 30 fire damage each turn and reduces armor by 5-25.
If the target is already affected by both, this refreshes the duration.
The damage dealt will increase with your Spellpower.

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: [Class Idea] Geomancer

#47 Post by Erenion »

They trigger on spells and count as melee for on-hits?
Well... I can't wait to utterly break this with Arcane Combat.
Breaking Projection since 1.5

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: [Class Idea] Geomancer

#48 Post by Razakai »

Oops, should've probably stated in the description that it's "Each time you use a non-instant talent or make an attack". So basically 1 per turn, scaling with your speed.

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: [Class Idea] Geomancer

#49 Post by Erenion »

Okay, not broken, but fun. Much better.
Breaking Projection since 1.5

anonymous000
Thalore
Posts: 165
Joined: Sun Mar 09, 2014 5:07 am

Re: [Class Idea] Geomancer

#50 Post by anonymous000 »

Razakai wrote:Right, Stonesmith done. Pretty fun category when combined with Lava, means the 2 core offensive tree are sorted. Here's what it turned out as after a bit of tweaking. Mountain Hammer is utterly nuts so probably won't stay as is though.
I like this tree. Forgefire strikes me as too "direct", oddball trees like this makes the class much more interesting.

I actually wonder are caster / melee trees necessary for Geomancer. With Geomaner capable for doing so many things e.g. melee / casting / summon / ranged / terrain manipulation, I feel a Wyrmic-like talent layout would suit the class more. Terrain manipulation could be made a separate tree as this should be the class defining tree, but the others could be blended together to encourage players using a diverse set of talents

Razakai
Uruivellas
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Joined: Tue May 14, 2013 3:45 pm

Re: [Class Idea] Geomancer

#51 Post by Razakai »

I like some aspects of the Wyrmic style - having talents flow from a top-level theme makes things quite flavorsome, rather than coming up with mechanics and then forcing a theme onto them afterwards. Personally I think Wyrmic's categories are a bit too scattershot though, so I'm still planning on keeping things a bit more tight. Stonesmith and Avalanche (a rethemed Lava as I felt 'Lava' was a bad theme for a category about lobbing stones) account for all of your damage needs, so it should free players up to take remaining categories based on what utility you want.

Speaking of, Forgefire did get cut in favor of Desert, as I felt the theme was stronger. So that works as a paired category with Sand - either works fine on their own (although you probably always want 1 point in Erosion), but they have a fair few synergies. Desert is probably the closest thing the class has to a straightforward 'nuking' category, but the cooldowns are too high to use them as a primary offense, so it's more about the debuff and control aspect. Lots of ways to restrict the movement of enemies, thereby keeping them in your sand tiles to trigger all sorts of effects.

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Desert

Sirocco | 5 Cooldown | 20 Mana
A desert wind appears in radius 2-4, creating sand tiles on the target area. After 4-2 turns, the target area erupts into a searing cyclone, dealing 320 fire damage to those within and pulling them towards the center.

Dessicate | 12 Cooldown | 30 Mana
Evaporates the moisture from the target’s body over 3 turns, leaving them a withered husk. This inflicts 90 fire damage each turn, while causing beneficial physical effects to reduce in duration twice as fast. At talent level 2 magical effects are reduced, and at talent level 4 mental effects are reduced.
If the target is standing on sand, this effect will not decrease in duration.

Scorching Sands | Passive
Your sand burns with intense heat, inflicting 40 fire damage each turn to those within and leaving them weakened and drained, reducing powers and saves by 5-25.

Entomb | 18 Cooldown
All sand tiles in radius 1-3 erupt upwards, forming pillars of burning sand for 3-5 turns. Empty tiles will become summoned walls, and enemies will take 280 fire damage and be encased in sand for the duration, entirely removing them from combat until the pillar crumbles or is destroyed.

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Sand (Generic)

Erosion | Passive
Even the smallest grains of earth bend to your will. Each time you summon a wall, you also summon sand to cover tiles in radius 1-2, lasting 3-5 turns. Sand makes the ground difficult to walk on, reducing movement speed by 30-50% and reducing pin and knockback resistance by 50%.
You are immune to the negative effects of sand.

Dunestalker | 10 Cooldown | 12 Mana
You dissipate into a cloud of sand, quickly reforming at a tile in range 5-10 with a margin of error of 3-1 tiles.
If you are standing on a sand tile, this takes no time to use.
If the target tile is covered in sand, this has perfect accuracy.

Sandstorm | 20 Cooldown
A radius 4 storm of sand rages around you for 5-10 turns. Tiles within the storm have a 25% chance to be covered in sand, enemies within the storm will be blinded and have their accuracy reduced by 10-50, and attacks against you originating from outside the storm deal 10-40% reduced damage.

Colossus | 25 Cooldown | 50 Mana
You merge together all sand tiles in radius 2-4, forming it into a titanic sand golem for 4-7 turns. Each tile consumed increases all attributes of the colossus by 1. 
If a radius 2 area of sand is consumed, the duration of the colossus is doubled, and it will gain the ability to breath blinding sand.
If a radius 3 area of sand is consumed, the colossus will also gain increased physical damage and penetration, and learn the ability to pull targets towards it.
<n.b. - golem has 2h maul/massive armor, good armor/weapon mastery, stunning blow, rush, shattering impact, earthen missiles. based on sand consumed, can also gain a magic version of sand breath that also creates sand tiles, and crystalline focus/battle call>

astralInferno
Uruivellas
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Re: [Class Idea] Geomancer

#52 Post by astralInferno »

Personally I much prefer talent trees to be sorted by playstyle. It's very annoying on adventurers when any given tree only has one talent that fits what you want to do...

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: [Class Idea] Geomancer

#53 Post by PseudoLoneWolf »

astralInferno wrote:Personally I much prefer talent trees to be sorted by playstyle. It's very annoying on adventurers when any given tree only has one talent that fits what you want to do...
If this game starts being balanced around Adventurers, we've taken a serious turn down the rabbit hole. This doesn't matter.
Let slip the toast of war.

astralInferno
Uruivellas
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Re: [Class Idea] Geomancer

#54 Post by astralInferno »

Balancing around adventurers isn't the problem. Balancing around adventurers at the cost of other things is a problem.
...and I don't enjoy talent trees that jump all over the place functionally as much.

...
Also, this isn't balance. This doesn't make any noticeable difference to power or gameplay for the Geomancer, it just improves the gameplay for the adventurer.

Razakai
Uruivellas
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Joined: Tue May 14, 2013 3:45 pm

Re: [Class Idea] Geomancer

#55 Post by Razakai »

Yeah I prefer tighter talent categories. Having them doing a mix of things based on theme can work sometimes, but some go too far. Like Time Travel doesn't strongly synergize but all the talents are useful. Venom Drake on the other hand gives you a weak mindpower nuke followed by a super strong melee attack, so Wyrmics have to waste points on things they'll never use beyond the early levels. That's why in this case all the weapon attacks stay in 2 categories (plus the 2 locked categories), so you can grab as many of those as you want to get a good baseline level of damage, and then take other categories for the utility aspects.

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: [Class Idea] Geomancer

#56 Post by PseudoLoneWolf »

Hey Razakai, any updates on this? I was kinda looking forward to playing this class, wanted to see what the progress was like on it. Can we expect to see this sometime soon or are you too busy with other stuff?
Let slip the toast of war.

anonymous000
Thalore
Posts: 165
Joined: Sun Mar 09, 2014 5:07 am

Re: [Class Idea] Geomancer

#57 Post by anonymous000 »

PseudoLoneWolf wrote:Hey Razakai, any updates on this? I was kinda looking forward to playing this class, wanted to see what the progress was like on it. Can we expect to see this sometime soon or are you too busy with other stuff?
+1 to this

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: [Class Idea] Geomancer

#58 Post by Razakai »

Sorry, been busy with actual DLC - you should have heard the news about the new Cultist class now.

Geomancer is definitely going to be a thing eventually. So far I've fully coded 4 class categories (Desert, Stonesmith, Avalanche and Tectonics) and 2 generics (Earthen Armory and Sand). That leaves Earthshaping, Rock, Stoneblade, Volcanism and Metal on the class side, and Geomancy and Crystal on the generic side. So a little under halfway, although some of the later categories are relatively simple codewise.

szekrenyer
Wayist
Posts: 15
Joined: Sun Nov 05, 2017 3:04 pm

Re: [Class Idea] Geomancer

#59 Post by szekrenyer »

Razakai wrote:Sorry, been busy with actual DLC - you should have heard the news about the new Cultist class now.
Where can I read the news about the Cultist? I'm starving for any DLC info. :)

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: [Class Idea] Geomancer

#60 Post by PseudoLoneWolf »

Likewise, I haven't seen anything about this. Was there a teaser leak that we missed?
Let slip the toast of war.

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