ToME: the Tales of Maj'Eyal

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PostPosted: Tue Dec 10, 2019 7:52 pm 
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Joined: Sun Jan 18, 2015 8:23 pm
Posts: 47
I’ve seen some comments suggesting Arcane Archer as an evolution of Archer. Here’s a different take on it. Still kind of kicking around whether this should replace the ability to trigger spells by melee attacks or just add to them. Just like Arcane Blade doesn’t necessarily use a sword, Arcane Archer doesn’t necessarily use a bow.

Unlock: as Arcane Blade, kill 100 enemies with the shoot talent.

Core Concept: Arcane Blade with a ranged weapon.

Core Mechanics: Allows procs from shots as part of a tree with some ranged skills. Select from three trees, one for each ranged weapon type. Guns can be selected by anyone, but don’t actually enable tinkers or otherwise cause steam items to be added to the loot pool.

Arcane Archer (@1.2, Dex)
-1. Magic Arrow: passive, use Magic instead of Str for arrow attacks, standard weapon mastery bonuses to bow. Arrows count as melee attacks for purposes of talents.
-2. Snap Shot: active, spell, instant. Fires an arrow, same as shoot command. Cooldown improves with level.
-3. Charged shot: active, spell, next shoot command (not Snap), which must be made in next 2 game turns, is an automatic crit that inflicts extra damage and always triggers a cast that also inflicts extra damage.
-4. Elemental Arrow: instant buff, while active shooting consumes mana instead of arrows and base damage is same as set spell for trigger instead of always physical. At level 6 can be sustained indefinitely.

Arcane Slinger (@1.2, Cun)
-1. Magic Stone: passive, use magic instead of dexterity for bullet attacks. Standard weapon mastery bonuses to sling. Bullets count as melee attacks for talents.
-2. Ricochet Shot: Active, spell, shot hits targeted spot and then hits another enemy at random within 4+talent level of the initial target, hitting a third (which might be the original target) at level 3+. Can be used to shoot around corners. Each hit can set off a spell chance if it actually hits an enemy.
-3. Shield Hit: passive, If using a sling attack against an enemy in melee range, also hit with the shield for damage that scales on talent level, also possibly casting a spell on hit.
-4. Special Delivery: Active, spell. Casts a large explosion with element based on active triggered spell. Uses sling range but is otherwise flat damage.

Arcane Deadeye (@1.2, Dex)
-1. Magic Powder: passive, use magic instead of dexterity for bullet attacks. Standard weapon mastery bonuses to steamgun. Bullets count as melee attacks for talents.
-2. Flame Surge: active, empties steam tank to deal weapon damage as fire to a 45° cone of length equal to mainhand gun range. Doesn’t trigger spells.
-3. Arcane Reload: active, uses mana to refill steam tank and ammunition. Passively generates steam, removing the need for an inscription slot for a generator.
-4. Burstfire; active, fires three shots from mainhand gun at a target that can all trigger spells.


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