ToME: the Tales of Maj'Eyal

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 Post subject: Astromancer Class
PostPosted: Wed Sep 16, 2020 5:03 pm 
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Halfling

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 103
Hello everyone.

I made this class a long time ago, but didn't ever get around to posting on the forum about it.
But now that I'm updating it, I may as well.

The Astromancer is a Celestial Summoner/Mage hybrid who uses temporary elementals to fight for them.

4 basic class trees
  • Celestial/Kolal lets you summon faeros, volcanos, and burning fissures from the planet closest to the sun.
  • Celestial/Luxam lets you summon shivgoroths from a frozen world in the depths of space and conjure swathes of ice for protection and battlefield control.
  • Celestial/Ponx lets you summon gwelgoroths from a world of eternal storm and use lightning to heal or destroy.
  • Celestial/Unity makes your summoning stronger and faster, while giving you mobility and lingering bonuses for invoking the various planets.

2 Locked class trees
  • Chronomancy/Morass lets you summon time elementals and contains a variety of utility spells. Since this is probably your only paradox tree, the costs get quite high.
  • Celestial/Meteor lets you continually rain down meteors and swarm the enemy with void elementals.

For Generics, they get
  • Celestial/Chants
  • Celestial/Light (locked, but with 1 point in Healing Light to start)
  • Celestial/Paeans is a set of songs, one per planet, that provide various defensive and offensive statistics.

Please report any bugs you find; I'll try to fix them.

v1.5.0
  • All summon stats and abilities rebalanced
  • Bright lightning healing includes your increased lightning damage
  • Volcanic Rift lowers resistances instead of directly spellshocking
  • Updates to the unique items
  • Fixed a case where meteor rain could get extra hits.
  • Paean advanced effects shuffled
  • Fixed typos
  • Summon descriptions improved.
  • Paean descriptions updated
  • Celestial Convergence can last for multiple elementals
  • Blighted Summoning doesn't double-count magic and the information is moved to the descriptions.
  • Icons look more different from each other


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 Post subject: Re: Astromancer Class
PostPosted: Wed Sep 16, 2020 7:27 pm 
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Higher

Joined: Wed Oct 16, 2019 2:33 am
Posts: 49
trying out the class now, and I'm liking it quite a bit. Just one bug to report, planetary convergence doesn't go on cooldown after use despite the listed 10 turn cooldown.

Also, I think there needs to be some kind of summon limit for balance reasons. It is way to easy to get 6+ summons right out of the gate if you pick drem as your race. It makes the early game really easy, but I will keep playing to see if it balances out later. You could do a similar thing to wilder summons that makes your cunning give you extra summon slots.


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 Post subject: Re: Astromancer Class
PostPosted: Thu Sep 17, 2020 4:35 am 
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Wayist

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 25
Oh it's also your addon,bravooooooo,I played it long time ago.
I think you forget to set 'not_on_random_boss = true'.
and...version 1.7.0?


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 Post subject: Re: Astromancer Class
PostPosted: Sat Sep 19, 2020 3:12 pm 
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Halfling

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 103
Quote:
if you pick drem as your race

When I made them, drem didn't exist. :cry:
I'll think about it, probably will put in a Cunning-based limit to slow you down in the first couple levels.

Quote:
I think you forget to set 'not_on_random_boss = true'.

That's on purpose! Is it too dangerous on rares?

Quote:
and...version 1.7.0?

Originally I was using some 1.7 features, and planned to delay the update until 1.7 came out.
Then I found a workaround, but forgot to bump the version back down. Fixed now though.

v1.5.1
  • Planetary Convergence has a tiny listed cooldown (since it requires using other spells which do have cooldowns to charge up).
  • Greater Shivgoroths get Flash Freeze
  • Ultimate Shivgoroths do not hit allies.
  • Meteor Storm can be recast normally.
  • Harmonic Feedback only triggers while in combat.
  • Meteor Staff raised to T4 and stats adjusted.


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 Post subject: Re: Astromancer Class
PostPosted: Sat Sep 19, 2020 4:46 pm 
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Wayist

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 25
Quote:
That's on purpose! Is it too dangerous on rares?

Because I'm used to insane difficulty, those summons will be really terrible.
Especially the gwelgoroths, if they target you, they will fire lighting on you every turn, you can't hold on.
Player have no enough damage to kill those summons quickly.
And,we need more G talent
bug:
Paean Adept will always set you healing factor to 250%.


Last edited by Seventeer on Sun Sep 20, 2020 5:06 am, edited 3 times in total.

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 Post subject: Re: Astromancer Class
PostPosted: Sat Sep 19, 2020 4:48 pm 
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Higher

Joined: Wed Oct 16, 2019 2:33 am
Posts: 49
I played a bit more and got to level 32 but rip'd to grand corrupter. The class feels decently strong and pretty fun to play. Astromancer randbosses were below average in terms of power, so they are probably fine to be on them.

I had some difficulty when picking a prodigy though. I didn't want blighted summoning despite the listed bonuses because some of the attacks hit allies(at least the tooltip says so, haven't tested). Perhaps through the crowd would work well with it by making friendly fire impossible, and the cap is pretty easy to reach. I ended up taking temporal form for anomaly stuff and planned to get pes after for more stats. If you haven't already, you should give metioric crash some interaction with the meteor tree.


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 Post subject: Re: Astromancer Class
PostPosted: Sun Sep 20, 2020 5:31 pm 
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Wayist

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 25
OK, I played the new version.
Even in insane difficulty, enemies with this class are not so dangerous as I think.
And I wonder why you create a Chronomancy talent tree, it feels strange…and why Unity talent tree don't support for Morass talent tree.
We need more G talent tree. (again)


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 Post subject: Re: Astromancer Class
PostPosted: Sun Sep 20, 2020 5:57 pm 
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Halfling

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 103
Do you mean Generic Talent trees?


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 Post subject: Re: Astromancer Class
PostPosted: Sun Sep 20, 2020 11:57 pm 
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Wayist

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 25
Recaiden wrote:
Do you mean Generic Talent trees?

of course


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 Post subject: Re: Astromancer Class
PostPosted: Mon Sep 21, 2020 12:48 am 
Offline
Higher

Joined: Wed Oct 16, 2019 2:33 am
Posts: 49
Seventeer wrote:
OK, I played the new version.
Even in insane difficulty, enemies with this class are not so dangerous as I think.
And I wonder why you create a Chronomancy talent tree, it feels strange…and why Unity talent tree don't support for Morass talent tree.
We need more G talent tree. (again)

I think the amount of generic trees is fine. light makes for a good unlock that is 1/5/1/3+ at least and chants/paeans are good places for extra points. I tried out the chronomancy tree too and found it pretty fun. An extra summon that is pretty good, plus the utility of the last skill is great. It could do with some kind of interaction with the active in unity, but it still benefits from the summon speed from the last skill.


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 Post subject: Re: Astromancer Class
PostPosted: Wed Sep 23, 2020 8:09 pm 
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Halfling

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 103
v1.5.2
  • Planetary Charge gives the correct amount of healing factor
  • Teluvortas now benefit from Planetary Convergence
  • Meteoric Crash comes with a bonus Void Summon

I think basically the class has enough generic trees, on the low-medium end of classes.
  • Your racial category
  • Chants
  • Paeans
  • Light (unlockable)
Plus your sandworm heart / escort categories.


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 Post subject: Re: Astromancer Class
PostPosted: Thu Sep 24, 2020 4:19 am 
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Wayist

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 25
I have 44MAG, and summoms teluvorata's bonus stats(LV1) are -1CON 0MAG +9WIL,is that right?


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 Post subject: Re: Astromancer Class
PostPosted: Sun Sep 27, 2020 3:17 pm 
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Joined: Sun Sep 06, 2020 2:30 am
Posts: 3
[LOG] #ORCHID##{bold}#Delney conjures a Gwelgoroth!#{normal}##LAST#
FROM /mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua loading previous!


ERROR:
Game version: tome-1.6.7
Addons: ashes-urhrok-1.6.7[O], items-vault-1.6.0[O], classastromancer-1.6.7[X], possessors-1.6.6[O], orcs-1.6.7[O], cults-1.6.7[O]

Game version (character creation): tome-1.6.7
Lua Error: /engine/Target.lua:713: attempt to perform arithmetic on field 'x' (a nil value)
At [C]:-1 __add
At /engine/Target.lua:713 freemove
At /engine/interface/GameTargeting.lua:245
At /engine/KeyBind.lua:231


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 Post subject: Re: Astromancer Class
PostPosted: Thu Oct 01, 2020 3:11 pm 
Offline
Halfling

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 103
v1.5.3
  • Fixed a display bug where Teluvorata's stats appeared lower than they were.
  • Possible fix for a targeting problem with Gwelgoroths' Bright Lightning.

I'm not entirely sure I was able to find your problem, Everfox.


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 Post subject: Re: Astromancer Class
PostPosted: Sat Oct 17, 2020 8:50 pm 
Offline
Halfling

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 103
v1.6.0
  • Greater elementals now get blighted summoning bonus
  • Paean of Fire save bonus more than doubled.
  • Paean of Ice shield reinforcement increased.
  • All Fire/physical split abilities now deal pure fire damage
  • Spell cooldowns lowered
  • Negative energy generation reduced
  • Fiery Purge costs a little more life.
  • Removed friendlyfire from manaworms
  • Can’t weirdly end up at nature summon cap
  • Have an elemental summon cap
  • Fire-shield effect now includes status effects.
  • Paean spellpower bonus increased and smoothed out.
  • Class description typo fixed
  • Time Flood typo fixed
  • Blighted Summoning typo fixed
  • Braided Threads description clarified


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