Weird Wyrmics

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grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Weird Wyrmics

#1 Post by grayswandir »

http://te4.org/games/addons/tome/graysw ... ird-wyrmic
Not terribly well tested, this is my own take on wyrmics. Adds the "Weird Wyrmic" class to the game. Rips out the 5 basic wyrmic trees, and puts in 5 of my own.

Now on github: https://github.com/gwx/tome-grayswandir-weird-wyrmic

Edit: I'll be occasionally sticking some descriptions in here as I feel like it. Still incomplete, numbers may be out of date:

Wild Gift / Draconic Form
  1. Draconic Claws: Gives 2%-16% physcrit, and will teach you claw talents based on total points in the elemental trees, with a shared cooldown of 10-4.
  2. Draconic Scales: Gives 3-20 armour, 0%-12% hardiness, and 0.4%-1.6% elemental resist per point in the appropriate tree.
  3. Draconic Aura: Gives 10%-40% knockback resist, 10%-30% pin resist, 10%-20% fear resist, and will teach you aura (self-centered radial attacks) talents based on total points in the elemental trees, with a shared cooldown of 30-12.
  4. Draconic Breath: Gives 20-120 max life, 0.5-3.0 life regen, 5%-30% healing factor, and will teach you breath talents based on total points in the elemental trees, with a shared cooldown of 40-16.
Wild Gift / Fire Aspect
  1. Raging Rush: 3 range rush for 130%-200% weapon damage, gives the Burning Rage buff for 6 turns that adds 5-35 fire damage on hit, but reduces vision radius by 6-3.
  2. Focused Fury: Burning Rage now gives you 5-30 mental save, 2%-20% combat speed, and 2%-10% confusion immunity. While sustained (for 20 equilibrium), any turn on which you take a hit for 10%-5% of your life spend ~3 equilibrium to stop Burning Rage from ticking down on that turn.
  3. Fan the Flames: Hit for 120%-200% weapon damage. If the target is burning, consume the burn to deal 100%-125% of its remaining damage instantly, and leave flames on the ground in radius ~2 that deal that same amount of damage over a total of 5 turns.
  4. Fire Aspect: 5%-35% more fire damage, 3%-10% fire resistance piercing. Recover 0.2-2.0 equilibrium on any turn in which you deal fire damage. Counts double for Draconic Form talents. Reduces cooldown of Raging Rush by 1-6.
Fire Draconic Form Abilities:
  • Fire Claw: Hit for 150%-250% fire burn damage.
  • Fire Drake Aura: Set the ground alight in radius 2-4, dealing 10-60 fire damage for ~3 turns. Intimidates for 5-50 power loss, checking against (fire resist + fear immunity) immunity.
  • Fire Breath: Do 40-400 fire damage, leave flames on the ground for ~5 turns dealing 20-120 fire burn damage.
Last edited by grayswandir on Wed Jun 18, 2014 11:16 am, edited 4 times in total.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Weird Wyrmics

#2 Post by NemesisZeru »

Gonna give this a shot with the weapons addon once my Sun Paladin run is played through. Greathammers seem like they'd work quite well with them. :D

I'll post here once I've tested out the class a bit, but for now, looks good(From what I saw in the vault, at least). :3

Looking at this in the vault, though:

http://te4.org/characters/127596/tome/2 ... 149b7663a3

Do breaths really have a 136 turn cooldown, now? That seems a bit...much. D:

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weird Wyrmics

#3 Post by grayswandir »

That's .. yeah. They don't go that high. It actually scales with talent level, so I guess that's what it would be at talent level 0? Or something?

StarKeep helped me test a lot last night. Patched up a lot of bugs, and toned down the ice tree to be somewhat less overpowered.

I should probably snip a few synergies here and there, just to make mono-element builds not as attractive.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Weird Wyrmics

#4 Post by NemesisZeru »

grayswandir wrote:That's .. yeah. They don't go that high. It actually scales with talent level, so I guess that's what it would be at talent level 0? Or something?

StarKeep helped me test a lot last night. Patched up a lot of bugs, and toned down the ice tree to be somewhat less overpowered.

I should probably snip a few synergies here and there, just to make mono-element builds not as attractive.
Yeah, it was at t0(it was a blank lvl.1 sheet). Just figured I'd ask since the cooldowns(19/XX/79/136) seemed really high. x3

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Weird Wyrmics

#5 Post by pheonix89 »

So, why no Venom Drake tree?

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weird Wyrmics

#6 Post by grayswandir »

I haven't gotten to it yet.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Weird Wyrmics

#7 Post by pheonix89 »

grayswandir wrote:I haven't gotten to it yet.
Oh. Are you going to revamp higher drake as well? Or add anything like the sea and wind lines from the new version of HousePet's Verdant mod?

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weird Wyrmics

#8 Post by grayswandir »

I'd like to eventually. I'm thinking maybe a locked counterpart to draconic form (maybe with a cooldown reset talent so you can breath spam if you really want to). I also wanted a few off-stat trees, like maybe a wind tree that used dex, for people who wanted to use off weapon builds.

This was really an entirely spur of the moment kind of thing, and isn't really well planned out. Feel free to suggest/request ideas/trees/artifacts/whatever, as I really have no idea what I'm doing.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Kanos
Wayist
Posts: 20
Joined: Wed Jan 02, 2013 5:23 am

Re: Weird Wyrmics

#9 Post by Kanos »

Is it intended for Fire Drake's frenzy to not be able to target enemies in melee? Not being able to activate a 3 range talent once you're in melee basically means the fire tree's signature buff is unusable the lion's share of the time, especially since the length of the buff is so short at low levels.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Weird Wyrmics

#10 Post by Parcae2 »

If you're looking for suggestions, I suggested a half-dozen wyrmic talents here: http://forums.te4.org/viewtopic.php?f=3 ... 15#p181761.

Feel free to take whatever you like, obviously.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Weird Wyrmics

#11 Post by pheonix89 »

Kanos wrote:Is it intended for Fire Drake's frenzy to not be able to target enemies in melee? Not being able to activate a 3 range talent once you're in melee basically means the fire tree's signature buff is unusable the lion's share of the time, especially since the length of the buff is so short at low levels.
Seconding this. The ability doesn't have nearly the dynamic entry capability of rush.

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Weird Wyrmics

#12 Post by astreoth »

really like what your doing here gray I've managed to beat urkis without losing any lives so far with the addon do have a few suggestions/bugs from earlier though.

make swallow not trigger fungus. I know I can just manually cancel the regen but its still annoying I suggest swapping the heal for a gradual regen added to swallow, keep equilibrium recovery instant though.

I can't figure out if appetite is broken or not clarifying what it means by bite attack would help.

fix that bug in swallow that adds a decimal to capped swallow stacks that lets them decay into the negative for anyone with that bug disable appetite then cancel swallow to fix it.

16 points in sand aspect and two in scales gives me about 20% phys resistance I like it but there may be a balance issue there for phys alone of course that's fine for spell defense.

the .10 fungus mastery you get for killing urkis is disappointing we know theirs some kind of antimagic drake from the antimagic potions lore so that may be something to think about

I can understand wanting to make a tree for dex based wyrmics but with fire,ice,sand,lightning,venom,water,prismatic, and antimagic I really don't think we need more dragon types we don't even have trees for two of these. three depending on how you view higher draconic ability's.

we can be even more dragon but seriously with the way you've made this investing heavily in an aspect is a valid route a locked advanced version of Draconic Form that lets you get even more out of an aspect maybe a good idea for those who want to specialize in a single aspect.

it says flames instead of lightning in storm aspect.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weird Wyrmics

#13 Post by grayswandir »

Changes:
  • Raging Rush can hit adjacent enemies.
  • Burning Rage has a longer base duration, which is no longer affected by talent level.
  • Lightning Speed and Jitter have been decoupled and simplified.
  • Draconic Form talents now scale total points in elemental trees the same way normal talents would. So the gain from the first 5 points in an elemental tree will be more than the gain from the last 5 points.
  • Draconic Scales nerfed a bit to account for the above change.
(I haven't yet had a chance to look over/consider all your bugs/comments/suggestions, astreoth and Parcae2. :( Busy busy...)
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Weird Wyrmics

#14 Post by Doctornull »

Too many buttons! I do like trees which give buttons up front and then improve those buttons, but you've got a tree which gives ~9 buttons.

The T2 sustains are expensive when you get them. Having 20 Eq sustains as the capstone talents would make more sense to me.

The T1 actives seem to have long cooldowns. That's depressing when they're all you have besides a bump-attack.

More feedback if I get a Weird Wyrmic past the early game :)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Weird Wyrmics

#15 Post by astreoth »

okay more bugs/suggestions onto the pile.

swallow's strength buff only counts the first stack even at cap it won't give anymore than one stacks worth of strength.

now that jitter and lightning speed are decoupled their a bit weaker lightnings speeds still good but jitter could stand a buff.

may be a good idea to add a generic claw, aura, breath to drake aspect would be a place to put wing buffet and bellowing roar.

a brief description or hint for the claw, aura, breath may be helpful especially with the fire claw/fan the flames combo

thanks for the hard work grey.

and in critique of Doctornulls complaints.

the sustains only take 20 will that's not too bad early on and its so that you can sustain two aspects and fungus without trouble. its supposed to direct players toward heavily investing in one aspect at a time instead of just getting everything.
also the cooldowns get better I've got swallow down to seven turns.

still have the two weapon trees shield offense and two handed assault if you need more plus even at one point good aspect investment will give you a decent claw attack

edit:
I've beaten the master and reached level 25 with a form and sand spec-ed weird wyrmic

edit again:
survived ambush saved melinda

may want to give the ice aspect some resist all cause with thick skin, scales, and the thalore racial sand aspects possible 50% phys resistance(I've got 40ish last I checked) is way better melee resistance than Armour alone

okay miss said this sand only goes to thirty something total still adds up to a possible 50 with combined thick skin, thalore racial, and scales + sand aspect so sand is a much better aspect for melee defense and a spell defense component could give ice an edge.
Last edited by astreoth on Thu Jun 19, 2014 10:57 pm, edited 2 times in total.

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