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 Post subject: [Idea] Battlemage
PostPosted: Tue Apr 24, 2018 2:23 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
This is a class idea I came up with recently and when I got around to writing up talent trees it came out pretty simple. Only four new trees, and none of it is overly complicated. That bumps it up quite a few notches up on my list of classes I'd like to work on. Anyway, I figured I'd put the idea out and see what kind of feedback it gets, if any, and then maybe I'll go from there.

Code:
Mage Subclass, The Battlemage (Magewarrior for the irony of short-staves being junk for them?)
Magic/Strength, but also benefits from basically every other stat, notably willpower and dexterity.
Uses Mana only (no Stamina).
Should be fairly tanky with good damage and decent mobility. Good one on one, but weak to status effects against multiple enemies.

new class categories:

--spell/battlemage
1)Wield any staff in one hand. shield mastery. attacks from your staff will trigger a sheild attack for x% damage as the damage type of your staff once per target per turn. blunt thrust will trigger a second shield strike.

2)passive. When you cast a non-instant spell you will trigger Block if it is not on cooldown. Additionaly, you have a X% chance to reduce damage of any blockable damage type by Y% of your block value based on spellpower.
either type of damage reduction will restore mana.

3)passive. while defensive posture is active you will gain x block value based on spellpower and when you take non-physical damage greater than 5% of your maximum life you will gain the ability to Block that damage type with your shield for 5 turns. This can only apply to one damage type at a time, but does not have a cooldown and may be canceled early.

4)passive. when  you use channel staff you also project a melee staff attack at the target as the damage type of your staff for x% damage if the target is within 4 tiles.

--spell/battle channeling
long cooldowns, but probably not fixed. somewhere in the 30-40 turn range, probably. 42 is always a good number.
1) channel mana to assault neraby enemies. moving will cause the effect to end. each turn you maintain the spell you will cast channel staff at each target within 4 tiles, consuming mana as usual. if you have less mana than the cost of channel staff at any point, the sustain will deactivate.

2) channel mana to enchance your senses. drains X mana each turn. moving will end the effect. increases APR and accuracy, gain telepaty for all enemies within  [8-16] tiles.

3) channel mana to enchance your movements. each time you attempt to move you will instead teleport to the targeted tile. this teleport is very fast, consuming only [33 -> 20]% of a turn. each teleport will drain X mana. any other action will end the effect. if your mana is too low to travel further , the sustain will deactivate.

4) draw deep on the aether to restore mana. regenerate x mana per turn. moving or acting in any way will end the effect. if your life drops below 25% or you mana exceeds 75% at any point, the sustain will deactivate.


--spell/magical assault (tri-cone)
statuses are strong, but the durations are short which makes them more likely to be have the duration completely reduced by saves, in theory
1)attack all foes in a radius three cone with your shield for x% damage as your staff's damage type. any foe struck will be stunned for 3 turns. 6 turn cooldown.

2)blast all foes in a radius three cone with pure magical power for x damage as your staff's damage type. enemies hit will suffer reduced saves and defense for 3 turns. 6 turn cooldown.

3)attack all foes in a radius three cone with your staff for x% damage as your staff's damage type. foes struck will be disarmed and silenced for 3 turns. 6 turn cooldown.

4)adds on-hit damage and on-crit burst of your staff's damage type to all melee attacks. magic cone deals additional damage over time that reduces the target's resistance to that damage type.


--spell/phasing
1)phase strike -- teleport to and attack a target within range [2-5] for x% damage as your staff's damage type. 8 cooldown, must target an enemy with at least one empty adjacent tile.

2)for [1-5] turns after hitting a target with phase strike you gain [5-20]% spell and physical crit chance.

3)for [1-5] turns after hitting a target with phase strike all damage from all other sources, aside from self-inflicted damage, is reduced by [5-15]%.

4)for [1-5] turns after hitting a target with phase strike any new detrimental effects the target applies to you will have the duration reduced by [10-20]%.


--
class

spell/temporal unlocked

spell/meta locked

--
generic

technique/combat training unlocked

spell/staff combat unlocked

spell/aegis unlocked

spell/conveyance unlocked

technique/conditioning locked




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 Post subject: Re: [Idea] Battlemage
PostPosted: Tue Apr 24, 2018 6:04 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
You'll have a name collision with an existing addon: https://te4.org/games/addons/tome/battlemage

Channel Staff is already basically a projected melee attack - it won't trigger any procs obviously but it does more damage and ignores armor to make up for that.
nsrr wrote:
the durations are short which makes them more likely to be have the duration completely reduced by saves, in theory
That's not how duration reduction works. Durations are reduced by 5% for each point that your save beats the apply power. So if you beat the power by 10, an effect with a duration of 10 will get its duration reduced to 5, and an effect with a duration of 100 will get its duration reduced to 50.

I would also not give it Aegis, as this has a fair amount of overlap with Arcane Blade and Dark Priest already, and the shield stuff would be a much cooler defense. Note that shields will probably block all damage types in 1.6.

Other than that, looks cool.


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 Post subject: Re: [Idea] Battlemage
PostPosted: Tue Apr 24, 2018 10:34 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
...give it Fire and Wildfire and this is the PERFECT class for one of the main characters of my old story.


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 Post subject: Re: [Idea] Battlemage
PostPosted: Tue Apr 24, 2018 2:21 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
minmay wrote:
You'll have a name collision with an existing addon: https://te4.org/games/addons/tome/battlemage

Channel Staff is already basically a projected melee attack - it won't trigger any procs obviously but it does more damage and ignores armor to make up for that.
nsrr wrote:
the durations are short which makes them more likely to be have the duration completely reduced by saves, in theory
That's not how duration reduction works. Durations are reduced by 5% for each point that your save beats the apply power. So if you beat the power by 10, an effect with a duration of 10 will get its duration reduced to 5, and an effect with a duration of 100 will get its duration reduced to 50.

I would also not give it Aegis, as this has a fair amount of overlap with Arcane Blade and Dark Priest already, and the shield stuff would be a much cooler defense. Note that shields will probably block all damage types in 1.6.

Other than that, looks cool.


I hadn't checked the name yet, but that's okay. I'm not surprised it was taken already; I'll think of something else. It was late and I was tired and just wanted to put this up and get to bed.

The point of the projected staff attack is indeed to trigger procs, including the shield attack. The range limitation should prevent you from using it to kite with on-hit slow or the like, and the damage of the attack itself will likely be very low. Procs is kind of the whole point, though, what with the shield and staff combo. Also, the range is less than the range of your gap-closer, so your incentive would be to phase strike the enemy and blast it with tri-cone attacks. In theory, anyway.

Yeah, the duration thing was one of the things I wanted to look into because I was really unsure how it worked. Thanks for the explanation. I think that will work out alright, anyway. I may go with somewhat weaker statuses, but I will try first to just keep things in check with resource costs. You have to keep using the talent to keep up the status, if it even sticks in the first place. You have to hit, so it's inherently weak against high defense enemies already. We'll see how it goes, anyway.

Fair enough on the overlap. I do want to emphasize the shield as the defensive mechanic. I'll test it out with and without Aegis and see how it goes. If it feels too weak without Aegis, I may try to come up with a shield-oriented tree as a replacement. Maybe something with storing up blocked damage to use for healing and/or mana restoration. Value cleared out of combat. Then again, there are already a fair number of generics to invest in, so just reducing the number of categories may be better anyway. Plus, less work for me :P

Shields blocking all damage types would be a good change. That would only affect a couple of talents, and I think a have a decent idea for replacements already. DarkGod only know how far off 1.6 is, though, so I'll worry about that when it drops.

@astralInferno ...you could fork it and give them arcane combat to boot and make them stupid strong :D

Thanks for the feedback, appreciated as always.


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 Post subject: Re: [Idea] Battlemage
PostPosted: Sat Apr 28, 2018 10:57 am 
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Wayist

Joined: Sat Feb 24, 2018 8:24 am
Posts: 19
nsrr wrote:
Shields blocking all damage types would be a good change. That would only affect a couple of talents, and I think a have a decent idea for replacements already. DarkGod only know how far off 1.6 is, though, so I'll worry about that when it drops.


This is actually how the Archer Agility tree (slings) already works with the Agile Defense ability, a passive that provides a ~50% chance to block 50% of the shield block value, for absolutely any incoming damage of any type (not just attacks, not just spells, even things like the damage over time from bleeds and poisons - it's possibly OP).


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