Rather than having their talents scattered across different elements, they'll rank up melee attacks, mental attacks, and elements separately.
I started by reorganizing existing Wyrmic talents that I actually liked using and am making it more different from there.
I want to end up with a class that's
- More fun to me (and hopefully others) than vanilla Wyrmics
- A little more powerful than vanilla Wyrmics
- Still uses breath weapons and regeneration
- Keeps some of wyrmics's distinctive abilities
- Scaled Skin makes you take less damage.
- Lashing Tail should reliably make enemies Off-Balance, making them do less damage.
- Fungus doubles the uptime of regen infusions and provides extra healing and regen.
- Lots of access to negative status effects.
- Still bad at dealing with burst damage
0.8.0
- Elemental Spray CD increased to 4
- Reduced Freeze duration
- Increased resistance penetration for Chromatic Fury
- Acid drain increased drastically.
- Rename dragon’s scorn to Drakeheart
- Fix description of Overwhelm
- Fix description of Tornado
- Abilities all default to Fire if you have no aspect.
- Particle for Claw Sweep
- Particle for Overwhelm
- Particle for Wing Buffet
- Particle for Elemental Exploits
- Particle for Scorched speed when it triggers
- The 1st Prismatic skill no longer unlocks additional aspects. Instead it gives bonus speed upon changing aspects.
- You can unlock a new element every 6 levels
- Buffed Frozen Heart and fixed description
- Phrasing of Ice Damage improved
- Ice wall phrasing
- Ice wall cooldown
- Don’t autocast Ice Wall
- Avalanche icon displays stored damage stacks
- Scorched Speed description works correctly.
- Scaled Skin is automatic and doesn't have strange scaling while in light armor
- Corrosive sprays is a little stronger
- Each set of 3 Higher elemental abilities requires a category point
- Storm Surge Decay is less severe on subsequent jumps
- Drakeheart is replaced with the Wing Buffet talent, a weapon cone that knocks enemies back.
- Ice block penetration scales in a better way and is displayed correctly.
- Remove phrase ‘using prismatic blood’
- Weapon attacks used Combat Speed instead of Mind Speed
- Sand attacks can apply the Sand armor-shred effect.
- You only get 1 gem slot: excess talent levels instead boost most stats on your gem by a small amount.
- Prismatic burst works as an effect rather than a sustain and will never give you hundreds of equilibrium
- Energy Crash is replaced with an ability that makes your attacks do more damage after using a direct energy talent.
- Devouring Flame heals less and has a per-turn cap.
Update to incorporate some of 1.6's changes to Wyrmcis
- Claw Sweep has a fixed range of 3
- Shields now get an attack when using Devour, Claw Sweep, Overwhelm, Flickering Embers, and Burrowing Charge.
- Fixed missing description in Racing Wings.
- Tornado is slower and knockbackier.
- Better integration of Scourge Drake and Undead Drake; they give resistances, have proper statuses associated with the damage, and have a few light changes.
- Dragon's Scorn no longer has fractional cooldown issues.
- Prismatic Burst's cost drops as its cooldown drops.
- Racing Wings gives you resistance to all damage, not physical.
- Wyrmic Guile no longer gives you secret infravision.
- Wyrmic Guile no longer gives you cunning, gives STR and Will to match 1.6
- Cooldown reset on changing element swapped to Prismatic Fury
- Poison no longer loses its crippling when you add on-hit poisons.
- Fixed Chromatic Fury not working when you change aspects.
- Fixed Prismatic burst dealing static damage twice.
- Fixed prismatic burst hitting allies
- Avalanche mentions the damage it absorbs
- Dissolution calculates damage correctly (but it's still low)
- Storm Surge does less damage
- Renamed the initial Sand / Lightning talents
- Venom's description matches the other elements
- Reduced the maximum variation of electric damage. Random good luck is its own reward.
- Start with mindstars in your off set
- Combat Veteran is no longer part of the class. You're welcome.
- Elements get their own Advanced Trees (basically. You can learn the Tier 1 talent at level 1, but the Tier 2 talent takes level 10 and a cat point)
- Fire - Extra Attacks, Extra turns, Knockback, Lifesteal, EQ management
- Ice - Defense, Defense, and Ice Walls
- Lightning - Big random damage, Shock, and AoE
- Sand - Big Weapon Attacks, Mobility, create and destroy terrain
- Acid - Removes sustains, clear debuffs.
- Venom - Stack debuffs: poisoned, pinned, stunned, vulnerable, without resistance, and just plain dead.
- Many cooldowns adjusted - use Elemental Crash and Dragon's Scorn more often in particular.
- Devour costs no EQ, gives a flat amount of EQ back on-hit. Still gives scaling Health on-kill
- Jeweled Hide now scales correctly with talent level.
- Imposing Presence now weaker, checks the correct save.
- Utilities unlocked at level 1, but only contains 4 abilities
- Lightning does more damage
- Lightning re-daze chance reduced to be (on-average) as long-lasting as other elements.
- Lightning Aspect Static applies to all your Element damage, with a per-target cooldown.
- Cold aspect is a sustain of its own, separate from the scales.
- Sand aspect applies to all Draconic Combat abilities.
- Acid Aspect unchanged
- Fire Aspect gives you more action energy the lower your health is.
- Poison does more damage, is slightly less reliable, is its own sustain rather than part of lashing tail.
- Confounding Roar does no damage but lasts longer and scales faster
- Poison stacks
- Fire stacks, and just plain stuns.
- Racing wings should change color based on aspect.
- Dragon's Breath can no longer double-crit.
- Dragon's Breath has working CDR again.
- Hoarding Tree replaced almost entirely. Now has: Trapfinding and anti-stealth, Wear Gems, Confusion-inflicting Roar, Passive fear on large hits.
- Active Aspects moved to new unlockable@0 Skills Tree and not all available at level 1
- Aspects no longer change your Primary Aspect as they are passive, Prismatic Blood now lets you pick 1 aspect from all learnt aspects to provide your damage type (instant, long cooldown)
- Fire Aspect Passive Mk 3: Elemental Vortex drains life from enemies, like the old Devouring Flame
- Fixed Scaled Skin not actually granting Hardiness.
- Fixed description of static damage to specify current life.
- Sound for Elemental Crash
- Elemental Crash reports Damage correctly.
- Fixed bug that was slgihtly lowering Claw Sweep saves.
- New visual for Racing Wings
- Pristmatic Blood lua error should be fixed
- DoT damage types updated
- Breaths condensed into 1 talent.
- Breaths use the correct damage types
- Ranking up the Gem talent no longer deletes worn gems.
- Gem skill no longer thinks there is a tier 6
- You don't get random extra physical resistance.
- Improved descriptions on how aspects and resistances work.
- Prismatic Burst works with ranged damage as intended.
- Elemental resistances are now part of the passive aspect skill
- You change Primary Aspect only upon activating the appropriate Aspect Talent (all of which reduce cooldown with level), there's no selection talent.
- Combat Techniques is available by default, while weapon techniques become locked.
- Draconic Body/1 has the movement speed effect, which is core to the class, allowing more changes to be made to Aspects.
- Prismatic Burst unlocks at level 14 as intended and has a real equilibrium cost.
- Fire Aspect no longer thinks its a movement ability, instead it's a status cleanse and its passive has become Stamina recovery.
- Storm aspect now shocks people in a small cone.
- Breaths scale with STR or WIL
- Worn gems are visible and will not make you do Gem damage like a golem.
- Many descriptions improved.
- Hoarding 1 now cares about Artifacts rather than Masterpieces for less tedium, and scales better.
- Hoarding 3 uses proper scaling.
- Overwhelm now uses your primary damage type and attempts status with each hit - this does make it better for some Aspects than others.
- New visual for static.
-- Splendour is Strength now lets you equip gems
-- Lightning Speed effect moved to 1st talent in Draconic Body, replaced by knock-back w/o damage
-- Fire Aspect active is now status cleanse, passive is Stamina Gain on Roar
-- Combat techniques unlocked, Weapon trees locked.
-- Overwhelm works
-- Devour now does normal weapon damage, not nature
-- Claw Sweep description fixed
-- Normal scaling on Greed is Good
0.1.1
-- Actually can switch elements