martinuzz wrote:So.. The Chronomacy class has a mage, a warrior/archer..
How about.. a summoner/slinger?
Fired up some characters in arena mode to read up on the new sling/temporal skills for inspiration, and here's what I've come up with:
The Riftrunner would be, as mentioned above, a hybrid summoner/slinger.
It's rescources would be paradox and stamina
It's main stats would be willpower, dexterity and cunning.
Cunning would determine the maximum amount of summons, as it does for a summoner (up to a max of 5 summons, right?).
It would start with the following existing trees:
Technique/Combat Training (open)
Technique/Field Control (closed)
Technique/Archery-Slings (open)
Technique/Archery Training (closed) <<< not sure about this one, perhaps the class can do without
Chronomancy/Chronomancy (open)
Chronomancy/Space-Time Folding (closed)
The following 3 new trees would make the class unique:
I left out the Paradox costs, as I don't have a good feel for it yet. Suggestions are welcome.
Chronomancy/Rift (open)
1) Open the Rift
type: activation
usage: instant
travel speed: instant
rift duration: 6/7/8/9/10 turns
summon duration: 2/4/6/8/10 turns
cooldown: 20 turns
- creates a rift on passable terrain (range 1/2/3/4/5). The Rift itself is passable as well
- every turn, as long as the Rift exists, a friendly time elemental (Telvuroths if I got the name right) will spawn from it, at the nearest available spot in it's spawn area (radius 2), and start to attack your enemies. No elementals will spawn if you have reached your summon limit, and no elementals will spawn if there is no room in it's spawn area. There is a chance a greater T will spawn, and a small chance an ultimate T will spawn instead. These chances scale with skill level and Paradox
-
beware: with each spawn from the portal, a paradox check is made and an anomaly might occur. Handle carefully with high paradox (not sure if this is a good idea, but I want this class to have to really care about paradox management)
2) Vortex
type: activation
usage: 1 turn
duration: 3/3/4/4/5 turns
cooldown: 20 turns
- the Rift's spawn area increases to 3/4/5/6/7
- your rift will pull enemies in it's spawn area towards it
3) Temporal Synergy (Gift of the Rift sounded too cheesy

)
type: activation
usage: instant
duration: 5 turns
cooldown: 20 turns
- 10/20/30/40/50% of damage done to you is diverted, then doubled, and equally distributed amongst your summons
- damage diverted this way will increase your Paradox
- paradox increase - damage diverted ratio will be less severe with high willpower
4) Close the Rift
type: activation
usage: 1 turn
- the portal, and your summons explode in a radius 1 ball doing temporal damage
- for every creature damaged by these balls, your Paradox decreases
- damage increases with Paradox
- paradox decrease per creature damaged increases with Willpower stat
Chronomancy/Anchor of Space-Time (open)
1) Drop Anchor
type: sustain
usage: 1 turn
travel speed: instant
cooldown: 20 turns
range: 3/4/5/6/7
- drops the Anchor of Space-Time in a desired location. The anchor is passable
- once the anchor is dropped, you can move out of it's casting range if you please without it disappearing
- the sustain de-activates automatically when the anchor is not in your line of sight
- the anchor projects a field around it of radius 1/2/3/4/5 that prohibits teleport to and from it. Tired of your summons playing Pong with your enemies? This will help discipline them.
- the Anchor slowly increases your Paradox while active
2) Distortion Field
type: activation
usage: instant
duration: 1/2/3/4/5 turns
cooldown: 20 turns
- allows your projectiles to pass through your summons in the Anchor field's radius, without harming them
- increases projectile speed within the field's radius
- projectile speed boost increases with Paradox
3) Stasis Field
type: activation
usage: 1 turn
cooldown: 20 turns
duration (field buff): 3/3/4/4/5 turns
- enemies inside the Anchor's field that are hit for 60/50/40/30/20% of their max life will be pinned
- pin duration increases with Paradox
4) Containment Field
type: activation
usage: 1 turn
duration: 5 turns
cooldown: 100 turns
- up to a maximum of 1/2/3/4/5 summons within the Anchor's field are not counted towards your summon max
- summons exceeding your summon max after the spell runs out will not disappear until their summon timer runs out
Chronomancy/Riftrunning (closed)
1) Faster than Light
type: sustain
usage: instant
cooldown: 45/40/35/20/25 turns
- increases your Dexterity, based on Paradox and Willpower
- when you de-activate this sustain, your movement speed is increased by 600/700/800/900/1000% for 1 turn
2) Rift Control
type: sustain
usage: instant
cooldown: 45/40/35/30/25 turns
- as long as you are standing inside the Rift's spawn radius, every kill made by you or your summons reduces Paradox somewhat
- when you de-activate this sustain, you may swap positions with any creature inside the Rift's spawn radius
- Paradox reduction scales with Willpower and skill level
3) Anchor Control
type: sustain
usage: 1 turn
cooldown: 45/40/35/30/25 turns
- as long as you stand within the Anchor's radius, you gain Free Action, and you are immune to the Anchor's teleport interdiction
- as long as you stand within the Anchor's radius, stamina costs for using talents are reduced
- when you de-activate this sustain, you may swap positions with any creature inside the Anchor's field radius
- Stamina cost reduction scales with Willpower and Paradox
4) Riftrunner
type: sustain
usage: instant
- both the Anchor and the Rift need to be active to cast this spell
- deactivates the Anchor and the Rift, and immediatly puts them off cooldown, ready to be re-cast
- the player, and all creatures in the Anchor's, and the Rift's Radius are transported into a Rift level (a cross between the temporal Rift and the Fearscape)
- your maximum number of summons is doubled in the Rift
- summons have no timer in the Rift. They just stay until they are killed
- enemies killed in the Rift decrease Paradox substantially
- you gain Free Action and immunity to the Anchor while in the Rift
- whenever you are damaged for more than 45/40/35/30/25% of your maximum life, your movement speed increases by 300% for 1 turn
- this sustain steadily increases your Paradox while active. Watch out for anomalies
- the sustain automatically de-activates when all enemies are dead
- upon de-activation, all summons are dispelled, as the player and survivors, if there are any, are returned to reality.