After I wandered into Zigur i started wondering why there is not an entire class built off of their clan. It would fit the world perfectly.
I have the idea that they would focus on small weapons, but wear heavy armor because of their fear of magic abilities. They will focus on Willpower, to have the mental strength to resist the foul mages, and Constitution, so they have the health to shrug off magic attacks till they close the distance.
The skills would be very defensive, i will throw out the trees i have in mind
Magic protection
Strong will-
Because of your training you can resist magic abilities. you gain 10% resistance to fire, ice,
lightning, arcane, light, and darkness.
level 2- 15%
level 3- 20%
level 4 -25%
level 5 - 30%
Temporal Stability
Chronomancers are fiendish, You Anchor yourself to defy their evil power.
chance to resist stun, pin, teleportation, and knockback doubled for five turns
level 2 - lasts seven turns
level 3 - lasts ten turns
level 4 - lasts ten turns, reduces stun to maximum of two turns, 75% chance to cause phase door/teleport casts by enemies to fail
level 5 - lasts ten turns, immune to stun while active, 75%chance to cause phase door/teleport casts by enemies to fail
Draining
Your staunch denile of magic causes it's users faith to waver. Drains Mana from all magic users in a 3x3 grid around caster for seven turns. mana drained is equal to 20% of users willpower per turn.
level 2 - grid rises to a 4x4 size, any creature attempting to cast a spell in this grid has a 5% chance to fail.
level 3 - mana drain equals 25% of users will
level 4 - grid becomes 5x5
level 5 - Chance for magic to fail rises to 10%
Reflect
Your will is almost palpable, magic effects can be redirected. with this sustainable mode activated whenever you are targeted by a magic ability, a portion of the damage is reflected back to it's caster.
level 1 -25%
level 2 - 30%
level 3 - 40%
Level 4 - 45%
level 5 - 50%
I have more on this class, but i would like to hear from you guys before i toss them out here. I hope you guys join in on this class
New class idea - Mage Hunter
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- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: New class idea - Mage Hunter
Tree Two, Equipment manipulation
Your training teaches you how to alter your equipment to aid your quest
Armor alterations
Use your Constitution instead of Strength for armor requirements
Level 2 -Reduces fatigue from wearing armor by 5%
level 3 - Adds one point of armor to your currently equipped armor
Level 4 - Reduce fatigue from wearing armor by 10%
level 5 - adds one point of defense to your currently equipped Armor
Charged armor
Magic powers only lead to destruction. teach mages this by using their own powers against them.
after being hit by an elemental power it courses through your armor, aiding your defense
with this sustained mode active after being hit with fire, lightning, ice, darkness, light, or arcane damage any creature to hit you will receive 11 damage of the element you were hit with. this effect lasts five turns
level 2 - damage goes up to 13
level 3 - damage becomes 17
level 4 - damage becomes 20
level 5 - damage becomes 25
elemental Shielding
With charged armor active, you will receive bonus defenses against the same element that your armor is charged with.
level 1 - extra 5%
level 2 - extra 10%
level 3- extra 15%
Level 4 - extra 20%
Level 5 - Extra 25%
Element Redirect.
With Charged armor active your weapons now course with your elemental powers.
add 5 damage of the same element your armor is charged with
level 2 - add 10 damage
level 3 - add 15 damage
level 4 - add 20 damage
level 5 - add 25 damage
Your training teaches you how to alter your equipment to aid your quest
Armor alterations
Use your Constitution instead of Strength for armor requirements
Level 2 -Reduces fatigue from wearing armor by 5%
level 3 - Adds one point of armor to your currently equipped armor
Level 4 - Reduce fatigue from wearing armor by 10%
level 5 - adds one point of defense to your currently equipped Armor
Charged armor
Magic powers only lead to destruction. teach mages this by using their own powers against them.
after being hit by an elemental power it courses through your armor, aiding your defense
with this sustained mode active after being hit with fire, lightning, ice, darkness, light, or arcane damage any creature to hit you will receive 11 damage of the element you were hit with. this effect lasts five turns
level 2 - damage goes up to 13
level 3 - damage becomes 17
level 4 - damage becomes 20
level 5 - damage becomes 25
elemental Shielding
With charged armor active, you will receive bonus defenses against the same element that your armor is charged with.
level 1 - extra 5%
level 2 - extra 10%
level 3- extra 15%
Level 4 - extra 20%
Level 5 - Extra 25%
Element Redirect.
With Charged armor active your weapons now course with your elemental powers.
add 5 damage of the same element your armor is charged with
level 2 - add 10 damage
level 3 - add 15 damage
level 4 - add 20 damage
level 5 - add 25 damage
Re: New class idea - Mage Hunter
I have thought a little about it too, but it's hard to build an entire class around the idea of anti-magic. In particular I would like to give a form behind the "Death Wilders" mentioned in the Grand Corrupter's note. Overall I think they should be a nature-focussed class that concentrate on some of the darker elements of the wilds, with a strong anti-magic theme (they should probably start with the anti-magic tree and be automatic members of Zigur, maybe even starting in Zigur). Anti-undead abilities might be good.
I don't like the charged abilities - seems quite wrong for the Zigur extremists to touch this.
I don't like the charged abilities - seems quite wrong for the Zigur extremists to touch this.
Re: New class idea - Mage Hunter
A pure antimagic class could be interesting and I've given it a bit of thought myself.
First of all the class would certainly have access to the antimagic tree from the start which conflicts with at least one of your ideas.
As to your individual suggestions.
The first talent is to similar to resolve. I realize it's passive and resolve isn't but still.
The second talent is to general. Many of these effects can be physical or magical in nature (stun, pin, knockback) and teleport resistance isn't all that useful. That said a way to prevent enemies from teleporting would be nice (and would be easy to do).
The third talent is okay but not all the exciting really. It would need to effect more then one resource like mana clash and without a damage component it's kinda meh. Keep in mind most casters can be killed pretty quick. So while it would be good for caster bosses it wouldn't be all that useful otherwise. Aura of Silence plus a good weapon will shut down and kill casters more effectively.
The fourth talent could work but again isn't all that interesting as written. It could have potential though if it wasn't so much a reflection but a misfire. Say you had an aura that gave casters a percentage chance to target themselves with spell effects (similar to the backfire code for chronomancy). Then you have casters blowing themselves up with fireflashes, infernos, and what not. Could be fun. Another option would be to have any spell cast around you have a chance to misfire and not go off at all, maybe deal arcane damage as backlash from the unleashed magical energies.
Anyway, I'm not saying these are bad ideas. Just that they need work and should be considered along side what else the class can do and the existing antimagic tree.
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Here's a few other suggestions.
Spellhunt Tree
Spellhunter (passive) - Senses magically active creatures in a radius of %d and adds a (low damage) mana clash to your weapon swings. (Telepathy that only picks up creatures that have paradox, mana, vim, etc. etc.)
Baleful Casting (active) - Targeted AoE debuff. While active the targets spells have a %d chance of backfiring, inflicting %d arcane damage in a %d radius.
Conveyance Disruption (passive) - %d chance to prevent teleportation in a %d radius around you. At TL 4 you no longer prevent teleportation but instead become a vortex for teleportation effects, making yourself the target of all random or targeted teleports that happen nearby. (So when someone tries to teleport instead of it failing they teleport next to you).
Arcane Betrayal (active) - Removes %d magical effects from the target and places %d of the targets spells on cooldown. Inflicts %d arcane damage for each effect removed and spell affected.
First of all the class would certainly have access to the antimagic tree from the start which conflicts with at least one of your ideas.
As to your individual suggestions.
The first talent is to similar to resolve. I realize it's passive and resolve isn't but still.
The second talent is to general. Many of these effects can be physical or magical in nature (stun, pin, knockback) and teleport resistance isn't all that useful. That said a way to prevent enemies from teleporting would be nice (and would be easy to do).
The third talent is okay but not all the exciting really. It would need to effect more then one resource like mana clash and without a damage component it's kinda meh. Keep in mind most casters can be killed pretty quick. So while it would be good for caster bosses it wouldn't be all that useful otherwise. Aura of Silence plus a good weapon will shut down and kill casters more effectively.
The fourth talent could work but again isn't all that interesting as written. It could have potential though if it wasn't so much a reflection but a misfire. Say you had an aura that gave casters a percentage chance to target themselves with spell effects (similar to the backfire code for chronomancy). Then you have casters blowing themselves up with fireflashes, infernos, and what not. Could be fun. Another option would be to have any spell cast around you have a chance to misfire and not go off at all, maybe deal arcane damage as backlash from the unleashed magical energies.
Anyway, I'm not saying these are bad ideas. Just that they need work and should be considered along side what else the class can do and the existing antimagic tree.
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Here's a few other suggestions.
Spellhunt Tree
Spellhunter (passive) - Senses magically active creatures in a radius of %d and adds a (low damage) mana clash to your weapon swings. (Telepathy that only picks up creatures that have paradox, mana, vim, etc. etc.)
Baleful Casting (active) - Targeted AoE debuff. While active the targets spells have a %d chance of backfiring, inflicting %d arcane damage in a %d radius.
Conveyance Disruption (passive) - %d chance to prevent teleportation in a %d radius around you. At TL 4 you no longer prevent teleportation but instead become a vortex for teleportation effects, making yourself the target of all random or targeted teleports that happen nearby. (So when someone tries to teleport instead of it failing they teleport next to you).
Arcane Betrayal (active) - Removes %d magical effects from the target and places %d of the targets spells on cooldown. Inflicts %d arcane damage for each effect removed and spell affected.
Re: New class idea - Mage Hunter
Okay so mage hunters seem to me like natures warriors against magic and undead. So a tree that enhances infusions may be interesting (reduces saturation effects and such). In the zigur note of how to kill a spell caster they mention running forward and absorbing blow quickly. So having talents that take incoming magic and enhance speed/health or other attributes may be in theme
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
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- Higher
- Posts: 56
- Joined: Sat Oct 30, 2010 5:19 am
Re: New class idea - Mage Hunter
How an ability that completely absorbs damage from a number of hits, like Bone Shield, but for non-physical damage only - perhaps paired with a movement ability or added as an enhancement to all Movement infusions? Adding it to movement infusions only when the Wild Speed part of the effect is active would make it less overpowering, while still helping to close with casters.Goblinz wrote:Okay so mage hunters seem to me like natures warriors against magic and undead. So a tree that enhances infusions may be interesting (reduces saturation effects and such). In the zigur note of how to kill a spell caster they mention running forward and absorbing blow quickly. So having talents that take incoming magic and enhance speed/health or other attributes may be in theme
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- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: New class idea - Mage Hunter
Thank you for the feed back!
i really like the idea of magical backfiring, and i should have put more thought into fighting the undead.
now that i look back it does seem out of place for the charged armor/weapons.
while i look over those other trees i will throw out two more
Hunter's charge
one of our most basic skills, but one of our most usefull. charge towards your opponent to overwhelm them!
Charge - you choose a target and move towards it automatically, attacking them for 120% weapon damage when you get within range. you gain an extra 10% damage for every tile moved. the damage you take from elements is lessened while you are charging
Frighten - your reckless charge puts fear into the hearts of your enemies, your target of charge has a chance to become stunned, afraid, weakened, or slowed
Shrug it off - for every point you put into this skill you gain a higher chance of resisting magic damage altogether while you charge
Wild Swings - While you are charging you automatically attack any one foe in range for 50% damage. this attack does not count as an action
Undead hunter tree
You train hard to fight the abominations that should have stayed in their graves.
Crush the bones - blades do little to those that cannot bleed, but broken bones cannot be ignored. any damage you do with a mace, maul, club, sling, or shield will do 50% more to the undead
undead hunting - you can sense the dark energies and maleolent intent that powers these corpses. with this active you can sense any undead in a 15x15 grid and have a higher chance to dodge their attacks
Life blood - you are so far removed from the undead your very body is a weapon. your life blood causes them pain. any undead that attack you with a melee weapon will take damage
Return to the grave - with this attack you have a chance to instantly kill an undead opponent
i really like the idea of magical backfiring, and i should have put more thought into fighting the undead.
now that i look back it does seem out of place for the charged armor/weapons.
while i look over those other trees i will throw out two more
Hunter's charge
one of our most basic skills, but one of our most usefull. charge towards your opponent to overwhelm them!
Charge - you choose a target and move towards it automatically, attacking them for 120% weapon damage when you get within range. you gain an extra 10% damage for every tile moved. the damage you take from elements is lessened while you are charging
Frighten - your reckless charge puts fear into the hearts of your enemies, your target of charge has a chance to become stunned, afraid, weakened, or slowed
Shrug it off - for every point you put into this skill you gain a higher chance of resisting magic damage altogether while you charge
Wild Swings - While you are charging you automatically attack any one foe in range for 50% damage. this attack does not count as an action
Undead hunter tree
You train hard to fight the abominations that should have stayed in their graves.
Crush the bones - blades do little to those that cannot bleed, but broken bones cannot be ignored. any damage you do with a mace, maul, club, sling, or shield will do 50% more to the undead
undead hunting - you can sense the dark energies and maleolent intent that powers these corpses. with this active you can sense any undead in a 15x15 grid and have a higher chance to dodge their attacks
Life blood - you are so far removed from the undead your very body is a weapon. your life blood causes them pain. any undead that attack you with a melee weapon will take damage
Return to the grave - with this attack you have a chance to instantly kill an undead opponent