Wyrmic Improvements

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Laerte
Halfling
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Joined: Sat Sep 11, 2010 12:23 pm

Wyrmic Improvements

#1 Post by Laerte »

I would like to propose this simple improvements to the class:

a) Have the weapon an shield tree unlocked from the start, so the pseudo fighter builds are put in equal foot with the pseudo berserker ones. Or, alternatively, remove both and lets develop a new specific wyrmic combat tree, like the other classes :) ;

b) Have the Heart of SWQ unlock the harmony tree for wyrmics and summoners;

c) have each skill of the drake aspects trees, also increase the respective elemental resistance by a small percentage (1% ~ 2%) (dragons have high elemental resistances);

d) Make the wyrmic optionally equip two weapons, in my vision this fits well the class.

darkgod
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Re: Wyrmic Improvements

#2 Post by darkgod »

A specific melee tree for them perhaps, got any ideas ? :)

You're right about the heart, but then people can feel cheated if they already learnt it no ?

The passive resist for the points invested sounds fitting, if 1% it means a maxed tree provides 20% resist, doesnt sound that unbalancing .. humm
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edge2054
Retired Ninja
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Re: Wyrmic Improvements

#3 Post by edge2054 »

I've suggested stun resist in the past because it's very wyrmish (aside from Rantha of course who must have a weak skull or something).

As to a tree maybe Drake Fury? I'm thinking a stamina or equilibrium based tree that mimics drake movements. Something almost kung-fuish but using weapons. The exact weapon choice could be left open to the player (two-handed, sword and shield, or dual wield).

Things like Drake Tail (a sweep or death dance style aoe attack), Drake Claw (a weapon attack that sunders armor and inflicts bleed damage), Drake Crush (a daze attack that gives a bonus shield attack if using a shield).

Another idea is to incorporate the drake aspects into elemental effects. For instance using the example above the wyrmic could change his damage type based on the last breath weapon used using a short duration timed effect (so when you use frost breath you gain Essence of Cold as a timed effect that changes the damage type on your Drake Fury talents to cold). Would help to differentiate the fighting style and give the player some different tactical choices to make.

Or just use the drake aspects as possible moves.

Sand Claw
Fire Bite
Cold something
Lightning something

edge2054
Retired Ninja
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Re: Wyrmic Improvements

#4 Post by edge2054 »

Here's some more refined ideas.

Draconic Fury Requires melee weapon.

Razor Claw - Hits your opponent for %d%% weapon damage and an additional %d weapon damage as bleed damage over 6 turns. Bleeding targets will have their healing reduced by %d%% (basically a bleeding edge style attack since the class won't have a stun to deal with healing).

Drake Fury - Lashes out with three quick attacks inflicting %d%% weapon damage. If more then one enemy is adjacent to you the second and third attack may hit those enemies instead of your primary target. (Like the Cursed talent.)

Elemental Cleave - Hits all enemies in a frontal arc (like sweep) for %d%% weapon damage. If you have Draconic Essence active the additional elemental weapon damage will be empowered. Cold damage will become Ice damage, Fire damage will be doubled and converted into burn damage (over time), Physical damage will blind, and Lightning damage will daze.

Draconic Avatar (sustain) - Your breath weapons now give you a Draconic Essence buff for %d turns. While the Draconic Essence buff is active your Draconic Fury talents will inflict an additional %d%% elemental weapon damage (fire, cold, lightning, or physical). Additionally increases your stun resist by %d%%.

Laerte
Halfling
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Re: Wyrmic Improvements

#5 Post by Laerte »

darkgod wrote: A specific melee tree for them perhaps, got any ideas ? :)
Edge's ideas are a good start, I think. Just make sure they hit hard and have some stun move :lol:
darkgod wrote: You're right about the heart, but then people can feel cheated if they already learnt it no ?
No, if they know from start that is possible to unlock it (at basic mastery) that way :). If the player already have the tree unlocked then just give the mastery bonus, as usual, and you get the current effect.

edge2054
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Re: Wyrmic Improvements

#6 Post by edge2054 »

I suggested Razor Claw reduce healing specifically because the tree doesn't have a stun component (aside from Ice or Lightning Daze attacks with Elemental Cleave + Cold or Lightning Essence).

Otherwise I'd just replace Razor Claw with a stunning blow knock off and call it good ;)

shwqa
Halfling
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Re: Wyrmic Improvements

#7 Post by shwqa »

Wyrmic are my favorite class but they are a little on the weak side. I have never gotten past the orc prides. They need more passives and offensive attacks.

hamrkveldulfr
Halfling
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Re: Wyrmic Improvements

#8 Post by hamrkveldulfr »

I was actually thinking of an unlockable tree for wyrmics.
defeat the master with a wyrmic and you unlock the poison drake tree,

Poison Drake Tree- Even the great wyrms can become tainted, use the corrupted wyrm's abilities to exact vengeance

venomous bite - you attempt to bite your foe, doing 54% Poison damage, if you hit you will follow up the bite with a regular strike, at level three you will follow up with another regular strike.

Bile slick - you retch up poisonous bile in a 3x3 grid in front of you, any creature in the slick takes poison damage and may become stunned or slowed, it lasts 4 turns before dissolving. damage, chance to stun or slow, and duration increase with points in this category

Diseased flesh - with this sustain activated there is a chance that any creature that hits you will be infected with a random disease, the chance and duration go up with more points put in

Poison breath - same as the others, but with poison damage

Laerte
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Re: Wyrmic Improvements

#9 Post by Laerte »

hamrkveldulfr wrote:I was actually thinking of an unlockable tree for wyrmics.
defeat the master with a wyrmic and you unlock the poison drake tree,

Poison Drake Tree- Even the great wyrms can become tainted, use the corrupted wyrm's abilities to exact vengeance

venomous bite - you attempt to bite your foe, doing 54% Poison damage, if you hit you will follow up the bite with a regular strike, at level three you will follow up with another regular strike.

Bile slick - you retch up poisonous bile in a 3x3 grid in front of you, any creature in the slick takes poison damage and may become stunned or slowed, it lasts 4 turns before dissolving. damage, chance to stun or slow, and duration increase with points in this category

Diseased flesh - with this sustain activated there is a chance that any creature that hits you will be infected with a random disease, the chance and duration go up with more points put in

Poison breath - same as the others, but with poison damage
An unlockable tree would be nice. A wyrmic needs places to spend his/her class talent points, as almost everyone, me included, just go over the breaths - icy skin being a common exception.

I don't know if a disease inducing talent would fit the nature theme of dragons, as it's normally associated with death, necromancy, black arts etc.

Laerte
Halfling
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Re: Wyrmic Improvements

#10 Post by Laerte »

I was thinking that we, perhaps, should have total rework of the wyrmics talent trees.

Instead of give each tree the same talents of the named drake, that most people just skip over to get the breaths, why not put all breaths in a (locked and high level) drake tree? Then we could have something like this:

Wild-gift / Wyrmic combat 2hweapon, weapon&shield, dual wield - the new trees. We could have 3 combat trees: two-handed weapon, weapon and shield and dual weapon - the weapon requirement must be enforced. The default wyrmic would begun with two-handed tree unlocked and the others should be unlockeable after killing 50 wyrms or so.

Wild-gift / Drake defense
Icy skin
Lightning speed
Quake/Burrow??
??

Wild-gift / Drake breath
Cold breath
Lightning breath
Fire breath
Sand breath

Wild-gift / Drake mastery
Body of wyrms - passive - gives elemental, stun and knockback resistances. The resistances would be affected by STR.
Will of wyrms - passive - makes WIL counts 120% to 200% when calculating equilibrium failures. This way we can use more sustains.
Precise breaths - passive - Breaths have a chance to become critical.
Multi hued breath - sustain - each breath would also have a fraction (max of 15% or so for each) of the other breaths' damage (but not the effects), at their current levels. Increases breath costs by 50%. So, for example a cold breath would also give 15% of fire breath, 15% of lightning breath and 15% of sand breath.

So the wyrmic would have 3 drake trees unlocked from the beginning, I think no one would take more than one combat tree, but that would be theoretically possible, and one high level locked tree. Obviously we would need more trees, as most classes start with more trees unlocked.

hamrkveldulfr
Halfling
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Joined: Wed Apr 13, 2011 6:43 pm

Re: Wyrmic Improvements

#11 Post by hamrkveldulfr »

disease does feel a little out of place, but i was trying for a strong-ish sustain that is not just a poison version of icy skin.
maybe something like blindside could fit, or stalk. a teleport-like based on flying feels a little needed, since you can flap your 'wings' and blow everyone away but not use it to get yourself out of trouble. i would assume a poisonous dragon would be weaker and sneakier than the average scaly beasty.
i am stumped as to what could fit in there now though.
as for Edge's and Laerte's ideas for a new physical tree, i am all for it. i always found it a little odd that you can channel the power of dragons, but there is little in the way of gaining resistances or elemental damage beyond actually using the elemental attacks

Canderel
Sher'Tul
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Re: Wyrmic Improvements

#12 Post by Canderel »

Playing a wyrmic currently, and small changes can go a long way already (some already suggested):
  • Open up the shield tree from the start too
  • Make ice claw actually do ice damage (maybe only at lvl 3+?)
  • Add slight resistance bonusses for each skill point spent in the trees of fire, lightning, cold
But Laerte's suggestions are pretty cool.

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