Fateful Aura - Body Armour

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Fateful Aura - Body Armour

#1 Post by lukep »

Now that Grim Craft (fourth Fateful Aura talent) only affects main body armour, it is extremely weak when compared to the weapon curses, or even the generic ones. Replacing the bonuses with ones more in line with the weapon bonuses would help this. My suggestions for added possibilities:

+ 0.2 mastery to Cursed Form
+ 0.2 Mastery to Dark Figure
+ healing mod
+ 0.01 Hate per turn (not enough to counteract drain)
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Dervis
Wyrmic
Posts: 263
Joined: Thu Oct 14, 2010 9:58 am

Re: Fateful Aura - Body Armour

#2 Post by Dervis »

+ 0.2 mastery Gloom
+10% move speed

benli
Thalore
Posts: 125
Joined: Tue Aug 17, 2010 5:02 am

Re: Fateful Aura - Body Armour

#3 Post by benli »

I was taking another look at the Fateful Aura talents based on some other posts. Someone correctly pointed out that 4 passives is probably too much, especially with Cursed having so many passives. I was looking into changing Grim Craft into an activated talent. Its a hard tree to add an activated talent to but I came up with Cursed Sentry: Infuse power into a cursed weapon and toss it nearby. It comes alive and fights from where you toss it for a number of turns and then crumbles into dust. It has no hate cost but is limited by the number of cursed weapons you have on hand.

There are a bunch of other balance fixes and such I'm looking at and new curses. Dark Gifts should give some hate and generic talent tree boosts like you mention. Vengeful Blessings are more designed for class talent tree boosts.

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