New Class Idea: Time Bandit

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

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overgoat
Wyrmic
Posts: 288
Joined: Mon Sep 19, 2011 1:20 pm

New Class Idea: Time Bandit

#1 Post by overgoat »

This Time Bandit class is intended as a rogue/cunning variant in the Chronomancer tree. It still needs some fleshing out, but I think the new trees here give a good idea of what this class is about: Reckless use of time magic! Instead of stealth, Time Bandits phase themselves partially out of our timeline to close quickly and delivery deadly attacks. They will spend most of their time at very high paradox score and actually uses anomalies as their primary method of lowering their paradox.

Please tell me what you think!

Class Chronomancer/Time Bandit

Lore:
Most chronomancers believe that time should only be manipulated in the most careful manner in order to preserve the timeline. Time Bandits are not interested in careful. They recklessly alter the flow of time without concern for anyone but themselves and barely that. They learn to embrace the anomalies their actions are certain to create and use them to their advantage. Some believe that Time Bandits have seen their own deaths in the near future and are intent on living as fast as possible to make the most of the little time they have left. Or maybe they are trying to damage the timeline enough to change the inevitable.

Unlocked by: Cause 50 anomalies

State modifiers:
+4 Magic +3 Cunning +2 Dexterity

Life per level +0

Restrictions:
None

Known Class Talents:
Technique/Dual Weapons (x1.30)
Cunning/Lethality (x1.30)
Chronomancy/Phase Mastery (x1.30)
Phase Walk
Magic 12
Use mode: Sustain
Sustain: 100 Paradox
Usage speed: Instant
Cooldown: 20
Description:
You phase partially into another timeline that moves faster than our own. While phased you move much more quickly and are difficult to hit. Attacking while phased channels temporal energy violently into your target but ends your phase walk.
100/150/200/250/300% movement bonus
30/35/40/45/50% Evasion
Melee attacks while phased have a 20/23/26/28/30% greater chance to be a critical hit and do 60/70/80/90/100% additional weapon damage as temporal damage.

Phased Combat
Magic 20
Use mode: Passive
Description:
Your mastery of time phasing allows you to maintain the stability of your phase walk while attacking. You are able to attack 2/3/4/5/6 times before your phase walk ends. Dual attacks only count as one. Each attack from the phase walk damages the timeline and generates 20 paradox.

Phase Jump
Magic 28
Use mode: Activated
Usage cost: 50 Paradox
Range: 5/6/7/8/9
Cooldown 15/14/13/12/11
Usage speed: 1 turn
Description:
Phase door to a nearby location and start a Phase Walk at the new location. At talent level three phase door runes and dimensional steps also start a Phase Walk. At talent level five this talent, phase door runes, and dimensional steps become instant casts.

Temporal Impalement
Magic 36
Use mode: Activated
Usage cost: 100 Paradox
Range: 7
Cooldown 14/13/12/11/10
Usage speed: 1 turn
Restriction: Must be phase walking to use
Description:
You phase door next to a target with your weapons phased inside their body and end the phase walk suddenly channeling all the temporal energy through your weapons doing horrific damage to both your enemy and the timeline.
This attack is always a critical hit, does 200/220/230/240/250% weapon damage as temporal damage, and stuns the enemy for 3/3/4/4/5 rounds.
Chronomancy/Anomaly Mastery (x1.30)

Anomaly Attunement
Magic 12
Use mode: Passive
Description:
Your careless use of chronomancy has made dealing with anomalies a common occurrence and you have learned how to avoid their negative effects. When a talent would normally fail due to high paradox or from an anomaly, the talent instead succeeds and generates an anomaly. You gain 30/40/50/60/70% resistance to the negative effects of anomalies (damage and status effects). Anomalies lower your paradox by an additional 20/40/60/80/100

Anomaly Absorption
Magic 20
Use mode: Passive
Description:
Whenever an anomaly occurs you attempt to absorb some of the temporal energy to generate a beneficial effect. You have a 30/40/50/60/70% chance to receive a talent level 1/2/3/4/5 Body Revision, Haste, Damage Smearing, or Temporal Reprieve. When this occurs your paradox is also lowered by 100.

Anomalous Instincts
Magic 28
Use mode: Passive
Description:
Your attunement with anomalies allows you to sense one before they occur giving you a tactical advantage. For 3/3/4/4/5 turns after an anomaly you gain 10/13/16/18/20 * 1.(cunning) defense and your attacks have a chance to daze enemies. Chance to daze increases with cunning.

Damage the Timeline
Magic 36
Use mode: Activated
Usage cost: 200 Paradox
Cooldown 30/27/25/22/20
Usage speed: 1 turn
Description:
Sometimes you need distraction at any cost. You purposely damage the timeline creating anomaly. At talent level 3 this anomaly always triggers an effect from Anomaly Absorption. At talent level five this also initiates a Phase Walk.
Chronomancy/Reckless Time Travel (x1.30)

Paradoxical Attack
Magic 12
Use mode: Activated
Usage cost: 50 Paradox
Usage speed: 1 turn
Cooldown: 10
Description:
You consider multiple timelines to determine which enemy you should attack, but can’t decide on one so you recklessly join all those timelines into one. Attack 3/3/4/4/5 enemies in a radius 3/4/4/5/5 for 75/85/95/105/115% temporal damage and end up in a random spot within that radius. Enemies can be attacked more than once.

Temporal Dodge
Magic 20
Use mode: Sustain
Sustain: 0 Paradox
Usage speed: 1 turn
Cooldown: 20
Description:
To avoid taking a powerful hit you recklessly change the timeline moving you out of harms way and to a random location. When you would be hit for more than 30/27/24/22/20 of your life from a single attack you instead reappear in an empty tile in radius 3. If no empty tile exists this effect fails. This can only occur once every 4/4/3/3/2 turns. Each time you dodge it generates 100 paradox.

Reckless Revision
Magic 38
Use mode: Activated
Usage cost: 100 Paradox
Cooldown 10
Usage speed: instant
Description:
You can remove detrimental effects by reverting your body to a previous state. This reversion is done very quickly and damages both the timeline and your health. Removes 3/3/4/4/5 detrimental effects and damages you 10/9/8/7/6% of your total life as temporal damage.

Unstable Acceleration
Magic 36
Use mode: Sustain
Sustain: 150 Paradox
Usage speed: 1 turn
Cooldown: 20
Description:
You pull temporal energy from a faster moving timeline and surround your body with this energy. This lets you move much more quickly but destabilizes your body making you more susceptible to attacks. Increases global speed by 30/35/40/45/50% and lowers resist all by 5/6/7/8/9%
Locked Class Talents:
Chronomancy/Spacetime Folding (x1.10)
Chronomancy/Speed Control (x1.30)
Cunning/Poisons (x1.30) (considering making a new tree without similar mechanics but with a more temporal color)

Known Generic Talents:
Chronomancy/Space Time Weaving (1x1.30)
Cunning/Survival (x1.30)
Technique/Combat Training (x1.20)
Technique/Mobility (x1.30)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: New Class Idea: Time Bandit

#2 Post by HousePet »

Its pretty similar to what I'm trying to do with Anarchist. :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: New Class Idea: Time Bandit

#3 Post by malboro_urchin »

HousePet wrote:Its pretty similar to what I'm trying to do with Anarchist. :lol:
Similar, yet so different. I'm enchanted by the way the Time Bandit feeds off of anomalies. Don't get me wrong, HousePet. I find the Anarchist a blast to play (despite my numerous failed trials in mixing casting ability with melee prowess), but the Anarchist doesn't really mechanically interact with anomalies at all, just high paradox values for some of their passives/sustains. Most of my Anarchists have died due to anomalies, whereas for a properly specced Time Bandit, this wouldn't necessarily be the case.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: New Class Idea: Time Bandit

#4 Post by HousePet »

Yes, this is more about speed and agility, whereas the Anarchist is more about pure brutality.
My feedback meter decays into coding. Give me feedback and I make mods.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: New Class Idea: Time Bandit

#5 Post by Razakai »

With the sheer number and variety of anomalies, I can see that being frustrating at times. As part of anomaly control, perhaps allow some limited choice as to which anomaly you'll get? Perhaps for each level in the talent, you may choose a single anomaly to never occur, and outside of battle you can rearrange this list. So effectively this lets you setup a 'toolkit' of anomalies.

overgoat
Wyrmic
Posts: 288
Joined: Mon Sep 19, 2011 1:20 pm

Re: New Class Idea: Time Bandit

#6 Post by overgoat »

Razakai wrote:With the sheer number and variety of anomalies, I can see that being frustrating at times. As part of anomaly control, perhaps allow some limited choice as to which anomaly you'll get? Perhaps for each level in the talent, you may choose a single anomaly to never occur, and outside of battle you can rearrange this list. So effectively this lets you setup a 'toolkit' of anomalies.
I like this idea. Maybe have it work like Defiling Touch from Cursed Aura, but instead of picking curses you pick anomalies to avoid? Perhaps at TL3 you can pick one anomaly to avoid and at five you can pick 2?

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: New Class Idea: Time Bandit

#7 Post by malboro_urchin »

overgoat wrote:
Razakai wrote:With the sheer number and variety of anomalies, I can see that being frustrating at times. As part of anomaly control, perhaps allow some limited choice as to which anomaly you'll get? Perhaps for each level in the talent, you may choose a single anomaly to never occur, and outside of battle you can rearrange this list. So effectively this lets you setup a 'toolkit' of anomalies.
I like this idea. Maybe have it work like Defiling Touch from Cursed Aura, but instead of picking curses you pick anomalies to avoid? Perhaps at TL3 you can pick one anomaly to avoid and at five you can pick 2?
This sounds like an incredibly cool idea, though I can't imagine ever wanting to part with a gaggle of Shaloren scribes or lumberjacks. Those are my favorite anomalies because they're so ridiculous, yet so logical for a paradox-based class!

In case it wasn't clear from my previous posts, please please please make this class! I'm super-excited to see how this works, and those new trees sound incredibly fun! It'd be interesting to play these and see how they differ in style from HousePet's Anarchist!
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: New Class Idea: Time Bandit

#8 Post by Sirrocco »

You might be able to draw some useful ideas from This thread

overgoat
Wyrmic
Posts: 288
Joined: Mon Sep 19, 2011 1:20 pm

Re: New Class Idea: Time Bandit

#9 Post by overgoat »

Sirrocco wrote:You might be able to draw some useful ideas from This thread
Ha, of course there is already a Time Bandit idea out there. I should have done a search first! It seems quite a bit different but there are some good ideas in there that I think could be pulled from. I really like the idea of getting help directly from your future self. I don't know if I like that giving items as that would be hard to balance and would require new mechanics, but maybe a new tree where you are taught things by your future self or get direct assistance from them.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: New Class Idea: Time Bandit

#10 Post by Sradac »

http://forums.te4.org/viewtopic.php?f=3 ... ht#p117467

Revel in my awesome ideas for the Void Knight that have yet to be implemented

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: New Class Idea: Time Bandit

#11 Post by HousePet »

I've considered doing a paradox/negative using Void Knight.
My feedback meter decays into coding. Give me feedback and I make mods.

overgoat
Wyrmic
Posts: 288
Joined: Mon Sep 19, 2011 1:20 pm

Re: New Class Idea: Time Bandit

#12 Post by overgoat »

Sradac wrote:http://forums.te4.org/viewtopic.php?f=3 ... ht#p117467

Revel in my awesome ideas for the Void Knight that have yet to be implemented
Very cool ideas. I think this is more temporal warrior than rogue, but definitely some cool temporal class/talent ideas here.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: New Class Idea: Time Bandit

#13 Post by Sradac »

overgoat wrote:
Sradac wrote:http://forums.te4.org/viewtopic.php?f=3 ... ht#p117467

Revel in my awesome ideas for the Void Knight that have yet to be implemented
Very cool ideas. I think this is more temporal warrior than rogue, but definitely some cool temporal class/talent ideas here.
Yeah definitely, just wanted to show some ideas I came up with in the past of a class that "abused" space/time more than protected or maintained.

Maybe abused isnt the right word, Exploited?

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