Advanced Wyrmic Talents

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edge2054
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Advanced Wyrmic Talents

#1 Post by edge2054 »

These talents are balanced like the Bloodthirst, Superiority, and Warcries talent trees and should have similar requirements.

Clutch Mother
Call the Clutch - Summons 4 drake hatchlings. Type improves with talent level. (TL 1 Cold, TL 2 Fire, TL 3 Storm, TL 5 Multi-Hued)
Defend the Nest - Passive attack and defense bonuses when friendly hatchlings are in los.
Broodcall - Summons a single drake (with summon disabled). Type improves with talent level (as above).
Clutch Mother - Passive, improves summon duration and damage.

Wyrm Aspect
Drake Blood - Passive Knockback, Stun, and Poison resist.
Hoard Balance - Sustain that drains gold each turn but returns equilibrium and increases all damage by X%.
Multi-Hued Scales - Fire, Acid, Cold, Lightning Resist Sustain.
Ancient Breath - Multi-Element Breath weapon with a chance to Freeze, Daze, Burn, or Blind.

darkgod
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Re: Advanced Wyrmic Talents

#2 Post by darkgod »

Sounds fun!

What damage% did you have in mind for the hoard thingie ?
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edge2054
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Re: Advanced Wyrmic Talents

#3 Post by edge2054 »

Was thinking something like..

Regenerate (tl) equilibrium each turn and increase damage by (tl*2)% while sustained. Drains 1 gold per turn.

Probably shouldn't have an equilibrium cost since most of what it does is let you regen equilibrium in combat. Plus the gold is a resource of it's own.

Another way to do it is to have it be X turns and simply cost gold to activate rather then a sustain (which would keep players from accidentally spending all their gold if they forget the talent is active.)

Shoob
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Re: Advanced Wyrmic Talents

#4 Post by Shoob »

that seems rather weak for the cost...

maybe do 0.2-0.3 gold a turn for 0.5-1 equilibrium a turn and a 0-20% damage increase
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edge2054
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Re: Advanced Wyrmic Talents

#5 Post by edge2054 »

1 equilibrium a turn in combat doesn't mean much. The damage bonus was meant more as an added bonus rather then the meat of the talent. The in combat regen is meant to be the meat.

Anyway I'm for adjusting the gold piece value up or down as needed. I also think it probably should be activated rather then sustained for the reasons I mentioned above. (Imagine forgetting you had the talent going and getting to town to buy healing potions only to realize you're down to a few gold).

If it was activated I'd do it like this.

Costs 1-5 gold to use (no equilibrium cost)
No Energy Cost (Otherwise it'll be used as often as the old racials where)
10 turn duration
1 + tl eq per turn
tl *2 +2 increased damage

darkgod
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Re: Advanced Wyrmic Talents

#6 Post by darkgod »

After some thoughts I am not sure I'm a fan of the summoning tree
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edge2054
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Re: Advanced Wyrmic Talents

#7 Post by edge2054 »

Yeah, honestly after playing my wyrmic I'm not sure they *need* either of these trees.

Wyrm aspect still might be nice for some resists and what not.

What I found the class to be lacking the most was early stuns, single target ranged damage, and early single target damage. The first and the last could be fixed by starting them with either two-handed - cripple or shield-offense instead of two-handed - offense.

The single target ranged damage could be fixed by upping the damage on pass through of Tornado.

If you do decide to include the Wyrm tree I'd change that last talent. The other one's add something new to the class, resists and a way to regen equilibrium in combat, the last one is just a beefed up version of four talents they already have.

Instead I would keep the name and have it do something like this.

Ancient Breath
- sustained, reduces the cooldowns on your breath weapons by (Raw * 5)%
and increases the effective talent level of all your breath weapons by (Raw * 5)%

Sirrocco
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Re: Advanced Wyrmic Talents

#8 Post by Sirrocco »

I'd agree with the shield combat. Given the existence of icy skin, they play more as a defensive class already.

After playing a Wyrmic, though, I'm not convinced that they need *any* additional trees - though I will note that it might be nice to have a source of stun resist that was not Berserk. That whole "Your stun resist talent or your melee stun power - choose one" thing is a little odd, really.

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