Buff Rogues!! Nerf Hunters!! (Advanced Talent Tree Ideas)
Posted: Tue Aug 17, 2010 4:17 am
WoW references aside, here's some advanced talent tree ideas for our friend the rogue.
Advanced Survival (General Tree, Available at level 10 for Rogues and Shadowblades)
- Use Magic Device (passive): You use your cunning score in place of your magic score for activating magical items and using scrolls and potions. Additionally you have a (Cunning*TL/5)% chance of not consuming a charge or the item when you use it.
- Sprint (sustained, 20 stamina per turn): You increase your global speed by (Dexterity*TL)% (Yes I know it's high but...). Sprint consumes 20 stamina per turn it's active. Performing any action other then waiting or moving deactivates sprint. (Was going to call this Flee but since you can use it for closing decided sprint was better).
- Spell Defense (passive, open to a better name): Gives you a percentage chance equal to 10+(Cunning*TL/5)% of your Defense to avoid hostile spells. (Note this doesn't scale off Dex because Defense scales off dex and this scales off defense. The actual formula the engine uses should look something like 10+(Cunning*TL/5)*Defense/100.)
- Survival of the Fittest (passive) As long as your current hit point total is at least 60-(Cunning*TL/10)% of your maximum any single attack that reduces you below 1 hit point instead reduces you to 1 hit point. (This is the Avoid Fate talent I wrote for the Infinite Traveler but with Cunning replacing Willpower.)
Trap Mastery (Class, Available at level 10 for Rogues Only) (Note that Trap Smith should have Trap Disarm as a prereq and through that the whole tree should have Trap Disarm as a prereq.)
- Trap Smith (passive, kinda): You have a 10+(Cunning*TL/5)% chance of salvaging components from the traps you disarm. You may later 'use' the salvaged components in your inventory to set the trap back up in any tile adjacent to you. Setting a trap requires 6 - (TL) turns (zero stamina, no cooldown). At level 5 you may place a second trap on top of another trap, rather that be a trap you have laid or one already on the tile. (Note that trap components should have a somewhat prohibitive weight to prevent players from carrying around hundreds or even dozens of traps. Typical two-handed weapon weight sounds about right. The player should be able to rely on trapping pretty heavily if he sets things up right, i.e. sets traps up in a place he can pillar dance a mob, but not to the point that the game becomes trivialized. If too many traps are being carried by the average player the weight can be adjusted upwards to limit over trapping.)
- Trap Avoidance (sustained, 10 cooldown, lowish stamina cost): You have a 20+(Cunning*TL/5)% chance to avoid setting off traps while Trap Avoidance is active. Overrides Trap Disarm while active. (Wanted to call this one Bait because toggling Trap Disarm is really it's primary purpose.)
- Explosive Modification (active, melee/personal range): You modify the target trap so that it affects everything in a radius of 2 (3 at level 3, 4 at level 5)) each time it's triggered. However the trap becomes fragile and has a 60-(Dexterity+Cunning*TL/20)% of being destroyed each time it's triggered.
- Trap Expert (passive): Traps you lay deal X% more damage. (Was thinking bonuses along the lines of Knife Mastery, Sword Mastery, etc.)
Advanced Survival (General Tree, Available at level 10 for Rogues and Shadowblades)
- Use Magic Device (passive): You use your cunning score in place of your magic score for activating magical items and using scrolls and potions. Additionally you have a (Cunning*TL/5)% chance of not consuming a charge or the item when you use it.
- Sprint (sustained, 20 stamina per turn): You increase your global speed by (Dexterity*TL)% (Yes I know it's high but...). Sprint consumes 20 stamina per turn it's active. Performing any action other then waiting or moving deactivates sprint. (Was going to call this Flee but since you can use it for closing decided sprint was better).
- Spell Defense (passive, open to a better name): Gives you a percentage chance equal to 10+(Cunning*TL/5)% of your Defense to avoid hostile spells. (Note this doesn't scale off Dex because Defense scales off dex and this scales off defense. The actual formula the engine uses should look something like 10+(Cunning*TL/5)*Defense/100.)
- Survival of the Fittest (passive) As long as your current hit point total is at least 60-(Cunning*TL/10)% of your maximum any single attack that reduces you below 1 hit point instead reduces you to 1 hit point. (This is the Avoid Fate talent I wrote for the Infinite Traveler but with Cunning replacing Willpower.)
Trap Mastery (Class, Available at level 10 for Rogues Only) (Note that Trap Smith should have Trap Disarm as a prereq and through that the whole tree should have Trap Disarm as a prereq.)
- Trap Smith (passive, kinda): You have a 10+(Cunning*TL/5)% chance of salvaging components from the traps you disarm. You may later 'use' the salvaged components in your inventory to set the trap back up in any tile adjacent to you. Setting a trap requires 6 - (TL) turns (zero stamina, no cooldown). At level 5 you may place a second trap on top of another trap, rather that be a trap you have laid or one already on the tile. (Note that trap components should have a somewhat prohibitive weight to prevent players from carrying around hundreds or even dozens of traps. Typical two-handed weapon weight sounds about right. The player should be able to rely on trapping pretty heavily if he sets things up right, i.e. sets traps up in a place he can pillar dance a mob, but not to the point that the game becomes trivialized. If too many traps are being carried by the average player the weight can be adjusted upwards to limit over trapping.)
- Trap Avoidance (sustained, 10 cooldown, lowish stamina cost): You have a 20+(Cunning*TL/5)% chance to avoid setting off traps while Trap Avoidance is active. Overrides Trap Disarm while active. (Wanted to call this one Bait because toggling Trap Disarm is really it's primary purpose.)
- Explosive Modification (active, melee/personal range): You modify the target trap so that it affects everything in a radius of 2 (3 at level 3, 4 at level 5)) each time it's triggered. However the trap becomes fragile and has a 60-(Dexterity+Cunning*TL/20)% of being destroyed each time it's triggered.
- Trap Expert (passive): Traps you lay deal X% more damage. (Was thinking bonuses along the lines of Knife Mastery, Sword Mastery, etc.)