Class idea: Marauder
Posted: Thu Aug 25, 2011 9:51 pm
Firstly, please check out this thread: http://forums.te4.org/viewtopic.php?f=39&t=27848
This is a spin-off rogue class. The description:
The wilds of Maj'Eyal are not a safe place. Untamed beasts and wandering dragons may seem a great threat, but the true perils walk on two legs. Thieves and brigands, assassins and opportunistic adventurers, even mad wizards and magic-hating zealouts all carry danger to those who venture beyond the safety of city walls.
Amidst this chaos wanders one class of rogue that has learned to take by force rather than subterfuge. With refined techniques, agile feats and brawn-backed blades the Marauder seeks out his targets and removes them by the most direct methods. He uses dual weapons backed by advanced combat training to become highly effective in battle, and he is unafraid to use the dirtiest tactics when the odds are against him.
Their most important stats are: Strength, Dexterity and Cunning
Stat modifiers: +4 Strength, +4 Dexterity, +1 Cunning
Life per level: +1
Starting eq: Iron longsword, iron dagger, leather armour, lantern
(maybe also a movement infusion for non-undead?)
Talent trees:
["technique/dualweapon-attack"]={true, 0.2},
["technique/dualweapon-training"]={true, 0.2},
["technique/combat-techniques-active"]={true, 0.3},
["technique/combat-techniques-passive"]={false, 0.0},
["technique/combat-training"]={true, 0.3},
["technique/field-control"]={true, 0.3},
["technique/battle-tactics"]={false, 0.2},
["technique/mobility"]={true, 0.3}, -- A new tree
["technique/thuggery"]={true, 0.3}, -- A new tree
["cunning/dirty"]={true, 0.3},
["cunning/tactical"]={false, 0.2},
["cunning/survival"]={true, 0.3},
Starting talents:
[ActorTalents.T_DIRTY_FIGHTING] = 1,
[ActorTalents.T_SKULLCRACKER] = 1,
[ActorTalents.T_HACK_N_BACK] = 1,
[ActorTalents.T_DUAL_STRIKE] = 1,
The new trees:
Mobility (dex-based, generic tree - could be an escort reward)
1. Hack 'n' Back (activated, 30 stamina, 14 cooldown)
Strike an enemy for (40-100)% weapon damage before leaping backwards up to (1-4) squares away.
2. Mobile Defence (passive)
Whilst wearing leather or lighter armour you gain +(10-40)% defence and +(6-30)% armour hardiness.
3. Light of Foot (passive)
+(0.1-0.5) stamina regen per step and suffer (2-8)% less fatigue from armour. You also have a lower chance of setting off traps.
4. Strider (passive)
+(2-10)% movement speed per talent level.
Decreases the cooldowns of Hack n Back, Rush, Disengage and Evasion by (1-5).
Thuggery (class tree, strength based)
1. Skullcracker (activated, 20 stamina, 10 cooldown)
You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing (10-...) damage and confusing them for (3-7) turns.
The damage increases with your physpower, dexterity and headgear material.
2. Riot-born (passive)
Your attunement to violence has given you (10-50)% resistance to stuns and confusion arising in battle.
3. Vicious Strikes (passive)
You know how to hit the right places, giving +(5-25)% critical damage and +(4-20) armour penetration.
4. Total Thuggery (sustain, 40 stamina, 20 cooldown)
Every hit in battle has +(20-45)% critical chance and +(5-25)% physical penetration, but each strike drains (12-7) stamina.
The point of the class? It's a rogue that uses movement instead of stealth and traps. It's a fighter that uses movement instead of protection. It can close in quickly, flurry an enemy, and then hack n back and get the hell away. It can dance around enemies quickly, regenerating stamina and recovering cooldowns before closing in for the next round. It's stronger than a rogue, but weaker than the true warrior classes, relying still on clever and dextrous tricks for survival. It gets several mobility trees from the go that rogues don't get, whilst starting with three disabling talents and a movement/attack talent. The new trees help augment their other abilities, and give them a bit more hardiness in battle.
Thoughts?
This is a spin-off rogue class. The description:
The wilds of Maj'Eyal are not a safe place. Untamed beasts and wandering dragons may seem a great threat, but the true perils walk on two legs. Thieves and brigands, assassins and opportunistic adventurers, even mad wizards and magic-hating zealouts all carry danger to those who venture beyond the safety of city walls.
Amidst this chaos wanders one class of rogue that has learned to take by force rather than subterfuge. With refined techniques, agile feats and brawn-backed blades the Marauder seeks out his targets and removes them by the most direct methods. He uses dual weapons backed by advanced combat training to become highly effective in battle, and he is unafraid to use the dirtiest tactics when the odds are against him.
Their most important stats are: Strength, Dexterity and Cunning
Stat modifiers: +4 Strength, +4 Dexterity, +1 Cunning
Life per level: +1
Starting eq: Iron longsword, iron dagger, leather armour, lantern
(maybe also a movement infusion for non-undead?)
Talent trees:
["technique/dualweapon-attack"]={true, 0.2},
["technique/dualweapon-training"]={true, 0.2},
["technique/combat-techniques-active"]={true, 0.3},
["technique/combat-techniques-passive"]={false, 0.0},
["technique/combat-training"]={true, 0.3},
["technique/field-control"]={true, 0.3},
["technique/battle-tactics"]={false, 0.2},
["technique/mobility"]={true, 0.3}, -- A new tree
["technique/thuggery"]={true, 0.3}, -- A new tree
["cunning/dirty"]={true, 0.3},
["cunning/tactical"]={false, 0.2},
["cunning/survival"]={true, 0.3},
Starting talents:
[ActorTalents.T_DIRTY_FIGHTING] = 1,
[ActorTalents.T_SKULLCRACKER] = 1,
[ActorTalents.T_HACK_N_BACK] = 1,
[ActorTalents.T_DUAL_STRIKE] = 1,
The new trees:
Mobility (dex-based, generic tree - could be an escort reward)
1. Hack 'n' Back (activated, 30 stamina, 14 cooldown)
Strike an enemy for (40-100)% weapon damage before leaping backwards up to (1-4) squares away.
2. Mobile Defence (passive)
Whilst wearing leather or lighter armour you gain +(10-40)% defence and +(6-30)% armour hardiness.
3. Light of Foot (passive)
+(0.1-0.5) stamina regen per step and suffer (2-8)% less fatigue from armour. You also have a lower chance of setting off traps.
4. Strider (passive)
+(2-10)% movement speed per talent level.
Decreases the cooldowns of Hack n Back, Rush, Disengage and Evasion by (1-5).
Thuggery (class tree, strength based)
1. Skullcracker (activated, 20 stamina, 10 cooldown)
You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing (10-...) damage and confusing them for (3-7) turns.
The damage increases with your physpower, dexterity and headgear material.
2. Riot-born (passive)
Your attunement to violence has given you (10-50)% resistance to stuns and confusion arising in battle.
3. Vicious Strikes (passive)
You know how to hit the right places, giving +(5-25)% critical damage and +(4-20) armour penetration.
4. Total Thuggery (sustain, 40 stamina, 20 cooldown)
Every hit in battle has +(20-45)% critical chance and +(5-25)% physical penetration, but each strike drains (12-7) stamina.
The point of the class? It's a rogue that uses movement instead of stealth and traps. It's a fighter that uses movement instead of protection. It can close in quickly, flurry an enemy, and then hack n back and get the hell away. It can dance around enemies quickly, regenerating stamina and recovering cooldowns before closing in for the next round. It's stronger than a rogue, but weaker than the true warrior classes, relying still on clever and dextrous tricks for survival. It gets several mobility trees from the go that rogues don't get, whilst starting with three disabling talents and a movement/attack talent. The new trees help augment their other abilities, and give them a bit more hardiness in battle.
Thoughts?