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Reaver locked tree, Corruption/Symptoms
Posted: Thu Sep 15, 2011 5:13 am
by bricks
Reavers could use a locked tree or two. Here's an idea:
Corruption/Symptoms
Festering Lesions: (passive) Every time one of your diseases cause damage, there is a small (3-8%) chance that they will leave a pool of corrupted blood on the ground. The pool of blood will damage the next target to walk over it for X blight damage or heal you for Y.*
Vitreous Abscess: (active, direct target, range 10, cooldown 80-40, 25 Vim) The target's eyes swell and burst from the contagion, blinding them for the duration of the longest disease on the target.
Bone Rot: (active, direct target, range 10, cooldown 15, 35 Vim) The target's diseases spread to the bones, causing fractures that cripple for 3-7 turns and dealing Z physical damage for every disease on the target. If the target is successfully crippled, your next Bone ability is empowered.**
Chronic Illness: (passive) Whenever one of your diseases finishes its duration or is removed by any means, there is a 25-55% chance that the disease will recur.
In addition, every disease on your target reduces their Disease Resistance by 5-20%
*The field effect is removed once it is stepped upon.
**The "Empowered Bones" or whatever effect works as follows:
-If Bone Shield is active (or activated), you gain one extra "bone", otherwise
-The cooldown of your next Bone Spear, Bone Grab, or Bone Nova attack is reduced by 4 (note that this effectively allows you to double-cast Bone Spear)
Edit: Added another effect to "Chronic Illness," in bold. It's really hard to land diseases on some enemies. No thoughts?

Re: Reaver locked tree, Corruption/Symptoms
Posted: Sat Jan 28, 2012 2:50 am
by edge2054
I'd like to code a Reaver tree at some point and I think some of these ideas have merit.
I'll add a bit of my thoughts before I forget so if I do get to this or someone else wants to they'll be here for later.
First of all name change to Corruptoins/Contagions
Second of all, Catalypsy has terrible scaling and costs way to much and should be looked at (general thing).
Thirdly, Virulent Disease would be much cooler if it applied a random disease the first time but on subsequent casts only applied a disease the target didn't have.
Ideas specific to this thread.
Tier 1: Festering Lesions: (passive) I like this pretty much as it is though I might increase the chance (unless that's per talent level).
Tier 2: Black Death: (active) Infects the target with a terrible magical disease that inflicts X blight and X darkness damage every turn for Y turns. Each time this damage is inflicted a random hex or curse the target is suffering from will spread to Y random targets in a radius of 1(2-3)
Tier 3: Vitreous Abscess: Again I pretty much like this though I'd make it passive and simply a chance to blind for a few turns each time disease damage is taken. Another option would be a chance to stun, blind, or confuse depending on the disease or simply random.
Tier 4: Blight Spewer: (passive or sustain) Your melee attacks have an X% chance of inflicting the target with a Curse of Blight, reducing blight resistance by 10% * tl and disease immunity by 20% * tl.
Re: Reaver locked tree, Corruption/Symptoms
Posted: Sat Jan 28, 2012 9:27 am
by jotwebe
Cool, just when I was thinking about reaver, too.
What I've missed most was either some mobility and some way of dealing with afflictions. But more fun with diseases is always nice.
I agree on Catalepsy's underwhelmingness - I suppose that's from when stun was a bigger deal. Hexes and Curses could use some sexing up (well not Pacification Hex), but some of the other talents there could stand to have their cost reduced?
Anyway, on topic:
Festering Lesions - Same as edge, I think it could stand to have a greater chance (maybe 5-20%?). I presume the heal/damage effect would be about the same magnitude as a Retch hit?
Vitreous Abscess - A targeted blind at range 10 would be a very nice addition. Aesthetically I like the edge's random version better, but powergaming-wise I'd want the targeted thing.
Bone Rot - The connection disease - Bone feels a bit forced to me. Mechanically I like it well enough though.
Black Death - I like the idea a lot, but it would mean that you would have to have two trees unlocked for it to be useful. I'd rather see this replace/enhance Catalepsy.
Chronic Illness - Nice. Might be a good idea to throw in reduced magical saves.
Blight Spewer - Also nice. The disease resitance reduction seems a bit strong though, I'd think tl*10% would be better. Like for chronic illness, a reduction to magical saves would round this off nicely.
******
Right, here's some ideas of my own, just tossing them in there:
Vector of Corruption: (sustain, 40 vim, cd 10): 30 - 90% chance that when you are afflicted by a negative status affect, it is removed and transfered to someone suffering from one of your diseases instead. The attempt costs 15 - TL (minimum 5) vim. The victim (chosen randomly? most recent? closest?) gets a chance to resist (against your spellpower and using the appropiate immunity), and if it does, the affect stays on you. This gets called when there are potential victims and you are afflicted or when you are afflicted and disease someone or when you activate the sustain and only once per round.
Gather Your Dead: (active, 30 vim, cd 20, range 6+TL/2): teleports all diseased in range next to you, or as close as possible. 5-25% chance per disease that the victims will be stunned for 2-4 rounds.
Virulent Blood: (passive): Your blood is suffused with pathogens. Add a 3-15% chance of disease and a reduction of magical save by 5-20 to Acid Blood.
Re: Reaver locked tree, Corruption/Symptoms
Posted: Sun Jan 29, 2012 9:00 pm
by bricks
Fun to see this bumped up, Reaver is one of my favorite classes.
The chance on Festering Lesions does seem low.
@ Black Death: I like the idea of spreading curses and hexes, though adding yet another damage-over-time skill seems sort of uninspired.
I agree with improving Catalepsy's scaling and making Virulent Disease casts stack better.
Bone Rot is a little forced, yeah. I would like the "bone" concept to be better integrated in the class. I'd also like to see Bone Shield to be more practical - add a minimum damage per bone, or something. 150 Vim is a huge sustain cost for something that might last a single turn.
Spreading status effects you are inflicted with sounds really, really cool.
Poor mobility and lack of easy recovery has always struck me as an intentional design for Corruptors. I do like the idea of drawing diseased enemies towards you. Maybe it could be a "compulsion" like the relevant Cursed talent, drawing diseased enemies towards you while the effect is active, instead of a teleport.
Re: Reaver locked tree, Corruption/Symptoms
Posted: Mon Jan 30, 2012 2:09 am
by jotwebe
bricks wrote:
Poor mobility and lack of easy recovery has always struck me as an intentional design for Corruptors.
Sure, but both at once are really harsh, especially if you play undead. So you need to get lucky with items or escorts. I think it'd improve the class if you also had the option to compensate a bit by using a cat point and unlocking a tree that helps a bit. A way to preserve the feel is to make things dependant on having enemies around - this is what vim is all about in the end.
Any mobility upgrades should follow the example of the most excellent Bone Grab: rather than move himself, the Reaver repositions others.
I do like the idea of drawing diseased enemies towards you. Maybe it could be a "compulsion" like the relevant Cursed talent, drawing diseased enemies towards you while the effect is active, instead of a teleport.
That'd be way cooler, yeah.