Skirmisher's Buckler Training Revealed (New Class Category)
Posted: Fri Mar 07, 2014 7:57 pm
Buckler Training
Mastery over their Shields separates Slingers from Archers, and gives them an edge. Those with enough skill even manage to deflect spells. Class category.
Notes - This category is intended for the upcoming Skirmisher class I am designing, which is a Sling specialist Rogue who takes maximum advantage of their Shield. I am tempted to nerf the defensive numbers on this already because it will be a Class Category, but it will be the DEFINING Class Category, so it needs to be strong. Guaranteed crits abound as rewards for 5/5, but keep in mind Slings are powered by Cunning and so these characters would have a high critical hit rate anyway. It is less of a big deal than it would be on a Bow user who specializes in Str / Dex, for example.
Buckler Expertise
Passive. You are allowed to equip Shields. Ignore all Strength equip requirements (or convert them to Dex, whoever codes this. I don't care either way). You have an x% (rank / dex, max 30%) chance to block any incoming melee attack, reducing incoming damage by your Shield’s block value. You gain 4% Hardiness per rank, and at rank 5 you double your equipped Shield's Damage value. Disabled if wearing any Armour heavier than Leather.
Notes - The real intent of this category is to counter enemies that use projectiles, and I would like it if having a point in Buckler Expertise disabled the “Block” skill so that no one is confused into thinking they are supposed to use it (ever).
Bash and Smash
Active. Bash an enemy in melee range with your shield, doing 100% (+25% dex/rank) Shield damage and knocking them back 2 squares, immediately followed by a deadly short range Sling shot attack for 150% (+50% cunning/rank) damage. At Rank 3 the Knock-back is 3 squares, and at rank 5 you attack with your Shield twice, causing Knock-back on the 2nd hit. Costs x Stamina. Cooldown 14-10 (-1 / rank).
Notes - Just a simple space control technique with a high damage component if you go 5/5 into this and Buckler Mastery. As a ranged user you don’t want to get this close to anyone anyways, so doing a lot of damage is actually somewhat moot and more of an emergency button than a go-to attack. I could see a lot of people just going 1 / 5 in this, and it would still be useful to them.
Buckler Mastery
Passive. You have a x% (rank / dex, max 65%) chance to Block any incoming projectile (physical or otherwise). At Rank 3 your Bash and Smash shield attack is a guaranteed critical hit, and at rank 5 any blocked attack damage is reduced by 50% before regular block reduction occurs. Disabled if wearing any Armour heavier than Leather.
Notes - The real meat of this category, this intentionally works regardless of if you attacked that round or not, and is meant to establish your advantage over other ranged actors, including vs. magical projectiles. The 50% damage reduction on blocked attacks is intended to help this class scale past Normal mode. It works on melee and ranged attacks.
Counter Shot
Sustain. Instant. Up to twice per turn, any time you block an attack with Buckler Training or Buckler Expertise you instantly counterattack with your Sling for 90% (+15% per rank) weapon damage. Costs x Stamina per Counter Shot. At rank 5 your Counter Shots are guaranteed critical hits.
Notes - Fun stuff right? Not a huge source of damage even with 5/5, but a great little passive that jives with the rest of the category, and relies on earlier talents to function, making it a good capstone. 1 Active, 1 Sustain, 2 Passives is a nice balance for a category also, I feel.
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So, numbers probably need tweaked (as always when I design something), but I think this is a lot of fun in concept. This category is meant to be paired with Acrobatics as defaults for Skirmisher, making them incredibly mobile and skilled at dealing with ranged enemies, but lacking great defenses against melee enemies due to their reliance on Light armours.
As part of the Rogue metaclass I believe Slingers would also get access to Traps and Poisons, but not Stealth as they are more harassers than assassins. The last thing I need to figure out for them is their primary offensive categories. They might get something entirely new that Archer doesn't have (probably will), but it will have a lot in common with the Archer tree. What I would LIKE to happen is Archers lose access to Slings because anyone who wants to use a Sling would play Skirmisher instead due to its talent support for the Shield offhand, but that is further down the line and those plans are far from finished. A fun trick will be coming up with enough class categories to give players real choice without creating redundant ones. Expect something optional encouraging Will as a build choice, and maybe Strength for another option.
I outlined my thoughts while designing these talents this time so that people can address them directly instead of having to guess what I was thinking when I made a talent. I believe that will lead to more productive criticism.
Mastery over their Shields separates Slingers from Archers, and gives them an edge. Those with enough skill even manage to deflect spells. Class category.
Notes - This category is intended for the upcoming Skirmisher class I am designing, which is a Sling specialist Rogue who takes maximum advantage of their Shield. I am tempted to nerf the defensive numbers on this already because it will be a Class Category, but it will be the DEFINING Class Category, so it needs to be strong. Guaranteed crits abound as rewards for 5/5, but keep in mind Slings are powered by Cunning and so these characters would have a high critical hit rate anyway. It is less of a big deal than it would be on a Bow user who specializes in Str / Dex, for example.
Buckler Expertise
Passive. You are allowed to equip Shields. Ignore all Strength equip requirements (or convert them to Dex, whoever codes this. I don't care either way). You have an x% (rank / dex, max 30%) chance to block any incoming melee attack, reducing incoming damage by your Shield’s block value. You gain 4% Hardiness per rank, and at rank 5 you double your equipped Shield's Damage value. Disabled if wearing any Armour heavier than Leather.
Notes - The real intent of this category is to counter enemies that use projectiles, and I would like it if having a point in Buckler Expertise disabled the “Block” skill so that no one is confused into thinking they are supposed to use it (ever).
Bash and Smash
Active. Bash an enemy in melee range with your shield, doing 100% (+25% dex/rank) Shield damage and knocking them back 2 squares, immediately followed by a deadly short range Sling shot attack for 150% (+50% cunning/rank) damage. At Rank 3 the Knock-back is 3 squares, and at rank 5 you attack with your Shield twice, causing Knock-back on the 2nd hit. Costs x Stamina. Cooldown 14-10 (-1 / rank).
Notes - Just a simple space control technique with a high damage component if you go 5/5 into this and Buckler Mastery. As a ranged user you don’t want to get this close to anyone anyways, so doing a lot of damage is actually somewhat moot and more of an emergency button than a go-to attack. I could see a lot of people just going 1 / 5 in this, and it would still be useful to them.
Buckler Mastery
Passive. You have a x% (rank / dex, max 65%) chance to Block any incoming projectile (physical or otherwise). At Rank 3 your Bash and Smash shield attack is a guaranteed critical hit, and at rank 5 any blocked attack damage is reduced by 50% before regular block reduction occurs. Disabled if wearing any Armour heavier than Leather.
Notes - The real meat of this category, this intentionally works regardless of if you attacked that round or not, and is meant to establish your advantage over other ranged actors, including vs. magical projectiles. The 50% damage reduction on blocked attacks is intended to help this class scale past Normal mode. It works on melee and ranged attacks.
Counter Shot
Sustain. Instant. Up to twice per turn, any time you block an attack with Buckler Training or Buckler Expertise you instantly counterattack with your Sling for 90% (+15% per rank) weapon damage. Costs x Stamina per Counter Shot. At rank 5 your Counter Shots are guaranteed critical hits.
Notes - Fun stuff right? Not a huge source of damage even with 5/5, but a great little passive that jives with the rest of the category, and relies on earlier talents to function, making it a good capstone. 1 Active, 1 Sustain, 2 Passives is a nice balance for a category also, I feel.
---------------------------------------------------------------------------------
So, numbers probably need tweaked (as always when I design something), but I think this is a lot of fun in concept. This category is meant to be paired with Acrobatics as defaults for Skirmisher, making them incredibly mobile and skilled at dealing with ranged enemies, but lacking great defenses against melee enemies due to their reliance on Light armours.
As part of the Rogue metaclass I believe Slingers would also get access to Traps and Poisons, but not Stealth as they are more harassers than assassins. The last thing I need to figure out for them is their primary offensive categories. They might get something entirely new that Archer doesn't have (probably will), but it will have a lot in common with the Archer tree. What I would LIKE to happen is Archers lose access to Slings because anyone who wants to use a Sling would play Skirmisher instead due to its talent support for the Shield offhand, but that is further down the line and those plans are far from finished. A fun trick will be coming up with enough class categories to give players real choice without creating redundant ones. Expect something optional encouraging Will as a build choice, and maybe Strength for another option.
I outlined my thoughts while designing these talents this time so that people can address them directly instead of having to guess what I was thinking when I made a talent. I believe that will lead to more productive criticism.