Class Idea: Warp Mage

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grayswandir
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Class Idea: Warp Mage

#1 Post by grayswandir »

Here's a rough outline. Thoughts?
Note that this uses the 1.3 chronomancy talents.

* Warp Mage
** Class Talents
*** Chronomancy / Spacetime Folding
*** Chronomancy / Spatial Tears
*** Spell / Air
*** Spell / Warp Energy
- T1 :: Whenever you teleport, build a charge, up to X, lasting for Y turns. Activate this talent to consume the charges to fire beams of lightning at nearby enemies - up to 1 enemy per charge.
- T2 :: Sustain: Warp damage additionally deals X% as much lightning damage.
- T3 :: Consume a charge to perform an instant, short teleport, dealing lightning daze damage in a line. This teleport will not give a charge.
- T4 :: Every charge spent gives you a temporary, stacking +X% lightning damage bonus. (maybe: This bonus occurs before damage from the talent in question)
*** Chronomancy / Spellbinding (locked)
*** Spell / Arcane (locked)
*** Spell / Storm (locked)
** Generic Talents
*** Chronomancy / Spacetime Weaving
*** Spell / Conveyance
*** Spell / Shards
Physical damage tree.
- T1 :: Turn metal items into shards, which go in your ammo slot, retaining all equipment bonuses. TL determines maximum tier of item. (Note: Need to make appropriate tools count as metallic). Maybe let crafty hands let you use artifacts?
- T2 :: Attack talent based on shard stats. Gives passive bonuses if the shards are from a weapon.
- T3 :: Shield talent based on shard stats. Gives passive bonuses if the shards are from a piece of armour.
- T4 :: Wide area attack/debuff talent based on shard stats. Gives passive bonuses if the shards are from a tool.
*** Chronomancy / Energy (locked)
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Davion Fuxa
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Re: Class Idea: Warp Mage

#2 Post by Davion Fuxa »

Having both Spell/Conveyance AND Chronomancy/Spacetime Weaving seems just a little excessive. I realize that part of the point of the class would likely be its relocation related abilities but personally I would want to see other ways of tackling this idea.

More Elaboration on what specifically Spell/Shards does would be nice - examples please.

******

The concept of mixing Arcane Spells with Chronomancy looks interesting nonetheless. Would be interested in backstory and lore for the character to get a further idea about what makes it tick.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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grayswandir
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Re: Class Idea: Warp Mage

#3 Post by grayswandir »

Like I said, this is a rather rough idea right now. I don't really have much more planned out than I've written. :(
Davion Fuxa wrote: Having both Spell/Conveyance AND Chronomancy/Spacetime Weaving seems just a little excessive. I realize that part of the point of the class would likely be its relocation related abilities but personally I would want to see other ways of tackling this idea.
I really would like them to have more than one direct teleport, though, for the purposes of building up warp energy charges. Without phase door they only really have dimensional step, with a cooldown of 10. Stepping back and forth through a wormhole doesn't seem like it'll be much fun, and casting spatial tether on yourself seems like a bad idea. And I'd rather not force you to use some rune slots for teleports for what I consider the core class ability.

(Warp energy is kinda warp -> lightning, maybe I can add in a lightning -> warp tree that has stuff like letting you teleport to enemies you've recently hit with lightning damage.)

Also, I forgot to mention: I want to make this character so that they can only trigger the "teleport" type anomalies - that's specifically why I didn't give them the Fate Threading tree. I'm not sure if I want this attached to a passive somewhere or just a flag I set directly on the class. This also means that right now they don't have much in terms of paradox management. (Maybe recover paradox by dealing lightning damage?)

One way to go would be to give them lots and lots of teleporting skills, and have paradox be the real bottleneck in their use.
Davion Fuxa wrote:More Elaboration on what specifically Spell/Shards does would be nice - examples please.
To explain the shards a bit more: the first talent basically gives you an extra equipment slot (limited by material level, and probably no artifacts). When you turn something into shards, it retains all it's stats (minus equip requirements). Weapons won't give you much, since you don't attack with your ammo slot, but armour will give you their full armour values, and you'll still be able to use a shardified tool. The rest of the talents in the tree will be based on whatever shards you have equipped. They'll have a baseline effectiveness based on material level, and bonuses if the shards are of the appropriate type - so a weapon shard will boost the two attack talents, and an armour shard will result in a stronger shield. I'm thinking I want it to look at the stats directly - so if your weapon shard has +10 defense for some reason, it'll enhance your shield as well.

But, like I said, it's rather rough right now.

Edit: Forgot the lore part.
Basically, I want them to be a mage that's not too great at chronomancy, kinda like an Arcane Blade is supposed to be a fighter that's not too great at magic. I'm thinking they're a mage whose focus on teleportation has led them to discover that aspect of chronomancy - they really just think of it as some new sub-branch of magic they've discovered.
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Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Davion Fuxa
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Re: Class Idea: Warp Mage

#4 Post by Davion Fuxa »

What about building up Warp Charges by Teleporting Enemies?
What about when you Teleport due to Phase Shift or Lightning Runes?

The way I see it there is a lot of room to expand on the concept so that building Warp Charges can happen in multiple ways, thus negating the need to have more then one direct teleport.

Having a Warp/Lightning themed tree that links Teleports and Attacks together also seems like a good idea for giving more options to build up Warp Charges.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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Red
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Re: Class Idea: Warp Mage

#5 Post by Red »

Since a lot of lightning attacks can affect more than one target, what if you had a sustain that swapped enemies who were hit by the same attack? So Chain Lightning could warp a dangerous foe offscreen and bring in a bunny (or warp a bunny away to be replaced by a dragon), and the various lightning sustains would have enemies swapping all over the place as long as they were reasonably close together.
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edge2054
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Re: Class Idea: Warp Mage

#6 Post by edge2054 »

grayswandir wrote: Also, I forgot to mention: I want to make this character so that they can only trigger the "teleport" type anomalies - that's specifically why I didn't give them the Fate Threading tree. I'm not sure if I want this attached to a passive somewhere or just a flag I set directly on the class. This also means that right now they don't have much in terms of paradox management. (Maybe recover paradox by dealing lightning damage?)
It's a flag that's set.

You could set it at birth and put the bias chance at 100% to have only teleport anomalies.

There's probably a better way to implement it and I'm open to changing the code structure so it's more approachable for people wanting to do mods.

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