Poisons where they make more sense

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
Winddbourne
Cornac
Posts: 41
Joined: Tue Apr 21, 2015 1:52 pm

Poisons where they make more sense

#1 Post by Winddbourne »

Right now the poison tree is available to the rogue . . . who specializes in killing fast. It also is available to the archer who seems to make more sense but also kills really fast with devastating levels of damage. Fast killing characters really don't seem like the best place for a DoT skill tree to shine.

The place where damage over time makes the most sense is on a low damage, high defense, class. Something similar to the Bulwark. As it stands poison doesn't work against constructs or undead, and it is mostly wasted overkill for trash mobs. Every class kills fast enough that the DoT damage is mostly just going to be wasted.

here is a very rough idea of what such a defense oriented class might look like:

[Spell: Defense]

Stone Skin, Blur Sight, Chant of Fortitude, Hymn of Perseverance

[Spell: Shielding]

Displacement shield, Time Shield, phantasmal Shield, premonition

[Posions]

Already in game

[Staff combat]

Already in game

Obviously this isn't a complete class but the outline is fairly clear. It would do little direct damage but rather specialize in Damage over time and reflected damage in melee combat. Most of it's "spells" here are sustains and a character would wear heavy armor. They would focus on Strength, Magic, and Constitution as the main stats and completely lack the powerful ranged spells and AOEs that make other magic users so powerful. Instead it would focus on taking a beating. It's secondary skills might include the conveyance tree to get out of the way when things get to tough, and the healing light tree.

Similar class concepts could be constructed for nature users, and (of course) for warriors. Low damage high defense classes where DoTs actually could shine as the centerpiece of a class rather than something that is often an afterthought or a challenge build.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Poisons where they make more sense

#2 Post by Radon26 »

i think the poisons may be useful for their "status effect" property.
you know, numbing, stoning, crippling, insidious...

Post Reply