New Class: Hooligan

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devilindupriest
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Posts: 49
Joined: Mon Jan 20, 2014 5:55 pm

Re: New Class: Hooligan

#16 Post by devilindupriest »

Random thought. Add +.1 or .2 per level scaling to fast metabolism to mitigate it's reputation as 'good for an easy early game but wasted points late game'

devilindupriest
Higher
Posts: 49
Joined: Mon Jan 20, 2014 5:55 pm

New Class: Again

#17 Post by devilindupriest »

Oops, I did it again.

http://te4.org/games/addons/tome/oozefist

Nature brawler.

pugilism/unarmed/finishing moves/combat vet/ooze/moss

field control/combat training/call of the wild/fungus

locked:
bloodthirst/venom drake affinity/cunning/poisons/antimagic/harmony

A chunky brawler, life +2, mitosis, fungus, vitality, fast metab should let it duke it out a fair bit. Gets a couple of projectile speed talents, one okay charge/minor aoe ability in spinning backfist, and a big old heaping helping of ground control. I liked the potentional addition of mucus for more ground control, and aoe, but it felt too much like it would turn into 'the Acid Splash' class if I did that. I might put it in locked, then it'd be a choice between acid splash and mucus slimes or corrosive mist and breath from drake. That's a possibility. Or just drop drake for it, but then it's veering veeerry heavily towards 'a gimped oozemancer who hits things with his hands'.

devilindupriest
Higher
Posts: 49
Joined: Mon Jan 20, 2014 5:55 pm

Re: New Class: Hooligan

#18 Post by devilindupriest »

Been reviewing my classes for changes and tweaks, once I have a comprehensive overhaul decided on I may combine them all into one pack. Also after the upcoming brawler updates so I can decide if either of the brawler classes need changed, or axed. So far my thoughts, and if anyone else has played any of them feel free to chime in:

Hooligan I'm pretty happy with. It does exactly what I want it to. It's very similar to it's brawler roots with more of an emphasis on thuggery and scoundrel and the loss of the more 'refined' talent trees. It's also, in my opinion, fairly fun to play in much the same way as brawlers. you hit stuff. Good baked in CC with Scoundrel and Dirty Tricks rolling, and heightened sense and slow motion give it some breathing room as far as casters go (which turns into a lot of breathing room if you go all the way on scoundrel). As with marauder Thuggery is a fun tree and headbutting enemies to death never gets old.

Oozefist, also a brawler, also pretty happy with where it's at. Built more around taking hits than defense, it's got regen and mitosis, and that's actually a pretty fun balance point for a melee class in my opinion. Offensively it's got the basic brawler kit, and some ground control in Moss and Corrosive Mist. I also like having a Thalore only class. They seem like a race that deserves one. Originally I was considering two new talent trees for them, one a 'Way of the Ooze' with some scaled back talents from Ooze, slime, and Mucus, and one 'Path of the Drake' with one talent per drake type. I think I actually like them somewhat better with just base-line Ooze and Venom Drake locked, though.

Blackstaff: Doesn't quite gel. Initial talent options are a bit spread out, I think. The idea for a mage super-spy is there, and I like where I was going with it, that from the initial talent sets you could move to magical combat/dual weapon with stealth (but with only fire or air trees), or Time/aegis and be a dual-beam caster with stealth helping with initial contact and retreating, or split the difference and go with short staff and dagger and enhancement starting, then shields and be a bit of a leather-melee with shields. Just not sure the actual 'fun' is there. I think in the long run I'd like to sort of split the difference, cut a few talent trees and give them their own tree that gives the cunning to SP and strength for daggers and maybe melee strike on cast similar to reavers. Magical Combat is a nice tree, but it's not very interactive, and I'd like them to be somewhat more thoughtful/decision based.

Riven: Fun in a very bump-y kind of way. Rampage and bloodthirst and 2-hand weapons. Really light on defense once you get into the mid-game (other than Unstoppable abuse), but high offense and mobility. It's doing what I want it to do, which is offense and more offense. Not much to say on this one, it's a class pretty much because it was my go-to adventurer setup to blow off steam and as a class it saves me a few minutes setting it up.

Malleus Inquisitare: This one I think needs the most work. I like the theme, and I like the concept of the skill set, a lot of defense, a big whallop of CC, not much mobility (at all). I also like that it's an AM class that borrows from each of the non-magic traditions. Again, though, I'm not sure it really gels. I like where it's going, shields and regen and shield block and knocking stuff around, backing enemies into corners and keeping them confused and off-balance. I'm not sure if it needs to be streamlined, or something more added, or a combination of both.

The Hate Spiral: The most interesting thematically, I feel, and kind of the least interesting play-wise, at least early on. Darkness and Gloom are a fun defensive combination once you get them working, force the enemy to come close and CC them, hide in the darkness and deal with one enemy at a time, bouncing hate mind off multiple opponents. I can totally imagine the fights, this insane yeek standing shrouded in darkness and gloom, enemies wandering the darkness confused and stunned as a maelstrom of hate and distortion tears through the area. Just kind of...dull in actual play at least early on. I was originally considering trying to come up with some kind of synthesis hate/psi talent tree for them, but I don't think they need it. The tools they have are fairly strong, especially together.

If anyone has been playing any of them, feel free to chime in.

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