Bloodriver Adherent Class

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Shad3
Higher
Posts: 48
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#16 Post by Shad3 »

Zizzo wrote: Tue Feb 04, 2025 7:12 pm Couple quick questions:
  • Does the golem block projectile? Honestly I don't remember if I ever use bolt spells alongside the golem. Bolt pass-through is something I have to add to it I guess.
  • Bloodletting's throw damage is derived from the dagger's raw damage, ignoring mastery, accuracy and such. While it is not counted as weapon attack, it does trigger the dagger's on-hit procs.

Shad3
Higher
Posts: 48
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#17 Post by Shad3 »

Been 2 years since last update, and I was thinking:
How about more bleed?

So here's 2.0.0 with new subclass: Bloodriver Staffmaster.

They are more martially inclined, and are even more aggressive with self-bleed. Just prepare a bit more healing, I guess.

Code: Select all

2.0.0
- New subclass: Bloodriver Staffmaster

HaleMary
Yeek
Posts: 10
Joined: Wed May 24, 2023 3:57 am

Re: Bloodriver Adherent Class

#18 Post by HaleMary »

There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by:
killing a certain named bear
destroy a certain magical crystal
killing a certain spider in the east, and
going to a certain place where magic are blazing.
Are these only unlockable in AoA? Or is there a way to get them in other campaigns too?

Shad3
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Posts: 48
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#19 Post by Shad3 »

They are AoA exclusive, for now. I do have some ideas on other campaign's totems, but they have to wait until I have more time to mod. (Also my PC broke down so please pray for its speedy recovery...)

Seventeer
Cornac
Posts: 43
Joined: Mon Apr 20, 2020 5:58 pm

Re: Bloodriver Adherent Class

#20 Post by Seventeer »

staffmaster talent [Rite Of Chasing : selection] error
Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /mod/dialogs/talents/WshadeRiteOfChasing.lua:126: bad argument
look like you forget to add talent tree [bloodriver/wshade-arcana-blood]

Shad3
Higher
Posts: 48
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#21 Post by Shad3 »

Ah.
No, the error is not that. I forgot the safeguard for when no talent was synchronized.
It should work properly after you synchronize anything.

Mr Frog
Thalore
Posts: 155
Joined: Wed Mar 25, 2020 4:28 am

Re: Bloodriver Adherent Class

#22 Post by Mr Frog »

e: I'm playing Adherent to be clear

Got through T1s. Have a few regrets with my build since I didn't fully understand how the class works but it should be okay. Went with Ogre for my race because it seemed like a safe choice for a blind pick but if he crashes and dies I think I'll try skelly because nuking everyone's Bleed resistance just by being near them seems funny

assorted notes:

A few things don't crit when I think they should; totems, Touch of Electrocution, Superheated Blood, Red Mist, Blood Sprite, Sprite Traversal, Sprite Poison, Blood Collection - Tsunami

Conversely, a couple talents have their self bleed amped if they crit, but do not note this: Blood Slash, Blood Burst Trap, Artery Overload (not all self bleed talents will even respond to a crit in this way which is especially confusing. Personally I think they all should but you might want otherwise)

Sanctum seems pretty profoundly detrimental as its effect is completely involuntary once learned and it will buff enemy saves and knock down walls around you, the latter of which can be potentially catastrophic if it exposes a new horde of enemies

I feel very comfortable not running Manasurge since the class can get mana off of heals. I like this.

Arcana Blood and its interaction with Advanced Sanguine Elements is so fxing cool and it pisses me off how cool it is

I didn't understand how the Sihr-Mpath curse stacking works and thought it had insane exponential stacking so I dumped some points in there but looking at the code it looks like it just approaches 5x the base value, which is much less deranged than I thought
BTW is the intent for the first Sihr-Mpath talent you use to not be instant? Because at the moment it looks like they will effectively always be instant because the proc is set before the talent resolves and energy is or is not deducted.

Reverse Bloodflow is pretty cray cray, I crit someone for 900 in t1s lol. If I understand the code right it can triple dip on crits in the right circumstances, eg if I crit cast Spike Vine (the only ASE spell that crits apparently), then crit cast Artery Overload, then crit cast RBF itself

I don't think it's noted anywhere what totem effects scale off of (raw Magic apparently)

I was completely mystified about how the Blood Collection talents work; I thought it gathered bleed effects around you on cast and couldn't figure out why they weren't doing anything when I tried them, but looking at the code they collect bleed effects each game round. This in mind Stream seems potentially crazy since it can effectively double or even triple dip on crits in the same way RBF can

I appreciate how few instant talents there are on this class; even totems cost 3/10 of a turn to use. It's more of a pet peeve of mine and I don't think I even care that much, but I think making a talent a free action and completely divorcing it from the game's turn economy is a really boring way to justify its use, so I appreciate that this class avoids doing that.

Gonna keep playing, this is pretty cool. I like that it's essentially the Mage answer to Solipsist but still feels very distinct

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