Page 1 of 1

Windwarrior class 0.5

Posted: Sun Jan 06, 2013 8:14 pm
by willywonka
New version!

This is the windwarrior!
I guess the name and descriptions and all could and probably should be subject to change, but the concept I think works.

The windwarrior believes that speed defines the winner when it comes to fighting. As such he sacrifices everything for more speed.

The class gets a whopping:
+7 dexterity, +3 cunning, and +5 willpower.
However, believing in speed over all else, they get -4 constitution and -2 strength.

They also recieve 0 health per level.

The windwarrior uses dual wielding daggers for damage, focusing on attack speed, precision and criticals.
For defense the windwarrior only trust his mobility.

Talents:
Speed (yeah lame names)
1. Locomotion
Your body is made for speed. Who cares about physical conditioning?
Increases movement speed by (talenlvl * 10%) but decreases constitution by (2*talentlvl)
2. Breeze
Like a breeze, your foes barely notice your attacks. Increases attack speed by (talentlvl *10%) but decreases strength by (2*talentlvl)
3. Bullet dodger
Basicly the movement speed boost when targeted by projectiles talent
4. Ever faster
You force yourself ever fast, however, be aware of high velocity impacts with physical objects (physical damage)
Increases global speed by (dex * talentlvl/5) but decreases physical resist by (dex * talentlvl/8)

Windattack (yeah, even lamer names)
1. Pinpricking
Flurry skill
2. Suprise
Blindside skill
3. Run by
Reckless chargeskill almost without knockback and hate adjustment
4. Unseen tornado
Shadow viel skill without darkness damage and much lower resist all

Else the class gets talent trees as follows:
Speed (new) 1.3
Combat training 1.3
Windattack (new) 1.3
Combat-techniques 1.3
Dualweapon-training 1.3
Mobility 1.3
Field-control 1.3
Combat techniques passive 1.3
Survival 1.3
Tactical (locked) 1.3
Lethality (locked) 1.3
Scoundrel (locked) 1.3


Windwarriors will be super mobile, high damage burst glass cannons. They have no saves, magic defenses or stuff like that. Its all about getting in, dealing damage fast and get out.

They should probably start with a movement infusion and a regeneration to keep with the theme.

As of build options, i guess you could drop the speed skills, but the low starting constitution makes it a risky choice. Else one would have to balance between speed and survivability.

Willpower is used as base for the speed tree on grounds that one have to mentaly force oneself to go faster, using mind over matter (willpower over physical stuff). One should also open up the lethality tree, to get cunning as damage bonus instead of strength. Choices choices. I hope at least interesting choices.

Changes since 0.1:
All skills work as intended except unseen tornado. Get a .lua error... (if someone can see whats wrong then please do tell :) )
Skill pictures added
Changed starting stats for net gain of +9 stats
number tweaks

Missing stuff:
Getting unseen tornado to work
Particle and sound effects
Flavour text on info, skill activate etc

Suggestions and improvements? The windattack tree could need some love, but i like the mobility attacks that are sampled from other talent trees.

To install, put it in addon folder and rename the file to tome-windwarrior.teaa (that is, replace *.zip with *.teaa)

Re: Windwarrior class 0.1

Posted: Sun Jan 06, 2013 8:57 pm
by lukep
Interesting idea, seems a bit like a Marauder on steroids. The new skills and tree selection look like they should work together, but I'm not sure about a couple of things:

Stats: every other class gets +9 to various stats, and no negatives. If you want to keep the negatives, I'd boost the DEX to +9 and the WIL to +6, so that they get a net +9.

Lethality is a pretty big change, swapping out STR for CUN for dagger damage, I'd think hard about the decision to have it unlearned and locked at the start.

EDIT: typo. WIL -> DEX

Re: Windwarrior class 0.1

Posted: Sun Jan 06, 2013 9:08 pm
by willywonka
Thanks for input. Ill play around with the starting stats a little then. A little play through revealed that besides some small bugs, damagedealing is not a problem. Survivability is however, but then I played like zerker, bump bump bump. I think for now lethality is fine locked damage wise.

Another issue is armor training. It is something most people will aim for. At least level 1. Right now, the early game is hindered by my focus (that is me ofc) to get strenght enough for 1 point in armour training. Im thinking of maybe adding fatigue as some kind of "resource" for the speed gains. That should add some negative sideeffects of going for heavier stuff. All speed gains as they are but minus fatigue. 20% fatigue equals only a 30% speed bonus when the first skill is maxed. Should maybe make em higher.. What do you think? More decisions is better I feel. That would finally also put some value on the -fatigue% equipment.

Re: Windwarrior class 0.5

Posted: Tue Jan 08, 2013 1:47 pm
by willywonka
Updated. See original post for changes.

Also, there is a bug with unseen tornado. If anyone could take a look at it I would be thankful. Cant seem to find the cause.

The rest works (almost).

A lvl 50 test character with only starting gear bit it kinda hard in early dreadfell. Due to no resists, no infusions, etc. However, with a little items and some good runes/infusions, I think it would have been fine. Most things went away in 3/4 hits anyway.

Re: Windwarrior class 0.5

Posted: Tue Jan 08, 2013 2:49 pm
by phantomglider
0 hp per level is not viable without some factor that hugely mitigates incoming damage. Late game you have to be able to eat 400+ damage spells, there's just no way to avoid it on some bosses, especially if you don't have Stealth tree.

Re: Windwarrior class 0.5

Posted: Tue Jan 08, 2013 5:08 pm
by willywonka
unless you take them out before they can cast that spell! The scoundrel tree do help here also with that misdirection talent.

My testings have only shown the danger og aoe spells like breaths and such...

Hmm, one idea could be to make a talent that makes the enemy hit where you used to be x turns ago, but i dunno how to code that :p

Also, with thaloren class you do get larger hp gain, and resist all, and you get around 25/30 con just from stat points without other items or rewards. Total around 1200 hp...

Re: Windwarrior class 0.5

Posted: Tue Jan 08, 2013 7:45 pm
by phantomglider
You're not gonna take out Elandar before before he drops a Freeze or Starfall on your ass, unless you're suggesting that this class is regularly supposed to do over 15000 damage in a single round against a target with 40% resist all at a minimum. Or Vor Armory, where you have to deal with large packs of orc cryomancers and pyromancers dropping Freezes and Flames and phase dooring all over the place.

...unless you mean they have no HP modifier and gain the base 10 hp per level? Because in that case, yeah, viable. But trying to win with 100 starting HP, 2-300 from con, and maybe another 100 from race is just not going to work.

Re: Windwarrior class 0.5

Posted: Wed Jan 09, 2013 5:36 pm
by daftigod
Hey willy, I havent had a chance to check this out yet, but it looks promising!

I'm working on putting together a new Class Pack for 1.00. If you're interested in polshing up this little guy and getting him at least 95% working, it would be a pleasure to include the windwarrior! Let me know if that sounds good to you!

Good luck with future development!