Battlemage UPDATED and ready for comments
Posted: Thu Mar 21, 2013 6:45 pm
Alright, I got things a bit more fleshed out, and I think I'm as ready as I'm gonna be to start working on this. First things first, I'll throw the existing trees out there, to see if anyone wants to suggest adding or taking away any :
For Generics:
Staff Combat
Aegis
Combat Mastery
Conveyance
and I believe everyone gets Survival
And I've got one new one
For Class Trees:
Meta
Enhancement
Phantasm
Then there are 3 new ones
I could move the new generic back to the class tree I think, so thoughts on that.
On to the new stuff
The possible generic
Arcane Armor
1. Spellplating – This is a direct port of the Stone Skin talent from the Earth tree. That talent fits, but the rest of the tree really doesn't
2. Featherlight – Passive, or possibly sustain: Reduces fatigue. May be too much, but scales from raw talent level. 12% at TL 1, up to 60% at 5.
3. Infuse armor – Active: Grants resist equal to a percentage of your armor, of the staffs damage type, for a few turns. Scales with lvl, and probably SP. Yes, it's designed so you can get 100%, but the cooldown should keep it from being broken.
4. Ward – Allows you to generate wards, 1 per talent lvl, of the channeled damage type
The Class trees
Magical Combat
1. Thrust – Active CD probably 6: Pretty much as per channel staff, but with the TK wielded weapon. Note the higher CD, because the weapons should do more damage
2. Whirlwind – Active, CD probably 10 – 12: Weapon damage (percent of reg attack, scaling with lvl and possibly spellpower) in nova. Range scales with spellpower
3. Infuse Weapon – Active, High CD, but not really a combat spell: Infuses a weapon with a gem (like the alchemist) but instead of the “when weilded/worn” instead the weapon now does the gems “when used as an alchemist bomb” on hit. Gem level would scale with talent level, of course
4. Counterstrikes – Sustain: Does counterattacks when hit. I'll probably pull much of how this works from a counter attack talent, but it'll probably scale with Mag, maybe Will
Protection Tree
1. Shield – Active: Probably a direct port of Barrier, 15 maybe 20 mana.
2. Reflective Skin – Port of the Golem Talent
3. Shield leech – Sustain: a reverse of Aegis 3, grants a regen effect of a percentage of any shield cast on you, over the duration of the shield (but would stay if the shield is broken early), The amount scales with level.
4. Shatter Shield – Dispels any damage shield on you, but deals damage in a nova based on level and how much is left on that shield
Alignment tree
1. Staff Blast – Active – Staff Damage type cone. Scales with spellpower
2. Staff Explosion – Active – Staff damage type nova. Scales with spellpower. This and Staff Blast could be exchanged, but I put this second, because the range will probably be better.
3. Empower self – Sustain: Either a permanent “blessing” based on staff damage type, or for X turns, but wouldn't stack, and always apply the last one. Kinda looking at Elemental harmony Alternatively, resist an elements corresponding status effects.
4. (don't have a name for this yet) : As per Overkill, but of staff damage type
A final note. This has the potential to be really overpowered. As such, I thought it might be a good idea if all the active talents that use the staff damage type also put command staff on cooldown. Maybe for half the spell in questions cooldown? That should mitigate some of the overpoweredness of the class. Or maybe just Infuse Armor, as that would be the most abusable. It would make switching types for defence possible, then you have to wait out the cd. Most things that deal exclusively 1 damage type also resist it fairly well
So, there we have my idea. I don't have any idea as far as scaling, and I don't really do any kind of programming. If someone wants to help me scale this, once I get it done I'll bug someone about banging it out, or learn to do it myself, although that'll take longer. All suggestions are welcome, as I've never done this before.
For Generics:
Staff Combat
Aegis
Combat Mastery
Conveyance
and I believe everyone gets Survival
And I've got one new one
For Class Trees:
Meta
Enhancement
Phantasm
Then there are 3 new ones
I could move the new generic back to the class tree I think, so thoughts on that.
On to the new stuff
The possible generic
Arcane Armor
1. Spellplating – This is a direct port of the Stone Skin talent from the Earth tree. That talent fits, but the rest of the tree really doesn't
2. Featherlight – Passive, or possibly sustain: Reduces fatigue. May be too much, but scales from raw talent level. 12% at TL 1, up to 60% at 5.
3. Infuse armor – Active: Grants resist equal to a percentage of your armor, of the staffs damage type, for a few turns. Scales with lvl, and probably SP. Yes, it's designed so you can get 100%, but the cooldown should keep it from being broken.
4. Ward – Allows you to generate wards, 1 per talent lvl, of the channeled damage type
The Class trees
Magical Combat
1. Thrust – Active CD probably 6: Pretty much as per channel staff, but with the TK wielded weapon. Note the higher CD, because the weapons should do more damage
2. Whirlwind – Active, CD probably 10 – 12: Weapon damage (percent of reg attack, scaling with lvl and possibly spellpower) in nova. Range scales with spellpower
3. Infuse Weapon – Active, High CD, but not really a combat spell: Infuses a weapon with a gem (like the alchemist) but instead of the “when weilded/worn” instead the weapon now does the gems “when used as an alchemist bomb” on hit. Gem level would scale with talent level, of course
4. Counterstrikes – Sustain: Does counterattacks when hit. I'll probably pull much of how this works from a counter attack talent, but it'll probably scale with Mag, maybe Will
Protection Tree
1. Shield – Active: Probably a direct port of Barrier, 15 maybe 20 mana.
2. Reflective Skin – Port of the Golem Talent
3. Shield leech – Sustain: a reverse of Aegis 3, grants a regen effect of a percentage of any shield cast on you, over the duration of the shield (but would stay if the shield is broken early), The amount scales with level.
4. Shatter Shield – Dispels any damage shield on you, but deals damage in a nova based on level and how much is left on that shield
Alignment tree
1. Staff Blast – Active – Staff Damage type cone. Scales with spellpower
2. Staff Explosion – Active – Staff damage type nova. Scales with spellpower. This and Staff Blast could be exchanged, but I put this second, because the range will probably be better.
3. Empower self – Sustain: Either a permanent “blessing” based on staff damage type, or for X turns, but wouldn't stack, and always apply the last one. Kinda looking at Elemental harmony Alternatively, resist an elements corresponding status effects.
4. (don't have a name for this yet) : As per Overkill, but of staff damage type
A final note. This has the potential to be really overpowered. As such, I thought it might be a good idea if all the active talents that use the staff damage type also put command staff on cooldown. Maybe for half the spell in questions cooldown? That should mitigate some of the overpoweredness of the class. Or maybe just Infuse Armor, as that would be the most abusable. It would make switching types for defence possible, then you have to wait out the cd. Most things that deal exclusively 1 damage type also resist it fairly well
So, there we have my idea. I don't have any idea as far as scaling, and I don't really do any kind of programming. If someone wants to help me scale this, once I get it done I'll bug someone about banging it out, or learn to do it myself, although that'll take longer. All suggestions are welcome, as I've never done this before.