[1.0.4] Starseeker

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Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

[1.0.4] Starseeker

#1 Post by Peppersauce »

Hi all, I decided to try and create a simple addon class for ToME. It's called "Starseeker" and it's kind of like a Celestial version of the Temporal Warden.

Birth description:

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Starseekers hail from the Gates of Morning, the last bastion of the free people in the Far East.
Their way of life is well represented by their motto 'We embrace the power of the Cosmos, We devote our lives to its blending of light and darkness, as it shall strike our enemies with utter relentlessness.'
They can channel the power of the Cosmos to crush all who seek to destroy the Sunwall.
Competent in dual weapon combat, archery and magic, they usually shoot their foes from afar before stabbing them in melee.

Their most important stats are: Strength, Dexterity and Magic
The best race for them is, in my opinion, Shalore, as its racials blend well with the class's strengths.
As for their trees, they have the following standard trees:

Unlocked Class trees:
Technique / Archery (Bow) (1.1 mastery)
Technique / Dual Techniques (1.1 mastery)
Celestial / Sun (1.0 mastery)
Celestial / Combat (1.2 mastery)

Locked Class trees:
Technique / Combat Techniques (1.1 mastery)
Celestial / Circles (1.0 mastery)
Celestial / Twilight (1.0 mastery)
Cunning / Dirty Fighting (1.1 mastery)

Unlocked Generic trees:
Technique / Combat Training (1.1 mastery)
Technique / Field Control (1.0 mastery)
Celestial / Chants (1.2 mastery)
Celestial / Light (1.2 mastery)
Celestial / Hymns (1.2 mastery)

Locked Generic trees:
Cunning / Survival (1.1 mastery)

They have 2 custom trees, Star Archery (Mag-based, unlocked from the start) and Cosmos Grace (Mag-based, a locked level 10 tree), they're both class trees and their skills are the following:

Celestial / Star Archery: (1.2 mastery)

Quiver Of Darkness: (Sustain, 10 negative energy cost)

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Infuse your quiver with the power of the Moon, doing "some" darkness damage while converting 2 positive energy into "some" negative energy for each ranged blow dealt.
If you do not have enough positive energy, the sustain will have no effect.
Also, upon learning this talent switching between already equipped weapon sets (default hotkey q) no longer takes a turn.
The damage dealt and negative energy gain will increase with your Spellpower.
Moonlight Arrow: (Active, 10 negative energy cost)

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You fire a shot infused with the power of the Moon, doing "some" darkness damage with a chance to blind for 3 turns.
The chance to blind will increase with your spellpower.
Starburst: (Active, 10 positive energy, -10 negative energy cost)

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You instill an arrow with cosmic energies, doing "some" light damage and causing a burst of energy that will project bolts at enemies in a radius of 2/2/3/3/4, doing "some" light damage or "some" darkness damage per bolt. These bolts can crit.
Bolt damage will increase with your Spellpower.
Comet Shot: (Active, 15 positive energy, 15 negative energy cost)

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A falling star empowers your shot, piercing through multiple targets, dealing "some" light damage, "some" fire burn damage and "some" physical damage with a chance to pin those affected for 3 turns. These celestial energies will also leave a trail, burning the ground for 4 turns and dealing "some" fire damage to all who stand on it.
The chance to pin and the fire damage will increase with your spellpower.
(the trail effect's not yet in place, this the only skill which is still "broken")

Celestial / Cosmos Grace: (1.3 mastery)

Embracing the Cosmos: (Sustain, 10 positive, 10 negative energy cost)

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Surround yourself with cosmic energies, while active this sustain will grant you (10% * talent level) movement speed and (5% * talent level) attack speed.
Cosmos Phase: (Active, 15 positive energy, 15 negative energy cost)

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While dual-wielding, you'll phase to your enemy, dazing it for 3+ turns and hitting it with all your weapons for "some" light and "some" darkness weapon damage.
While wielding a bow you will fire an arrow at the target for "some" light and "some" darkness weapon damage. If the arrow hits, the target will be stunned for 3+ turns while you'll phase right next to it.
To use Cosmos Phase you need to be able to see your target.
Stun chance with a ranged attack will increase with your spellpower.
Cosmic Blessing: (Sustain, 30 positive, 30 negative energy cost)

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Surround yourself with protective cosmic forces.
Each time you are hit by something you have a (7% * raw talent level) chance to get a damage shield for "some percentage" of the damage taken for 3 turns.
This effect will only trigger for damage higher than 20 hit points and only if you have no damage shields on at the moment you take damage.
The shield value will increase with your Spellpower.
Cosmos Mastery: (Passive)

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You achieved complete mastery over the cosmic powers.
Increases light and darkness damage and resistance by (3% * raw talent level), and your resistance penetration in those elements by (5% * raw talent level).
Each point in Cosmos Mastery also increases your pin, silence and knockback resistances by (5% * raw talent level).
Link to the add-on: http://te4.org/games/addons/tome/starseeker-class

Oh, before I forget, I made 2 artifacts for this class, a bow (since Star + Moon cover the melee side already) and a tool that gives some nifty bonuses to Celestial classes such as this (so... only to this class and... Anorithils :lol: (Maybe to Empyreals too?)). Gotta post some info on those too, I guess?
Last edited by Peppersauce on Fri May 31, 2013 5:40 pm, edited 7 times in total.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.4] Starseeker

#2 Post by Peppersauce »

nvm
Last edited by Peppersauce on Fri May 31, 2013 5:39 pm, edited 1 time in total.

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: [1.0.4] Starseeker

#3 Post by AlexanderR »

Peppersauce wrote: Infuse your quiver with the power of the Moon, doing "some" darkness damage while converting 2 positive energy into "some" negative energy for each ranged blow dealt.
If you do not have enough positive energy, the sustain will have no effect.
Also, upon learning this talent switching between already equipped weapon sets (default hotkey q) no longer takes a turn.
The damage dealt and negative energy gain will increase with your Spellpower.
Too straightforward copy of Wardens talent. Switching to ranged equipment should probably be instant (hence the name :)), but switching back to melee should have some form of penalty.
Peppersauce wrote: Cosmic Blessing: (sustain, 30 positive, 30 negative energy cost)
Surround yourself with protective cosmic forces.
Each time you are hit by something you have a (7% * raw talent level) chance to get a damage shield for "some percentage" of the damage taken for 3 turns.
This effect will only trigger for damage higher than 20 hit points and only if you have no damage shields on at the moment you take damage.
The shield value will increase with your Spellpower.
Fixed minimal damage? It is a typo, isn't it?!

General opinion on class - it lacks selling point. Flow of positive/negative energies is unclear from talent descriptions, so I can't comment on the rest.\

EDIT: just noticed: aren't Circles and Field Control kind of mutually exclusive?
Last edited by AlexanderR on Fri May 31, 2013 2:56 pm, edited 1 time in total.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.4] Starseeker

#4 Post by Peppersauce »

AlexanderR wrote:Too straightforward copy of Wardens talent. Switching to ranged equipment should probably be instant (hence the name :)), but switching back to melee should have some form of penalty.
The Celestial / Combat tree is lackluster and you can't generate negative energy while in melee, here's your penalties :lol:
AlexanderR wrote:Fixed minimal damage? It is a typo, isn't it?!
Hum... should it increase with some parameter you think? Like... a percentage of your life? I just put it there because getting 0-1 hp shields gets annoying fast xD
AlexanderR wrote:General opinion on class - it lacks selling point. Flow of positive/negative energies is unclear from talent descriptions, so I can't comment on the rest.
I'm not good in calculating it based on the code (xD) but it's like... you get 3 negative energy from an archery shot at low levels, then this number increases really fast, Starburst is there to help with negative regen too and Twilight could be a nice tree to get for the same purpose. There are not a lot of negative talents though.

Just posted the add-on btw if you wanna try it: http://te4.org/games/addons/tome/starse ... eker-class

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.4] Starseeker

#5 Post by Peppersauce »

AlexanderR wrote:EDIT: just noticed: aren't Circles and Field Control kind of mutually exclusive?
Should I remove one of them, you think? I don't know, Circles sounds like a good fit for this class and Field Control... well, I think they need some kind of movement/phase.

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: [1.0.4] Starseeker

#6 Post by AlexanderR »

So I downloaded it, and gave gameplay a try. First thoughts:
  • Spellpower this, spellpower that, but where is it going to come from? No Arcane Feed-like buff, no staffs, no augmentation of any kind. Mind Blast, Sun Flare, Martyrdom won't work. Weapon of Light may be designed with this in mind, but why do Star Archery and Combat have only 1.2 mastery?
  • Wave of Power scales with Strength, so replacing Strength with Cunning for purpose of damage calculations feels pretty weird.
  • Mobility of class is on par with Sun Paladins.. Not sure, if it is issue, just something unusual for this kind of hybrid.
  • The only way to build up Positive is autocast.
  • No way to raise damage of offhand, wielding Sword in mainhand seems to be discouraged, and there is no way to raise critical damage.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.4] Starseeker

#7 Post by Peppersauce »

AlexanderR wrote:So I downloaded it, and gave gameplay a try. First thoughts:
Spellpower this, spellpower that, but where is it going to come from? No Arcane Feed-like buff, no staffs, no augmentation of any kind. Mind Blast, Sun Flare, Martyrdom won't work.
Sun Paladins don't have spellpower buffs either and they're fine. Sure, they have one less stat but... huh, got decent enough spellpower on my test runs, maybe I lucked out on item drops.
AlexanderR wrote:why do Star Archery and Combat have only 1.2 mastery?
Didn't wanna give them Combat on par with Sun Paladins so I kind of went with 1.2 for both, since Star Archery is meant to be Combat's counterpart. I can easily change that if it sounds off tho
AlexanderR wrote:Wave of Power scales with Strength, so replacing Strength with Cunning for purpose of damage calculations feels pretty weird.
AlexanderR wrote:No way to raise damage of offhand, wielding Sword in mainhand seems to be discouraged
I'm thinking about going back to Str/Dex/Mag, putting a sword in mainhand and giving the locked tree Mag requirements. How does that sound? It'd save me the trouble to start superloading too :lol:
AlexanderR wrote:The only way to build up Positive is autocast.
Well, isn't that more or less true for every Celestial class?
AlexanderR wrote:Mobility of class is on par with Sun Paladins.. Not sure, if it is issue, just something unusual for this kind of hybrid.
AlexanderR wrote:there is no way to raise critical damage.
Are these needed? Mobility kicks in with the level 10 sustain, you also have Disengage and that Shadowstep ripoff. In the way of crit damage... hum... think they'll be fine without it if I switch to Str, I guess.

EDIT: Ouch, now I remember why I switched to Cun... Moon and Star... oh well, I might add another dual-weapon set too, I guess :roll:

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.4] Starseeker

#8 Post by Peppersauce »

New version, stats are Str/Dex/Mag now and they start with a sword in the mainhand. Stuff changed around accordingly: http://te4.org/games/addons/tome/starse ... er-class-0

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: [1.0.4] Starseeker

#9 Post by Sradac »

Haha! I have a feeling I know where at least SOME of the inspiration on this came :lol:

Looks cool though, will have to try this weekend!

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.4] Starseeker

#10 Post by Peppersauce »

Sradac wrote:Haha! I have a feeling I know where at least SOME of the inspiration on this came :lol:

Looks cool though, will have to try this weekend!
Aaaand... right you are :lol:

Let me know how it works for you :)

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: [1.0.4] Starseeker

#11 Post by AlexanderR »

Peppersauce wrote:Sun Paladins don't have spellpower buffs either and they're fine.
Their only notable detrimental is Martyrdom (Sun Flare is usually waste to level with low spellpower and 1.0 category mastery). Martyrdom is barely useful for players and becomes OP, when used by enemies, so giving them more spellpower for it is actually bad idea. Anyway, if you insist on keeping current spellpower and mobility, remove Twilight. It is not thematically fitting anyway.
Peppersauce wrote:Didn't wanna give them Combat on par with Sun Paladins so I kind of went with 1.2 for both.
Just another reason to avoid melee. Even Temporal Wardens often do so, despite their overwhelming mobility and limited range of Displace.
Peppersauce wrote:
AlexanderR wrote:The only way to build up Positive is autocast.
Well, isn't that more or less true for every Celestial class?
Not at all. Sun Paladins can start with Sun spells as well as with Wave of Power - their offense is going to be bad anyway. Anothorils are usually played with autocast and low investment in Sun, but this is just a neat trick - they are can also start with light spells + Twilight, as their main damage after mid-game comes from crits and Eclipse spam.

Natural flow of energies in your class is just weird - starting with Sun spells (on ranged archer!), using bow/Twilight to get some negative, following up with either positive-based melee or negative+positive archery spells... I understand, that anyone can use simple archery in trivial cases or set up autocast, but that just eliminates the point of being Celestial.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.4] Starseeker

#12 Post by Peppersauce »

AlexanderR wrote:
Peppersauce wrote:Sun Paladins don't have spellpower buffs either and they're fine.
Their only notable detrimental is Martyrdom (Sun Flare is usually waste to level with low spellpower and 1.0 category mastery). Martyrdom is barely useful for players and becomes OP, when used by enemies, so giving them more spellpower for it is actually bad idea. Anyway, if you insist on keeping current spellpower and mobility, remove Twilight. It is not thematically fitting anyway.
Peppersauce wrote:Didn't wanna give them Combat on par with Sun Paladins so I kind of went with 1.2 for both.
Just another reason to avoid melee. Even Temporal Wardens often do so, despite their overwhelming mobility and limited range of Displace.
Alright. Done and done. Next version has no Twilight and Combat and Star Archery at 1.3
AlexanderR wrote:
Peppersauce wrote:
AlexanderR wrote:The only way to build up Positive is autocast.
Well, isn't that more or less true for every Celestial class?
Not at all. Sun Paladins can start with Sun spells as well as with Wave of Power - their offense is going to be bad anyway. Anothorils are usually played with autocast and low investment in Sun, but this is just a neat trick - they are can also start with light spells + Twilight, as their main damage after mid-game comes from crits and Eclipse spam.

Natural flow of energies in your class is just weird - starting with Sun spells (on ranged archer!), using bow/Twilight to get some negative, following up with either positive-based melee or negative+positive archery spells... I understand, that anyone can use simple archery in trivial cases or set up autocast, but that just eliminates the point of being Celestial.
Sun is there mostly for Sun Flare tbh, since a skill that lights up an area is gonna be definitely good on a guy that also uses bows. You can also start with Barrier ofc and... I never autocast non instant skills (if they're not sustains). You can manage a fight in various ways, you can act like a Sun Paladin (ie. throw Searing Light/Firebeam and then go use your positive in melee), you can just build up positive and then start firing around for negative if you feel some big threat is coming and you'll need to use some positive+negative skill or... what I found myself doing most of the time with Star Archery is a Sun talent + Starburst, two turns and you have all the negative energy you need for the most negative-costly skills (Comet Shot, Cosmos Phase). I'll admit negative management is kinda freaky, but at least it's unique and I've always found myself with enough negative energy to fire what I needed in range. :lol:

HousePet
Perspiring Physicist
Posts: 6215
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Re: [1.0.4] Starseeker

#13 Post by HousePet »

I was gonna make this class next. :?
You beat me to it. :(
My feedback meter decays into coding. Give me feedback and I make mods.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.4] Starseeker

#14 Post by Peppersauce »

HousePet wrote:I was gonna make this class next. :?
You beat me to it. :(
Sorry about that :D

Umbrall
Thalore
Posts: 153
Joined: Sat Feb 23, 2013 7:53 pm

Re: [1.0.4] Starseeker

#15 Post by Umbrall »

I think the class in general appears to lack character, and I would rather it not be a hybrid honestly. The first spell directly copies the mechanics from tw, and creates the same awkward sun paladin arrangement. The creation of negative energy only on shot is an incredible idea and something I'd stick with, but I rather don't like it requiring positive energy, and would rather those were factored into costs where necessary. The bow talents it has appear to be all over the place in design and aren't very cohesive. The second tree is a set of random general buffs and as well doesn't combine easily. In general the class is rather a mishmash of ideas and I think needs to be made more cohesive.

Combat as well really does not fit the class.

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