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StarKeep's Anorithil Rework
Posted: Sun May 25, 2014 1:38 am
by StarKeep
As of now, this addon is being abandoned.
Re: StarKeep's Anorithil Rework
Posted: Sun May 25, 2014 3:32 am
by Doctornull
Skanore Work, wow, what an interesting name for a new elf spec-- WAIT A SECOND
This looks initially pretty good.
Suggest "Moonshadow" instead of "Lunar Shadow" just for wordflow.
What's wrong with Searing Light (possibly renamed to "Searing Sun")? It's a thing the player is going to see in the game anyway because Luminous Horrors exist, and it was a fairly unusual tactical effect.
I'm not sure if you have 6 player-centered area attacks in the tail ends of the Sun/Star Fury trees. I'd suggest cutting down on player-centered area attacks because they're boring. Put in cones and beams or distant areas of pain and murderizing.
Obviously this needs access to some of the new 1.2 trees like Radiance and another high-level tree or two, as well.
Those criticisms aside, this looks really nice. Thanks!
Re: StarKeep's Anorithil Rework
Posted: Sun May 25, 2014 3:35 am
by StarKeep
The main reason I changed Searing Light was because it rewarded the player for getting an enemy to stand still, which, is fine on a Sun Pally that can melee huggle an enemy, doesn't really fit the idea of a caster.
If the horror feels too different without it, I could add in a fake Searing Light for them to nab.
The last two from the Sun/Star Fury trees are targetable, the 4th with more range.
YUSH A NAME SUGGESTION! You have no idea how bad I am at naming.
Re: StarKeep's Anorithil Rework
Posted: Sun May 25, 2014 1:41 pm
by StarKeep
V 1.0.1 - Cooldown Tweaks
http://te4.org/sites/default/files/game ... ork_1.teaa
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Tweaked the Sun/Star Fury cooldowns to 5/8/12/15.
Solar/Lunar Dash range lowered slightly.
Lunar Shadow renamed to Moonshadow.
Re: StarKeep's Anorithil Rework
Posted: Mon May 26, 2014 1:30 am
by HousePet
For Hymn 4: Small invisibility bonus and evasion.
Re: StarKeep's Anorithil Rework
Posted: Mon May 26, 2014 6:32 pm
by StarKeep
Version Test - 1.2 Version
http://te4.org/sites/default/files/game ... ork_2.teaa
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Just a quick update for anybody who wishes to try this in 1.2.
Re: StarKeep's Anorithil Rework
Posted: Tue May 27, 2014 2:56 am
by Doctornull
Using version 1.2.
Suggestions:
Sunlight (which was previously Sun but got renamed somewhere along the line)
- Summertide Beam - range 8 Fire beam, basically just the same as the old t3 Sun talent: a weak fire beam; upgraded by Summertide (below)
- Searing Light - range 8 smite-targeted Light damage, leaves a Light map effect DoT in 1 tile for 4+ turns, suggest the map effect does NOT harm friends and sets enemy undead on Fire because that's funny
- Sun Spray - cone radius 3-8, Light damage; creates or refreshes a damage shield on you
- Solar Blast - self-targeted radius 8 illumination; radius 3 attack which blinds, deals Light damage; upgraded by Summertide (below)
Star Fury (remember that this tree is given to Liches, it ought to be self-contained)
- Moonlight Ray - as in the base game; lower CD, costs Negative
- Moonshadow - costs Negative; cone radius 3-8 attack which leaves a Darkness map effect DoT; upgraded by Wintertide (below)
- Twilight Surge - generates Negative; self-targeted radius 3 Light and Dark attack; upgraded by Wintertide (below)
- Starfall - as in the base game
Summertide (advanced tree)
- Radiant Condemnation - active, costs Positive; cone radius 3-8 Light which sets enemies on fire for 3-8 turns; fire has a 20-60% chance to strip off one beneficial effect per turn.
- Whelming Light - passive; gain +10-50% healing factor; Summertide Beam and Solar Blast have a 20-50% chance to Daze
- Sun Shield - passive; Summertide Beam and Solar Blast have a 10-50% chance per target to increase the duration of a pre-existing damage shield; max is based on talent level up to (1,1,2,2,3) bonus turns per casting
- Second Dawn - active, cd 45-25, costs Positive; gain heal based on number of Celestial talents cooling down; reduce cooldown on all Celestial / Light and Celestial / Sunlight talents by (1,2,3,4,5)
Wintertide (advanced tree)
- Harvest Moon - active, cd 12, costs Negative; single target is Slowed by 30% and suffers -100% healing factor for 3-8 turns
- Lunar Lance - passive; all of your spells gain 10-50% damage shield penetration; Moonshadow and Twilight Surge have a 5-20% chance to shatter a damage shield (may succeed up to 1/turn)
- Lunacy - passive; gain +10-50% fear immunity; Moonshadow and Twilight Surge have a 20-50% chance to impose Confusion
- Reflected Glory - active, 1 turn, cd 45-25, costs Negative; your current damage shield reflects damage
Other Stuff
- Twilight - passive; at the end of each turn, automatically converts Positive <-> Negative (and vise-versa) up to 20%-50% of your bar, converting whichever is higher into whichever is lower at a ratio which starts at 1:1 and improves to 1:2 at 5/5 talent level. Set it so you cannot pull points out once assigned, assign one point at creation, tah-dah! the class is now idiot-proof.
- Totality - this is a fine talent, and very class-defining: just leave it as it was, don't replace it with Midnight's Dawn
- However I do like your idea of shooting beams out when you use an active spell, but maybe not shooting at EVERY enemy? maybe just 2-7 random enemies within radius 6, number of enemies based on talent level?
- Also I note that Midnight's Dawn is right next to Corona, which has a very similar function... perhaps replace Corona with Midnight's Dawn, if you're sure that it is balanced by the numbers?
- Give the Anorithil access to the new Radiance tree (locked), this is a nice bonus for Cornacs.
Re: StarKeep's Anorithil Rework
Posted: Tue May 27, 2014 3:02 am
by HousePet
I like those.
However, if light is going to get mixed with fire, then darkness should get mixed with cold.
1) Because there is so much fire already.
2) Because otherwise it will be easier to focus on dark as its only one element.
Re: StarKeep's Anorithil Rework
Posted: Tue May 27, 2014 4:06 am
by Doctornull
HousePet wrote:I like those.
However, if light is going to get mixed with fire, then darkness should get mixed with cold.
1) Because there is so much fire already.
2) Because otherwise it will be easier to focus on dark as its only one element.
Light and Fire were previously mixed in the Sun tree, and for a while in Bathe in Light, so I'm more working within current themes than adding a new one.
If Darkness gets mixed with anything, IMHO it would be Mind. (Why? Because myths of the moon speak of it causing madness, aka lunacy.) However an arcane caster causing Mind damage may break theme, so what I did was mix in Mind effects (like confusion and immunity to fear).
Dark/Cold spellcaster already exists (Necromancer), and is quite strong and fun, so I dislike the idea of adding another one unless there's a really strong theme which can differentiate itself from a pure-blaster no-minion Necromancer.
The other reason for the mix is that in my model the Light / Fire talents are needed to generate + energy which gets converted into - energy (which is stronger); so you can mono-focus on Darkness just like a traditional Ano and still have some choice about what you throw at a Light or Fire resistant enemy to regen your - energy.
Re: StarKeep's Anorithil Rework
Posted: Tue May 27, 2014 4:40 am
by HousePet
Darkness + Mind would also be fun.
Since Star Fury is shared with Necromancer, which already uses Darkness + Cold, we have an existing overlap. Differentiation is an issue though.
My main concern is that with the split between Light and Fire, and the way that Darkness talents tend to be stronger with this resource system, focussing on Light may not be viable.
As mentioned we have a strong and fun darkness caster. We don't have any light casters. (shadowblades nuking with Illuminate doesn't count...)
Re: StarKeep's Anorithil Rework
Posted: Wed May 28, 2014 10:41 pm
by Hellcommander
Can you please have twilight have some sort of benefit when the Empyreal class uses it? Since you changed its effect from turning positive energy to negative to an effect that only benefits the anorithil.
Re: StarKeep's Anorithil Rework
Posted: Wed May 28, 2014 10:54 pm
by malboro_urchin
I'd prefer that the Light + Fire be changed to just Light. As of now, we don't have a strong Light caster.
Re: StarKeep's Anorithil Rework
Posted: Wed May 28, 2014 11:41 pm
by Hellcommander
Empyreal class makes good on both dark and light.
Re: StarKeep's Anorithil Rework
Posted: Fri May 30, 2014 12:42 pm
by Sradac
Empyreal class needs to be updated too!