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Witherer: v2.0.0

Posted: Mon Mar 09, 2015 5:51 am
by HousePet
The Witherer is a caster defiler that focuses on debilitating enemies and killing them slowly.

http://te4.org/games/addons/tome/witherer

Gets the Blight, Bone and Plague categories in addition to these new ones.
Bone talents have been altered to inflict bleeding.

New categories

Corruption/Corrupted Branch
Withered Staff: Increased accuracy and added blight damage with staff attacks. Remember that Staff Accuracy can double proc damage... >:)
Infected Apple: Heal target creature while also inflicting them with Worm Rot. Can use on self to also refresh talent cooldowns.
Misery Siphon: Cleanses debuffs from enemies to get buffs
Time For Reaping: Circular staff attack as physical+bleed. Does extra temporal damage per detrimental effect.

Corruption/Acid
Vitriolic Spear: active. A beam that inflicts acid burns over time.
Blinding Spray: active. Cone of blinding acid.
Corrosive Bubble: sustain. Attackers are corroded. Grants flat damage reduction.
Acid Rain: active. Nova of cleansing acid. Removes buffs from enemies and debuffs from you.

Corruption/Decay
Withering Touch: hybrid. Inflicts reduced stats on attackers. Can be actived to inflict Wasting and stat reduction on an adjacent creature.
Withering Rays: active. Small chain of wasting damage that decreases beneficial effects on targets by 1-3 turns.
Collapse: active. Everything wears down and things break, when you want them to. Target enemy takes temporal damage and is has greatly reduced critical chance.
Chronophage: active. Temporal nova that inflicts slow. You are hasted based on the number of enemies hit.

Corruption/Poison
Poison Cloud: active. Creates a short lived, small radius cloud that inflicts stacking poison on enemies.
Vapour Form: active. Grants evasion, movement speed and poisons adjacent enemies each turn.
Toxic Cure: active. Heals, cures physical debuffs and poisons you.
Poisoner's Curse: active. Target creature had reduced poison/nature immunity.

Corruption/Swarm - Locked, high level
Vile Swarm: active. Bouncing physical damage projectile. Bleeding creatures hit by this become infected with swarm eggs disease. If they die while infected, a new Vile Swarm is released.
Scythe Beetles. active. Short cone of blight damage that inflicts bleeding.
Swarm Rush: active. Turn into a cloud of bugs and fly to target tile. Enemies in the way take physical/blight damage.
Lord of the Flies: sustain. Physical/blight penetration. Swarm talents drain life from enemies to heal you.

Corruption/Dissolution - Locked, high level
Pool of Corruption: active. Creates a pool of blight damage that inflicts slow.
Degenerate: active. Single target instant acid damage based on number of debuffs.
Vomit Reflux: active. Target creature vomits acid. Spreads disease if they have any.
Fluid Form: sustain. Acid/blight penetration. Stun and critical resistance.

Corruption/Entropy - Locked, high level
Decrepify: active. Cripples a group of enemies and lowers their disease resistance.
Dead Zone: active. Zone of silence.
Accelerated Decay: active. Slowed creatures are stunned. Wasting creatures are disintegrated.
Entropic Aura: sustain. Temporal/blight penetration. Delays half the damage you take by a few turns.

Corruption/Toxins - Locked, high level
Blood Poisoning: active. Poisoned enemies are diseased, diseased enemies are poisoned.
Miasma: active. Nature/blight cloud that inflicts confusion.
Paralyse: active. Stuns and pins target poisoned enemy.
Biohazard: sustain. Nature/blight penetration. Poisons and diseases heal you instead.

Corruption/Suffering - Generic
Rotten Harvest: passive. When you kill a creature, you gain life and vim based on the number of debuffs it had.
Eternal Suffering: active. Increases the duration of all detrimental effects on all nearby creatures (including you) by 1-5 turns.
Blood Feed: active. Converts 5-10 life to vim per detrimental effect you have.
Harbinger of Suffering: passive. Increases your spellpower by 5-12 per detrimental effect you have. Increases your spellcrit by 1-3 per detrimental effect you have. A percentage of all damage you take increases your Vim.

Re: Tentative Addon Class: Witherer

Posted: Mon Mar 09, 2015 6:28 pm
by NemesisZeru
Sounds quite neat. I'd definitely play it. =3

Sorry it isn't the most useful critique, just wanted to show my support an' bump up the topic. :P

Re: Tentative Addon Class: Witherer

Posted: Tue Mar 10, 2015 1:51 am
by malboro_urchin
I like how the class's talents are simple in overall structure/order but offer a wide variety of playstyles, and the class seems to burst at the seams with utility. I have some concerns about Degenerate, as I don't know what rank enemies can and can't be instakilled. I assume bosses can't be instakilled, and this is where Degenerate would be most useful.

Maybe Entropic Aura, in addition to delaying damage you take, could hasten the damage enemies take from your DoT's, for example, maybe enemies within range 3 of you (or something, this class has a bit of a desire to be in melee some of the time) take the remaining damage of each DoT one turn after the DoT's first tick of damage? The one turn delay still keeps the feel of a wasting class, but also makes the Entropic Aura feel more...entropic, by vastly accelerating enemy decay.

Re: Tentative Addon Class: Witherer

Posted: Tue Mar 10, 2015 10:13 am
by HousePet
I'd probably just make Degenerate do damage based on the number of debuffs, rather than instant kill.

Interesting idea for Entropic Aura, its a nice idea, but it might be a bit too useful making everyone take it. It might also be a total pain to code :)

Re: Tentative Addon Class: Witherer

Posted: Tue Mar 10, 2015 2:52 pm
by twas Brillig
HousePet wrote:Interesting idea for Entropic Aura, its a nice idea, but it might be a bit too useful making everyone take it. It might also be a total pain to code :)
Mechanically, it sounds very similar to existing burn accelerators. You could probably look at the artifacts that do that for a start. (can't remember off the top of my head whether any class skills do that) Of course, burns are kind of weird so it might be more complicated than I'm thinking.

Re: Tentative Addon Class: Witherer

Posted: Wed Mar 11, 2015 12:47 am
by malboro_urchin
HousePet wrote:I'd probably just make Degenerate do damage based on the number of debuffs, rather than instant kill.

Interesting idea for Entropic Aura, its a nice idea, but it might be a bit too useful making everyone take it. It might also be a total pain to code :)
Thanks! It definitely felt OP as I was typing it out, but things can be tweaked. Maybe have it be like a Mindslayer shield, in that you can sustain it to defer damage and then activate it (and lose the damage deferral, possibly even take some % of the deferred damage yourself) for accelerated damage? It'd be particularly handy when you need something dead right away, but probably not worth the activation on trash or a less threatening rare.

If the damage on this use of Entropic Aura would be too much of a pain, you could have it do a fixed amount per debuff (as Degenerate) or maybe even X damage per poison, Y per disease, Z per bleed, etc if you want to get fancy with it.

Blood Poisoning and the Swarm tree look amazing!

Re: Tentative Addon Class: Witherer

Posted: Thu Mar 26, 2015 8:20 am
by astralInferno
Oh man, this class is oozing with flavour. Also pus, I expect.
10/10, will play if you manage to code it/bribe someone to code it.
Edit: Wait, you're the OP, not a new person. You can absolutely code it. I'm starting to love you.

Re: Tentative Addon Class: Witherer

Posted: Sun Aug 09, 2015 1:17 am
by HousePet
Bumpage, as I'm starting to code this now.

Re: Tentative Addon Class: Witherer

Posted: Sun Aug 09, 2015 6:48 pm
by Razakai
Random suggestions
- If you have my Eternal Darkness addon, you'll find an unused Acid tree there I originally intended for Necromancer. Has some similarities to a few of your talents so you could steal bits if needed.
- Likewise, the Devouring Swarm talent in Spell/Corpse would fit this class quite well, feel free to take.
- I think with all the direct damage options, it could be worth retooling Bone as a more purely defensive/utility tree. I had a vague concept that'd put Bone Shield as the T1, then have the next 3 interact it. I think it's in my Reaver rework notes here - https://docs.google.com/document/d/1nEp ... Ra-IQ/edit
- Might want to stick Bleed resist penetration in there somewhere too unless you already added it.

Re: Tentative Addon Class: Witherer

Posted: Sun Aug 09, 2015 10:58 pm
by astralInferno
There are no words for how much I am looking forward to Corruption: Swarm.
And everything else. But mainly swarm.

Re: Tentative Addon Class: Witherer

Posted: Thu Aug 20, 2015 5:40 am
by HousePet
Here is a testable version. Everything is coded but there are no icons or sensible visual effects yet.

I'm going away for about 10 days, so hopefully there aren't any major bugs in it.

Re: Tentative Addon Class: Witherer

Posted: Thu Aug 20, 2015 8:42 pm
by astralInferno
I've gotten to level 10 without any errors or anything. Is definitely fun to play.

One thing I just noticed; the level 10 categories aren't locked.

Also, there's a real lack of generic talent choices. But then that's true of every corruption class that isn't in ashes, so.
It's also tough to keep vim high, given you don't get free spells when they're DoTs. This is largely mitigated by maxing Decayed Harvest as soon as you can, but levels 1-6 or so were not very nice.
edit: Nor are bossfights. THe weirding beast is making me cry. (Especially since once you run out of vim. That's it. No more vim.)

Maybe decayed harvest could go on a generic tree and fix both those problems?

ofc you won't see this for over a week but hey. >>

edit: oop, and there's an error. Tried to use bone nova on a devourer in the lake of nur.
Image

Re: Tentative Addon Class: Witherer

Posted: Sun Aug 30, 2015 1:57 am
by HousePet
That was careless of me, forgetting about vim regain in boss fights.
Will look into it.

Re: Tentative Addon Class: Witherer

Posted: Tue Sep 01, 2015 1:14 am
by HousePet
Based on very limited feedback, I propose a new generic category.

Corruption/Suffering.
Rotten Harvest: passive. When you kill a creature, you gain life and vim based on the number of debuffs it had.
Eternal Suffering: active. Increases the duration of all detrimental effects on all nearby creatures (including you) by 1-5 turns.
Blood Feed: active. Converts 5-10 life to vim per detrimental effect you have.
Harbinger of Suffering: passive. Increases your spellpower by 5-10 per detrimental effect you have. Maybe something else as well.

New talent for slot 2 of Corruption/Decay.
Withering Rays: active. Small chain of wasting damage that decreases beneficial effects on targets by 1-3 turns.

Re: Tentative Addon Class: Witherer

Posted: Tue Sep 01, 2015 10:22 am
by astralInferno
For Blood Feed and Harbinger of Suffering, is that per detrimental effect on you, or per detrimental effect you have on a foe?
Assuming the latter, looks p cool to me! Looking forward to Dual-Class challenge-ing Witherer with Blighted. Dots everywhere.