The Firmamancer: Celestial Weather Mage

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

The Firmamancer: Celestial Weather Mage

#1 Post by astralInferno »

Hello, and welcome to yet another class!

The Firmamancer, available here, is a celestial mage. They generate negative energy by moving and casting, and their negative spells are highly damaging. Their positive spells are easy to cast but less powerful. Ideally, this grants their playstyle a feel of building up to a crescendo.
They have access to the following existing class categories:
Celestial/Sunlight (Unlocked, one of their primary energy generators)

As for Generics, they have Light and Hymns unlocked. Hymns are modified to grant +Cold damage. (Compatible with Midnight's changes - but, now I think of it, won't do anything if you turn the midnight changes off, or might error.) They also have Chants and Divination as locked categories.

This addon also alters Celestial/Sunlight, giving it a new damage spell and a healing sustain, and grants Celestial/Rainfall and the new Celestial/Blaze to Anorithils. Blaze receives the two spells removed from Sunlight.

But the fun things are the new trees, and the changes to existing trees!

Celestial/Sunlight (Modified core tree)

Searing Light
(As core, slight damage boost)

Sun Flare
(As core)

Dazzling Flare
You can release a bolt of light with a range of %d, striking the first foe it encounters for %0.2f light damage.
The damage done will increase with your Spellpower.
In addition, your light is bright enough that foes are blinded by it. Once per turn, if you deal %d%% of a target's health with Light damage, they are blinded for one turn.

Stream of Life
Your divine energy heals you even as it scours your foes from the world. All light and fire damage you deal also heals you for %d%% of the damage done.
(It's a low %. Maxes at 10% with mastery 1.0, so likely 13% or so?)

Celestial/Rainfall (This tree is also given to Anorithil)
Control the rain through positive energy.

Downpour (Negative Pos cost)
Cause it to rain furiously in a radius 2 ball within 6, dealing low cold damage.
The damage will increase with your Spellpower.

Drench (Negative Pos cost)
Invokes the clouds to rain within radius %d, drenching your foes for %d turns to reduce resistances to celestial energies by 10-20%.
This also applies the Wet status effect.

Floodgate (Negative Pos cost)
Conjures a cascade of water, dealing %0.2f cold damage in a radius of %d. Any creatures caught inside will be knocked back.
The damage will increase with your Spellpower.

Open The Heavens (Negative Pos cost)
Conjures up an immense torrent of rain, doing %0.2f cold damage in a radius of %d.
The damage will increase with your Spellpower.
This spell generates 15 negative energy, plus 15 more per talent level.

Celestial/Firmament (A new alternative for your bread and butter generator tree, instead of sunlight and rainfall.)
Wield the fabric of night itself.

Stargaze (negative pos cost)
Assault a target within 7 with the full magnitude of the night sky, dealing %0.2f darkness damage and pinning them for two turns.
The damage will increase with your Spellpower.

Distance (pos cost)
Invoke a cone dealing %0.2f darkness damage in a radius of %d. The power unleashed catapults you four squares in the opposite direction.
The damage will increase with your Spellpower.

Perspective (negative pos cost)
Fire a powerful beam of darkness, revealing the power of the night to those struck. They suffer %0.2f darkness damage, and are slowed by 40%% for three turns.
The damage will increase with your Spellpower.

Null And Void (pos cost. cannot be learnt by NPCs.)
Inflict the most vicious of punishments on a target within %d - utter isolation.
They are pinned, blinded and silenced for %d turns.

Celestial/Heavenly (Shows up as Heavens in game. It's Heavenly in the code cause I already used celestial/heavens in trench strider. Whoops.)
Wield divine lightning through negative energy.

Genesis
Your spells build up to a glorious crescendo. Casting a spell grants you %d negative energy. You also increase your spell and other attack speeds by %d%%.
Learning this talent teaches you the Indignation talent, a blast of lightning damage that costs 90%% of your negative energy, and deals %0.2f lightning damage to one target in a range of 8 with a chance to daze.
This damage increases with spellpower, and both it, the negative energy, and the attack speed bonuses increase with Genesis talent level.

Indignation
Conjures up a mighty blast of lightning, doing %0.2f damage with a %d%% chance to daze to a single target
The damage will increase with your Spellpower, and both values will increase with your Genesis talent level. Tempest improves the daze chance.

Revelations
Knowledge and power are interchangeable, as you shall prove. You form a shield, absorbing %d damage, and deal %0.2f lightning damage to anyone that strikes you in melee.
Both effects last for %d turns.
Effect power scales with Spellpower.

Reckoning
Conjures up a mighty beam of lightning, doing %0.2f damage with a %d%% chance to daze to all those it travels through.
The damage will increase with your Spellpower, and both values will increase with talent level. Tempest improves the daze chance.

Blinding Presence
You are surrounded by an eerie pressure. It has a %d%% chance to strike up to %d random foes within 4 for %0.2f lightning damage, with a %d%% chance to blind them. The bright light also gives you an opportunity to hide, becoming stealthed (power %d) for four turns.
The damage and stealth will increase with your Spellpower and magic. Tempest improves the blind chance.

Celestial/Gale
Wield mighty winds through negative energy.

Dynamo
Your movement builds up momentum. Moving while you can see a foe grants you %d negative energy. You also increase your movement speed by %d%%.
Learning this talent teaches you the Laughing Gust talent, a cone of physical damage that costs 90%% of your negative energy, and deals %0.2f physical damage to targets in a range of %d.
This damage increases with spellpower, and both it, the negative energy, and the movement speed bonuses increase with Dynamo talent level.

Laughing Gust
Conjures up a furious wave of wind, doing %0.2f physical damage in a radius of %d and knocking back your foes.
The damage will increase with your Spellpower, and with your Dynamo talent level.

Death-Dealing Journey
You can briefly turn yourself into a beam of scything wind. You move to the target location and inflict %0.2f physical damage to everything in your path, also causing them to bleed for another %0.2f damage over the next five turns.
The damage will scale with your Spellpower.

Hurricane's Opened Eye
Create a deadly hurricane for %d turns. Each turn, the hurricane will pull in targets within a radius of %d, and inflict %0.2f physical damage.
The damage will scale with your Spellpower.

Scarlet Wind
You are surrounded by a cruel wind. It will strike foes within 2 for %0.2f physical damage at the beginning of your turn.
It also grants %d%% global speed.
The damage will increase with your Spellpower.

Celestial/Drought
Debilitate your foe with wilting heat.

Patience
You strike only at the right moment. Until then you wait. Waiting a turn while you can see a foe grants you %d negative energy.
Learning this talent teaches you the Thirst talent, a single target spell that costs 90%% of your negative energy, and deals %0.2f fire damage to the target over three turns, with a range of %d.
This damage increases with spellpower, and both it and the negative energy gain increase with Patience talent level.

Thirst
Conjures up a mighty burst of burning heat, doing %0.2f damage to a single target, one third instantly and the rest over two turns.
The damage will increase with your Spellpower, and both values will increase with your Patience talent level. Sun's Vengeance increases the initial damage and makes this spell instant. This spell always costs 90%% of your maximum negative energy.

Hunger
[The target is overwhelmed with weakness and starvation. Their resistances and damage dealt are both reduced by %d%% for 3 turns.

Exhaustion
Conjures up a cone of heat with radius %d. Any targets caught in the area will have their global speed reduced by %d%% for three turns, and will suffer %0.2f fire damage instantly.
The damage will increase with your Spellpower.

To Those Who Wait
Fire a powerful beam of flame, dealing %0.2f fire damage to all.
The damage will increase with your Spellpower.

Additionally, waiting a turn now grants you a stack of Good Things Come, which grants you %d%% damage and resist for two turns, and stacks up to %d times.

Celestial/Calm
Prepare for powerful negative spells with light and cold.

Rainbow
A glittering rainbow stuns those in a radius %d area, also healing you of %d damage.
The healing and radius will increase with your Spellpower.

Long Summers
The darkest winters come from the longest summers. You are accustomed to light and life.
You receive a %d%% bonus to your healing factor.
This talent also grants you a significantly larger negative energy pool while active, increasing it by %d.
At raw talent level 5 the negative energy bonus is doubled to %d.

Savor the Silence
A wave of cold light emanates from you with a radius of %d, striking your foes dumb and doing %0.2f cold and %0.2f light damage.
The damage will increase with your Spellpower.

Aura of the Dawn
Surround yourself with the power of the dawn, increasing all your light and cold damage by %d%%, and ignoring %d%% of the light and cold resistance of your targets.
In addition, shield effects you create are enhanced by %d%%, as with Aegis Shielding.

Celestial/Tornado
Unleash devastation with lightning and wind.

Exodus
Conjures up a vicious bolt of wind and lightning, doing %0.2f physical and %0.2f lightning damage. This spell also knocks all targets hit backwards, and has a %d%% chance to daze, increased by Tempest.
The damage will increase with your Spellpower.

Uneasy Skies (I really like the fluff for this, but I think I'll have to change it.)
The storm is never truly over around you, and a devastating eruption of lightning can come from nowhere.
When you take at least %d%% of your health from a single attack, you have a %d%% chance to gain 100%% of a turn. This can only happen once a turn.

Slicing Maelstrom
Conjures up a storm of lashing winds and vicious lightning, doing %0.2f physical and %0.2f lightning damage to foes within a radius of %d of you for the next %d rounds.
The damage will increase with your Spellpower.

Splintered Gale (I'm not entirely sure the second part of this is working. Confirmation would be great, if anyone can tell.)
Surround yourself with jagged winds, increasing all your physical and lightning damage by %d%%, and ignoring %d%% of the physical and lightning resistance of your targets.
In addition, you strike in a flurry of motion. You receive a %d%% bonus to your attack speeds.

Celestial/Blizzard
Manipulate wintery forces to improve cold and physical combat.

Arctic Gale
Conjures up a cone of freezing winds with radius %d. Any targets caught in the area will be slowed by %d%%, and will also suffer %0.2f cold and %0.2f physical damage.
The damage will increase with your Spellpower. Wet targets take 30%% bonus damage.

Driving Blizzard
A furious blizzard rages around the caster, driving shards of ice in a radius of 3 each turn for %d turns. Foes in this area suffer %0.2f cold damage and %0.2f physical damage each turn.
Foes are also knocked two spaces in a random direction.
The damage and duration will increase with your Spellpower.

Avalanche
You conjure up a mass of ice and stone and drop it on the foe, doing %0.2f physical and %0.2f cold damage in a radius of %d. It then leaves the area ice cold, dealing %0.2f cold damage each turn for four turns.
This area functions like Glacial Vapour, and deals increased damage to and has a chance to freeze wet targets.
The damage will increase with your Spellpower.

Chill to the Bone
Your frost chills the heart and bruises the body. You increase all your physical and cold damage by %d%%, and ignore %d%% of the physical and cold resistance of your targets.
In addition, whenever you deal %d%% of a target's health with cold or physical damage, you reduce their speed or damage by 20%%, respectively, for one turn.

Celestial/Thunderstorm
Combine lightning and water to soak and electrify targets.

Storm Singing
[Your efforts shape the storm, driving rain into those you strike.
Whenever you deal %d%% of a target's health with lightning damage, you have a %d%% chance to wet them for %d turns.

Electric Crescendo
Release a vicious strike of lightning through wet targets you can see, doing %0.2f lightning damage.
Critters will be instantly killed. At most, it will affect %d foes.
The damage will increase with your Spellpower.

Frozen Lightning
In a breathtaking display of disregard for physics, you freeze lightning into %d missile-shaped shards that you target individually at any target or targets in range. Each missile deals %0.2f cold damage and %0.2f lightning damage.
The missiles also have a 20%% chance each to daze or freeze the target. This daze chance is increased by Tempest, and the freeze chance increases on wet foes.
At talent level 5, you can conjure one additional missile.
The damage will increase with your Spellpower.

Maestro of Storms
You conduct wind, thunder and rain with the sureness of a conductor, increasing all your cold and lightning damage by %d%%, and ignoring %d%% of the cold and lightning resistance of your targets.
In addition, you can manipulate and destroy wet foes with ease, dealing %d%% bonus damage to them.

Celestial/Meteorology (yup were doing this were making it hapen)
Bring down meteors on your foes.

The Heavens Fall
Call down a burning meteor to strike somewhere in the target area, dealing %0.2f fire damage and %0.2f physical damage in a radius of 2. Affected terrain is turned to lava for a while.
The damage will increase with your Spellpower.

Celestial Bullet
Conjure a small meteor and propel it in the direction you choose. Enemies struck will take %0.2f fire damage and %0.2f physical damage.
Burning Wake will leave a trail of flames behind the meteor.
The damage will increase with your Spellpower.

Heavenly Bombardment
You concentrate on calling down a rain of meteors on those nearby.
While this spell is sustained, you cannot move, and you lose 10 negative energy per turn. However, %d meteors will fall randomly in spaces at least three away and up to six away.
Each meteor deals %0.2f physical and %0.2f fire damage in radius 2.
This spell disables automatically on resting, moving, or if you have less than 10 negative energy at the beginning of your turn.
The effects increase with spellpower.

Galactic Debris
Your experience wielding celestial debris makes you a mighty combatant, increasing all your physical and fire damage by %d%%, and ignoring %d%% of the physical and fire resistance of your targets.
In addition, your reserved distance from those around you allows you to reduce the durations of all incoming physical, mental and magical detrimental effects by %d%%.

Celestial/Forecast (Generic; a chants equivalent. With the right addons, you can get up to four different coloured chants particles. Five when I update Emblazoned.)
Learn to speak the future of the skies.

Words of Forecast
You have learned to manipulate the sky with your predictions, granting you three different effects (Teaches you three talents; as with Midnight Chants and Hymns):
Words of the Sun: Increases your life regen by %0.1f.
Words of the Wind: Increases your defense and armour by %d and armour hardiness by %d%%.
Words of the Storm: Increases your spell, physical, and mindpower by %d.

Forecast Prophet
Your Forecasts now bathe you in a cocoon of wind and lightning, granting you %d%% movement speed and dealing %0.2f lightning damage to anyone who hits you in melee.
These values scale with your Spellpower.

Forecast Seer
Your skill at seeing and manipulating the future allows you to better strike foes, granting you %d%% critical chance.
Also, when you end Forecast, you will gain an effect based on the Forecast you ended.
Words of the Sun heals you for %d. (While it says this in game, it actually grants a shield.)
Words of the Wind grants you a damage shield that blocks %d damage. (While it says this in game, this one is the heal.)
Words of the Storm reduces the cooldown of celestial skills by %d.

Forecast Oracle
Your passion for predicting and controlling the weather reaches its height.
Your Forecasting now increases your physical and lightning damage by %d%% and deals %d physical damage to anyone that strikes you with an archery or spell attack.
These values scale with your Spellpower.
At talent level five, you levitate slightly above the ground, allowing you to ignore some traps.

Celestial/Blaze (Given to Anorithil. The Firmamancer does not receive this tree.)
Bring down celestial fire.

Firebeam
As core talent, slight damage boost.

Sunburst
As core talent, deals burning damage as well as light. (This change is identical to that given by Midnight.)

Astral Inferno (I have no regrets.)
Your light burns the spirit, causing it to set the foe alight and deal %d%% of the light damage as fire over four turns.
You also passively receive %d%% fire penetration.

Divine Fire
Calls forth a column of fire from the Sun, doing %0.1f fire damage to the target.
Fire dealing %0.1f damage will also be placed in a radius 2 around it for %d turns.
The damage dealt will increase with your Spellpower.
Divine Fire will use up the Sun's Vengeance buff as if it were Sun Ray.

Known Bugs
-

Planned Features/Changes
-

1.0.1 (Hoboy I hope I remember everything.)
Dynamo and Genesis pretty much halved negative rates. No longer grant movement/spell speed.
Indignation and Laughing Gust now cost 90% of max negative.
Words of the Sun now grants healing factor. Words of the Wind now grants spell cooldown reduction. (Words of the Wind now has a blue particle.)
Forecast tooltips massively enhanced: They now list all benefits they grant from any talents in their tree.
Revelations now grants a short(er) radius Track effect instead of yet more retaliatory damage.
Uneasy Skies negative regen effect is gone. It now has the 'when hit for X% damage, gain a turn' passive from Splintered Gale.
Splintered Gale now has the attack speed from Genesis.
Long Summers now has healing factor on it.
Aura of the Dawn no longer does.
Minor cost refactoring for a few things.

1.0.2 and 1.0.3 cause I forgot to change base stuff
New tree: Celestial/Blaze. This tree is only given to Anoritihils. Firebeam and Sunflare have been moved to this tree. (The Midnight changes to Sunflare are also included in this addon - it causes burning as well as its light damage.
Changes to: Celestial/Sunlight. Sunflare and Firebeam are now Blaze talents. Two new sunlight talents have been added. Searing Light has also been buffed.
Downpour was also buffed a little, as was Floodgate
Drench is now Instant.
Open the Heavens... hasn't changed. I couldn't easily make the neg 'cost' scale.
New talents: Dazzling Flare, Stream of Life, Astral Inferno, Divine Fire.

1.0.4 and then 1.0.5 cause I'd not done something that I'd put in a tooltip.
Damaging Rainfall talents have a chance to cause wet - 25% for downpour and open the heavens, 50% for floodgate. Open the Heavens grants scaling neg.
The Storm tree has been renamed the Tornado tree. This does not alter its code name, and I THINK it's compatible with saves?
new positive generator tree: Celestial/Firmament, which provides darkness damage and CC.
new negative heavy tree: Celestial/Drought, which debuffs foes. Its generator talent grants negative energy on waiting a turn.
three new high level trees.
Celestial/Blizzard: Cold+physical, featuring a massive MS slow and random knockback.
Celestial/Thunderstorm: All of the wet synergy. Also, musical storm power??
Celestial/Meteorology: Meteors. Yup.
locked spell trees removed. Sorry.

1.0.6
QOL: At talent level 5, The Heavens Fall has a radius of 1 and a range of 8. This means things in the centre of the target area cannot be missed, I think.
Hunger now goes on cooldown. Oops.
Scarlet Wind no longer makes a particle effect every time it activates; that was irritating clutter.
Last edited by astralInferno on Tue May 17, 2016 4:55 pm, edited 6 times in total.

Einander
Cornac
Posts: 31
Joined: Tue Jul 22, 2014 3:40 am

Re: The Firmamancer: Celestial Weather Mage

#2 Post by Einander »

The class concept is very interesting. Taking the whole cycling concept of the Celestial classes and adding movement to that is cool. And you made the --off huge lightning signature spell Indignation, which I can only applaud. I, who stand in the full light of the heavens, command thee...

Only actual bug I've noted so far: only Words of the Sun has a Sustain cost associated with it, Words of the Wind and Storm are free.

The details kind of need some serious tweaking, though.

- Indignation and Laughing Gust are already fantastic, and leveling the two of them would be enough of a perk by themselves; tying them to such strong passives just ensures that they max out nearly instantly, making them hilarious overkill while simultaneously ensuring that they're very, very easy to cast.
- The fact that you can activate Genesis by casting spells at empty space means that you can walk into every fight with maxed-out Negative. (This is especially silly if you're one of the classes whose insta-buff racial is a Spell, like Ogres.) And most Negative spells get refunded for most of their cost, especially Star Fury, so when you get to full Negative you basically stay there. This should probably be limited to one or more of a) spells you cast on an enemy, b) spells that generate Positive energy, or c) somehow limited by enemy rank or level (scales up against stronger ones?), on top of almost certainly needing a number nerf.
- Similarly, Dynamo needs the nerf-hammer on the Negative generation. Costs aren't that high, even for the two big spells.
- Hymns, Forecast, and Revelations all have stacking self-damage (and Revelations does a LOT of it). You should probably diversify that a bit.
- Out of Forecast, Storm is a lot stronger than the other two; HP regen is more a convenience than anything and the +armor/def/hardness doesn't matter until you invest some points in armor (and that requires strength and buying the tree and you've got the Light tree to focus on instead). The fact that you can turn it off to reduce spell cooldowns just encourages you to leave it on all the time.
- Why so many spells that generate Positive when there's only two spells to spend Positive on (and they're very cheap)? Plus, "Rain = Light Energy" is kind of weird. Just kick that whole tree over to costing Positive; at the current costs, you can cast any Rainfall spell in two casts of any other Light or Sunlight spell.
- Why is there even a Sustain that exists to give you a bunch of +Negative when you have two other +Negative sustains and a spell that explicitly exists to give you a ton of it (while also doing other stuff)? Like, at that point, said Sustain is not even unbalanced, because the balance of that point is already a null issue.
- Splintering Gale should not be on a class with the Light tree. Like, full stop, don't, that's way too close to making you actually invincible. The fact that the class also gets Aura of the Dawn (I see what you did there) for a super version of the Aegis tree shield buff Sustain (with no actual cost) to improve said healing/shielding then crosses said "actually invincible" line. And those talents also boost damage/penetration for some reason ahhhhhhhhhhhhhhhh why do you keep taking two good abilities and mashing them together

You've basically got a class that has interesting tactical decisions that it never gets to actually use, because you've ensured that it never ever has any resource management at all. It also can't die once it hits level 22, which removes the other dimension of actual game-playing. At that point, what do you have left, other than collecting loot? You're just going through the motions of a game you've already won.

You've got a good concept, just based off how the class works at level 1: two incredibly expensive spells it can fuel by movement or by spellcasting, lower-powered spells it can always cast, some defense. Extrapolate that out so that this is always true and you have a fun class.

So say that Indignation and Laughing Gust always cost 90% of your max Negative. Now you've got an interesting central tension of the class, because you want a higher max Negative for the other abilities but a lower max Negative for the two big nukes. Add some interesting Sustains that give you lower max Negative, some that give you higher; Scarlet Wind, Uneasy Skies and Splintered Gale will be the minimized Negative ones, while Blinding Presence, Long Summers and Aura of the Dawn will be the maximized Negative ones.

Now you've got a big fight. You have two options for the two philosophies.

The first is to go in with your Negative minimized. You take a step, hit max Negative, Starfall, step, Indignation, step, Laughing Gust. Scarlet Wind makes you faster and stronger every time you do damage or move (and the bonus goes away once you do anything else), Uneasy Skies reduces your cooldowns every time you take a big hit, Splintered Gale reduces your cooldowns every time you hit low Negative, and you can deactivate Words of Storms for a quick cooldown boost; you become a living tornado, seeking to blitz down every single enemy in the room before you have to stop and heal (or shield). Death-Dealing Journey, Hurricane's Opened Eye and other spells let you move around and move enemies while you're killing them, in keeping with the theme.

The second is to go in with your Negative maximized. Blinding Presence, Long Summers, and Aura of the Dawn now all provide bonuses while your Negative is high, so you focus on your Positive spells, relying on your fortress-like defenses to keep you going. Indignation and Laughing Gust become panic buttons, while other Negative spells become more about other effects (or for use while your other skills are cooling down). Rainfall costs Positive now, because it's more of an alternative big tree if you want to reap the benefits of a high Negative.

Or you can just activate all of the Sustains, oscillating between the extremes and reaping the benefits accordingly, or start one way and work the other. Any way you go, you're making interesting decisions! That's what games are all about.

sixthcircle
Posts: 2
Joined: Sun Nov 08, 2015 9:28 am

Re: The Firmamancer: Celestial Weather Mage

#3 Post by sixthcircle »

super cool concept and i can't wait for balance tweaks. keep up the good work :)

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: The Firmamancer: Celestial Weather Mage

#4 Post by Effigy »

Yeah, it's a nice concept. Bonus points for working in offensive rainbows.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Firmamancer: Celestial Weather Mage

#5 Post by astralInferno »

First off, thanks for the feedback, and the compliments where they are. Sorry balance is coming out slowly, I like to play a game through to dreadfell before I make sweeping changes (although at least some of your points are very, very valid and may be changed before I do that run.)

To address specific points.

Words of the Wind/Storm bug will be addressed. I almost noticed that in function testing, dang. X_x

Indignation and Laughing Gust being auto maxed. I... honestly don't know if I see that as a downside. You need the negative generation for the class to function, and you always want to max your primary damage spells. You may be right in saying that the extra benefits on Dynamo and Genesis are excessive; I'll consider nerfing or just removing them.
Both Genesis and Dynamo will be having the negative regen nerfed. Probably straight up halved. Genesis will probably get the same limiter Dynamo has - it only triggers when casting spells with an enemy in sight. If I can finagle it, I might have it only apply to spells that take time to cast; I think that's doable. I'm also considering having it not proc on spells with a negative cost.

The damage-on-hit stacking was pointed out on the IRC pretty much immediately. I somehow forgot hymns/chants/forecast when I was trying to think of something cool I could put on top of Revelations. I'll see if I can swap it out for something else. Maybe it can get one of the passives that Genesis and Dynamo had, but it should probably be another active component to go with the shield.

Problem with Forecast is that chants and hymns cover most of the game's stats between them.
...that said. Maybe I can put a healing factor on Sun, and then something about speed on Wind. Then you have tank/speed/power for your choices.
The deactivate benefits are literally healing light/barrier/half of Totality. I specifically made them strong because I never have the patience to micro them with hymns and chants, but these are strong enough that I might remember.

You'll notice that Anorithil and Sun Paladin also have a lot more positive generation than they will ever need. The idea is that you can always, always cast your positive spells to generate negative energy. Honestly, they could have no resource costs at all and the gameplay would be the same.
Similarly, if I make Rainfall cost positive, it no longer serves the purpose of building up negative. If you have to build up positive so you can cast rain so you can get to lightning... I'll grant you, that's a pretty cool idea, but no non-boss is ever gonna see it, and it means you absolutely /must/ spec into sunlight, rainfall, and one of the two damage trees. I tried to design it so you could go pure sun/wind or pure rain/lighting or sun/lightning or rain/wind; the two trees with positive 'costs' serve the same purpose, as do the two with negative costs.

Long Summers is... a bit of an oddity? It looks strong, and it is in combination with Uneasy Skies, but on its own it has very little effect. It means you can build up for longer if you like, for a bigger payoff, but since you have no reliable way to get straight up negative regen (Midnight Hymns 4 can sort of do it, but means you have to account for moonlight bolts everywhere) it doesn't actually do much. Plus, honestly, I really really like it as a design; letting you do the core pattern of the class but more.

I'm not sure Splintered Gale has as much synergy with Light as you think? The weakness of Light spells taking a turn is a thing, yeah, but it's not infallible. Reavers can largely bypass it.

For both Splintered Gale and Aura of the Dawn, I started with the damage amp and then tried to find an interesting bonus to stick onto it (All the others have one; tempest has dazing, uttercold has iceblock pen, wildfire has self-damage resistance, pure aether has... does pure aether have anything? Just the Aegis allowance? That's pretty boring. Frostdusk has healing, crystalline focus has saves.). You're probably right that the bonuses are in themselves way too strong. Aura of the Dawn might be okay with a value nerf; maybe I can take the healing factor and put it on Long Summers in place of the boring resists, and then leave it with a nerfed Shielding effect. Splintered Gale's fancy effect can perhaps go onto Uneasy Skies' spot; it has the same DOOM OUTTA NOWHERE fluff that the name implies. I then need an actually minor benefit to give Gale though.

I really like the % costs idea for Indignation/Laughing Gust. I very much will consider grabbing that.

...oh! Clarification; Uneasy Skies grants a passive cooldown reduction effect. That's a very unclear tooltip, sorry.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Firmamancer: Celestial Weather Mage

#6 Post by astralInferno »

1.0.1 (Hoboy I hope I remember everything.)
Dynamo and Genesis pretty much halved negative rates. No longer grant movement/spell speed.
Indignation and Laughing Gust now cost 90% of max negative.
Words of the Sun now grants healing factor. Words of the Wind now grants spell cooldown reduction. (Words of the Wind now has a blue particle.)
Forecast tooltips massively enhanced: They now list all benefits they grant from any talents in their tree.
Revelations now grants a short(er) radius Track effect instead of yet more retaliatory damage.
Uneasy Skies negative regen effect is gone. It now has the 'when hit for X% damage, gain a turn' passive from Splintered Gale.
Splintered Gale now has the attack speed from Genesis.
Long Summers now has healing factor on it.
Aura of the Dawn no longer does.
Minor cost refactoring for a few things.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Firmamancer: Celestial Weather Mage

#7 Post by astralInferno »

1.0.2 and 1.0.3 cause I forgot to change base stuff
New tree: Celestial/Blaze. This tree is only given to Anoritihils. Firebeam and Sunflare have been moved to this tree. (The Midnight changes to Sunflare are also included in this addon - it causes burning as well as its light damage.
Changes to: Celestial/Sunlight. Sunflare and Firebeam are now Blaze talents. Two new sunlight talents have been added. Searing Light has also been buffed.
Downpour was also buffed a little, as was Floodgate
Drench is now Instant.
Open the Heavens... hasn't changed. I couldn't easily make the neg 'cost' scale.
New talents:
Dazzling Flare
Celestial/Sunlight 3
You can release a bolt of light with a range of %d, striking the first foe it encounters for %0.2f light damage.
The damage done will increase with your Spellpower.
In addition, your light is bright enough that foes are blinded by it. Once per turn, if you deal %d%% of a target's health with Light damage, they are blinded for one turn.

Stream of Life
Celestial/Sunlight 4
Your divine energy heals you even as it scours your foes from the world. All light and fire damage you deal also heals you for %d%% of the damage done.
(It's a low %. Maxes at 10% with mastery 1.0, so likely 13% or so?)

Astral Inferno (I have no regrets.)
Celestial/Blaze 3
Your light burns the spirit, causing it to set the foe alight and deal %d%% of the light damage as fire over four turns.
You also passively receive %d%% fire penetration.

Divine Fire
Celestial/Blaze 4
Calls forth a column of fire from the Sun, doing %0.1f fire damage to the target.
Fire dealing %0.1f damage will also be placed in a radius 2 around it for %d turns.
The damage dealt will increase with your Spellpower.
Divine Fire will use up the Sun's Vengeance buff as if it were Sun Ray.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Firmamancer: Celestial Weather Mage

#8 Post by astralInferno »

If anyone's using this, especially if they also use any of my other addons, could you please try turning it off and starting a new game, just to see if it works? I got a weird error playtesting another addon.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Firmamancer: Celestial Weather Mage

#9 Post by astralInferno »

1.0.4 and then 1.0.5 cause I'd not done something that I'd put in a tooltip.
Damaging Rainfall talents have a chance to cause wet - 25% for downpour and open the heavens, 50% for floodgate.
The Storm tree has been renamed the Tornado tree. This does not alter its code name, and I THINK it's compatible with saves?
new positive generator tree: Celestial/Firmament, which provides darkness damage and CC.
new negative heavy tree: Celestial/Drought, which debuffs foes. Its generator talent grants negative energy on waiting a turn.
three new high level trees.
Celestial/Blizzard: Cold+physical, featuring a massive MS slow and random knockback.
Celestial/Thunderstorm: All of the wet synergy. Also, musical storm power??
Celestial/Meteorology: Meteors. Yup.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: The Firmamancer: Celestial Weather Mage

#10 Post by jenx »

astralInferno wrote:1.0.4 and then 1.0.5 cause I'd not done something that I'd put in a tooltip.
Damaging Rainfall talents have a chance to cause wet - 25% for downpour and open the heavens, 50% for floodgate.
The Storm tree has been renamed the Tornado tree. This does not alter its code name, and I THINK it's compatible with saves?
new positive generator tree: Celestial/Firmament, which provides darkness damage and CC.
new negative heavy tree: Celestial/Drought, which debuffs foes. Its generator talent grants negative energy on waiting a turn.
three new high level trees.
Celestial/Blizzard: Cold+physical, featuring a massive MS slow and random knockback.
Celestial/Thunderstorm: All of the wet synergy. Also, musical storm power??
Celestial/Meteorology: Meteors. Yup.
this compatible with 1.4.6?
MADNESS rocks

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Firmamancer: Celestial Weather Mage

#11 Post by astralInferno »

Should be!

Cartopol
Posts: 1
Joined: Sat Apr 09, 2016 12:22 pm

Re: The Firmamancer: Celestial Weather Mage

#12 Post by Cartopol »

I just tried the firmamancer for a few levels on nightmare, and it was rough! I wouldn't say that's due to the balancing of the class, more to my relative inexperience with nightmare, total lack of experience with the class and the quirks of the playstyle that I've yet to get to grips with.

Mostly I just wanted to say that the concept of this addon is great. I love the idea of using negative energy as a buildup mechanism during fights. I love the three base methods of gaining negative energy and the idea that doing nothing in the face of a monster is a valid use of a turn. So I hope this addon gets further development love (as far as it needs any, its too early for me to tell) and some love from the community here.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Firmamancer: Celestial Weather Mage

#13 Post by astralInferno »

Thanks! My dark secret is that I play normal/exploration, so I'll need expert input if it needs balancing for high difficulties. I hope you keep enjoying it!

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: The Firmamancer: Celestial Weather Mage

#14 Post by HousePet »

astralInferno wrote:Thanks! My dark secret is that I play normal/exploration
*GASP!* :shock:
My feedback meter decays into coding. Give me feedback and I make mods.

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: The Firmamancer: Celestial Weather Mage

#15 Post by Dracos »

You monster...enjoying the game on one of the possible settings the developer put in there.

How....DARE...YOU?

Also, class sounds interesting. Think I might try it next :)
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

Post Reply