Fallen Meditant - a Cursed/Wilder Monk Class
Posted: Tue May 12, 2020 12:24 am
I'M BACK.
Will it stay that way? (Dark)god only knows.
locked_desc = "One must climb before they fall; fight the fight and heed the call. Seek the dragon's blood and skill to find and embrace nature's will."
(Unlock Wyrmics, Summoners, or Stone Wardens to unlock the Fallen Meditant)
Today, I bring you the Fallen Meditant, a class I had planned out before I left but wasn't excited enough to finish, and suddenly felt a burning desire to complete. Their primary themes are:
-The interplay of disciplined unarmed combat and hateful savagery
-Hitting a whole buncha times (I had to special-case their flagship talent to not proc flexible combat)
-Punching you from multiple tiles away
Check out the addon here!
As a Fallen Meditant, you have access to the following talent trees.
Base Game Class Trees
-Wild-Gift/Cold Drake*
-Wild-Gift/Mucus*
-Cursed/Gloom*
-Cunning/Poisons
-Technique/Bloodthirst (High Level, Unlockable)
Base Game Generic Trees
-Wild-Gift/Call*
-Technique/Combat Training
-Technique/Mobility
(Access to Cursed/Cursed Aura)
New Class Trees
-Wild-Gift/Discipline
-Cursed/Fury
-Wild-Gift/Focus (High Level, Unlockable)
-Cursed/Ferality (High Level, Unlockable)
New Generic Tree
Wild-Gift/Frozen Fist
*These talent trees have their prerequisites altered to use the best of your Cunning and Willpower.
For full talent descriptions, please see this document, although it'll take me a while after posting this to have it working!
Patch Notes
Initial Release (1,0,0)
-Released
1.0.1
-Meditant Dash, shattering strike, peak condition, predation tooltips improved.
-The "breath" on Venomous Fist now scales with Deadly Reach. Talent icon now has a green droplet cause it looked wrong without one.
-Fixed mindrot prereq, frozen colossus prereq, Hunger prereq...
-Call of the wild tree now uses cun/will prereq too
-Early game peak condition effects duration reduction buff.
-changed Deadly Reach scaling to not be so weird
-Removed nature dam from Forest of Blood - they get it from Poisons - and buffed Bleed damage.
-Halved cold resist from way of the mountain.
-Removed mindpower from meditant soul - they get it from Gloom. (This is gonna be a pattern)
-Removed physpower from Hunger - they're Str primary and get empty hand.
-Hate gain removed from Fractured Blow - they get it from Gloom. How obvious is it that I did all my testing without Gloom and Mucus and Poisons active?
-Wait why did predation have an Equi cost oops
-Swapped the effects of Avalanche and Bramblecrush. (And thus their damage types)
-Then swapped positions of Bramblecrush and Fractured Blow, giving you a lvl 1 stun.
-Fixed a transgression bug resulting in four 50% damage attacks instead of 33% damage attacks.
-EVENTUALLY fixed a tooltip bug in Fractured Blow. (I'd misplaced some ( ) so the result was 1.5 instead of the expected 30-50.)
-Clarified inability to heavy armor/weapons in cat. descriptions and first relevant talent of each new category.
-Reduced Equi costs across the board since willpower is like your fourth, fifth stat priority.
-Clarity in Blood no longer procs on talents you don't know, such as those from glove on-hits.
-Speaking of glove on hits, gloves that proc'd Disarm, Cripple, or Stone Touch were feeling very sad if you were out of range when you used them. We now apply Deadly Reach to these talents. Reproach isnt changed because more range means more targets means less damage, and Dominate isn't changed because it works at range, just not well.
-We get an even worse problem with adventurers with Double Strike, so that gets it too. If I ever fix up celestialoddities, dawn's aura will too.
-All damage you do during transgression, except the attacks themselves, does half damage.
-...after realising that Flexible Combat does 100% damage per hit, I sorrowfully removed its synergy with seven-handed strike. It can now only proc once per talent. Well, it might be able to proc per target on things that hit multiple foes? whatever.
-Fixed cursed aura?
-Nerfed literally every weapon damage function
Future Notes
-
Will it stay that way? (Dark)god only knows.
locked_desc = "One must climb before they fall; fight the fight and heed the call. Seek the dragon's blood and skill to find and embrace nature's will."
(Unlock Wyrmics, Summoners, or Stone Wardens to unlock the Fallen Meditant)
Today, I bring you the Fallen Meditant, a class I had planned out before I left but wasn't excited enough to finish, and suddenly felt a burning desire to complete. Their primary themes are:
-The interplay of disciplined unarmed combat and hateful savagery
-Hitting a whole buncha times (I had to special-case their flagship talent to not proc flexible combat)
-Punching you from multiple tiles away
Check out the addon here!
As a Fallen Meditant, you have access to the following talent trees.
Base Game Class Trees
-Wild-Gift/Cold Drake*
-Wild-Gift/Mucus*
-Cursed/Gloom*
-Cunning/Poisons
-Technique/Bloodthirst (High Level, Unlockable)
Base Game Generic Trees
-Wild-Gift/Call*
-Technique/Combat Training
-Technique/Mobility
(Access to Cursed/Cursed Aura)
New Class Trees
-Wild-Gift/Discipline
-Cursed/Fury
-Wild-Gift/Focus (High Level, Unlockable)
-Cursed/Ferality (High Level, Unlockable)
New Generic Tree
Wild-Gift/Frozen Fist
*These talent trees have their prerequisites altered to use the best of your Cunning and Willpower.
For full talent descriptions, please see this document, although it'll take me a while after posting this to have it working!
Patch Notes
Initial Release (1,0,0)
-Released
1.0.1
-Meditant Dash, shattering strike, peak condition, predation tooltips improved.
-The "breath" on Venomous Fist now scales with Deadly Reach. Talent icon now has a green droplet cause it looked wrong without one.
-Fixed mindrot prereq, frozen colossus prereq, Hunger prereq...
-Call of the wild tree now uses cun/will prereq too
-Early game peak condition effects duration reduction buff.
-changed Deadly Reach scaling to not be so weird
-Removed nature dam from Forest of Blood - they get it from Poisons - and buffed Bleed damage.
-Halved cold resist from way of the mountain.
-Removed mindpower from meditant soul - they get it from Gloom. (This is gonna be a pattern)
-Removed physpower from Hunger - they're Str primary and get empty hand.
-Hate gain removed from Fractured Blow - they get it from Gloom. How obvious is it that I did all my testing without Gloom and Mucus and Poisons active?
-Wait why did predation have an Equi cost oops
-Swapped the effects of Avalanche and Bramblecrush. (And thus their damage types)
-Then swapped positions of Bramblecrush and Fractured Blow, giving you a lvl 1 stun.
-Fixed a transgression bug resulting in four 50% damage attacks instead of 33% damage attacks.
-EVENTUALLY fixed a tooltip bug in Fractured Blow. (I'd misplaced some ( ) so the result was 1.5 instead of the expected 30-50.)
-Clarified inability to heavy armor/weapons in cat. descriptions and first relevant talent of each new category.
-Reduced Equi costs across the board since willpower is like your fourth, fifth stat priority.
-Clarity in Blood no longer procs on talents you don't know, such as those from glove on-hits.
-Speaking of glove on hits, gloves that proc'd Disarm, Cripple, or Stone Touch were feeling very sad if you were out of range when you used them. We now apply Deadly Reach to these talents. Reproach isnt changed because more range means more targets means less damage, and Dominate isn't changed because it works at range, just not well.
-We get an even worse problem with adventurers with Double Strike, so that gets it too. If I ever fix up celestialoddities, dawn's aura will too.
-All damage you do during transgression, except the attacks themselves, does half damage.
-...after realising that Flexible Combat does 100% damage per hit, I sorrowfully removed its synergy with seven-handed strike. It can now only proc once per talent. Well, it might be able to proc per target on things that hit multiple foes? whatever.
-Fixed cursed aura?
-Nerfed literally every weapon damage function
Future Notes
-