More Interesting Prodigies [1.2.7]
Posted: Mon Aug 03, 2020 2:18 am
I wanted to make an addon to make secrets of telos easier to get and more powerful, but decided I might as well change some other prodigies at the same time. This is mostly to make a few prodigies that sound like they could be fun more fun than they currently are; I'm not interested in rebalancing and reworking prodigies as a whole. Still very much a work in progress, I'd really like to hear what people think.
Currently:
Secrets of Telos: Requires any one part of the staff, and doesn't consume it. The talent on hit(spell) property on worn equipment is boosted by 1 level, and the chance is increased by half or 5%, whichever is greater.
Lucky Day: Completely reworked. Can be cast any number of times, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Artifacts gained this way can't be vaulted (I think...)
Generalist: Replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery.
Bullet Hell: Replaces Automated Reflex System. While you have over 100% movement speed, your movement speed is squared (up to 2000%). All incoming projectiles are randomly assigned a speed between 50% and 300%. (passive)
Removed:
Bloodspring: Reduced cooldown from 12 to 10, reduced duration from 4 to 3, increased starting radius from 1 to 2, increased radius gain per turn from .5 to 1, and changes damage from draining blight (heal for 50% of damage) to sanguine (heal for 20% and increase max hp by 50% of damage for 7 turns, max hp doesn't stack). You gain blight damage and penetration equal to greatest (as meteoric crash)
Aether Permeation: Removed void of space requirement. 60% of your arcane resistance is used for a chance (42% at 70% resistance) to block and store almost any incoming detrimental effect. You can store up to 20, can only block effects while it's not full, and when you deal arcane damage, you have a chance to apply stored effects to your target. Chance is separate for each effect and if successful removes it from storage. VERY unsure of the numbers on this, or if it should give you a means of dealing weak arcane damage, or give you arcane resistance or cap, or something else.
https://te4.org/games/addons/tome/newer_secrets
Currently:
Secrets of Telos: Requires any one part of the staff, and doesn't consume it. The talent on hit(spell) property on worn equipment is boosted by 1 level, and the chance is increased by half or 5%, whichever is greater.
Lucky Day: Completely reworked. Can be cast any number of times, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Artifacts gained this way can't be vaulted (I think...)
Generalist: Replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery.
Bullet Hell: Replaces Automated Reflex System. While you have over 100% movement speed, your movement speed is squared (up to 2000%). All incoming projectiles are randomly assigned a speed between 50% and 300%. (passive)
Removed:
Bloodspring: Reduced cooldown from 12 to 10, reduced duration from 4 to 3, increased starting radius from 1 to 2, increased radius gain per turn from .5 to 1, and changes damage from draining blight (heal for 50% of damage) to sanguine (heal for 20% and increase max hp by 50% of damage for 7 turns, max hp doesn't stack). You gain blight damage and penetration equal to greatest (as meteoric crash)
Aether Permeation: Removed void of space requirement. 60% of your arcane resistance is used for a chance (42% at 70% resistance) to block and store almost any incoming detrimental effect. You can store up to 20, can only block effects while it's not full, and when you deal arcane damage, you have a chance to apply stored effects to your target. Chance is separate for each effect and if successful removes it from storage. VERY unsure of the numbers on this, or if it should give you a means of dealing weak arcane damage, or give you arcane resistance or cap, or something else.
https://te4.org/games/addons/tome/newer_secrets