suggestion: temporal melee tree for temporal worden
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suggestion: temporal melee tree for temporal worden
Right now TW skewed into archery - it has temporal archery tree, but no temporal melee. I suggest to make it possible to make it melee-oriented too.
The tree should be specifically melee-oriented, not universal.
Some suggestions:
1. disrupt timeline (sustained) hit target for 110-140% dmg and send it into future for 2-7 turns,
2. Backtracing causality - move to the monster who did last ranged or melee attack vs player during last 1-4 turns, range 5-17, obstacles notwithstanding.(specifically anti-PD)
3. Time vortex - vortex of space-time radius 1-5, and duration 2-6, causing each target to move in spiral toward the player. Any collision with monster, player or structure causing target x damage and stun.
4.muddled memories (sustained) melee attacker who hit player with special attack is confused
The tree should be specifically melee-oriented, not universal.
Some suggestions:
1. disrupt timeline (sustained) hit target for 110-140% dmg and send it into future for 2-7 turns,
2. Backtracing causality - move to the monster who did last ranged or melee attack vs player during last 1-4 turns, range 5-17, obstacles notwithstanding.(specifically anti-PD)
3. Time vortex - vortex of space-time radius 1-5, and duration 2-6, causing each target to move in spiral toward the player. Any collision with monster, player or structure causing target x damage and stun.
4.muddled memories (sustained) melee attacker who hit player with special attack is confused
Re: suggestion: temporal melee tree for temporal worden
Sustains don't work to well with the Paradox resource. They could but would probably need to be constant drains while active and have zero Paradox scaling.
In the works is a Spacetime Folding tree for another class.
Kinetic Folding - Ranged melee attack
Swap - You switch places with the target
???
Temporal Wake - Violently fold the space between yourself and another point in space creating a wake of temporal energy in a line. Also moves you to the selected point. (I'm sure many players have seen this talent used by npcs already).
I don't mind giving Wardens another tree but they are more archery focused because I'm planning on two more classes that are more melee focused.
As to your specific ideas, I like the vortex idea and muddled memories. Disrupt Timeline is basically Time Skip (which Wardens get if they unlock the time travel tree) and the anti-teleport is neat but I would have no idea how to even start coding something like that. Would probably be a lot easier to do an anti-teleport aura or something which might be fitting for a temporal melee tree.
In the works is a Spacetime Folding tree for another class.
Kinetic Folding - Ranged melee attack
Swap - You switch places with the target
???
Temporal Wake - Violently fold the space between yourself and another point in space creating a wake of temporal energy in a line. Also moves you to the selected point. (I'm sure many players have seen this talent used by npcs already).
I don't mind giving Wardens another tree but they are more archery focused because I'm planning on two more classes that are more melee focused.
As to your specific ideas, I like the vortex idea and muddled memories. Disrupt Timeline is basically Time Skip (which Wardens get if they unlock the time travel tree) and the anti-teleport is neat but I would have no idea how to even start coding something like that. Would probably be a lot easier to do an anti-teleport aura or something which might be fitting for a temporal melee tree.
Re: suggestion: temporal melee tree for temporal worden
You wouldn't need constant drain - just "drain when applied". For example, muddled memories would drain some paradox whenever a melee attacker hit you with a special attack.
Re: suggestion: temporal melee tree for temporal worden
Another time-melee class is perfectly well for me
I just want all the cool time staff, but I didn't even start playing normal archer yet, so to try something order of magnitude more complex would be presumptuous 


Re: suggestion: temporal melee tree for temporal worden
I'm wanting to do a class that manipulates Gravity, Energy, and Matter and uses two-handed weapons. So a time version of an Arcane Blade. (Still need a name for this one).
The partial tree I posted will be for the Time Filch (a temporal rogue basically). Their niche will be folding space (that tree is their niche tree) but they'll have other chronomancy goodies too though I haven't decided which as of yet.
The partial tree I posted will be for the Time Filch (a temporal rogue basically). Their niche will be folding space (that tree is their niche tree) but they'll have other chronomancy goodies too though I haven't decided which as of yet.
Re: suggestion: temporal melee tree for temporal worden
Oooh, shiny! How about Quantum Warrior? Relativity Ranger, Tensor Swordedge2054 wrote:I'm wanting to do a class that manipulates Gravity, Energy, and Matter and uses two-handed weapons. So a time version of an Arcane Blade. (Still need a name for this one).

Re: suggestion: temporal melee tree for temporal worden
The Bisecting Geometer? 

Re: suggestion: temporal melee tree for temporal worden
Old guy with a stick?
Re: suggestion: temporal melee tree for temporal worden
I would totally play the "old guy with a stick" class at least once, if one were implemented, just for the amusement value. Focus on melee using staff, perhaps?
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Re: suggestion: temporal melee tree for temporal worden
He could have an AoE talent that would designate a zone to be "His lawn", which all enemies would promptly leave. If they reenter the lawn, the old guy's staff automatically shoots them as a free action.wyrmnax wrote:Old guy with a stick?
Re: suggestion: temporal melee tree for temporal worden
Alright, Wardens will have the Spacetime Folding tree next beta.
Weapon Folding - Folds one of the dimensions of your melee weapons, increasing APR and giving some added Temporal damage based on spellpower.
Displace Damage - X% chance to displace 50% of the damage from any hit onto a random enemy within Raw TL range.
Temporal Wake - Violently fold the space between yourself and another point. You move to the selected point and inflict X temporal damage on everything in the path. (Basically a beam attack that moves you to the targeted location, there's some enemies in the game that already use this spell).
Kinetic Folding - A ranged melee attack.
To facilitate this (along with less hotkey intensive gameplay in general) some abilities will now be sustains including weapon folding and displace damage. Wardens will still be able to work well as a hybrid but the choice between melee, archer, or hybrid should amount to a much more defining style of play.
On somewhat of a sidenote, I playtested the new tree pretty heavily and had a lot of fun with it. Jumping into combat with Temporal Wake was a blast and the survivability (at least up through half of dreadfell) from maxed out displace damage was there (it's a 32 or 37% chance to displace damage at TL 5). The damage output on Weapon Folding might be a bit to high but I had some pretty good gear for my level thanks to the shop changes on the SVN. Kinetic Folding is probably the most boring of the abilities but it's a hit attack, not a bolt, so you can use it to take out a caster in the middle of a group of mobs. Also the damage on it is pretty nice. So kinda boring yes but really useful anyway.
Weapon Folding - Folds one of the dimensions of your melee weapons, increasing APR and giving some added Temporal damage based on spellpower.
Displace Damage - X% chance to displace 50% of the damage from any hit onto a random enemy within Raw TL range.
Temporal Wake - Violently fold the space between yourself and another point. You move to the selected point and inflict X temporal damage on everything in the path. (Basically a beam attack that moves you to the targeted location, there's some enemies in the game that already use this spell).
Kinetic Folding - A ranged melee attack.
To facilitate this (along with less hotkey intensive gameplay in general) some abilities will now be sustains including weapon folding and displace damage. Wardens will still be able to work well as a hybrid but the choice between melee, archer, or hybrid should amount to a much more defining style of play.
On somewhat of a sidenote, I playtested the new tree pretty heavily and had a lot of fun with it. Jumping into combat with Temporal Wake was a blast and the survivability (at least up through half of dreadfell) from maxed out displace damage was there (it's a 32 or 37% chance to displace damage at TL 5). The damage output on Weapon Folding might be a bit to high but I had some pretty good gear for my level thanks to the shop changes on the SVN. Kinetic Folding is probably the most boring of the abilities but it's a hit attack, not a bolt, so you can use it to take out a caster in the middle of a group of mobs. Also the damage on it is pretty nice. So kinda boring yes but really useful anyway.