Class: The Doombringer (Vim/Stamina class) (Now with addon!)
Moderator: Moderator
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- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Class: The Doombringer (Vim/Stamina class)
Need two more talents for Infernal Destruction. Any ideas?
The two right now are:
1. Detonating Charge: (Active) Launch yourself toward a target. If the target is reached you get a free attack doing %d%% weapon damage. If the attack hits you release a massive burst of demon fire in radius %d, knocking away everyone but you and your target, and healing demons and hurting all others for %d and an additional %d per turn for %d turns. You must charge from at least 2 tiles away.
2. Obliterating Smash: (Active) Infuse your weapon with incredible force, striking all enemies in a radius 3 cone, dealing %d%% weapon damage to the closest target, %d%% weapon damage to enemies two tiles away, and %d%% damage to enemies three tiles away.
The two right now are:
1. Detonating Charge: (Active) Launch yourself toward a target. If the target is reached you get a free attack doing %d%% weapon damage. If the attack hits you release a massive burst of demon fire in radius %d, knocking away everyone but you and your target, and healing demons and hurting all others for %d and an additional %d per turn for %d turns. You must charge from at least 2 tiles away.
2. Obliterating Smash: (Active) Infuse your weapon with incredible force, striking all enemies in a radius 3 cone, dealing %d%% weapon damage to the closest target, %d%% weapon damage to enemies two tiles away, and %d%% damage to enemies three tiles away.
Re: Class: The Doombringer (Vim/Stamina class)
I don't know that it fits all that well, but perhaps something with a bit of synergy with the demon summoning tree. Deals a moderate amount of damage. If this damage kills the target (per perhaps just comes close to killing the target) causes the target to explode in a ball of hellfire, damaging everyone nearby for quite a bit and making the ground all nice and flamey. If used on a minion demon, automatically causes the explosion regardless of number of HP remaining. It's not the most original idea in teh world, but I think it fits thematically, would be useful, and would be a bit entertaining as well.
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- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Class: The Doombringer (Vim/Stamina class)
http://i.imgur.com/cyI53.jpg
Infernal Destruction done!
1. Abduction (Active) Grab a target and launch yourself backwards %d tiles, pulling them with you, and, if the target is hostile, dealing %d fire damage.
2. Detonating Charge (Active) Launch yourself toward a target. If the target is reached you get a free attack doing %d%% weapon damage. If the attack hits you release a massive burst of demon fire in radius %d, knocking away everyone but you and your target, and healing demons and hurting all others for %d and an additional %d per turn for %d turns. You must charge from at least 2 tiles away.
3. Obliterating Smash (Active) Infuse your weapon with incredible force, striking all enemies in a radius 4 cone, dealing %d%% weapon damage to the closest target and decreasing in damage for each afterwards.
This attack can not miss.
4. Blazing Whirl (Active) Spin yourself around, infusing your weapon with mighty fire and striking all enemies in radius %d for %d%% weapon damage as fire damage.
Infernal Destruction done!
1. Abduction (Active) Grab a target and launch yourself backwards %d tiles, pulling them with you, and, if the target is hostile, dealing %d fire damage.
2. Detonating Charge (Active) Launch yourself toward a target. If the target is reached you get a free attack doing %d%% weapon damage. If the attack hits you release a massive burst of demon fire in radius %d, knocking away everyone but you and your target, and healing demons and hurting all others for %d and an additional %d per turn for %d turns. You must charge from at least 2 tiles away.
3. Obliterating Smash (Active) Infuse your weapon with incredible force, striking all enemies in a radius 4 cone, dealing %d%% weapon damage to the closest target and decreasing in damage for each afterwards.
This attack can not miss.
4. Blazing Whirl (Active) Spin yourself around, infusing your weapon with mighty fire and striking all enemies in radius %d for %d%% weapon damage as fire damage.
Re: Class: The Doombringer (Vim/Stamina class)
PureQuestion, I'd suggest changing the name of the class somehow. As it stands, people may infer a connection to the Doomed class.
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- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
http://te4.org/games/addons/tome/doombringer-class-b41
WOULD YOU LOOK AT THAT AN ADDON AND EVERYTHING. I'm lazy and I don't care, however, so EVERYTHING IS OVERLOADED.
WOULD YOU LOOK AT THAT AN ADDON AND EVERYTHING. I'm lazy and I don't care, however, so EVERYTHING IS OVERLOADED.
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
Playing a Shalore Doombringer, got lua errors, seems to be whenever I take enough damage for my shield to go down while fighting the Withering Thing
Edit: Noticed that Incendiary Slash doesn't seem to be stunning as advertised
Code: Select all
[ATTACK] attacking with innate combat
[ATTACK] to kissy wagon :: 13.909704436492 8 15.64 6.05 :: 1
checkHit 40.666666666667 6.05
=> chance to hit 100
[ATTACK] raw dam 13.909704436492 versus 15.64 0.43 with APR 8
[ATTACK] after armor 7.9285315288005
[ATTACK] after range 7
[PHYS CRIT %] 6.66
[ATTACK] after crit 7
[ATTACK] after mult 7
[PROJECTOR] starting dam 7
[PROJECTOR] after difficulty dam 7
[PROJECTOR] res 0 1 on dam 9.17
[PROJECTOR] after resists dam 9.17
[PROJECTOR] after flat damage armor 9.17
[PROJECTOR] final dam 9.17
[LOG] Your shield crumbles under the damage!
[LOG] The shield around kissy wagon crumbles.
removeTempVal damage_shield 100 :=: 121
{[1]=2.000000 , [2]=2.000000 , [6]=1.000000 , [10]={["physcrit"]=5.000000 , ["atk"]=4.000000 , ["damrange"]=0.300000 , ["physspeed"]=0.200000 , ["apr"]=4.000000 , ["dammod"]={["cun"]=0.400000 , ["dex"]=0.400000 , ["str"]=-0.600000 , } , ["melee_project"]={[5]=4.000000 , } , ["dam"]=10.000000 , } , [11]=1.000000 , [12]={[5]=6.000000 , } , [13]={[5]=3.000000 , } , [14]={[2]=2.000000 , } , [24]=3.000000 , [25]={[6]=3.000000 , } , [27]=5.000000 , [28]=3.000000 , [29]={[1]=3.000000 , } , [31]=5.000000 , [32]=1.000000 , [33]=4.000000 , [37]=0.200000 , [38]=4.000000 , [39]={[5]=5.000000 , } , [40]=12.000000 , [41]=2.000000 , [42]=0.050000 , [43]=3.000000 , [44]=0.050000 , [45]=2.000000 , [46]=0.060000 , [47]={[1]=2.000000 , [6]=3.000000 , } , [84]=9.280000 , [85]={[24]=28.348286 , } , [86]=7.824000 , [121]=100.000000 , [122]=22.200000 , [124]=10.000000 , [125]=-0.150000 , n=125.000000 , }
delTmpVal damage_shield 100 add
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /mod/class/Actor.lua:1509: attempt to compare nil with number
stack traceback:
/mod/class/Actor.lua:1509: in function 'onTakeHit'
/mod/class/Player.lua:509: in function 'onTakeHit'
/engine/interface/ActorLife.lua:66: in function 'takeHit'
/mod/class/Actor.lua:1800: in function 'takeHit'
/data/damage_types.lua:261: in function 'projector'
/mod/class/interface/Combat.lua:398: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:176: in function 'attackTarget'
/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 bumpInto
At /mod/class/Actor.lua:2284 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /mod/ai//shadow.lua:102 shadowMoveToActorTarget
At /mod/ai//shadow.lua:278 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1865dd8
1: table // 1865dd8
--------------- Stack Dump Finished ---------------
Code: Select all
[LOG][ATTACK] attacking with innate combat
[ATTACK] to kissy wagon :: 13.909704436492 8 12.267823006021 2.6778230060205 :: 1
checkHit 40.666666666667 2.6778230060205
=> chance to hit 100
[ATTACK] raw dam 13.909704436492 versus 12.267823006021 0.43 with APR 8
[ATTACK] after armor 9.6418814304716
[ATTACK] after range 9
[PHYS CRIT %] 6.66
[ATTACK] after crit 9
[ATTACK] after mult 9
[PROJECTOR] starting dam 9
[PROJECTOR] after difficulty dam 9
[PROJECTOR] res 0 1 on dam 11.79
[PROJECTOR] after resists dam 11.79
[PROJECTOR] after flat damage armor 11.79
[PROJECTOR] final dam 11.79
[LOG] Your shield crumbles under the damage!
[LOG] The shield around kissy wagon crumbles.
removeTempVal damage_shield 100 :=: 140
{[1]=2.000000 , [2]=2.000000 , [6]=1.000000 , [10]={["physcrit"]=5.000000 , ["atk"]=4.000000 , ["damrange"]=0.300000 , ["physspeed"]=0.200000 , ["apr"]=4.000000 , ["dammod"]={["cun"]=0.400000 , ["dex"]=0.400000 , ["str"]=-0.600000 , } , ["melee_project"]={[5]=4.000000 , } , ["dam"]=10.000000 , } , [11]=1.000000 , [12]={[5]=6.000000 , } , [13]={[5]=3.000000 , } , [14]={[2]=2.000000 , } , [24]=3.000000 , [25]={[6]=3.000000 , } , [27]=5.000000 , [28]=3.000000 , [29]={[1]=3.000000 , } , [31]=5.000000 , [32]=1.000000 , [33]=4.000000 , [37]=0.200000 , [38]=4.000000 , [39]={[5]=5.000000 , } , [40]=12.000000 , [41]=2.000000 , [42]=0.050000 , [43]=3.000000 , [44]=0.050000 , [45]=2.000000 , [46]=0.060000 , [47]={[1]=2.000000 , [6]=3.000000 , } , [140]=100.000000 , [84]=9.280000 , [152]=1.000000 , [151]=10.000000 , [86]=7.824000 , [149]=-3.372177 , [150]=-3.372177 , [147]=22.200000 , [85]={[24]=28.348286 , } , n=152.000000 , [148]=1.000000 , }
delTmpVal damage_shield 100 add
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /mod/class/Actor.lua:1509: attempt to compare nil with number
stack traceback:
/mod/class/Actor.lua:1509: in function 'onTakeHit'
/mod/class/Player.lua:509: in function 'onTakeHit'
/engine/interface/ActorLife.lua:66: in function 'takeHit'
/mod/class/Actor.lua:1800: in function 'takeHit'
/data/damage_types.lua:261: in function 'projector'
/mod/class/interface/Combat.lua:398: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:176: in function 'attackTarget'
/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 bumpInto
At /mod/class/Actor.lua:2284 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /mod/ai//shadow.lua:102 shadowMoveToActorTarget
At /mod/ai//shadow.lua:278 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1865dd8
1: table // 1865dd8
--------------- Stack Dump Finished ---------------
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
a fun and balanced addon
like mentioned above, the cone ability does not stun (and dosent hit anything else outside melee range, even though it looks like a cone)
class is advertised to have the Vim tree, but it dosent.
Also the last tree seems incomplete, though I dont see that being mentioned.
Wheres my demon army!
like mentioned above, the cone ability does not stun (and dosent hit anything else outside melee range, even though it looks like a cone)
class is advertised to have the Vim tree, but it dosent.
Also the last tree seems incomplete, though I dont see that being mentioned.
Wheres my demon army!
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- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
Class is still very WIP. That is, I have a few trees to make, yet.
The demon army is coming
The demon army is coming

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- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
Great!
Hope to see more of this class soon. The Doombringer class looks so cool:)
Cheers!
Hope to see more of this class soon. The Doombringer class looks so cool:)
Cheers!
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
Had a ghoulking rare cast Fiery Grasp on me consecutively until I died:
Code: Select all
[LOG] Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %] 2.5
[PROJECTOR] starting dam 36.362818812695
[PROJECTOR] after difficulty dam 36.362818812695
[PROJECTOR] res 8 0.92 on dam 32.726536931425
[PROJECTOR] after resists dam 30.108413976911
[PROJECTOR] after flat damage armor 30.108413976911
[PROJECTOR] final dam 30.108413976911
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
[LOG] Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %] 2.5
[PROJECTOR] starting dam 36.362818812695
[PROJECTOR] after difficulty dam 36.362818812695
[PROJECTOR] res 8 0.92 on dam 32.726536931425
[PROJECTOR] after resists dam 30.108413976911
[PROJECTOR] after flat damage armor 30.108413976911
[PROJECTOR] final dam 30.108413976911
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
[LOG] Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %] 2.5
[PROJECTOR] starting dam 36.362818812695
[PROJECTOR] after difficulty dam 36.362818812695
[PROJECTOR] res 8 0.92 on dam 32.726536931425
[PROJECTOR] after resists dam 30.108413976911
[PROJECTOR] after flat damage armor 30.108413976911
[PROJECTOR] final dam 30.108413976911
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
[LOG] Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %] 2.5
[PROJECTOR] starting dam 36.362818812695
[PROJECTOR] after difficulty dam 36.362818812695
[PROJECTOR] res 8 0.92 on dam 32.726536931425
[PROJECTOR] after resists dam 30.108413976911
[PROJECTOR] after flat damage armor 30.108413976911
[PROJECTOR] final dam 30.108413976911
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
AI took for target 535349 Mayalle the ghoulking :: 3545 kissy wagon 1 < 100
[LOG] Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %] 2.5
[PROJECTOR] starting dam 36.362818812695
[PROJECTOR] after difficulty dam 36.362818812695
[PROJECTOR] res 8 0.92 on dam 32.726536931425
[PROJECTOR] after resists dam 30.108413976911
[PROJECTOR] after flat damage armor 30.108413976911
[PROJECTOR] final dam 30.108413976911
[LOG] #{bold}#Mayalle the ghoulking killed kissy wagon!#{normal}#
[PROFILE] filtering save of deaths to profile online
[PROFILE] mounted online on /current-profile
[PROFILE] unmounted online from /current-profile
[LOG] #{bold}#kissy wagon the level 16 shalore doombringer was scorched to death by Mayalle the ghoulking on level 1 of Ruined halfling complex.#{normal}#
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
Server latency 128
---------------- Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
[LOG] #LIGHT_RED#You have 3 life(s) left.
-
- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
http://te4.org/games/addons/tome/doombr ... version-21
New version!
- More icons
- Incendiary Slash fixed
- Shield bug fixed
- Final talent for Fearfire added, though probably needs a couple extra features to be really fun
- Fiery Grasp was already fixed but that update wasn't announced.
- Maybe some other things?
New version!
- More icons
- Incendiary Slash fixed
- Shield bug fixed
- Final talent for Fearfire added, though probably needs a couple extra features to be really fun
- Fiery Grasp was already fixed but that update wasn't announced.
- Maybe some other things?
-
- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
Great Class!!
Right now I'm level 30 in Reknor. I absolutly love the doombringer theme - reminds me somehow of the comic book character Hellboy.
Hope to see some upgrades soon, this class is way to cool to be forgotten.
Fearscape based talents are a very nice addition. I like the mobility the class has (3 very good mobility talents)
What this class is lacking (maybe it should be so) is some VIM increasing talent. I know, it affects balance, but the first 30 levels, when you have the Demon form sustain, you hardly have any Vim left. It makes the game interesting, but still, a few more would not harm.
The new Fearscape talent (cant remember the name) is nice but is dangerous. I nearly lost the char after the ambush, course the stairs after the ambush level disappeared... I had to manually edit the save file to be able to use the rod of recall on the ambush level. If not, the char would be doomed (pun intended).
Still, one of the more fun melee/caster hybrids I played.
Right now I'm level 30 in Reknor. I absolutly love the doombringer theme - reminds me somehow of the comic book character Hellboy.
Hope to see some upgrades soon, this class is way to cool to be forgotten.
Fearscape based talents are a very nice addition. I like the mobility the class has (3 very good mobility talents)
What this class is lacking (maybe it should be so) is some VIM increasing talent. I know, it affects balance, but the first 30 levels, when you have the Demon form sustain, you hardly have any Vim left. It makes the game interesting, but still, a few more would not harm.
The new Fearscape talent (cant remember the name) is nice but is dangerous. I nearly lost the char after the ambush, course the stairs after the ambush level disappeared... I had to manually edit the save file to be able to use the rod of recall on the ambush level. If not, the char would be doomed (pun intended).
Still, one of the more fun melee/caster hybrids I played.
-
- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
Hey,
It would be great if the class got an update to version b42 or svn. Its a very nice addon and a great class to play.
Cheers.
It would be great if the class got an update to version b42 or svn. Its a very nice addon and a great class to play.
Cheers.
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- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
Shameless bump 

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- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Class: The Doombringer (Vim/Stamina class) (Now with add
I think if I have more time I'll be looking into remaking the class from scratch. For the time being, I think I'll wait. There's a couple things I'd like to see DG add before I go for it full on. Hmhmhmmm 
