Battlemage UPDATED and ready for comments

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random417
Halfling
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Battlemage UPDATED and ready for comments

#1 Post by random417 »

Alright, I got things a bit more fleshed out, and I think I'm as ready as I'm gonna be to start working on this. First things first, I'll throw the existing trees out there, to see if anyone wants to suggest adding or taking away any :

For Generics:
Staff Combat
Aegis
Combat Mastery
Conveyance
and I believe everyone gets Survival
And I've got one new one

For Class Trees:
Meta
Enhancement
Phantasm
Then there are 3 new ones

I could move the new generic back to the class tree I think, so thoughts on that.

On to the new stuff

The possible generic

Arcane Armor

1. Spellplating – This is a direct port of the Stone Skin talent from the Earth tree. That talent fits, but the rest of the tree really doesn't
2. Featherlight – Passive, or possibly sustain: Reduces fatigue. May be too much, but scales from raw talent level. 12% at TL 1, up to 60% at 5.
3. Infuse armor – Active: Grants resist equal to a percentage of your armor, of the staffs damage type, for a few turns. Scales with lvl, and probably SP. Yes, it's designed so you can get 100%, but the cooldown should keep it from being broken.
4. Ward – Allows you to generate wards, 1 per talent lvl, of the channeled damage type

The Class trees

Magical Combat
1. Thrust – Active CD probably 6: Pretty much as per channel staff, but with the TK wielded weapon. Note the higher CD, because the weapons should do more damage
2. Whirlwind – Active, CD probably 10 – 12: Weapon damage (percent of reg attack, scaling with lvl and possibly spellpower) in nova. Range scales with spellpower
3. Infuse Weapon – Active, High CD, but not really a combat spell: Infuses a weapon with a gem (like the alchemist) but instead of the “when weilded/worn” instead the weapon now does the gems “when used as an alchemist bomb” on hit. Gem level would scale with talent level, of course
4. Counterstrikes – Sustain: Does counterattacks when hit. I'll probably pull much of how this works from a counter attack talent, but it'll probably scale with Mag, maybe Will

Protection Tree
1. Shield – Active: Probably a direct port of Barrier, 15 maybe 20 mana.
2. Reflective Skin – Port of the Golem Talent
3. Shield leech – Sustain: a reverse of Aegis 3, grants a regen effect of a percentage of any shield cast on you, over the duration of the shield (but would stay if the shield is broken early), The amount scales with level.
4. Shatter Shield – Dispels any damage shield on you, but deals damage in a nova based on level and how much is left on that shield

Alignment tree
1. Staff Blast – Active – Staff Damage type cone. Scales with spellpower
2. Staff Explosion – Active – Staff damage type nova. Scales with spellpower. This and Staff Blast could be exchanged, but I put this second, because the range will probably be better.
3. Empower self – Sustain: Either a permanent “blessing” based on staff damage type, or for X turns, but wouldn't stack, and always apply the last one. Kinda looking at Elemental harmony Alternatively, resist an elements corresponding status effects.
4. (don't have a name for this yet) : As per Overkill, but of staff damage type

A final note. This has the potential to be really overpowered. As such, I thought it might be a good idea if all the active talents that use the staff damage type also put command staff on cooldown. Maybe for half the spell in questions cooldown? That should mitigate some of the overpoweredness of the class. Or maybe just Infuse Armor, as that would be the most abusable. It would make switching types for defence possible, then you have to wait out the cd. Most things that deal exclusively 1 damage type also resist it fairly well

So, there we have my idea. I don't have any idea as far as scaling, and I don't really do any kind of programming. If someone wants to help me scale this, once I get it done I'll bug someone about banging it out, or learn to do it myself, although that'll take longer. All suggestions are welcome, as I've never done this before.
Last edited by random417 on Fri Mar 22, 2013 12:56 am, edited 1 time in total.

Sradac
Sher'Tul
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Re: Battlemage UPDATED and ready for comments

#2 Post by Sradac »

I just like arcane armor. Infuse armor sounds cool because its like the stone warden talent that lets your armor apply to all damage types, except its not stupidly OP like stone warden.

Imagine that! Changing your staff type based on the type of DEFENSE you want and not offense? I love it.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Battlemage UPDATED and ready for comments

#3 Post by lukep »

random417 wrote:1. Thrust – Active CD probably 6: Pretty much as per channel staff, but with the TK wielded weapon. Note the higher CD, because the weapons should do more damage
They get a telekinetically wielded weapon? I hope you've thought that through, as that is roughly +30-50% damage by mid/end game, not even counting if it gets free attacks.
random417 wrote:3. Infuse Weapon – Active, High CD, but not really a combat spell: Infuses a weapon with a gem (like the alchemist) but instead of the “when weilded/worn” instead the weapon now does the gems “when used as an alchemist bomb” on hit. Gem level would scale with talent level, of course
If this consumes gems, it would be quite different from almost all other skills. IIRC, the only ways to truly consume items is from alchemist's gems effects and from Matter is Energy as a Mindslayer.
random417 wrote: So, there we have my idea. I don't have any idea as far as scaling, and I don't really do any kind of programming. If someone wants to help me scale this, once I get it done I'll bug someone about banging it out, or learn to do it myself, although that'll take longer. All suggestions are welcome, as I've never done this before.
It looks like a good concept, and should be relatively easy to balance. I strongly suggest coding it yourself (with as much help as needed), as you will have better control over the results, it is more likely to get done, and it feels very satisfying to create something whole from just an idea.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Battlemage UPDATED and ready for comments

#4 Post by random417 »

lukep wrote: They get a telekinetically wielded weapon? I hope you've thought that through, as that is roughly +30-50% damage by mid/end game, not even counting if it gets free attacks.
I want to find a way to restrict it to either one handed weapons, or maybe even just offhanders. I'm aware of the damage boost, but on the other hand, with the staff damage type possibly being slotted at the time for defence, and so much running from that, it would be the only way do deal off damage to something that resists it's own type
... Alternatively, I'd have to rework the tree, but thematically, Shields almost work better. Shield bah from above?
lukep wrote: If this consumes gems, it would be quite different from almost all other skills. IIRC, the only ways to truly consume items is from alchemist's gems effects and from Matter is Energy as a Mindslayer.
That's exactly the point, they're so underused, and I thought it might be a fun way to get the bomb effects into a little wider use. Also, the Druid addon is using them too, IIRC

Most of it, I should be able to pull from other talents, some of them are even direct, or semi direct ports. I just have no idea what I'm doing. I'm gonna try to learn to do the coding myself.

Also, addressing a thing I found already. The Barrier talent can be gotten in game, so I'm gonna have to make it share a cooldown with my port of it.
Last edited by random417 on Fri Mar 22, 2013 1:16 am, edited 1 time in total.

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Battlemage UPDATED and ready for comments

#5 Post by random417 »

Sradac wrote:I just like arcane armor. Infuse armor sounds cool because its like the stone warden talent that lets your armor apply to all damage types, except its not stupidly OP like stone warden.

Imagine that! Changing your staff type based on the type of DEFENSE you want and not offense? I love it.
That's the first talent I came up with, and my favorite. I can't afford to give anybody any money right now, no matter how much they deserve it, so I haven't seen stone warden yet.

Pigslayer
Halfling
Posts: 94
Joined: Mon Jan 21, 2013 1:51 am

Re: Battlemage UPDATED and ready for comments

#6 Post by Pigslayer »

Creating a simple class isn't too difficult. It takes about a week if you have no coding experience or outside assistance.

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Battlemage UPDATED and ready for comments

#7 Post by random417 »

I think I'm ready to sit with it. Where do you guys suggest I start as far aslearning what i need to make it?

stinkstink
Spiderkin
Posts: 543
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Re: Battlemage UPDATED and ready for comments

#8 Post by stinkstink »

Look at talents that do something similar to what you want, figure out how they work, then dissect them and tweak as needed.

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

Re: Battlemage UPDATED and ready for comments

#9 Post by HousePet »

Note sure Meta fits with this class.

Whirlwind and Staff Explosion look like they will have the same result.
My feedback meter decays into coding. Give me feedback and I make mods.

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Battlemage UPDATED and ready for comments

#10 Post by random417 »

Meta was for when I was thinking of putting the arcane tree in for the shield at the end. Must have forgotten to pull it out of the list. Whirlwind is basically a melee attack with the TK wielded weapon in a nova, staff type won't matter, while staff explosion is more a traditional spell nova, type dormant on staff damage. Same shape, but different. I'm thinking of doing TK wield Shields only, them I'd have to take out whirlwind anyway, but the nova shape fits the theme.

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Battlemage UPDATED and ready for comments

#11 Post by random417 »

HousePet, some of the stuff from your Alchemist+ addon would work great for this. Staff Warding is exactly what I wanted for my wards, and and Staff Blast is real close to Staff Explosion. I'm not sure of the polite way to ask this, but I kinda want to steal them for here... I'm not sure where I'd note it, other than in the code itself, but I'd be happy to credit you. Feel free to PM me if you'd rather, but might I possibly use those? I'm not great at coding, and this might save me a bit of work. I'd move them to different trees, but other than that, not change them.

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

Re: Battlemage UPDATED and ready for comments

#12 Post by HousePet »

Sure, you can copy those.
My feedback meter decays into coding. Give me feedback and I make mods.

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