Stamina Driven Categories
- Two Handed Assault
Shield Offensive
Combat Veteran
Combat Techniques
Potential Stamina or Equilbrium Category
- *Unarmed/Mindstar Option*
- Sand Drake Aspect
-Free Talent Slot-
-Revised Quake-
-Revised Burrow-
-Sand Breath-
Fire Drake Aspect
-Free Talent Slot-
-Free Talent Slot-
-Revised Devouring Flame/Free Talent Slot-
-Fire Breath-
Cold Drake Aspect
-Ice Claw-
-Icy Skin-
-Ice Wall-
-Ice Breath-
Storm Drake Aspect
-Lightning Speed
-Revised Static Field/Free Talent Slot-
-Revised Tornado-
-Lightning Breath-
Venom Drake Aspect
-Acidic Spray-
-Corrosive Mist-
-Dissolve-
-Corrosive Breath-
Higher Draconic Abilities
-Prismatic Slash-
-Revised Venomous Breath/Free Talent Slot-
-Revised Wyrmic Guild/Free Talent Slot-
-Chromatic Fury-
Wyrm Aspect
-Swallow-
-Revised Wing Buffet-
-Free Talent Slot-
-Bellowing Roar-
Potential Talent Concepts and Ideas
I figure I should at least try to attempt to contribute some possible ideas for replacements should it come to pass that older talents will get replaced. Here’s some ideas then:
General Drake Aspect
If Swallow gets moved to Wyrm Aspect, I truly think it should get replaced by another mechanism to help manage Equilibrium. I don't know if Sand Drake Aspect should specifically be replaced with such a talent as it could be thrown into one of the other Elemental Drake Aspect categories if desired. Some concepts then:
Conversion - Active or Passive - You reach into your stamina reserves to balance your Equilibrium. Cost X Stamina reduced by Talent Level to remove Y Equilibrium.
This is a Wyrmics Twilight, essentially. Not a whole lot of explanation needs to be offered here. Maybe for scaling the value could be something like removal of 20 Stamina +5*Talent Level for 10 Equilibrium + 10*Talent Level scaling if we want to make it so that the talent investment could be tailored to player taste.
Battle Rhythm - Passive - Your Mediation Talent Negative Damage Modifier is reduced by X% Scaling with Talent Level when using Bump Attacks.
This tries to make Mediation matter more, by allowing you to do more Bump Attack damage while you have Mediation on. Could do more perhaps when not using Mediation as a fluff effect.
Higher Draconic Abilities
Irresistible Strike - Active - You attack an enemy with chaotic elemental damage. The target takes X Untyped Damage, scaling with Strength and Talent Level. Due to the nature of this attack, X% of the Untyped Damage bypasses all Armor, Physical Resistance, All Resistance, Damage Shields, etc; at Talent Level 5 it completely bypasses such effects.
At Talent Level 5 this attacks is also so epic, it actually leads to the 'Irresistible Force Paradox'. When Irresistible Strike meets an Unstoppable enemy it cannot kill the Unstoppable enemy - but Unstoppable can't resist the Irresistible Strike and will be shut down. The Unstoppable opponent will obtain the healing benefit from any kills he made under the Unstoppable effect, and his Unstoppable effect will prematurely end at the very start of his next action turn.
This is really what the Shattering Blow from the Berserker class should be like in some ways, though obviously this talent is in a class next to Unstoppable due to it's 'absolute' propety. This really isn't an attack built for Synergy with Wyrmics to be honest, as it is more of a a way of nerfing Unstoppable - through indirect means. This would be an attack that I would envision being performed by potentially any Multi Hued Wyrm enemy in game - and maybe Gorbat; or at least the Wyrms (Multi-hued or Not) in High Peak (Since noticeable enemies get a bit of a passive buff in some flavor there). I'm sure Players would find a use for it too.
I'll note btw that the reason I'm including it here is because Wyrmics could probably use more single attack talents - so this could replace Venomous Breath.
Draconic Breath - Passive/Sustain - See SageAcrin's Wyrmic Guile quote below, now with a direct name associated with its effect:
SageAcrin wrote:Wyrmic Guile: Reduce all breath CD by 1 per level. (Cap at 6)
Additional effects that might be added to this is an increased damage modifier on breaths and other associated Breath Mechanisms (Mental Critical Rate For example).
- To Be Discussed-
In further analysis later in this thread, I plan to discuss Breath Spam and such from player Wyrmics and enemies. I personally think it would be better to lean Wyrmics towards stronger Breath attacks – at a cost of not being able to do them as much.
It might be better to make this sort of Talent as a Sustain depending on how the talent is worked; higher powered breath damage could be counterbalanced by a higher chance of failing to use those attacks due to equilibrium failure.
Wyrm Aspect
Elemental Specialization - Passive - You gain benefits depending on how your talent points are invested in the respective Elemental Drake Aspect categories. The effects would be as follows:
Every Point invested in Sand Drake Aspect provides +X% Physical Damage Reduction per talent level.
Every Point invested in Fire Drake Aspect provides +X% Attack Speed per talent level (Very Minor in Light of Harmony Category).
Every Point invested in Ice Drake Aspect provides +X Saves per talent level.
Every Point invested in Storm Drake aspect provides +X% Movement Speed per talent level.
Every Point invested in Venom Drake Aspect provides +X Mindpower per talent level.
This sort of builds on SageAcrins idea of passive buffs being built into talents - except now it isn't constrained to any specific talent in those categories, but rather every talent in those categories plays into improving the effects. This also potentially caters to players who may want to build more specialize builds.
If the Wyrm Aspect category is made I would put it over into it, as this would gear that category less away from breath attacks – Higher Draconic Abilities would hold that niche instead.
Sand Drake Aspect
Entrench - Active - You create a trench to give yourself cover from ranged attacks. The trench will exist for Z Turns and Will Cover R Radius tiles around your character. While in the trench, damage is reduced from ranged opponents by X% per talent Level; unless they are in the trench. Area of effect field properties can be placed over your trench, but you have a Y% Damage to ignore damage if in your trench.
I'm referring to stuff like Searing Light, Shadow Blast, Corrosive Mist, Glacial Vapour, Burning Wake, etc. This is sort of a nod to Fortescue in his design of Buckler Mastery in a way, but sort of with a World War I Trench theme attached to it.
Note that Entrench is very similar to Burrow, so it might make sense to Allow Burrow to Synergize with this talent.
Fire Drake Aspect
Blazing Zeal - Passive/Sustain/Active - When using your weapon in a basic attack on an enemy, you have a X% chance of hitting another enemy in melee range for Y% Weapon Damage (up to 100% at Talent Level 5, but never exceeding it). At Talent Level 4, if no adjacent enemy is present, you chance of hitting another enemy may also hit the original enemy you attacked.
A heavy nod to Diablo II again, this time to the Paladin character and his amazing Zeal ability. Depending on what is done to Ice Claw, this attack could use Fire Damage or just use the original Weapon properties for the attack. This sort of talent doesn't really synergize well with any other existing talents in the Wyrmic class since they don't really have any talents that improve their Bump attack.
In many ways this is very similar to Greater Weapon Focus - but without the feature of applying to Talent Attacks, just Bump attacks.
Burning Will - Active - When this talent is used, you remove X Detrimental Effects from your character for Y Fire Damage to yourself.
Wyrmic Providence and a clear nod to Draconic Will. Wyrmics don't need Status Immunities, they just burn the effects off them
Fiery Explosion - Active - When the going gets tough, the tough explode. Injure yourself for X% of your current hitpoints to inflict X*Y Fire Damage per turn for Z turns on tiles within your Sight Radius. At Talent Level 4, the talent won't harm Allies.
Should give a heavy use for Constitution on a Wyrmic. This should be scaled to inflict a lot of damage since it's a self inflicted wound.
Storm Aspect Category
Lightning Dash - Active - With Lightning Speed you instantly dash up appear next to your target. Target to reach must be unobstructed. For X Turns after you use this talent, your Global Speed is increased by Y%. While dashing to your target you gain 30% Physical Damage Resistance and 100% Lightning Damage Resistance. This is not an Instant use talent.
This is Tumble + Rush + Lightning Speed + Blinding Speed rolled into one. Not a whole lot to explain outside of it - it's just another movement ability to let a Wyrmic get on top of targets and crush them. Combat Techniques might be worth removing if this talent is added. Due to the nature of the talent, maybe it could synergize with Lightning Speed