Necromancy+ v2.2 (Although now mostly Spiritmancer)

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stinkstink
Spiderkin
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Re: Necromancy+ v1.6.1 Spiritmancer beta version available

#91 Post by stinkstink »

Impression at level 8: 5/5 Sprites dominates open areas to absurd degree - 100 damage per Shockbolt cast times 3 or 4 on a two-turn cooldown. Ghost Lights on the other hand don't seem to be worth heavy investment. The biggest danger at low levels is having one of your wisps get destroyed before they move away from you, as they're very prone to blowing each other up (and you along with them) through chain reactions. The Clay Golem feels like its main job is to take up space, which it's very good at but can prevent the wisps from doing their jobs. I'll probably switch to keeping the golem unsummoned until the wisps are dead and cooling down, as the aura is not noticeable at low investment/spellpower.

Suggestions:
-Allow Sprites to shoot through allies, but reduce their damage scaling. I'd also knock down their duration at 5/5 by few turns, as they are now you can summon a second set before the first completely expire.
-Give Ghost Lights something to make them as appealing as Sprites (or if they have something already, make that difference more pronounced in the talent description)
-Have Sprites and Ghost Lights provide a minor defensive benefit to non-Elemental allies. I'd suggest Empowered Healing/Shield akin to Bathe in Light for Ghost Lights and a stacking movespeed or other bonus for Sprites. This prevents summoning them from being actively detrimental in a situation where they'll likely get popped as soon as they appear (multi-hued drakes, for example.)

HousePet
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Re: Necromancy+ v1.6.1 Spiritmancer beta version available

#92 Post by HousePet »

I'll be making some adjustments to reduce their explodiness. (and to stop them triggering traps)
I'm also thinking about changing the Clay Aura to be a flat damage armour.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Necromancy+ v1.6.1 Spiritmancer beta version available

#93 Post by HousePet »

Okay new version.
tome-necromancy+.rar
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Wisps are now much more friendly about their explosion damage.
Wisps won't trigger traps.
Clay Aura is now flat damage armour against all.
Nerfed Sprites a little.
Buffed Ghost Lights a little.
Swapped Rest in Peace and Spirit Guide.
Reduced Spirit Guide cost to 30 mana.
Stopped level up notifications on Wisps.
My feedback meter decays into coding. Give me feedback and I make mods.

stinkstink
Spiderkin
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Re: Necromancy+ v1.6.1 Spiritmancer beta version available

#94 Post by stinkstink »

-Indignation doesn't seem to have a mana cost listed
-Clay aura seems very, very low - 2 flat reduction at 1/5 and ~40 spellpower, investing points doesn't seem to increase it much
-Karmic Shield throws up errors while being attacked (log attached.) Worth noting that I'm casting Lighting Flash on myself after activating it to both protect myself from self-damage and amplify the retribution damage.
-Damage penetration will eventually result in my lightning spells killing my sprites instead of healing them. Consider buffing their resistance to 1000% or a similarly insurmountable number
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HousePet
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Re: Necromancy+ v1.6.1 Spiritmancer beta version available

#95 Post by HousePet »

Already found several typos in resources costs.
Also doubled the Clay Aura to make it scale more.
The Karmic Shield bug is interesting. Its not caused by you hitting yourself with lightning, its actually you being hit with fire damage. There seems to be a bug in callbackOnTakeDamage when you return stopped = true. So I guess I'll stop doing that.
Lol at damage penetration killing Sprites.
My feedback meter decays into coding. Give me feedback and I make mods.

stinkstink
Spiderkin
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Re: Necromancy+ v1.6.1 Spiritmancer beta version available

#96 Post by stinkstink »

-The golem can drown underwater.
-Indignation's damage description checks Light instead of Lightning modifier. Also it could probably stand to have ball targetting.
Also, it'd be nice if the descriptions for Ghost Lights, Sprites, and Jolt of Fate mentioned whether or not they were affected by crit modifier, and if so state how many summons/targets you'd get on crit with your current amount.

HousePet
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Re: Necromancy+ v1.6.1 Spiritmancer beta version available

#97 Post by HousePet »

lol at golem. It is water soluble after all.
Will fix other bugs when I get a chance. I'm at a conference this week.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Necromancy+ v2.0.0 - Spiritmancer released

#98 Post by HousePet »

Released Spiritmancer.
My feedback meter decays into coding. Give me feedback and I make mods.

Kanos
Wayist
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Re: Necromancy+ v2.0.0 - Spiritmancer released

#99 Post by Kanos »

Do Spiritmancer summons benefit from Blighted Summoning?

Bad Badger
Wayist
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Re: Necromancy+ v2.0.0 - Spiritmancer released

#100 Post by Bad Badger »

The ghosts likely get Blood Boil, but I don't know about the others.

HousePet
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Re: Necromancy+ v2.0.0 - Spiritmancer released

#101 Post by HousePet »

I forgot to add Blighted Summoning talents. :(
My feedback meter decays into coding. Give me feedback and I make mods.

malboro_urchin
Archmage
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Re: Necromancy+ v2.0.0 - Spiritmancer released

#102 Post by malboro_urchin »

Some things I either noticed, want, or for Spiritmancer:

First thing I noticed: I think you've made yet another excellent class, HousePet! I love how the Spiritmancer plays, and how the player can choose to take their summoning in a variety of directions (short-lived melee vs ranged wisps, the various thought-form-esque sustains), and that we have the option to specialize some in nukes to spice up combat.

Can your Light Wisps gain the ability to Blindside/otherwise teleport somehow to enemies' sides at higher TL, maybe 3 or 5? I could see rewarding heavy investment at lv 5, especially since it takes very little time to get a 1st-tier talent to lv 5

Can RIP's lvl 5 beam get the same gfx as luminous horrors' lightbeams?

Pale Veil, the talent in the Ghosts tree that allows your Ghosts & Wisps to Fade, doesn't mention Wisps in the description. The only reason I believe Wisps can fade with that talent is because the addon page says so.

I'm curious as to why the Spiritmancer's abilities have a theme of scaling with crit & crit power, especially given that the class has moderate-to-long cooldowns for most of its abilities. It's definitely a neat way to scale abilities differently than crit usually would, and lets crit affect abilities it otherwise wouldn't, though the class should have some way of gaining crit power either from class generics, or Doomed/Force of Will style, where they gain crit power as they invest into certain talents. Currently, the only way for the Spiritmancer to get crit power, other than gear, is by going Shalore (yawn).

The talents are definitely very interesting. At least in the early-game, RIP doesn't feel too weak versus non-undead. I haven't yet unlocked Dawn, but Holy Word seems a bit limiting; perhaps it could do half damage to non-Demon/Undead/Horror targets, or apply a lesser status effect rather than stun?

Speaking of unlocks, this is one of the only (if not the only) classes for which I want to unlock every single locked class tree. Each and every tree has something that I really want:

Dawn has 2.5 light nukes, and I've always wanted to play a light damage caster. Endless Light is great for that as well, and it also reduces spell cooldowns, which really fits with the Spiritmancer's relatively long cooldowns.

Justice has Peacemaker, which buffs all your summons, and Righteous Fury, which adds flat lightning damage to their attacks.

Ghosts has Pale Veil, which allows my Wisps to Fade, very handy for survivability as the melee Wisps can have an easier time of closing in on their targets.

All in all, fantastic job with this class, I love it!
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Dao Zeti
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Re: Necromancy+ v2.0.0 - Spiritmancer released

#103 Post by Dao Zeti »

I really like the spiritmancer. I just have two minor issues with it:

a) The permanent summons have a very low health regen (0.3), which leads to long resting pauses. Could you just up it to 1 or 1.5? A regeneration upgrade could be linked to some talent.

b) It is hard to play with the melee themed light sprites effectively, as it is either too crowded or the golem blocks their way. Either a targeted summon or giving them a way to warp to their target, as marlboro suggests, would go along way making them more effective.

Besides that, a very polished and nice class addon.

HousePet
Perspiring Physicist
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Re: Necromancy+ v2.0.0 - Spiritmancer released

#104 Post by HousePet »

Yay pleased players! :mrgreen:

Wisps blocking each other is an issue. I'll give them the ability to push past allies, as they already have double movement speed.

Will change RiP beam colour.

Wisps and Sprites do not get Fade. People don't appreciate rares/bosses with a swarm of unkillable friends.

I came up with different use of critical hits when I was coding it up, so I didn't really give much thought to a crit power boost talent. It is something to consider.

I'll give Holy Word the ability to stun all enemies, but it might require investment or an extra save check.

In future the ghosts might gain some special talents so they support each other more. Things like the bulwark blocking damage from adjacent enemies...

I'll do something about summon resting. In the mean time, Gift of Life before resting might be a good idea.

Thanks for the feedback. :mrgreen:
My feedback meter decays into coding. Give me feedback and I make mods.

malboro_urchin
Archmage
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Re: Necromancy+ v2.0.0 - Spiritmancer released

#105 Post by malboro_urchin »

Re: Wisps & Fade, you'll want to update the description on the addon page.

[quote="HousePet]Wisps and Sprites do not get Fade. People don't appreciate rares/bosses with a swarm of unkillable friends.[/quote]

And this is why I hate fighting anything with Call Shadows. You're right, I really don't want to imagine fighting a Spiritmancer randboss x.x

On the other hand, one less tree that I have to unlock (though I do think I may want Ghosts anyway because the summons seem baller)!

I also noticed that the Golem would get in the way of Wisps, so thanks for looking into that! Your response made me wonder, can your summons ever move past *you* and displace you?

The class seems generic-light, maybe you could include a crit power talent (possibly with crit chance thrown in as well, because of relatively long cooldowns?) in a Spiritmancer-only generic tree?

Alternatively, there doesn't seem to be a summon-focused generic tree, so you could fill an interesting niche with a generic tree that all classes with significant summoning elements get. One issue that might come up is that summons are part of the Mage (Necro, Spirit), Wilder (duh), Psionic (Solipsist), & Afflicted (Doomed) metaclasses, so talents would have to benefit a wide variety of classes/stats/incompatible power sources
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

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