We see "Ogre rune-spinners" in Elvala, so that gave me the idea to have a class focused around the use of inscriptions - just like the Ogre tree has several inscription-related abilities, this class would be even more focused on getting the most out of a boatload of infusions and runes.
It would almost certainly be an arcane class, obviously, and would likely combine an array of regular spells (because you can only have so many inscription slots) with a couple of ability trees focused on messing with inscriptions, gaining more benefit from inscription use and maybe, at the end of one or two, unlocking another inscription. Ideally, few locked trees, to allow you to pick inscription slots without losing "core functionality." (Maybe the tree that gives an inscription slot is locked?)
Alternately, it could be designed to use unarmed combat (with brawler-esque abilities to match), instead of expecting to be a staff-and-spell class - it would fit an ogre-developed class (though unlike Stone Warden, it doesn't need to be ogre-exclusive).
Class idea: Rune-Spinner
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Re: Class idea: Rune-Spinner
there is a certain sustaied ability i was thinking about elsewhere, that gives you a passive bonus based on the runes you have (all of them).
for example, with shield rune, passively generate [duration]*x.x shield a turn, up to the maximum of xx%[max shield].
having more than one shield rune, the numbers would stack, although special effects (like deflection) would be weakened.
if we don't want this to clash with actual dama shield, it could work like the mindslayers shields?
(no idea how it would work with phase door or teleport. maybe some a tiny bit of global speed?)
arcanum has ability to put runes on staves (or is it for all weapons? didn't try).
the rune spinner could have an ability to use the runes to inscribe "xx% chance on hit to trigger" on the weapon.
just an idea.
for example, with shield rune, passively generate [duration]*x.x shield a turn, up to the maximum of xx%[max shield].
having more than one shield rune, the numbers would stack, although special effects (like deflection) would be weakened.
if we don't want this to clash with actual dama shield, it could work like the mindslayers shields?
(no idea how it would work with phase door or teleport. maybe some a tiny bit of global speed?)
arcanum has ability to put runes on staves (or is it for all weapons? didn't try).
the rune spinner could have an ability to use the runes to inscribe "xx% chance on hit to trigger" on the weapon.
just an idea.
Re: Class idea: Rune-Spinner
In StarKeep's Class pack, there is one race with a racial that every time you use a rune, you get a shield for X, scaling off your magic. Just throwing around more ideas.
A little bit of a starters guide written by yours truly here.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Class idea: Rune-Spinner
I have vague plans for making a class like this, although I haven't started coding it yet (and if someone else does something similar it's cool, I might take ages).
I was going to make them like an arcane brawler. I was going to give them a tree for each type of rune - a magic missile tree, a biting wind tree, an acid wave tree, etc - and have them not suffer from needing mana. This would be unique in that they wouldn't take damage from Mana Clash.
Playing them would therefore be exclusively about coping with cooldowns, knowing when to reduce them, and things like that.
(If I was feeling brave I might try and make it work for Infusions too, although I'd need to add a couple more offensive infusions)
I was intending to make it Con primary, given that seems like the correct stat for scaling 'I cover my entire body in tattoos'. But Brawler implied Dex/Str requirements. If their arcane combat equivalent runs on Cun they'd be needing four stats. Not sure if too much.
I was going to make them like an arcane brawler. I was going to give them a tree for each type of rune - a magic missile tree, a biting wind tree, an acid wave tree, etc - and have them not suffer from needing mana. This would be unique in that they wouldn't take damage from Mana Clash.
Playing them would therefore be exclusively about coping with cooldowns, knowing when to reduce them, and things like that.
(If I was feeling brave I might try and make it work for Infusions too, although I'd need to add a couple more offensive infusions)
I was intending to make it Con primary, given that seems like the correct stat for scaling 'I cover my entire body in tattoos'. But Brawler implied Dex/Str requirements. If their arcane combat equivalent runs on Cun they'd be needing four stats. Not sure if too much.
Re: Class idea: Rune-Spinner
pretty sure magic missile is from arcanum so, unless you make the trees don't actually require a rune,... not sure how it would work.
and its biting gale, not biting wind.
what about a tree for a temporal displacement rune, however its actually called? (the one you can get in dikara.)
if you want to make him like arcane brawler, and we know that both brawler and arcane blade like their on hits, there has to be an ability to put a run on your gloves/gauntlets, maybe an entire tree dedicated to just that idea.
and its biting gale, not biting wind.
what about a tree for a temporal displacement rune, however its actually called? (the one you can get in dikara.)
if you want to make him like arcane brawler, and we know that both brawler and arcane blade like their on hits, there has to be an ability to put a run on your gloves/gauntlets, maybe an entire tree dedicated to just that idea.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Class idea: Rune-Spinner
yeah, magic missile is an arcanum rune. I use so many addons by now I forget what is and isn't core.
Runic gloves is... kinda cool? Seems redundant when you're carving runes into your /hands/, though.
Runic gloves is... kinda cool? Seems redundant when you're carving runes into your /hands/, though.