Deathknight v1.8 - Hybrid Necrotic Melee
Moderator: Moderator
Deathknight v1.8 - Hybrid Necrotic Melee
http://te4.org/games/addons/tome/deathknight
"Some Necromancers instead choose to turn their dark magic inwards, enhancing their physical power and martial prowess to become Deathknights.
Masters of both two-handed and shield fighting, Deathknights channel cold and darkness through their weapons and can even carry on fighting through fatal wounds.
Rather than raising an undead army through captured souls, they instead use the souls to massively empower their spells and melee techniques."
Inspired by various 'antipaladin' style classes, the Deathknight is a melee hybrid class that has similarities to Sun Paladin albeit with Necrotic rather than Celestial theming. They use both cold and darkness melee attacks and spells, temporary minions, debilitating auras and can specialize in either shield or two handed combat.
Unlike Necromancer, Souls are instead used for the Soulforge ability - a sustain that causes every ability to consume souls to empower itself.
Credit to Trenggiling for tiles and icons.
---
Changelog:
v1.8
- No longer causes Sawblade block value to zero out.
v1.7
- Renamed Essence Drain to Drain Essence due to a conflict with Embers of Rage.
- Icebound Fortitude blocks the correct amount of damage.
- Fixed an incorrect tooltip for the Necrosis debuff.
v1.6
- The range on Soul Reaper and Call of the Grave correctly match their tooltips.
- Duskwake deals the correct damage.
- The squire is now correctly treated as undead.
v1.5
- Fixed tooltips causing LUA errors
v1.4
- Shadow of Death has had it's duration and cooldown slightly adjusted.
- Fixed a bug where Shadow of Death's buff icon gave an incorrect name.
- Shadow of Death is no longer usable by NPCs.
v1.3
- Fixed Rime giving incorrect block values at talent level 1.
v1.2
- Improved code compatibility with other addons.
- Call of the Grave's ghouls no longer drop items.
- Rime and Icebound Fortitude have been reworked. Rime now has an improved version of the counterattack, and no longer has the damage on block usage. Icebound Fortitude only has the damage reduction.
- The values of Frost abilities have been adjusted slightly.
- Removed the sound effect on Vampiric Embrace.
- The damage bonus of Night's Edge has been reduced, but it now provides lifesteal.
- Lightbane's shadow lightning jumps to 2 targets at all levels.
- Fixed a bug where Soulforge could be used infinitely by npcs, resulting in crashes.
- Reduced the duration of Shadow of Death.
- Dread, Reaping and Soulforge teach the Necrotic Aura talent, making them easier to use for Adventurers.
v1.1
- Fixed a bug where Shadow of Death sometimes did not trigger if the player had die_at.
- Added new icons for Undeath Ghouls.
- Duskwake no longer causes LUA errors when in a no_teleport flagged area.
- Dark Transformation correctly fails when used if your Squire is dead.
- Fixed a tooltip issue with Dusk Shield preventing the Squire talents from displaying.
v1.0
- The Squire tree has been implemented. This locked tree allows you to summon a powerful undead squire to serve as your guardian, using unique sword and shield techniques. A full ability list can be found in the discussion thread.
- Soulforge has been reworked. It now provides a single use buff rather than a sustain, reducing the time needed to toggle it on and off.
- The Soul cost of many Soulforge talents have been adjusted. The Soulforge tree itself has had it's values changed to reflect this.
- Fixed a bug where Necrotic Strike was instead increasing global speed.
- Soulforge: Soul Reaper now lasts 8 turns.
- Dark Tide deals increased cold damage, but no longer deals darkness weapon damage. This has been moved to the Soulforge effect.
- Grim Harvest has been reworked. Darkness damage now reduces cooldowns, and cold damage reduces the duration of negative effects.
- Call of the Grave deals increased damage, but only summons 2 ghouls. The ghouls are now slightly weaker and no longer use ego weapons.
- Meat Shield has been reworked. Instead of having ghouls intercept attacks, this now raises a ghoul to split damage with you on triggering.
- Corpse Explosion has been reworked. On death, ghouls now inflict a stacking darkness damage over time effect that reduces powers.
- Corpsewall has had it's duration increased, and now deals less damage and is less durable. It also gains immunity to negative effects and slightly increased length.
- Essence Drain's values have been adjusted slightly.
- Pale Rider no longer removes stuns, pins or dazes.
- Soulforge: Pale Rider now prevents any attack from dealing more than 50% of your maximum life.
- Hungering Blade grants slightly less damage and lifesteal but has increased duration.
- Undying no longer reduces the duration of negative effects.
- Enervate's damage reduction has been lowered.
- Shackled Soul's chance to trigger is now based off Enervate stacks.
- Vampiric Embrace has been reworked. It now causes the attacks of you and your allies to heal based on the number of Enervate stacks on the target.
- Soul Rend now stuns for 3 turns at all talent levels.
- Devour Soul no longer heals. Instead it removes beneficial physical and magical effects when used against rended targets.
- Black Mirror costs less mana, and the spawning code now allows copies to be created up to 10 tiles away. This should be more useful against crowded groups.
- Rime's block value has been reduced, but the cold resistance debuff increased.
- Icebound Fortitude now caps at 50%. The retaliation deals reduced damage and has a range limit.
- Enshroud now correctly calculates the damage for Living Shadows.
- Soulforge: Duskwake now allows you to attack adjacent targets and spread living shadows further rather than increasing the range.
- Reaper's Shroud shields for less.
v0.5
- Shackled Soul no longer causes loot displacement on activation
- You can only have a maximum of 3 Shackled Soul wraiths at a time
- Necrotic Wall no longer gains additional magic bonuses from Blighted Summoning
- Necrotic Wall has been reduced in length, duration and damage
- Necrotic Wall segments are removed on level change
- Soulforge: Call of the Grave ghouls have been slightly reduced in power
- Call of the Grave ghouls now gain a damage cap as per the Ghoul racial
- Call of the Grave ghouls are now far more aggressive
- Call of the Grave requires line of sight to use
- Clarified a number of tooltips
v0.4
- Necrotic Strike now correctly deals split cold and darkness damage.
- The cost of Soulforge: Call of the Grave has been increased to 3. Instead of increasing the speed of the ghouls, it instead summons elite ghouls who use ego equipment and are far more powerful in combat.
- Night's Edge no longer targets friendlies.
- Shackled Soul's wraiths are now capped at a maximum of 4. Wraiths now inherit your damage bonus and spellpower, and their base damage has been increased.
- Blighted Summoning has been added to Call of the Grave, Necrotic Wall and Shackled Soul.
v0.3
- Deathknight is now available on Steam.
- Spirit Feed's values have been slightly adjusted, and it's maximum effect is now capped at 5 Souls.
- Grim Harvest's cold damage trigger now functions correctly.
- Soulburn has been added as the 4th Soulforge talent. This consumes souls to massively reduce the cooldown and increase the speed and spellpower of your next spell.
- New icons for the Soul tree have been added.
- Call of the Grave and Soul Reaper have received a small range increase.
- Dark Simulacrum now correctly goes on cooldown when used.
- The Ghouls summoned by Call of the Grave no longer have racials or their default abilities. They instead spawn equipped with weapons and armor, the associated weapon talents and Ghoulish Leap. Soulforge: Call of the Grave now increases their global speed by 40% instead of boosting power or accuracy.
v0.2
- Soulforge is now correctly learned on birth. For existing characters, learning Soul Tap should grant you the talent.
- Vampiric Embrace particles are removed after deactivation.
- Dark Simulacrum is now instant.
---
Brief ability writeup:
Class trees -
Spell/Necrotic Might (STR)
- Necrotic Strike: Attack for split cold/darkness damage, inflicting slow and numb. Note that all Necrotic Might attacks also trigger a shield attack for 75% damage.
- Soul Reaper: Teleport to and attack a target. After 5 turns, the target takes cold damage equal to a % of missing life. Killing them before the effect expires restores souls.
- Dark Tide: Attack frontal foes for cold damage and project conal dark damage that randomly inflicts bane of blindness or confusion.
- Grim Harvest: Killing or dealing damage above a certain % life threshold either removes debuffs (if cold damage) or reduces cooldowns (if darkness damage).
Spell/Undeath (STR)
- Call of the Grave: Attack multiple times at range for cold damage, raising a ghoul for each strike briefly.
- Meat Shield: Ghouls taunt foes on arrival, and you can raise a ghoul to block attacks against you.
- Corpse Explosion: On death, ghouls explode into a darkness burst that reduces powers of enemies within
- Necrotic Wall: Raises a wall of immobile minions that block line of sight and inflict high melee damage.
Spell/Soul (MAG)
- Soul Rend: Attacks have a chance to stun and inflict soul rend, causing a soul fragment to spawn adjacent to the target. Destroying a fragment damages the source and counts as a kill for the purpose of restoring souls etc.
- Devour Soul: Inflict darkness damage in a cone, dispelling rended targets and having a chance to inflict soul rend otherwise.
- Wail of Doom: Inflicts cold damage and talent failure to nearby enemies, with increased damage and duration vs rended targets.
- Black Mirror: Creates weaker copies of all nearby rended targets, which attack their source.
Spell/Desecration (MAG)
- Essence Drain: Attacks have a chance to grant Soul Fragments, increasing your die_at. Can consume all fragments to restore life/mana/souls.
- Pale Rider: Gain a large amount of die_at.
- Hungering Blade: Increases the chance for Essence Drain, causes it to deal darkness damage, and consuming fragments grants a temporary cold damage projection+lifesteal.
- Undying: Falling below 0 life increases duration of positive effects and increases healing factor. Healing above 0 life drains life from nearby enemies.
Spell/Dread (MAG)
- Enervate: Enemies within your Necrotic Aura suffer stacking reduction to saves/resists/damage.
- Shackle Soul: Enemies that die inside your aura have a chance to be raised as wraiths that attack enemies with cold damage.
- Vampiric Embrace: Heal when attacking enemies inside your aura.
- Death Vortex: Briefly inflict high cold/dark damage to those inside your aura.
Spell/Dusk (STR) LOCKED
- Enshroud: Sustain, increases darkness damage/penetration/critical strike chance. Critical hits create damaging shadows under the target.
- Duswake: Teleport through enemies, inflicting darkness damage, blind and leaving behind shadows in your path.
- Night's Edge: Attacks will strike additional enemies inside your shadows, and increases the damage you deal to those inside shadows.
- Lightbane: For the next few turns, massively increases Enshroud bonuses and causes attacks to project dark chain lightning that spreads shadows.
Spell/Frost (STR) LOCKED
- Rime: Increases block value and causes block to strike adjacent enemies for cold damage and reduce cold resistance.
- Icebound Fortitude: Attacks against you retaliate with cold damage, and using block reduces damage taken based on block value.
- Hungering Cold: Pulls enemies in, dealing cold damage and further shield damage if pulled adjacent.
- Remorseless Winter: Summons an ice storm inflicting stacking cold damage. On reaching maximum stacks, freezes foes briefly in an impenetrable iceblock.
Spell/Squire (MAG) LOCKED
- Raise Dead: Summons an elite undead squire with sword/shield techniques.
- Death Pact: Drain life from your summons to heal you.
- Soul Link: Damage you take is split with your squire, and your attacks heal them.
- Dark Transformation: Temporarily grants the squire an enormous boost to offence and defence.
Generic Trees:
Spell/Reaping (MAG)
- Spirit Feed: Increases powers, saves and mana regeneration for each soul you have stored.
- Reaper's Shroud: Grants a damage shield on a kill (including vs soul fragments)
- Dark Simulacrum: Grants the use of an enemy's ability briefly, chosen at random.
- Shadow of Death: Provided you have souls, dying will resurrect you as an unkillable wraith. If you can gather souls before the effect expires, you resurrect.
Spell/Soulforge (MAG)
- Soul Tap: Your soulforge ability grants life/mana each time it is triggered.
- Dirge: Your soulforge ability grants a stacking global speed boost each time it is triggered.
- Endless Cycle: Chance to regain a soul when you use soulforge.
- Soulburn: Consumes souls to empower your next spell, increasing speed and spellpower and reducing cooldown.
Technique/Combat Training 1.3
Cunning/Survival 1.0
"Some Necromancers instead choose to turn their dark magic inwards, enhancing their physical power and martial prowess to become Deathknights.
Masters of both two-handed and shield fighting, Deathknights channel cold and darkness through their weapons and can even carry on fighting through fatal wounds.
Rather than raising an undead army through captured souls, they instead use the souls to massively empower their spells and melee techniques."
Inspired by various 'antipaladin' style classes, the Deathknight is a melee hybrid class that has similarities to Sun Paladin albeit with Necrotic rather than Celestial theming. They use both cold and darkness melee attacks and spells, temporary minions, debilitating auras and can specialize in either shield or two handed combat.
Unlike Necromancer, Souls are instead used for the Soulforge ability - a sustain that causes every ability to consume souls to empower itself.
Credit to Trenggiling for tiles and icons.
---
Changelog:
v1.8
- No longer causes Sawblade block value to zero out.
v1.7
- Renamed Essence Drain to Drain Essence due to a conflict with Embers of Rage.
- Icebound Fortitude blocks the correct amount of damage.
- Fixed an incorrect tooltip for the Necrosis debuff.
v1.6
- The range on Soul Reaper and Call of the Grave correctly match their tooltips.
- Duskwake deals the correct damage.
- The squire is now correctly treated as undead.
v1.5
- Fixed tooltips causing LUA errors
v1.4
- Shadow of Death has had it's duration and cooldown slightly adjusted.
- Fixed a bug where Shadow of Death's buff icon gave an incorrect name.
- Shadow of Death is no longer usable by NPCs.
v1.3
- Fixed Rime giving incorrect block values at talent level 1.
v1.2
- Improved code compatibility with other addons.
- Call of the Grave's ghouls no longer drop items.
- Rime and Icebound Fortitude have been reworked. Rime now has an improved version of the counterattack, and no longer has the damage on block usage. Icebound Fortitude only has the damage reduction.
- The values of Frost abilities have been adjusted slightly.
- Removed the sound effect on Vampiric Embrace.
- The damage bonus of Night's Edge has been reduced, but it now provides lifesteal.
- Lightbane's shadow lightning jumps to 2 targets at all levels.
- Fixed a bug where Soulforge could be used infinitely by npcs, resulting in crashes.
- Reduced the duration of Shadow of Death.
- Dread, Reaping and Soulforge teach the Necrotic Aura talent, making them easier to use for Adventurers.
v1.1
- Fixed a bug where Shadow of Death sometimes did not trigger if the player had die_at.
- Added new icons for Undeath Ghouls.
- Duskwake no longer causes LUA errors when in a no_teleport flagged area.
- Dark Transformation correctly fails when used if your Squire is dead.
- Fixed a tooltip issue with Dusk Shield preventing the Squire talents from displaying.
v1.0
- The Squire tree has been implemented. This locked tree allows you to summon a powerful undead squire to serve as your guardian, using unique sword and shield techniques. A full ability list can be found in the discussion thread.
- Soulforge has been reworked. It now provides a single use buff rather than a sustain, reducing the time needed to toggle it on and off.
- The Soul cost of many Soulforge talents have been adjusted. The Soulforge tree itself has had it's values changed to reflect this.
- Fixed a bug where Necrotic Strike was instead increasing global speed.
- Soulforge: Soul Reaper now lasts 8 turns.
- Dark Tide deals increased cold damage, but no longer deals darkness weapon damage. This has been moved to the Soulforge effect.
- Grim Harvest has been reworked. Darkness damage now reduces cooldowns, and cold damage reduces the duration of negative effects.
- Call of the Grave deals increased damage, but only summons 2 ghouls. The ghouls are now slightly weaker and no longer use ego weapons.
- Meat Shield has been reworked. Instead of having ghouls intercept attacks, this now raises a ghoul to split damage with you on triggering.
- Corpse Explosion has been reworked. On death, ghouls now inflict a stacking darkness damage over time effect that reduces powers.
- Corpsewall has had it's duration increased, and now deals less damage and is less durable. It also gains immunity to negative effects and slightly increased length.
- Essence Drain's values have been adjusted slightly.
- Pale Rider no longer removes stuns, pins or dazes.
- Soulforge: Pale Rider now prevents any attack from dealing more than 50% of your maximum life.
- Hungering Blade grants slightly less damage and lifesteal but has increased duration.
- Undying no longer reduces the duration of negative effects.
- Enervate's damage reduction has been lowered.
- Shackled Soul's chance to trigger is now based off Enervate stacks.
- Vampiric Embrace has been reworked. It now causes the attacks of you and your allies to heal based on the number of Enervate stacks on the target.
- Soul Rend now stuns for 3 turns at all talent levels.
- Devour Soul no longer heals. Instead it removes beneficial physical and magical effects when used against rended targets.
- Black Mirror costs less mana, and the spawning code now allows copies to be created up to 10 tiles away. This should be more useful against crowded groups.
- Rime's block value has been reduced, but the cold resistance debuff increased.
- Icebound Fortitude now caps at 50%. The retaliation deals reduced damage and has a range limit.
- Enshroud now correctly calculates the damage for Living Shadows.
- Soulforge: Duskwake now allows you to attack adjacent targets and spread living shadows further rather than increasing the range.
- Reaper's Shroud shields for less.
v0.5
- Shackled Soul no longer causes loot displacement on activation
- You can only have a maximum of 3 Shackled Soul wraiths at a time
- Necrotic Wall no longer gains additional magic bonuses from Blighted Summoning
- Necrotic Wall has been reduced in length, duration and damage
- Necrotic Wall segments are removed on level change
- Soulforge: Call of the Grave ghouls have been slightly reduced in power
- Call of the Grave ghouls now gain a damage cap as per the Ghoul racial
- Call of the Grave ghouls are now far more aggressive
- Call of the Grave requires line of sight to use
- Clarified a number of tooltips
v0.4
- Necrotic Strike now correctly deals split cold and darkness damage.
- The cost of Soulforge: Call of the Grave has been increased to 3. Instead of increasing the speed of the ghouls, it instead summons elite ghouls who use ego equipment and are far more powerful in combat.
- Night's Edge no longer targets friendlies.
- Shackled Soul's wraiths are now capped at a maximum of 4. Wraiths now inherit your damage bonus and spellpower, and their base damage has been increased.
- Blighted Summoning has been added to Call of the Grave, Necrotic Wall and Shackled Soul.
v0.3
- Deathknight is now available on Steam.
- Spirit Feed's values have been slightly adjusted, and it's maximum effect is now capped at 5 Souls.
- Grim Harvest's cold damage trigger now functions correctly.
- Soulburn has been added as the 4th Soulforge talent. This consumes souls to massively reduce the cooldown and increase the speed and spellpower of your next spell.
- New icons for the Soul tree have been added.
- Call of the Grave and Soul Reaper have received a small range increase.
- Dark Simulacrum now correctly goes on cooldown when used.
- The Ghouls summoned by Call of the Grave no longer have racials or their default abilities. They instead spawn equipped with weapons and armor, the associated weapon talents and Ghoulish Leap. Soulforge: Call of the Grave now increases their global speed by 40% instead of boosting power or accuracy.
v0.2
- Soulforge is now correctly learned on birth. For existing characters, learning Soul Tap should grant you the talent.
- Vampiric Embrace particles are removed after deactivation.
- Dark Simulacrum is now instant.
---
Brief ability writeup:
Class trees -
Spell/Necrotic Might (STR)
- Necrotic Strike: Attack for split cold/darkness damage, inflicting slow and numb. Note that all Necrotic Might attacks also trigger a shield attack for 75% damage.
- Soul Reaper: Teleport to and attack a target. After 5 turns, the target takes cold damage equal to a % of missing life. Killing them before the effect expires restores souls.
- Dark Tide: Attack frontal foes for cold damage and project conal dark damage that randomly inflicts bane of blindness or confusion.
- Grim Harvest: Killing or dealing damage above a certain % life threshold either removes debuffs (if cold damage) or reduces cooldowns (if darkness damage).
Spell/Undeath (STR)
- Call of the Grave: Attack multiple times at range for cold damage, raising a ghoul for each strike briefly.
- Meat Shield: Ghouls taunt foes on arrival, and you can raise a ghoul to block attacks against you.
- Corpse Explosion: On death, ghouls explode into a darkness burst that reduces powers of enemies within
- Necrotic Wall: Raises a wall of immobile minions that block line of sight and inflict high melee damage.
Spell/Soul (MAG)
- Soul Rend: Attacks have a chance to stun and inflict soul rend, causing a soul fragment to spawn adjacent to the target. Destroying a fragment damages the source and counts as a kill for the purpose of restoring souls etc.
- Devour Soul: Inflict darkness damage in a cone, dispelling rended targets and having a chance to inflict soul rend otherwise.
- Wail of Doom: Inflicts cold damage and talent failure to nearby enemies, with increased damage and duration vs rended targets.
- Black Mirror: Creates weaker copies of all nearby rended targets, which attack their source.
Spell/Desecration (MAG)
- Essence Drain: Attacks have a chance to grant Soul Fragments, increasing your die_at. Can consume all fragments to restore life/mana/souls.
- Pale Rider: Gain a large amount of die_at.
- Hungering Blade: Increases the chance for Essence Drain, causes it to deal darkness damage, and consuming fragments grants a temporary cold damage projection+lifesteal.
- Undying: Falling below 0 life increases duration of positive effects and increases healing factor. Healing above 0 life drains life from nearby enemies.
Spell/Dread (MAG)
- Enervate: Enemies within your Necrotic Aura suffer stacking reduction to saves/resists/damage.
- Shackle Soul: Enemies that die inside your aura have a chance to be raised as wraiths that attack enemies with cold damage.
- Vampiric Embrace: Heal when attacking enemies inside your aura.
- Death Vortex: Briefly inflict high cold/dark damage to those inside your aura.
Spell/Dusk (STR) LOCKED
- Enshroud: Sustain, increases darkness damage/penetration/critical strike chance. Critical hits create damaging shadows under the target.
- Duswake: Teleport through enemies, inflicting darkness damage, blind and leaving behind shadows in your path.
- Night's Edge: Attacks will strike additional enemies inside your shadows, and increases the damage you deal to those inside shadows.
- Lightbane: For the next few turns, massively increases Enshroud bonuses and causes attacks to project dark chain lightning that spreads shadows.
Spell/Frost (STR) LOCKED
- Rime: Increases block value and causes block to strike adjacent enemies for cold damage and reduce cold resistance.
- Icebound Fortitude: Attacks against you retaliate with cold damage, and using block reduces damage taken based on block value.
- Hungering Cold: Pulls enemies in, dealing cold damage and further shield damage if pulled adjacent.
- Remorseless Winter: Summons an ice storm inflicting stacking cold damage. On reaching maximum stacks, freezes foes briefly in an impenetrable iceblock.
Spell/Squire (MAG) LOCKED
- Raise Dead: Summons an elite undead squire with sword/shield techniques.
- Death Pact: Drain life from your summons to heal you.
- Soul Link: Damage you take is split with your squire, and your attacks heal them.
- Dark Transformation: Temporarily grants the squire an enormous boost to offence and defence.
Generic Trees:
Spell/Reaping (MAG)
- Spirit Feed: Increases powers, saves and mana regeneration for each soul you have stored.
- Reaper's Shroud: Grants a damage shield on a kill (including vs soul fragments)
- Dark Simulacrum: Grants the use of an enemy's ability briefly, chosen at random.
- Shadow of Death: Provided you have souls, dying will resurrect you as an unkillable wraith. If you can gather souls before the effect expires, you resurrect.
Spell/Soulforge (MAG)
- Soul Tap: Your soulforge ability grants life/mana each time it is triggered.
- Dirge: Your soulforge ability grants a stacking global speed boost each time it is triggered.
- Endless Cycle: Chance to regain a soul when you use soulforge.
- Soulburn: Consumes souls to empower your next spell, increasing speed and spellpower and reducing cooldown.
Technique/Combat Training 1.3
Cunning/Survival 1.0
Last edited by Razakai on Sun Mar 06, 2016 6:59 pm, edited 21 times in total.
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Re: Deathknight v0.1 - Hybrid Necrotic Melee
Nice, I finally get to try this out 
Edit: After doing some play testing these are my impressions of the class.
Bugs:
Soulforge isn't working... It just doesn't give me the talent needed to use it.
The wings from Vampiric Embrace don't disappear after you toggle the skill off.
Dread spells don't seem to increase the range of your Necrotic Aura.
Dark Simulacrum says that it takes a turn to use when in fact it is instant. (And should be.)
Also, Wail of Doom and Death Vortex both give me an error whenever I use them...
Balance:
I find that, at least early on, the class has a lot of effective health and healing... maybe even too much...
Soul Reaper has a very short range for being the only none locked gap closer the class has.
Vampiric Embrace costs too much mana IMO.
I think it would be better to give Shadow of Death a hefty sustained health cost, instead of a sustained mana cost.
Also the soul shards from the soul tree, are not very useful in and of themselves.
You can actually loose DPS trying to destroy them, as a good hit from your weapon can sometimes deal more damage.
I'm not saying to just buff them though, you need to find a way to make it so that attacking a shard will always be more effective then attacking someone directly.
Things I find fun:
I love trying to wrestle my way around enemies to hit soul shards behind them, it's an extremely fun way to kill things.
Dark Simulacrum is also super cool... I had my doubts at first but, in all honesty, the way it's implemented is very smooth.
Rime is great.

Edit: After doing some play testing these are my impressions of the class.
Bugs:
Soulforge isn't working... It just doesn't give me the talent needed to use it.
The wings from Vampiric Embrace don't disappear after you toggle the skill off.
Dread spells don't seem to increase the range of your Necrotic Aura.
Dark Simulacrum says that it takes a turn to use when in fact it is instant. (And should be.)
Also, Wail of Doom and Death Vortex both give me an error whenever I use them...
Balance:
I find that, at least early on, the class has a lot of effective health and healing... maybe even too much...
Soul Reaper has a very short range for being the only none locked gap closer the class has.
Vampiric Embrace costs too much mana IMO.
I think it would be better to give Shadow of Death a hefty sustained health cost, instead of a sustained mana cost.
Also the soul shards from the soul tree, are not very useful in and of themselves.
You can actually loose DPS trying to destroy them, as a good hit from your weapon can sometimes deal more damage.
I'm not saying to just buff them though, you need to find a way to make it so that attacking a shard will always be more effective then attacking someone directly.
Things I find fun:
I love trying to wrestle my way around enemies to hit soul shards behind them, it's an extremely fun way to kill things.

Dark Simulacrum is also super cool... I had my doubts at first but, in all honesty, the way it's implemented is very smooth.
Rime is great.
Last edited by trenggiling on Mon Sep 21, 2015 4:37 am, edited 2 times in total.
Re: Deathknight v0.1 - Hybrid Necrotic Melee
Kinda' neat, so far. Level 8 ogre, obviously going to go the staff/shield route, hehehe. Soulforge talent missing explains why I couldn't figure out how to get the passives to trigger, ha. Guess I'll respec out of 'em when th'critter gets back to town. Like the enervate stuff. Still... still haven't used any active talents except runes and the ghoul talent, though. So can't comment on any of the rest yet
Ghouls are nice, though. Like the nicely malformed spawn of command:blink and call of the ooze. Just a bit of a shame they don't seem to have much/any scaling to them (I guess they just level? Don't seem to inherit damage multipliers, them or the wraiths.), or a way to extend their lifespan. Do your ghouls and wraiths get any benefit from blighted summoning?
One thing that would be a pretty substantial quality of life improvement would be to make the ghouls leash onto the target you send them on (and/or any nearby enemy) instead of the player, by the by. I'm getting a fair amount of use out of the things, but I'd be getting substantially more if they'd stop trying to crowd around me and start trying to gnaw on whatever's closest to them.
E: Then again, re: ghoul scaling, now that I've tried out corpse explosion I guess it doesn't really matter that much, ha. Now I'm just wanting a way to trigger it early, maybe getting a CD reduction on Call from it, hehe. Part of me actually wants to see the things renamed so you can give them something interesting via blighted summoning without stepping on the already existent ghouls' toes.
E2: Though, noticed a fairly minor bug that might not even have anything to do with your code. Wraith spawning can cause item drops to displace weirdly, like the critter they spawned from dropped the item on a wall tile. Isn't a terribly huge problem (yet, anyway, and right up until it displaces something vital to an unreachable space, heh), but it is fairly annoying. Made me think the Shade's drop had been deleted by the wraith spawn for a little while.

Ghouls are nice, though. Like the nicely malformed spawn of command:blink and call of the ooze. Just a bit of a shame they don't seem to have much/any scaling to them (I guess they just level? Don't seem to inherit damage multipliers, them or the wraiths.), or a way to extend their lifespan. Do your ghouls and wraiths get any benefit from blighted summoning?
One thing that would be a pretty substantial quality of life improvement would be to make the ghouls leash onto the target you send them on (and/or any nearby enemy) instead of the player, by the by. I'm getting a fair amount of use out of the things, but I'd be getting substantially more if they'd stop trying to crowd around me and start trying to gnaw on whatever's closest to them.
E: Then again, re: ghoul scaling, now that I've tried out corpse explosion I guess it doesn't really matter that much, ha. Now I'm just wanting a way to trigger it early, maybe getting a CD reduction on Call from it, hehe. Part of me actually wants to see the things renamed so you can give them something interesting via blighted summoning without stepping on the already existent ghouls' toes.
E2: Though, noticed a fairly minor bug that might not even have anything to do with your code. Wraith spawning can cause item drops to displace weirdly, like the critter they spawned from dropped the item on a wall tile. Isn't a terribly huge problem (yet, anyway, and right up until it displaces something vital to an unreachable space, heh), but it is fairly annoying. Made me think the Shade's drop had been deleted by the wraith spawn for a little while.
Re: Deathknight v0.2 - Hybrid Necrotic Melee
http://te4.org/node/5355
v0.2 release:
- Soulforge is now correctly learned on birth. For existing characters, learning Soul Tap should grant you the talent.
- Vampiric Embrace particles are removed after deactivation.
- Dark Simulacrum is now instant.
---
- Fixed, but unfortunately isn't retroactive - enjoy your permawings for this character at least.
- Are you running any other addons? Seems to work fine for me, but it relies on superloading the Necrotic Minions talent so might be a clash there.
- Fixed
- What is the error message? Working fine for me.
- To balance them out, they're pretty immobile. Have to use Undeath/Soul talents to deal with ranged mobs mostly. If it does turn out that not having decent mobility makes them unfun though I'll rebalance. Pale Rider used to also give a movespeed buff so maybe that can come back.
- VE is very expensive yes, but it's equivalent to Vampiric Gift, which is 250 mana. It's generally intended to be something you use more in the later game when lifesteal gets real crazy.
- SoD might get tweaked still, it's a powerful skill.
- Soul Shards are quite easy to pop via ghouls or random AoEs. But what I might do (if I can get the code working) is have them reflect any damage they take to their source, but not 'double dip' from AoE attacks. That part might be tricky, but it'd be good.
- They're actually intended to leash, but the AI can be a bit finnicky. I'll see if I can tweak them a bit.
- I have been thinking about whether to tweak CE so you can trigger it early. Might make it a passive and put an active allowing you to pop your ghouls to inflict bonus damage.
v0.2 release:
- Soulforge is now correctly learned on birth. For existing characters, learning Soul Tap should grant you the talent.
- Vampiric Embrace particles are removed after deactivation.
- Dark Simulacrum is now instant.
---
- Not sure how I consistently managed to start with Soulforge - must be a quirk due to my constant testing. Fixed that now though, there was a missing line required for talents like it.trenggiling wrote: Soulforge isn't working... It just doesn't give me the talent needed to use it.
The wings from Vampiric Embrace don't disappear after you toggle the skill off.
Dread spells don't seem to increase the range of your Necrotic Aura.
Dark Simulacrum says that it takes a turn to use when in fact it is instant. (And should be.)
Also, Wail of Doom and Death Vortex both give me an error whenever I use them...
- Fixed, but unfortunately isn't retroactive - enjoy your permawings for this character at least.
- Are you running any other addons? Seems to work fine for me, but it relies on superloading the Necrotic Minions talent so might be a clash there.
- Fixed
- What is the error message? Working fine for me.
- Yes, they are quite tanky. However...trenggiling wrote: I find that, at least early on, the class has a lot of effective health and healing... maybe even too much...
Soul Reaper has a very short range for being the only none locked gap closer the class has.
Vampiric Embrace costs too much mana IMO.
I think it would be better to give Shadow of Death a hefty sustained health cost, instead of a sustained mana cost.
Also the soul shards from the soul tree, are not very useful in and of themselves.
You can actually loose DPS trying to destroy them, as a good hit from your weapon can sometimes deal more damage.
I'm not saying to just buff them though, you need to find a way to make it so that attacking a shard will always be more effective then attacking someone directly.
- To balance them out, they're pretty immobile. Have to use Undeath/Soul talents to deal with ranged mobs mostly. If it does turn out that not having decent mobility makes them unfun though I'll rebalance. Pale Rider used to also give a movespeed buff so maybe that can come back.
- VE is very expensive yes, but it's equivalent to Vampiric Gift, which is 250 mana. It's generally intended to be something you use more in the later game when lifesteal gets real crazy.
- SoD might get tweaked still, it's a powerful skill.
- Soul Shards are quite easy to pop via ghouls or random AoEs. But what I might do (if I can get the code working) is have them reflect any damage they take to their source, but not 'double dip' from AoE attacks. That part might be tricky, but it'd be good.
Deathknight is intended to be relatively active-ability light, so nothing wrong there. If you're going staff/shield though I think the Soul trees would work very well, as they have very high scaling for magic attacks.Frumple wrote: Kinda' neat, so far. Level 8 ogre, obviously going to go the staff/shield route, hehehe. Soulforge talent missing explains why I couldn't figure out how to get the passives to trigger, ha. Guess I'll respec out of 'em when th'critter gets back to town. Like the enervate stuff. Still... still haven't used any active talents except runes and the ghoul talent, though. So can't comment on any of the rest yet![]()
- Yeah, ghouls scale like the mobs so not terribly well. Once Soulforge is working again they're quite damaging attackers though, but I might give them a bit of scaling. I'll put blighted summoning on my todo list as well. Although they're named ghouls, they can have any blighted summoning talent as they're a separate entity. Might give them Virulent Disease or the like as that'll be a substantial damage boost.Frumple wrote: Ghouls are nice, though. Like the nicely malformed spawn of command:blink and call of the ooze. Just a bit of a shame they don't seem to have much/any scaling to them (I guess they just level? Don't seem to inherit damage multipliers, them or the wraiths.), or a way to extend their lifespan. Do your ghouls and wraiths get any benefit from blighted summoning?
One thing that would be a pretty substantial quality of life improvement would be to make the ghouls leash onto the target you send them on (and/or any nearby enemy) instead of the player, by the by. I'm getting a fair amount of use out of the things, but I'd be getting substantially more if they'd stop trying to crowd around me and start trying to gnaw on whatever's closest to them.
E: Then again, re: ghoul scaling, now that I've tried out corpse explosion I guess it doesn't really matter that much, ha. Now I'm just wanting a way to trigger it early, maybe getting a CD reduction on Call from it, hehe. Part of me actually wants to see the things renamed so you can give them something interesting via blighted summoning without stepping on the already existent ghouls' toes.
- They're actually intended to leash, but the AI can be a bit finnicky. I'll see if I can tweak them a bit.
- I have been thinking about whether to tweak CE so you can trigger it early. Might make it a passive and put an active allowing you to pop your ghouls to inflict bonus damage.
Odd bug, the wraith code is mostly from existing stuff so might be a present issue. Will take a look though.Frumple wrote: E2: Though, noticed a fairly minor bug that might not even have anything to do with your code. Wraith spawning can cause item drops to displace weirdly, like the critter they spawned from dropped the item on a wall tile. Isn't a terribly huge problem (yet, anyway, and right up until it displaces something vital to an unreachable space, heh), but it is fairly annoying. Made me think the Shade's drop had been deleted by the wraith spawn for a little while.
Re: Deathknight v0.2 - Hybrid Necrotic Melee
I don't have much to contribute here, but I have noticed one thing. The lua errors come up on using Dark Tide and, far less frequently, just at random. It was not, however, always this way; I have a hunch, based on when it started happening and the fact that it doesn't always spit out such errors, that it's related to Grim Harvest. Additionally, the lua error can be dismissed and on the second go around it'll succeed, so it's not actually crippling, just a small inconvenience. With Dark Tide, however, it seems to still sometimes take a swing at something without taking any time, essentially giving a minor one-time free action.
...With that out of the way, thank you for this mod! Just the idea of a new Razakai release has had me as excited as I would be for a new patch if not more (since I'm a huge fan of Eternal Darkness). Looking forward to seeing where this goes!
...With that out of the way, thank you for this mod! Just the idea of a new Razakai release has had me as excited as I would be for a new patch if not more (since I'm a huge fan of Eternal Darkness). Looking forward to seeing where this goes!
Re: Deathknight v0.2 - Hybrid Necrotic Melee
Do you have the LUA error message? Will test Grim Harvest and it's interaction with AoEs myself but that will speed it up.Mercane wrote:I don't have much to contribute here, but I have noticed one thing. The lua errors come up on using Dark Tide and, far less frequently, just at random. It was not, however, always this way; I have a hunch, based on when it started happening and the fact that it doesn't always spit out such errors, that it's related to Grim Harvest. Additionally, the lua error can be dismissed and on the second go around it'll succeed, so it's not actually crippling, just a small inconvenience. With Dark Tide, however, it seems to still sometimes take a swing at something without taking any time, essentially giving a minor one-time free action.
...With that out of the way, thank you for this mod! Just the idea of a new Razakai release has had me as excited as I would be for a new patch if not more (since I'm a huge fan of Eternal Darkness). Looking forward to seeing where this goes!
And Eternal Darkness will be revisited at some point. I have a rough sketch that will bring the mod in line with Deathknight - stuff like giving Necromancers Reaping and Dread, making Grave a soul-consuming damage tree, changing how the pet summoning works and other stuff. Need to finish DK first though.
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Re: Deathknight v0.2 - Hybrid Necrotic Melee
Ya.. I found out that the necromancer++ addon has some buggy interactions with this one.Razakai wrote:- Are you running any other addons? Seems to work fine for me, but it relies on superloading the Necrotic Minions talent so might be a clash there.
Just another bug caused by necro+, it's working fine for me now that I have disabled it.Razakai wrote:- What is the error message? Working fine for me.
I'm actually fine with 0 mobility classes, as long as they have some long range (7 to 10 tile) ability, that they can get early on.Razakai wrote:- Yes, they are quite tanky. However...
- To balance them out, they're pretty immobile. Have to use Undeath/Soul talents to deal with ranged mobs mostly. If it does turn out that not having decent mobility makes them unfun though I'll rebalance. Pale Rider used to also give a movespeed buff so maybe that can come back.
So that I can quickly take out stray trash without having to walk all the way up to them.
Ah I see... If that is the case then you should think about moving it to the end of the tree.Razakai wrote:- VE is very expensive yes, but it's equivalent to Vampiric Gift, which is 250 mana. It's generally intended to be something you use more in the later game when lifesteal gets real crazy.
Re: Deathknight v0.2 - Hybrid Necrotic Melee
Call of the Grave should have about 6-7 range with some investment I think. More investment required, but Dark Tide and Devour Soul both end up at range 9. But yes, might bump the range on CotG slightly for the purpose of ranged trash killer.trenggiling wrote: I'm actually fine with 0 mobility classes, as long as they have some long range (7 to 10 tile) ability, that they can get early on.
So that I can quickly take out stray trash without having to walk all the way up to them.
Think that's a good idea actually. Death Vortex was the capstone as it's big and flashy, but it does feel a bit unfortunate if you have to invest in a talent that's useless until later levels to get there. Or maybe I will just nerf the mana cost, will do something with it regardless.trenggiling wrote: Ah I see... If that is the case then you should think about moving it to the end of the tree.
Re: Deathknight v0.2 - Hybrid Necrotic Melee
It's pretty minor, but I've noticed Spirit Feed is either slightly bugged or toting a mildly inaccurate tooltip -- it doesn't actually cap at 10 souls. If you have extra (from, say, wearing the archlich's ring), you continue to get bonuses past the 10, despite the tooltip suggesting that shouldn't happen.
Also seems that ghouls don't actually need to be able to hit (i.e. be adjacent to the designated target) to take a swing at what they're pointed at. The cold damage aspect still triggers regardless as to if all three ghouls spawn beside the target, none of them do, or anything in between. I guess you're not so much raising them from the ground so much as dropping them from orbit
Not that I'm complaining, mind. Just might not be working as intended, heh. Bright side, the mental image of ghouls being shot at something and then ricocheting off is pretty amusing.
E: ... somewhat less minor, I'm now encountering CotG summoned ghouls with retch -- seems to start happening around level 29 or 30, somewhat inconsistently. Considering the player may not be undead, that's a bit... unfortunate. Either squelching that or having it be the purging darkness they explode into might be a good idea?
Also seems that ghouls don't actually need to be able to hit (i.e. be adjacent to the designated target) to take a swing at what they're pointed at. The cold damage aspect still triggers regardless as to if all three ghouls spawn beside the target, none of them do, or anything in between. I guess you're not so much raising them from the ground so much as dropping them from orbit

Not that I'm complaining, mind. Just might not be working as intended, heh. Bright side, the mental image of ghouls being shot at something and then ricocheting off is pretty amusing.
E: ... somewhat less minor, I'm now encountering CotG summoned ghouls with retch -- seems to start happening around level 29 or 30, somewhat inconsistently. Considering the player may not be undead, that's a bit... unfortunate. Either squelching that or having it be the purging darkness they explode into might be a good idea?
Last edited by Frumple on Tue Sep 22, 2015 6:21 pm, edited 1 time in total.
Re: Deathknight v0.2 - Hybrid Necrotic Melee
Yeah, I'm intending on capping it. Was a low priority as +soul gear is quite rare, but was a future thing as I'll probably add artifacts/egos that can greatly expand your soul pool.
And I'm just going to reword CotG to fit it's current design - no need to overly penalize people for fighting in tight spaces.
And I'm just going to reword CotG to fit it's current design - no need to overly penalize people for fighting in tight spaces.
Re: Deathknight v0.2 - Hybrid Necrotic Melee
Some addon incompatibility LUA errors:
Deathknight + Infinite500
Deathknight + Trenchstrider
Hope they can be fixed, Deathknight + Trenchstrider are perfect match for each other for Dual Class Challenge as they both use shield/2-hander (or both with Ogre) and dark/ice damage type. Also, Deathknight works strangely with Eternal Darkness causing some Deathknight categories and Necromancer talents to disappear.
Deathknight + Infinite500
Code: Select all
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:248: in function </engine/interface/ActorTalents.lua:232>
Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /data-deathknight/talents/spells/necrotic-might.lua:239: 'for' limit must be a number
stack traceback:
/data-deathknight/talents/spells/necrotic-might.lua:239: in function 'callTalent'
/mod/class/Actor.lua:4911: in function 'fireTalentCheck'
/mod/class/Actor.lua:2710: in function 'takeHit'
/data-Infinite500/damage_typesI500.lua:466: in function 'defaultProjector'
/data/damage_types.lua:716: in function 'projector'
/mod/class/interface/Combat.lua:626: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:172: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:271 bumpInto
At /mod/class/Actor.lua:3342 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:198 move
At /mod/class/Actor.lua:1260 move
At /mod/class/Player.lua:296 move
At /engine/interface/PlayerMouse.lua:61 mouseMove
At /engine/interface/PlayerMouse.lua:133 mouseHandleDefault
At /mod/class/Game.lua:2151 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /mod/class/uiset/Minimalist.lua:2180 on_mouse
At /engine/LogDisplay.lua:189 mouseEvent
At /mod/class/uiset/Minimalist.lua:1856 fct
At /engine/Mouse.lua:56
Code: Select all
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:138>
Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: /data-trenchstrider/talents.lua:706: attempt to perform arithmetic on field 'stamina' (a nil value)
stack traceback:
/data-trenchstrider/talents.lua:706: in function 'do_trigger'
/data-trenchstrider/talents.lua:739: in function 'callTalent'
/mod/class/Actor.lua:4911: in function 'fireTalentCheck'
/mod/class/interface/Combat.lua:1023: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:172: in function 'attackTarget'
/data-deathknight/talents/spells/undeath.lua:252: in function </data-deathknight/talents/spells/undeath.lua:234>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:118 fct
At /engine/interface/GameTargeting.lua:124 targetMode
At /engine/interface/GameTargeting.lua:253 targetMouse
At /mod/class/Game.lua:2113 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /mod/class/uiset/Minimalist.lua:2198 on_mouse
At /engine/LogDisplay.lua:189 mouseEvent
At /mod/class/uiset/Minimalist.lua:1856 fct
At /engine/Mouse.lua:56
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- Uruivellas
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Re: Deathknight v0.2 - Hybrid Necrotic Melee
That's not a compatibility error, I just did a stupid. Fix incoming.
Re: Deathknight v0.2 - Hybrid Necrotic Melee
You count as undead because of your death aura so that is probably working as intendedFrumple wrote:E: ... somewhat less minor, I'm now encountering CotG summoned ghouls with retch -- seems to start happening around level 29 or 30, somewhat inconsistently. Considering the player may not be undead, that's a bit... unfortunate. Either squelching that or having it be the purging darkness they explode into might be a good idea?
Re: Deathknight v0.2 - Hybrid Necrotic Melee
There's a bug with either the necromantic aura or ghoul implementation, then, heh. Retch is definitely damaging the player despite the aura being active. It's actually damaging the ghouls, too, now that I pay closer attention.
Re: Deathknight v0.2 - Hybrid Necrotic Melee
Yeah, was intended that Necrotic Aura protects you from that so must be something missing. Most likely the ghouls will be getting a minor rework though - reflavouring them as 'ghoul warriors' so rather than standard ghoul stuff they'll actually have weapons and the associated damage/accuracy boost from those passive talents, at the cost of losing Retch and their various disease/poison talents. Makes them a bit more of a consistent damage dealer, and the Soulforge effect will upgrade their gear and give them Necrotic Strike.