New Class: Swashbuckler.
Moderator: Moderator
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- Wayist
- Posts: 17
- Joined: Fri Mar 25, 2016 6:54 pm
New Class: Swashbuckler.
So... here it is! Awaited by some. Dreaded by others (mostly people who want it to finally be over). Swashbuckler!
What is Swashbuckler? It's an tinker/archer hybrid, focused on mobility and hybrid combat.
http://te4.org/games/addons/tome/swashbuckler
Changelog:
1.0.1
Dual Weapons and Combat Veteran added, open.
Archery Excellence and Combat Techniques added, locked.
1.0.0
Class published.
To-Do list:
- Find nice icons for abilities.
- Rebalancing. 90% sure I did something wrong... at least I caught the 2030% attack speed issue.
- lvl 10+ tree.
List of people who were more than helpful. You are great.
DarkGod
Shibari
Stuntofthelitter
StarKeep
nsrr
Probably at least two people I forgot because I am almost amnesiac ^^
What is Swashbuckler? It's an tinker/archer hybrid, focused on mobility and hybrid combat.
http://te4.org/games/addons/tome/swashbuckler
Changelog:
1.0.1
Dual Weapons and Combat Veteran added, open.
Archery Excellence and Combat Techniques added, locked.
1.0.0
Class published.
To-Do list:
- Find nice icons for abilities.
- Rebalancing. 90% sure I did something wrong... at least I caught the 2030% attack speed issue.
- lvl 10+ tree.
List of people who were more than helpful. You are great.
DarkGod
Shibari
Stuntofthelitter
StarKeep
nsrr
Probably at least two people I forgot because I am almost amnesiac ^^
Last edited by Nekomiminya on Sat Apr 02, 2016 9:23 pm, edited 1 time in total.
Re: New Class: Swashbuckler.
They could use more talents, for certain.
I would recomend unlocking avoidance and archery training, giving them combat techniques-passive and combat techniques-active, both unlocked but maybe at 1.1 mastery. You could give them bullet mastery and/or elusiveness as locked categories and perhaps archery-superiority?
I don't know if the effects of Dual Weapon-training apply when one weapon is ranged, but if they do then that would be a good fit as well.
Edit: Also, as far as icons go, I would recommend game-icons.net and sumopaint.com. I'm no artist, but between those two resources I managed to turn out what I think are fairly decent icons for Gladiator. Icons for my older add ons were done by copying talent icons directly out of the tome gfx folder and applying a shoddy color wash xD
I would recomend unlocking avoidance and archery training, giving them combat techniques-passive and combat techniques-active, both unlocked but maybe at 1.1 mastery. You could give them bullet mastery and/or elusiveness as locked categories and perhaps archery-superiority?
I don't know if the effects of Dual Weapon-training apply when one weapon is ranged, but if they do then that would be a good fit as well.
Edit: Also, as far as icons go, I would recommend game-icons.net and sumopaint.com. I'm no artist, but between those two resources I managed to turn out what I think are fairly decent icons for Gladiator. Icons for my older add ons were done by copying talent icons directly out of the tome gfx folder and applying a shoddy color wash xD
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- Wayist
- Posts: 17
- Joined: Fri Mar 25, 2016 6:54 pm
Re: New Class: Swashbuckler.
Version 1.01 up. Basically, more talent trees.
Re: New Class: Swashbuckler.
I think when nsrr says more talents... He means more talents of your own. Whatever talents you make will probably suit your class far better than archery talents.
A little bit of a starters guide written by yours truly here.
Re: New Class: Swashbuckler.
I'm not sure how you got that impression, as I specifically suggested several standard ToME talent trees.Micbran wrote:I think when nsrr says more talents... He means more talents of your own. Whatever talents you make will probably suit your class far better than archery talents.
I just meant more talents in general, for the time being. There were only four class trees, and two were locked

More new unique trees would be fine, when they are developed, but those things take time. There are plenty of standard ToME talents that should work quite well for this class.
Re: New Class: Swashbuckler.
Getting better, but you still only start with four trees open (were talking Skirmisher levels of lack of options, here). If you plan on adding more of your own, that's all well and good, otherwise I would strongly recommend opening up more of those trees (all of them that are not high level, imho). As as, it adds a couple trees that could make for an interesting Adventurer build or two.
Consider that you only get so many cat points, and one or two of those are going to inscription slots. Also, you gain many more class points than generics points, yet the class is loaded out with generics and has a very limited selection of class options. It's ok for a class to have a lot of trees available, the number of class points you gain is going limit the amount you can invest anyway.
Also, it occurred to me that given the stacking defense buff and auto-hit nature of the class, Cunning/Tactical would be a good fit as well. Do what you like, though
Consider that you only get so many cat points, and one or two of those are going to inscription slots. Also, you gain many more class points than generics points, yet the class is loaded out with generics and has a very limited selection of class options. It's ok for a class to have a lot of trees available, the number of class points you gain is going limit the amount you can invest anyway.
Also, it occurred to me that given the stacking defense buff and auto-hit nature of the class, Cunning/Tactical would be a good fit as well. Do what you like, though

Re: New Class: Swashbuckler.
Sounds neat. May take a look at it soon (likes that kind of thematic) but nsrr is almost certainly right. Most classes start with 5-6 unlocked, of 8-10 options, thus providing a healthy sink for the generally plentiful class points.
Usual direction is to represent at least two 'obvious' ways to go about the class (For instance, sun paladin has Sword and board and Two-handed as obvious routes with several related talents along that line).
Usual direction is to represent at least two 'obvious' ways to go about the class (For instance, sun paladin has Sword and board and Two-handed as obvious routes with several related talents along that line).
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: New Class: Swashbuckler.
Good start!
I think the melee mainhand / ranged offhand setup works really well. You have the choice of dishing out serious damage up close in melee, or doing reduced damage at range.
A lot of ToME classes are hybrids, but rely on cycling through a number of talents to deal damage at range. They don't have the simple, consistent damage output that Shoot provides. Firing spells at range is resource-intensive (and as far as the mid-early game is concerned, a lot more efficient in damage output), but with a gun, retreating to range becomes more of a cooling-off period where you have the chance to recover resources. I like that.
Theoretically, ammo constraints would mean you might prefer to switch to dual-melee wielding after firing off all your bullets. But unfortunately it doesn't work like that because you just get too much damn ammo.
There's so much you could do with this set-up - a lot of cool stab-then-shoot type attacks, for example. It's too fresh a concept for you to only have two original talent trees!
I'll playtest some more and return with more concrete ideas.
As an aside, I'd like to see more classes with this setup. I've got a real hankering to create a Beast Hunter class as a tribute to Bloodborne's delicious combat system, but if I'm going to work on that it'll have to be when I have a lot more spare time.
I think the melee mainhand / ranged offhand setup works really well. You have the choice of dishing out serious damage up close in melee, or doing reduced damage at range.
A lot of ToME classes are hybrids, but rely on cycling through a number of talents to deal damage at range. They don't have the simple, consistent damage output that Shoot provides. Firing spells at range is resource-intensive (and as far as the mid-early game is concerned, a lot more efficient in damage output), but with a gun, retreating to range becomes more of a cooling-off period where you have the chance to recover resources. I like that.
Theoretically, ammo constraints would mean you might prefer to switch to dual-melee wielding after firing off all your bullets. But unfortunately it doesn't work like that because you just get too much damn ammo.
There's so much you could do with this set-up - a lot of cool stab-then-shoot type attacks, for example. It's too fresh a concept for you to only have two original talent trees!
I'll playtest some more and return with more concrete ideas.
As an aside, I'd like to see more classes with this setup. I've got a real hankering to create a Beast Hunter class as a tribute to Bloodborne's delicious combat system, but if I'm going to work on that it'll have to be when I have a lot more spare time.
Re: New Class: Swashbuckler.
*takes a quick look*
Yeah, too few class trees, definitely worth looking at.
Take a look at the language used: "speed" - > "movement speed". Specifics are important rather than guess and check outside of exploration.
Amazing description for "slay and maim"? Double tap has execute's description?
Does sword and gun count as dual wielding for the talents? Does Evasive Momentum count various move and attack options?
Looks drafty quality:
To be less sharp, I'm interested in the direction, but this does still look like a first draft, especially with a few moves having missing descs and other moves having misleading descs. Might try it out once that is cleaned up.
Yeah, too few class trees, definitely worth looking at.
Take a look at the language used: "speed" - > "movement speed". Specifics are important rather than guess and check outside of exploration.
Amazing description for "slay and maim"? Double tap has execute's description?
Does sword and gun count as dual wielding for the talents? Does Evasive Momentum count various move and attack options?
Looks drafty quality:
To be less sharp, I'm interested in the direction, but this does still look like a first draft, especially with a few moves having missing descs and other moves having misleading descs. Might try it out once that is cleaned up.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
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- Wayist
- Posts: 17
- Joined: Fri Mar 25, 2016 6:54 pm
Re: New Class: Swashbuckler.
Delay till next build is due to myself getting pretty badly sick. Sorry ^^
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- Wayist
- Posts: 17
- Joined: Fri Mar 25, 2016 6:54 pm
Re: New Class: Swashbuckler.
Got better, gonna work today unless something happens.