Runemaster Class Concept

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Davion Fuxa
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Re: Runemaster Class Concept

#31 Post by Davion Fuxa »

Eh, whatever, I threw in a category called Arcane Infusions under the Generic area. Basically it is a dry-bones augmentation of the weaker Infusions and a capstone that both reduces all Infusion Cooldowns and allows you to transfer some Runic Saturation into Infusion Saturation.

Edit: changed the capstone so that instead it lets you burn off Saturation depending on the amount of Infusion and Runic Saturation you have - and let's you burn off both types.
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Davion Fuxa
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Re: Runemaster Class Concept

#32 Post by Davion Fuxa »

I decided to revisit this idea. I've done some minor editing - such as including what I would suggest as an Unlock Condition, Starting Stats, and some minor corrections to improve readability of my concept.

To throw some further plans out though, I had some thoughts on discussing what races might mesh best with this class - specifically in respect to races that aren't an Elf or an Ogre.
I also want to try and think up another Locked Category for Runemasters to invest in that would be unlocked in the higher levels. Right now there is only Rune Specialization.
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Re: Runemaster Class Concept

#33 Post by Davion Fuxa »

So, something to note with Runemasters is that when I initially designed them, I was mostly just throwing ideas out with little regard to how they may interact with the different race setups. However, I think that if this concept is ever taken up by anyone, some analysis should be looked into in regards to what each race might offer. So here's my look at Race/Runemaster Combinations as it is now:

Cornac - Probably not a bad pairing with Runemasters. There are several locked Categories including Cunning/Tactical, Technique/Grappling, Technique/Combat Techniques, and Spell/Aegis which could be useful if unlocked from the start. Even if the Runemaster has an extra Category point to throw around due to gaining an extra Inscription Slot on start, they still have a lot of locked choices. Cornacs could also purchase their final Inscription slot, and along with Spell/Runecraft they can have a full out Rune Arsenal to use early on if they so wish. The lack of Racial Talents also means that there are more Generic points to spend on Spell/Runecraft, Technique/Combat Training, and Techniques/Unarmed Discipline - and Spell/Aegis if they unlock it.

Higher - I've actually recently fiddled a little bit with the Runemaster class, where one can see that I shoved Arcane Resistance into Runic Body. Along with the fairly decent nod to inflicting Arcane Damage with spells (Born Into Magic!), along with some line of sight active abilities, and Offensive Runes having an increased range; there might actually be some use with Highers if this class was to come into being. It likely won't be the best race for it - Higher is never the best race for anything, but Highers could be fairly capable as Runemasters.

Shalore - Shalore are probably going to be pretty badass with Runemasters. With Grace of the Eternals they have both Dexterity and Magic potentially powering up their global speed, and allowing them to decimate enemies with a burst of attacks. Criticals are likely going to inflict quite a bit of damage - especially if paired up with effects that further boost it, and going invisible won't cause a damage penalty (if one is caused) with Secret of the Etenerals! I feel I'm probably forgetting something important, but I think I've mentioned enough here.

Thalore - Thalore are likely good for any class, and the Runemasters is probably no exception. However, there isn't anything specifically good about a pairing of Thalore and Runemaster - which is fine I think. Temporary Increased Damage is likely going to work well, and the rest of the Thalore Racials are nothing to scoff at, but there isn't really any harmonized benefits here.

Doomelf - I've yet to play Doomelves but there is likely very little synergy with them playing as Runemaster. With improved Relocation Runs, the ability to outright become immune to detrimental effects with Runic Immunity, and little to benefit from stealth; a lot of what makes Doomelves special is lost here.

Halfling - Much like Thalore, Halflings are likely good for any class, and Runemasters will likely work okay for them. I think the Thalore would be stronger then the Halfling as this concept is now, since there isn't really much to benefit from in the way of saves, but critical damage, increases physical/spell power, and the ability to ignore Stun, Daze, and Pin effects are still quite good.

Dwarf - Dwarves are another 'good for any class really' type of race in my books, but much like Haflings there is little synergy for saves here. The Armor increase and Stone Walking will likely be useful when the situation calls for it but I likely wouldn't see Dwarves making the best Runemasters - though they wouldn't make bad ones.

Yeek - Yeeks wouldn't be training Willpower on a Runemasters, or at least not doing so for quite a bit; but outside of Dominant Will they would likely be quite strong on Runemasters. Silence immunity and faster global speed would do well to compliment the Runemasters burst fighting style, and the other stuff Yeeks get are cool too. A suitable pick for the Yeeks if desired.

Ogre - I don't think I need to explain that Ogre's and Runemasters would mesh well together. Ogre's have 3 racial talents that specifically work with Inscriptions - and one of them let's them use an extra Inscription slot when maxed out. Even Ogric Wrath is probably very useful as you pound your enemies to dust. Ogre Runemasters are going to be strong, and their is little that can be done on the classes side other then to try to make it so other Races have as much synergy as possible to match up with the Ogre race.

Ghoul - Likely Runemasters are going to be fairly good for any Undead character - maybe check out the little tidbit line I threw into the Spell/Arcane Infusion Talents. The Undead are going to gain a lot more power from their Inscriptions - and have some cover granted from Status Ailments due to Runic Immunity. Now, I'm not sure that Ghouls specifically are going to benefit that much but they should get by pretty well as Runemasters.

Skeleton - In comparison to Ghouls, Skeletons will have Spell/Aegis going for them - if they unlock it. The Resilient Bones will not really be as useful due to Runic Immunity but whatever. Skeletons should make for some decent Runemasters.

Orc - Another race that is 'good for any class', Orcs are probably a fairly decent pick as Runemaster but fall into that category of not being specifically awesome or outstanding with it. They wouldn't be bad Runemastes, but they wouldn't be great.

Kruk Yeti - And yet another 'good for any class, ya-de-ya-da.... I'm not sure how Resilient Body specifically works but I'm assuming that Runic Immunity would sort of hamper your ability to benefit from that racial. Outside of that though, Kruk Yeti's would likely benefit but not exactly excel - like the other races.

Whitehooves - You could probably have some fun with Whitehooves on Runemasters. Death Momentum would likely compliment the Runemasters fighting style quite well where the Whitehoof just walks up to an enemy getting full Death Charges. Essence Drain would also get extra powerful due to training of the Magic stat and Silence Immunity would certainly be nice. All of this should add up to Whitehooves being fairly decent when combined with the Runemaster.
Last edited by Davion Fuxa on Wed Sep 07, 2016 12:19 am, edited 2 times in total.
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Re: Runemaster Class Concept

#34 Post by Davion Fuxa »

Seems a lot of classes have summons these days - but I notice that most of them seem to fill the roll of 'meatshield' or 'attack dog'. Maybe the Runemaster could have their own twist on summons with runes! Here's a brief idea that I'll further build on:

Spell/Rune Elemental

Rune Elemental - Active
Usage 1 Turn
Extremely Long Cooldown

You use one of your Offensive Runic Inscriptions to create a Rune Elemental to aid you in battle. Rune Elementals are fast moving support combatants that harass foes and give you beneficial effects, though they are slow to act and move about in a random matter. The type of Rune Elemental you summon is based off the type of Offensive Rune you use to summon them.

Heat Beam Runes would create Burning Rune Elementals, which have have a small ranged attack of 4 tiles and can use the Flameshocked talent.
Biting Gale Runes would create Frigid Rune Elementals, which are melee based and have a chance to slow enemies on hit.
Acid Wave Runes would create Corrosive Rune Elementals, which are melee based and can use the Disarm talent.
Lightning Wave Runes would create Blitz Rune Elementals, which have a small ranged attack of 4 tiles and have a talent that allows them to rush enemies and pin then in place.

(The Rune Elemental would essentially have more then 100% Movement Speed but would be acting like it was permanently Crippled. It would also move like a snake)

Runes used in this way will not be available or cooldown until the Rune Elemental disappears. Talent Level improves action speed of your Rune Elementals.

Beneficial Aura - Passive

When you are within (Talent Level + N) Range of your Rune Elemental, you gain passive benefits. The type of benefits you get depends on the type of Rune Elemental summoned. Talent Level improves benefits.

Burning Rune Elementals give a small boost to Physical Power, Mindpower, and Spellpower of (Talent Level * Y).
Frigid Rune Elementals give a small boost to Armor & Armor Hardiness of (Talent Level * Y).
Corrosive Rune Elementals give a small boost to Armor Penetration & Resistance Penetration of (Talent Level * Y).
Blitz Rune Elementals give a small boost to Defense & Critical Avoidance of (Talent Level * Y).

Harry & Annoy - Passive

Your Rune Elemental gains improved ability to Harass enemies, applying detrimental status ailments to them when they attack. The type of detrimental effect depends on the Rune Elemental summoned. Talent Level improves your Rune Elementals Apply Power.

Burning Rune Elementals will apply a burning effect that has a chance to strip beneficial effects with (Talent Level Y * power) and causing (Talent Level * Z) damage over N turns.
Frigid Rune Elementals will attempt to freeze enemies they hit with (Talent Level * Y) power over N Turns.
Corrosive Rune Elementals will attempt to blind enemies they hit with (Talent Level * Y) power and causing (Talent Level * Z) damage over N turns.
Blitz Rune Elementals will attempt to apply hurricane to enemies they hit with (Talent Level * Y) power and causing (Talent Level * Z) damage over N turns.

Beneficial Blessing - Passive

Your Rune Elemental gains a corresponding Blessing Ability that it can use on you. The Blessing Ability it gives you depends on the type of Rune Elemental summoned. Talent Level Improves the effectiveness and cooldown of your Rune Elements use of Blessed Ability.

Burning Rune Elementals gives you the Heroism effect with power of (Talent Level * Y).
Frigid Rune Elementals restores (Talent Level * Y)% of your health.
Corrosive Rune Elementals restores (Talent Level * Y)% of your resources.
Blitz Rune Elementals gives you a Wild Infusion damage resistance effect with power of (Talent Level * Y).

Edit - I finished writing this draft out and added it into the main body of the original opening post.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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Davion Fuxa
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Re: Runemaster Class Concept

#35 Post by Davion Fuxa »

I'm sort of hard pressed for time these days - and I think I might want to revisit my Melder Class Concept when I do have time, but for the most part I think I'm leaving this Class Concept more or less complete. If any coder comes upon this, this should be a fairly complete concept to work from to either create a future Rune-based class; or at least hold a lot of ideas that might be taken for use in other classes.

As a suggestion though, I would recommend anyone taking this think about how they would orient this class in combat. I've oriented this concepts gameplay towards having high burst damage with some tactical traps and strategic territory marking; however that doesn't mean the gameplay for someone coding this has to match it.

If I were to further add something to note though - I'd likely perhaps think about having another Technique Category. There is a heavy focus on Spell type talents here - which is fine, Runemasters are technically Mages, but they also have the basic focus on unarmed combat too which could be further built on.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc

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