[1.6.7] Tinker class - Sapper

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whitelion
Thalore
Posts: 167
Joined: Mon Mar 12, 2018 7:32 am

Re: [1.6.7] Tinker class - Sapper

#16 Post by whitelion »

Cathbald wrote:hum, i'm not sure i'd want to give sustain removal in an unlocked tree (which is def capstone worthy in my book, not a lot of class have access to that.)
That's true sustain removal is quite powerful. For the way I like to play at least, it's kind of awkward to have that attached to a dash. Now I have to think "do I want to get in there and start punching some faces, or do I need to save this in case of dangerous sustains?" I guess another question is: does Sapper need sustain removal? Brawler has it I'm guessing because flat DR or sustains that give super high armor make your life very tedious. Others like AM having Disperse Magic make sense for flavor reasons.
Also that would be a lot of unlocked trees, i'd probably have to lock another one, but i don't see locking one that isn't Death Tools, which would lose you quite some defensive power.
Or i guess i could lock Onager ? I didn't ever consider that until just now (could even still keep it level 0 for cornac)
Yeah that's true as well. Thinking about playing Sapper, I feel like I really need a movement infusion and obviously a steam generator. I could go with just a medical injector and take categories at 10 and 20, but I feel a lot safer with a 4th inscription with one of those cat points. At the same time, if I'm going to take Steampunch Arts at all, I want to take it by level 20, or else I'm forced to play half the run without the weapon strikes tree, in which case I'd probably just go back to what I did before and put punching on the back burner. If Salvage weren't in Death Tools, I would say that's the obvious choice to lock for me, since I think there's an argument that you can take it late to help with when damage starts to get spiky in the east. But locking Salvage would really hurt both playstyles.
Also i was debating being able to use Line of Fire on allies, would that be fun.
I would enjoy this!
And oh jeez, not synergistic enough, that's what i get for adding something later in the development process. I was literally going "need more weapon strikes, sapper lacks weapon strikes" and not much more though, so that's not surprising.
Well, that's also just my personal taste. I tend to like things that are novel and flavorful, even if they are a bit weird or unbalanced. For example, I wish I could ride my ram into combat or something. It may be that many other people like it the way it is now. And of course, it's your class so your vision for it is most important.
Rocket Punch and Steam Dash are in a very good spot though imo.
I agree that they should both be useful and effective as is.

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: [1.6.7] Tinker class - Sapper

#17 Post by gooder1029 »

Hello, I really like the mod you made, I translated it into Chinese, thanks

This translation only talents and birth data.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing

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