Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
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Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Reavers could be a Hate/Vim hybrid instead of Stamina/Vim.
Benli logged in and checked the Hate tree but must not have had time to post.
I'll put some thought into some hate based duel-wielding stuff today for Reavers.
If you get a chance and it's not to much trouble can you PM me the talent trees as they get completed DG or post them in this thread so I know where the gaps are?
Just something like...
Blood
- Blood Grasp
- Burst
- Blah
- Blah da Blah
Would be great!!
Benli logged in and checked the Hate tree but must not have had time to post.
I'll put some thought into some hate based duel-wielding stuff today for Reavers.
If you get a chance and it's not to much trouble can you PM me the talent trees as they get completed DG or post them in this thread so I know where the gaps are?
Just something like...
Blood
- Blood Grasp
- Burst
- Blah
- Blah da Blah
Would be great!!
Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Yeah I was thinking Reavers and Cursed were possibly merge-able
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
I can see them as two separate classes.
Gloom doesn't really fit well with the Reaver imo. Also the two talent trees I posted this morning one of them could be for both but the other doesn't feel right for the Reaver (the Nether one).
But I think I'll need to play around with Hate and Gloom to see how they run and if there's enough there to be able to split it into two classes.
On the other hand I think the Reaver is pretty close to done conceptually. Just needs to be put together. So it may just mean filling out enough stuff for the other class.
Gloom doesn't really fit well with the Reaver imo. Also the two talent trees I posted this morning one of them could be for both but the other doesn't feel right for the Reaver (the Nether one).
But I think I'll need to play around with Hate and Gloom to see how they run and if there's enough there to be able to split it into two classes.
On the other hand I think the Reaver is pretty close to done conceptually. Just needs to be put together. So it may just mean filling out enough stuff for the other class.
Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
True, actually as I thought more about it I'd like Cursed to stay as a mono-ressource class.
I'll post soon the trees I have for the Reaver
I'll post soon the trees I have for the Reaver
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Alright, here's the document I'm running off of for the Reaver.
It's still a work in progress but I'll update it with where you're at DG and use it to fill in some holes.
It's still a work in progress but I'll update it with where you're at DG and use it to fill in some holes.
Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Here's mine:
clic!!!!!
clic!!!!!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
haha.. alright, updating mine.
And you're a showoff, tables
What do you think of the Predation talents DG?
And how about these for the bone tree?
*Grasping Arms of the Dead (or Bone Grasp if that's to long): AoE pin. Deals light physical damage each turn. (instead of Bone Grab. I realize this is to deal with ranged attackers but if you like the Predation talents Stalk is meant to do the same thing.)
*Bone Shatter AoE physical damage. Extra damage vs. Undead.
Also Blood feels a better fit for the Reaver to me then Bone.
*edit*
Alright, it looks like the biggest hole is in Hexes and Curses.
Some really generic curse ideas. Curse of Weakness, Curse of Frailty (takes increased damage), Curse of Exhaustion (lowers speed or increases resource cost of abilities).
Maybe Burning Curse should be a Hex? Seems to fit better for what you wanted out of Hexes.
And you're a showoff, tables

What do you think of the Predation talents DG?
And how about these for the bone tree?
*Grasping Arms of the Dead (or Bone Grasp if that's to long): AoE pin. Deals light physical damage each turn. (instead of Bone Grab. I realize this is to deal with ranged attackers but if you like the Predation talents Stalk is meant to do the same thing.)
*Bone Shatter AoE physical damage. Extra damage vs. Undead.
Also Blood feels a better fit for the Reaver to me then Bone.
*edit*
Alright, it looks like the biggest hole is in Hexes and Curses.
Some really generic curse ideas. Curse of Weakness, Curse of Frailty (takes increased damage), Curse of Exhaustion (lowers speed or increases resource cost of abilities).
Maybe Burning Curse should be a Hex? Seems to fit better for what you wanted out of Hexes.
Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Alright, here's what I've come up with for Curses and Hexes. I think if we swapped these it might be interesting for one of these to run off Hate and the other Vim. In other words, make Vulnerability a Hex and Pacification a Curse then make Curses run off Hate and Hexes off Vim (Curse just sounds more hate fueled but I think the Hex abilities fit Hate better of the two
)
I also like the idea of all Hexes and Curses going AoE at radius 1 at talent level 3 and radius 2 at talent level 5.
Vim/Curses (class/mastery)
- Curse of Impotence: Reduces targets damage (all damage, physical and spell damage) by X%
- Curse of Exhaustion: Resources cost more to use and the target loses X% global speed every time it uses an ability.
- Curse of Vulnerability: Reduces all resistances.
- Curse of Defenselessness: Reduces targets Defense and Saves.
Vim/Hexes (class/mastery)
- Pacification Hex: Dazes the target. Additionally the target is Hexed for X turns and has a Y% chance of being dazed again each turn the Hex persists.
- Burning Hex: Target so it takes fire damage each time it uses a resource .
- Sympathetic Hex: Target takes X% of all damage it inflicts.
- Subversive Hex: Target becomes your slave for X turns. (This will cause the attraction effect you wanted as well in a way.)
Here's a passive tree for Reavers to take care of Spellpower and Duel-Wielding weapons bigger then daggers. It's missing an entry still though.
Hate/Reaving Combat (class/mastery) (Strength and Hate Scaling)
- Corrupted Strength?? (Passive): Allows you to duel-wield larger weapons then normal. You may equip a weapon in your offhand who’s strength requirement is no higher then 20*tlevel% of your strength.
- Acidic Blood (Passive): Your acidic blood reduces the AP of any melee weapon that hits you by X. At level 3 your blood splatters onto the attacker causing the additional two effects; reduces armor by X and inflicts X acid damage over Y turns. (Passive sunder, scales off Hate)
- Bloodlust (Passive): You gain 1 bonus spellpower when you damage an enemy to a maximum of 1 + (tlevel) spellpower gained per turn. However, the bonus decreases at a rate of 1 bonus spellpower per turn until it reaches zero. (no scaling)
- ???
And the updated 'Hunt' tree from the other thread, now called Predation.
Hate/Predation (generic/mastery) (Scales off Spellpower, Hate, and Talent Level)
- Taste for Blood (Passive): Upon slaying an enemy you gain telepathy (radius X) for that creature type for Y turns.
- Stalk (Active): You approach the target in such a way that it doesn’t see you coming. Attacking will end the effect. (This works like a single target stealth that scales off spellpower instead of cunning, adjusted for hate)
- Pursuit (Passive): As long as the Taste for Blood, Stalk, or Thrill of the Hunt affect is active your global speed is increased by X%.
- Thrill of the Hunt (Active; Long Cooldown): You mark a target as Hunted and gain telepathy (radius X) for that creature type. While within a radius of 2 of your marked target you generate 1 Hate (per talent level) per turn. However if you're outside of this radius you lose 1 Hate per turn. Thrill of the Hunt ends when the marked enemy is slain.
Finally, I tweaked my last Plague tree. I know you did as well DG but here's my proposal. Tweaked Carrier and moved it into this tree. Dropped the Rat Swarm ability to make room for this. (I still think Carrier is important for disease spreading unless we want the player to be immune to catching diseases from Epidemic and Cyst Burst).
Vim/Plague (class/mastery)
- Virulent Disease (active): infects the target with a random disease (str/dex/con)
- Carrier (passive): You gain 20% disease resistance per talent level and have a a 5*(talent lvl)% chance to spread any diseases infecting you on a successful melee attack. Chance of spreading disease is 50% higher for poisonous weapons and 100% higher for weapons that inflict blight damage.
- Cyst Burst (active): deals X blight damage per disease on the target, spreading the diseases around
- Epidemic (active): infects the target with a higher contagious disease; each blight damage it takes (from a non disease effect) has a chance to spead the diseases around
Just leaves an entry missing for Bone (still preferring Blood myself for the Reaver) and one entry for Reaving Combat. Also I don't like the name Corrupted Strength. I'll ponder that one.
(Edit: Revised and rebalanced Bloodlust.)

I also like the idea of all Hexes and Curses going AoE at radius 1 at talent level 3 and radius 2 at talent level 5.
Vim/Curses (class/mastery)
- Curse of Impotence: Reduces targets damage (all damage, physical and spell damage) by X%
- Curse of Exhaustion: Resources cost more to use and the target loses X% global speed every time it uses an ability.
- Curse of Vulnerability: Reduces all resistances.
- Curse of Defenselessness: Reduces targets Defense and Saves.
Vim/Hexes (class/mastery)
- Pacification Hex: Dazes the target. Additionally the target is Hexed for X turns and has a Y% chance of being dazed again each turn the Hex persists.
- Burning Hex: Target so it takes fire damage each time it uses a resource .
- Sympathetic Hex: Target takes X% of all damage it inflicts.
- Subversive Hex: Target becomes your slave for X turns. (This will cause the attraction effect you wanted as well in a way.)
Here's a passive tree for Reavers to take care of Spellpower and Duel-Wielding weapons bigger then daggers. It's missing an entry still though.
Hate/Reaving Combat (class/mastery) (Strength and Hate Scaling)
- Corrupted Strength?? (Passive): Allows you to duel-wield larger weapons then normal. You may equip a weapon in your offhand who’s strength requirement is no higher then 20*tlevel% of your strength.
- Acidic Blood (Passive): Your acidic blood reduces the AP of any melee weapon that hits you by X. At level 3 your blood splatters onto the attacker causing the additional two effects; reduces armor by X and inflicts X acid damage over Y turns. (Passive sunder, scales off Hate)
- Bloodlust (Passive): You gain 1 bonus spellpower when you damage an enemy to a maximum of 1 + (tlevel) spellpower gained per turn. However, the bonus decreases at a rate of 1 bonus spellpower per turn until it reaches zero. (no scaling)
- ???
And the updated 'Hunt' tree from the other thread, now called Predation.
Hate/Predation (generic/mastery) (Scales off Spellpower, Hate, and Talent Level)
- Taste for Blood (Passive): Upon slaying an enemy you gain telepathy (radius X) for that creature type for Y turns.
- Stalk (Active): You approach the target in such a way that it doesn’t see you coming. Attacking will end the effect. (This works like a single target stealth that scales off spellpower instead of cunning, adjusted for hate)
- Pursuit (Passive): As long as the Taste for Blood, Stalk, or Thrill of the Hunt affect is active your global speed is increased by X%.
- Thrill of the Hunt (Active; Long Cooldown): You mark a target as Hunted and gain telepathy (radius X) for that creature type. While within a radius of 2 of your marked target you generate 1 Hate (per talent level) per turn. However if you're outside of this radius you lose 1 Hate per turn. Thrill of the Hunt ends when the marked enemy is slain.
Finally, I tweaked my last Plague tree. I know you did as well DG but here's my proposal. Tweaked Carrier and moved it into this tree. Dropped the Rat Swarm ability to make room for this. (I still think Carrier is important for disease spreading unless we want the player to be immune to catching diseases from Epidemic and Cyst Burst).
Vim/Plague (class/mastery)
- Virulent Disease (active): infects the target with a random disease (str/dex/con)
- Carrier (passive): You gain 20% disease resistance per talent level and have a a 5*(talent lvl)% chance to spread any diseases infecting you on a successful melee attack. Chance of spreading disease is 50% higher for poisonous weapons and 100% higher for weapons that inflict blight damage.
- Cyst Burst (active): deals X blight damage per disease on the target, spreading the diseases around
- Epidemic (active): infects the target with a higher contagious disease; each blight damage it takes (from a non disease effect) has a chance to spead the diseases around
Just leaves an entry missing for Bone (still preferring Blood myself for the Reaver) and one entry for Reaving Combat. Also I don't like the name Corrupted Strength. I'll ponder that one.
(Edit: Revised and rebalanced Bloodlust.)
Last edited by edge2054 on Thu Aug 26, 2010 9:58 pm, edited 1 time in total.
Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
How about changing Sympathetic Hex to Empathetic Hex? I generally associate empathy with feeling someone else's pain (in this case literally) and sympathy with feeling sorry for someone's pain (which could also cause damage, so either is fine).
<DarkGod> lets say it's intended
Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Yeah, empathy was the first thing I thought too Yufra. Sympathy just sounded better to me for whatever reason. But either one works imo.
Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Shouldn't Curse of Impotence also make a breeder stop (at least temporarily)?
Re: Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Wasn't the definition of Impotence I was going for. >.>Taxorgian wrote:Shouldn't Curse of Impotence also make a breeder stop (at least temporarily)?
Anyway... I think this will complete the proposed trees. Put Plague back how DG has it in his doc and move carrier into Reaving Combat.
Hate/Reaving Combat (class/mastery) (Strength)
- Corrupted Strength?? (Passive): Allows you to duel-wield larger weapons then normal. You may equip a weapon in your offhand who’s strength requirement is no higher then 20*tlevel% of your strength.
- Bloodlust (Passive): You gain 1 bonus spellpower when you damage an enemy to a maximum of 1 + (tlevel) spellpower gained per turn. However, the bonus decreases at a rate of 1 bonus spellpower per turn until it reaches zero. (no scaling)
- Acidic Blood (Passive): Your acidic blood reduces the AP of any melee weapon that hits you by X. At level 3 your blood splatters onto the attacker causing the additional two effects; reduces armor by X and inflicts X acid damage over Y turns. (Passive sunder, scales off Hate)
- Carrier (passive): You gain 20% disease resistance per talent level and have a a 5*(talent lvl)% chance to spread any diseases infecting you on a successful melee attack. Chance of spreading disease is 50% higher for poisonous weapons and 100% higher for weapons that inflict blight damage.