Temporal Archery tree is finished.
Decided to give Temporal Wardens the following talents.
Code: Select all
["technique/archery-bow"]={false, 0.1},
["technique/archery-utility"]={true, 0.1},
["technique/dualweapon-attack"]={true, 0.1},
["technique/dualweapon-training"]={false, 0.1},
["technique/combat-training"]={true, 0.2},
["cunning/lethality"]={false, 0},
["cunning/survival"]={false, 0},
["chronomancy/chronomancy"]={true, 0},
["chronomancy/speed-control"]={true, 0},
["chronomancy/temporal-archery"]={true, 0.3},
["chronomancy/temporal-combat"]={true, 0.3},
["chronomancy/timetravel"]={false, 0},
["chronomancy/weaving"]={true, 0},
Initially I was going to go with the base Archery tree (the one with steady shot) with Archery Utility trainable but the base archery tree could probably use some help and the two stance talents don't really fit with the mobility I'm trying to impart in this class.
Right now I'm looking at the stamina issue though. The class already has a couple of deep talent sinks to get around stat issues plus two methods of fighting they can focus on. I could give them the utility combat technique tree for stamina regen but I might instead do a stamina regen over time talent in the Temporal Combat tree (and remove Kinetic Folding for now, it'll probably come back though for the melee hybrids in another tree).
All that aside...
Also have 10 or so anomalies coded. All of them pull random targets and have varying effects based on paradox level. So even though it's only 10 so far it should create a lot of random chaos anyhow. There's a list below.
Long Range Teleport, Short Range Teleport, Random Stun, Random Slow, Random Haste, Spacetime Correction (Paradox Loss), Spacetime Damage (Paradox Gain), Temporal Storm (centered on caster, nasty random status effects each turn), Bubble (random Time Prisons).
Still have another ten ideas or so beyond that to get coded but I'd like to do some Warden playtesting.