Class: Sponger (permanent vimsense)

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cryol
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Posts: 10
Joined: Thu Nov 21, 2013 10:02 pm

Class: Sponger (permanent vimsense)

#1 Post by cryol »

Hello.
Below is the draft of a new class i'm thinking of making for ToME - Sponger.

Storywise i see Spongers as a victim of a curse (failed experiment, fiddling with magic etc) that made them constantly lose their lifeforce. Their solution is to feed on the lifeforce of the others to stay alive and even get stronger. :twisted:

Gameplay wise Sponger is a defiler class centered about fighting multiple enemies and drawing power from number of enemies he faces.
The main feature of the class is the permanent vimsense-like aura, that lets you manipulate enemies but makes them aware of you regardless of vision. Also your vim drains naturally.

Class resourse: vim (have negative base regen)
Main stat: Magic

New talent trees:
  • Base aura - base aura
    1. passive: gain vim regeneration based on number of enemies under aura
    2. passive: increases the range of aura (up to 11 with category point)
    3. active: healing based on number of enemies under aura
    4. passive: max vim increase based on number of enemies under aura
    Single target damage - dealing with single enemy
    1. active: single target damage based on distance (lower damage with more range)
    2. active: single target damage and stun
    3. active: single target damage with bonus damage for current vim, drains vim pool
    4. active: single target damage that doesn't require line of sight
    Mass damage - damaging all enemies under aura
    1. active: damage all enemies under aura
    2. active: damage all enemies under aura and knock them back
    3. active: damage all enemies under aura and confuse them
    4. active: damage all enemies under aura with bonus damage for current vim, drains vim pool
    Defence - defensive capabilities
    1. active: disable aura and gain invisibility for duration
    2. passive: health regeneration based on number of enemies under aura
    3. passive: reduce the duration of detrimental effects on you
    4. passive: all damage resistance based on number of enemies under aura
    Control - weaken enemies under aura
    1. passive: reduce blight resistance of enemies under aura
    2. passive: reduce global speed of enemies under aura
    3. passive: chance to daze enemies under aura
    4. active: reduce damage of enemies under aura and gain increased you own damage for each enemy
    Attunement - more punishment for staying under aura longer
    *work in progress*
Existing talent trees:
  • Corruption/Sanguisuge
  • Corruption/Vile life
I think the class need at least one more talent tree (besides Attunement), but i have no good ideas at the moment.



Will you be interested in playing such a class? Suggestions and criticism is highly appreciated.



PS: Also i'm open for names of talents and talent trees (hell, even for a class himself). :roll:

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Class: Sponger (permanent vimsense)

#2 Post by Doctornull »

cryol wrote:I think the class need at least one more talent tree (besides Attunement), but i have no good ideas at the moment.
Bone. Good area and defense, with a tad of control.

Suggest your trees reward either Con or Cun.

For the class name: Conduit or Hellmouth.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

cryol
Yeek
Posts: 10
Joined: Thu Nov 21, 2013 10:02 pm

Re: Class: Sponger (permanent vimsense)

#3 Post by cryol »

Doctornull wrote:Bone. Good area and defense, with a tad of control.
Was thinking Bone or Torment. Bone really fits better and will even help with surviving fights with though single enemies.
Doctornull wrote:Suggest your trees reward either Con or Cun.
Yeah, i want Con to be a second preferred stat for this class. Will tweak to reward investing into Con.
Doctornull wrote: For the class name: Conduit or Hellmouth.
Conduit sounds awesome. Think i'll use it.

Thanks Doctornull :D

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