[Idea]Elemental Warrior

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argol228
Posts: 2
Joined: Wed Dec 31, 2014 6:11 pm

[Idea]Elemental Warrior

#1 Post by argol228 »

My idea is for a Mage that fights using Magic and martial arts in combination. similar to how magic works in Jade empire and of course avatar.

Hand to hand combat empowered by one of the elements. elemental powered shieldsand of course ranged potentential with firebolts and the like. the focus would have to be dex and magic.

For example

Way of the Flame
Fire fist
Accuracy is Dex, Damage scales of magic. adds fire damage to melee attacks
Fire Bolt
Fire a single target firebolt
Flame shield
Reduce damage taken, deal Fire damage to adjacent enemies/they take fire damage when they attack you
Searing ray fire 1/2/3 beams at one or separate targets each deal X fire damage

Way of Air
Shocking fist
Chain lightning
Become air
Razor Whirlwind

Way of Water
Ice fist
water whip
Water Shield
Hail storm

Way of earth
Stone fist
Shockwave
Armor of earth
Earthquake

Martial Arts
Flurry of blows
Dragon palm blow (knocks back)
Flip jump - you do a flipping jump X amount of spaces. Deals damage if lands on an enemy


I might have to work this out. I am new to ToME so I am not entire sure how everyone works in terms of class structure.
While I would prefer someone to take inspiration from this idea, If building a class is easy enough, and I have the time, I might give it a shot myself

I left out descriptions for most of it since it is kind of self explanatory

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: [Idea]Elemental Warrior

#2 Post by Planetus »

This is similar in theme to a class I suggested a while ago (think it's in Ideas) called the Blackened Fist. I really want to see an Arcane Blade style Brawler, with elemental channeling fist attacks and elemental augmentation/attack spells. My main suggestion to you is don't just think of theme and feel, but also gameplay mechanics. Does the character use ranged attacks at a distance, or seek to close in. Most melee warriors have some kind of movement ability for the latter, like Rush, Telekinetic Leap, or Backhand. What will they do about status effects? Rely on inscriptions, or will they have some magical/mystical way to clear certain types? Will they have any shields, or rely on armor, HP, and healing? Whatever you pick, they'll need something to match those approaches. They can also have multiple if you want, though you may want to force or encourage them to pick one or the other. I'm imagining (though you may think differently) that they wouldn't be too big on inflicting status effects themselves. Maybe a few physicals, like stun and daze, and maybe confuse, but probably not things like curses, diseases, poisons, retribution effects, etc. And remember that you have both Class trees and Generic trees to do all that in, and some already-existing trees may work well for some of that.

Also, do you want lots of skills to synergize, or do you want them to be independent? Will skill synergy be between talent trees or only within talent trees? Do you want to theme for multiple builds? Maybe have two trees that focus on more ranged attackers, with close-in attacks to finish things off or to gain distance, and two trees focused on closing in and melee? Or do you want this to basically be one-build-but-pick-your-element?

One last thing to think about, and this is really entirely optional, is that fire, lightning, ice, and physical are all pretty common elements, and elements that there are already several classes to handle. Personally, I'd like to see some of the less common elements get some attention, like Arcane (fits fine with a mage warrior), Temporal (little more specialized, but Archmages have a Temporal tree), light and darkness (have arcane classes that use, but not common), and maybe acid.

Anyway, I hope I haven't overwhelmed you too much. Take your time, plan it out, and have fun with it. Oh, and feel free to steal any ideas you want from my Blackened Fist idea.

argol228
Posts: 2
Joined: Wed Dec 31, 2014 6:11 pm

Re: [Idea]Elemental Warrior

#3 Post by argol228 »

Well the idea comes from my own fantasy world of which I am writing a novel about. a mage is the master of elemental magic and mana which is also an element, so that could be considered Arcane.

The way my battlemage fight is through ranged and melee. however I suppose it also depends on what element that have affinity with.
(there is already an addon called battlemage so I figured elemental warrior is a fitting name)

So I suppose if I reworked their kit it would be stuff like

Earth battlemage wade into combat heavily fortified by earth magic. they would essentially be what you imagine when you t hink brawler. no real style. they just punch things hard without grace and shrug off attacks

Water/ice battlemage have more style and fluidity. mixing an offensive style and a defensive style. probably with a focus on sustaining DPS (or in turn based DPR/DPT)
(I actually have an ice mage in my novel who fights using a staff and she converts it into an axe, hammer, spear and shield by using ice, so that kind of shows the example of versatility)

Air/lightning is all about the high single target burst damage. they jump in. drop their kit, then back out. hit and run style

Fire would be the most focused on ranged. they poke at an enemy from range while the enemy approaches. but once in melee range the mage has stuff like a damaging aura and close range AOE/sweeps. Fire benders are a pretty good example.

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: [Idea]Elemental Warrior

#4 Post by Planetus »

This actually sounds really awesome, though I'm not sure if it would work better as one class or a set of classes. If you do one class, I suggest some strong synergy within each tree, so players will be encouraged to specialize in one or two elements.

For your earth battle mage, maybe Stone Warrior, for either the class or tree name. From what you're describing you probably want some skill to not only add armor, but resist all, and/or HP/HP regen. Probably all scaling with your spellpower. Then something to empower unarmed attacks with additional physical damage, and somewhere along the line physical damage penetration. Maybe something to raise saves and/or status immunities. And condition all of this on being unarmed. If this is just one tree, that leaves some other trees to cover things like healing and closing quickly. That leaves a pure earth battle mage with little in terms of activated skills, and probably spending most of their time on just bump attacks, but that's what you described, so I think it works. You could work several of those bonuses into the synergy idea, so, for example, every point in any skill in the tree grants you HP regen and max HP, or physical damage increase and resistance penetration, or something.

For a water/ice battle mage, I love the idea of switching out different weapon types. You could either have a separate tree for each weapon type if this is a class, or have one staff-empowering skill that gives you various weapon types as sustains, with only one being available at a time. Each weapon type would have it's own benefits and drawbacks: more damage with one, more penetration and freeze chance with another, faster attack speed with a third, more defensive properties with a fourth. Then add some activated skills along an ice/water flavor, as you imagine it. Not sure what you'd do with the synergy here. Maybe take ideas from the Dream Hammer tree, and have each point increase the base stats of your sustained weapons.

Air/Lightning, from the sound of it, would be almost pure mobility. There's already an addon class that has a spell that turns them into lightning to jump across the battlefield, damaging all enemies in line. I'm thinking several spells like this. Maybe one that increases your movement speed, either consistently as a sustain, or a larger increase for a limited time, a la the first skill in the Wyrmic's lightning tree. Be careful with this, though. While mobility is nice in this game, and being able to move around the battlefield on demand is great, true hit-and-run tactics only work so well in this game. Often, either running is likely to get you into more danger, or the battlefield is small enough that there isn't really very far to run. It can work, but be careful. Also realize that if you code any of the movement abilities as teleports (as opposed to just an instant move that ignored obstacles), there are some very dangerous areas in the game where you can't teleport. What kinds of weapons would they use? Staves? Daggers? Something else?

The fire battle mage, honestly, sounds mostly like a wildfire archmage. They already have a short-cooldown fire bolt that turns into a fire beam, a fire cone that does a special burning stun, an explosion fireball, a large-field DoT, a self-centered explosion with knockback, and sustains to add residual flames, remove status effects, and add fire damage and resistance penetration. That's not a whole lot of melee ability (blastwave, the self-centered explosion, is the most obviously melee oriented one), but it's a lot of fire ranged damage with a little melee ability. If you don't want to change the theme of the fire battle mage, just make sure it doesn't overlap too much. For example, instead of a fire-bolt/fire-beam spell, maybe they have a spell that causes them, for the next X turns, to automatically fire off a bolt of fire at a random target in sight? This would be kind of like the Alchemist's Body of Fire, but instead of a sustain you have on all the time, it's an activated spell with fixed duration, and probably higher damage. Then give them a cone burning DoT, maybe which increases enemy movement speed, but deals damage to them (encourage melee enemies to come closer), and then several melee fire strikes. Or maybe their fire-bolt spell never becomes a beam, but has 0 cooldown time, meaning they can just spam the heck out of it if they want. Maybe the synergy for them could be various on-hit(spell) effects, meaning every time they hit with a spell, or at least a fire spell, they have a chance to inflict additional effects, like secondary spells, status effects, DoT, etc.

As for what a mana/arcane battle mage would be like, just be creative. Take a look at the Arcane and Aether trees for archmages to make sure you aren't duplicating them exactly, but having some overlap is ok, and something may inspire you.

Also, think about what kind of stats you want this class to use. If you have one class with individual specialized trees, it's still possible to have different stat builds compliment different trees better. For example, maybe the earth tree has some variables that scale with physical power. That means more strength investment. Or maybe they scale with HP. That means Con and +HP gear. Does the lightning tree grant a bonus to defense, or does anything scale off defense? That's Dex. Or maybe it's critical chance, which is Cun. Magic is pretty much guaranteed to be a primary stat for everyone, but how much mana do they use? That plays a large role in determining how much Wil they need.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: [Idea]Elemental Warrior

#5 Post by HousePet »

I got a vague design for something similar.

Of course, while I say 'vague design', I have 45 talents designed and it is based around a charge up system and combining two elements into a single attack.
My feedback meter decays into coding. Give me feedback and I make mods.

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