Torchmodders
Mod Projects => Lolesch's Playground => Topic started by: lolesch on October 08, 2015, 03:35:57 pm
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Hey there, lolesch here
I wanna introduce a new Class Idea I came up with some months ago. I barely know all classes out there so there might be something close to it.. if so pls let me know! But lets get started:
The Huntsmen used to live in the forests around Grunnheim and are proved in dealing with heavy tools like gr.Axes or xBows to survive the dangerous wildlife in the woods. Depending on their mood they gain different combat bonuses.
The 3 Skill trees include
1. a Melee tree specially for gr.Axes - heavy damage and some tackiness
2. a Trap tree (not very evolved yet) - crowd control (CC) and damage over time (DoT)
3. a Range tree specially for xBows - basic attack buffs and lots of mobility
The Class really relies on the Chargebar which is different from the vanilla ones because I removed the autoattack (AA) charge! so unless you use skills to add or reduce charge it will stay in its current X% (and there is a reason for that)
The Chargebar got 4 Affixes:
1. Damage reduction (DR)
2. crit chance (Crit)
3. movement speed (MS)
4. attack speed (AS)
At 00% charge you get +DR +Crit -MS -AS
at 50% charge you get a slight + on all of them
at 100% charge you get -DR -Crit +MS +AS
This should make skill usage more technically and calculated to the situation you'r in.
For Example you start a fight with your xBow stacking up the DR from far - switch to your Axe and go into close combat. Before finishing up your opponent make sure you got your chage stacked for the MS bonus to run to the next mob!
*I know this sounds like a lot of Technic and might be confusing or hard to optimize but if its working I believe more then worth because it feels more flexible!
Further Info out of my Mind Map: Its an AA-Class, most skills will empower the basic attack passively like add stun/knockback/burn/attackspeed/leech/crit chance/Dmg to sec etc. effects. Sice that is your main Attack most skills are mana hungry. While the melee and range trees are mostly physical the Trap tree should focus on magic damage (poison, fire, maybe Ice) and supports your playstyle by controlling enemies with all the CC we got (taunt, stun, freeze, knockback, etc).
For Multiplayer the melee tree should function as a supportive class, turning aggro and grant allies health per sec. The range tree is more glass cannon but squishy with some aura buffs for group MS or shared Crit...
here some Skill Icons :P
(http://i.imgur.com/DiwKeYQ.png)
Now to you guys! First of all I'd like to hear about your first impressions.
Further I could need some help with Skills/Skill Particle and Models. If anyone is interested I'll give you all there is right now!
Cheerio
lolesch
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Just call me grave digger....
Forgive me ;)
These Icons Are awesome! Need!!! ::)
Sent Pm!
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since i've stopped modding on it...
gimme a little insight what you need em for?
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Well I am making a "True Ranger" class and a few of your icons are absolutely perfect for some of the skills im designing. Fire Arrow for instance its brilliant!
The basic outline for the class is as follows.
Bow/Melee Tree: Bows use Fire and poison only as those are natural. Melee skills are focused around two weapon fighting using skills ideas Like flurry and parry but could also apply to two handed bladed weapons. (was throwing around the idea of making a passive or hidden passive for two handed-two weapon usage). Primarily I want to force the player to use a combo of ranged and melee attacks with long cooldowns and make it a AA class much like what you have outllined. This character will (if I can make it so) not be allowed to use a shield.
Animal Summoning Tree: Pretty self explanatory... make some sort of pet buff tree with some short duration/high cost summons to flesh it out.
Nature Magic Tree: Using some primitive healing spells, Lightning, Fog and some CC stuff like Entangle.
Movment skills would be a Ranger Leap/roll/dodge thing that had a small aoe weak stun at the end and a more costly "Pass through Plants" which would have no damage but function like a teleport with cool swirling leaves and stuff. (maybe have a debuff on mobs so they loose target for 2 seconds or something).
Well there it is!
Thats the first time ive actually written all that out :)
I hope maybe I can use your icons or even inspire some of you to help out on this one 8)
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gonna support that!
gonna create a mod with the images and the imageset so its more easy to get them into your mod!
just give me some time... maybe at the weakend.
if you wanna go for it yourself, here's the link to the image:
http://i.imgur.com/DiwKeYQ.png
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I'm not sure that AS and crit chance should be opposed to each other. Maybe pick things that are more distinct, like damage vs tankiness or move speed vs tankiness, or recovery vs damage. I'm not sure what's best, and it will depend on what fits with the skills and overall theme.
For example, a berserker could regenerate slowly at low rage, and AS/crit/lifesteal at high rage. Maybe it could decay slowly, and/or be spent for a defensive and mobility buff.
I don't have clear ideas about what a ranger should do, though. Maybe have more range and move speed at 0, and then tend more toward killing blows at a full bar?