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PopeUrban

More Homebrew Major Disciplines

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Posted (edited)

Hi I'm back with another brain dump because I'm bored. Enjoy.

 

Bulwark

Major Discipline (Knight, Myrmidon, Ranger, Cleric)

Can Equip: Mainhand Shield

-25% Damage

+5% and +15% cap to all mitigations

Skill Lost: Dodge (all versions)

Tray granted: Melee (if cleric)

 

"In the final days of the War of Eight Deltas, those garrisoned at Anshande Keep found themselves the targets of a cunning sabotage. An enemy spy having set fire to the armory, the soldiers were left with only their ceremonial shields to defend the keep. Anshe'Tal culture forbade surrender as a mortal sin punishable by death, and so the warriors strode forward toward the enemy emplacements with a shield in each hand, turning enemy munitions against them and crushing soldiers under foot.

Anshande Keep did not fall that day, and the Anshe'Tal were seldom seen wielding any other weapon from that day forward. Practitioners of their unique art would come to be known formally as the Ren An'Khar, The Wall Made Flesh. Travellers through the region simply called them Bulwarks.

It was by their efforts that Anshe'Tal was the last of the Great River Dynasties to fall to The Hunger. Its legendary warriors were felled not by blade or spell, but by starving to death after the freezing of the river Shek "

-Ret Kennet, History of The Great River Dynasties, Vol. 3

 

Intercept (Dodge)

3 dodge charges

12s recharge

Leap up to 10 meters in any direction.

If you collide with an ally, that ally gains Covered, redirecting all direct damage they would take to you for 3 seconds. If you collide with an enemy, that enemy is Slowed for 3 seconds.

 

Immovable Object (Block, Replaces AutoAttack)

Block with your mainhand shield, consuming your resource. You are immobile and immune to crowd control while you do so.

If you have a block equipped, you may use it in conjunction with Immovable Object to become immune to all damage and effects, but doubling the resource and stamina cost of both abilities. Enemies who strike you in melee while in this state are knocked back 5 meters.

If you have Intercept equipped, automatically reflect one ranged attack and lose one dodge charge as long as you have dodge charges remaining.

 

Unstoppable Force (Melee Tray, Ultimate)

Gain a barrier and refill your stamina and resource. Gain Unstoppable Force for 15 seconds. While Unstoppable force is active you gain 25% combat movement speed and knock back any enemies you collide with 15 meters. This effect ends if you attack, block, or dodge.

 

Infinite Angles (Melee Tray, Passive)

You may be struck with friendly ranged attacks while blocking with either hand. If struck in this manner you take no damage but spend the normal amount of resource or stamina to block the attack. This attack ricochets to strike one randomly selected target within 50% of that attack's original range as if cast from your position.

 

Fury

Major Discipline (Druid, Confessor, Frostweaver)

Unlocked - Midair Dodge (You may dodge in midair)

Unlocked - Fury's Glide (You may jump again in midair to glide with elemental magic, consuming your stamina, does not replace fae glide)

You may only have one Fury Aura active at a time.

 

"Those that survived the fall of Vorringia tell tales of flying witches with power sufficient to lift entire armies over the fortifications of their enemies. While scarce records still exist, an alliance with these enigmatic spellcasters is often attributed in local lore as a major contributor to the success of local Minotaur rebellions against their Elven masters."

-Unknown Author, Tales of Vorringia

 

Tame the Sky (Aura, All trays)

Your group members within 100m gain the effects of Fury's Glide.

 

Chant of Frenzy (Aura, All Trays)

Your group members gain critical hit chance, and gain resources when they critically hit.

 

Call Storm (Aura, All Trays)

Every 15 seconds, a random enemy within 20m of one of your group members is struck for moderate lightning damage.

 

Battle Curse (Aura, All Trays)

Enemies within 10m of your group members deal 10% less damage and suffer -15% critical hit chance.

 

Mind Breaker

Major Discipline (Assassin, Duelist)

+5% Elemental Resistance

The sorceries and scryings of those gifted in magic have long been a thorn in the side of those who ply their trades on deserted roads and dark alleys. Though the various cabals of assassins and highwaymen among the shattered kingdoms keep few written records, every thieves guild or bandit gang tells an eerily similar story by firelight.

As the tale goes, the illegitimate daughter of a powerful sorcerer was cast out to the gutter to save face. The girl, taken in by the cabal's leader in some long forgotten age was trained in the deadly arts by masters seeking to use her lineage as leverage against the sorcerer. The girl had other plans.

Honed in the darkness, the girl's brand of magic proved more than sufficient to punish her father as well as usurp her dark master and make the organization her own.

Though no teller of this tale can agree on the girl's true name, they all speak her adopted title in quiet and superstitious whispers. Whether this tale is history or mere myth is uncertain.

What is certain is that those who now practice the arts the Mind Breaker pioneered sow fear in the underworld and the high halls of magic like no other.

 

Shadow Bolt (Ranged Attack, Any Tray)

Cast a bolt of shadowy energy at your target, dealing poison damage and gaining one pip. If cast at five pips, shadow bolt consumes all five pips and applies Steal Breath to your target for 5 seconds. Steal breath deals minor poison damage each second and slows your target.

 

Silence (Weapon Attack, Any Tray)

Afflict your target with Silence for 8 seconds for each pip spent. Silence halts all auras and songs, and prevents new auras and songs from being cast for its duration.

 

Chilling Shadows (Weapon Attack, Any Tray)

Afflict your target with Chilling Shadows for 5 seconds for each pip spent. Chilling shadows removes all buffs from the target, and prevents the target from casting or becoming the target of buffs for its duration.

 

Avatar of Silence (Ultimate, Any Tray)

Become enveloped in shadowy magic, gaining a heavy barrier for 15 seconds. Each second while this barrier is active, afflict up to 5 enemies within 50 meters with both Silence and Chilling Shadows for 10 seconds, stacking up to 30 seconds.

 

Giant Slayer

Major Discipline (Templar, Champion)

Can Equip: Javelin (Ranged Slot)

Unlocked tray: Ranged

Ranged distance cap increase: 5m

Throughout history, no tale is more common among the cultures of the Shattered Kingdoms than that of the lone hero who met some great and frightening beast and returned home victorious. Whether a mighty dragon, fearsome ogre, or screeching griffin, any warrior that hopes to engage such a masssive foe must first devise a means to bring it within arm's reach. It is to this end that many a would be hero first find training in the use of heavy javelins and sturdy nets before embarking on their quest for glory.

Bring Low (Ranged AutoAttack, Javelin)

Charge and then throw a javelin at your target. If this attack is at least 70% charged, any enemy hit with it is inflicted with Grounded for 30 seconds. Grounded foes may not jump, glide, or double jump.

 

Run Through (Ranged Attack, Javelin)

Charge and then throw a javelin at your target, inflicting a moderate bleed. If this attack is at least 70% charged your target is also supressed for 10 seconds.

 

Immobilize (Melee Tray Attack)

Envelop a target within 5m in a heavy net, immobilizing them for 15 seconds.

 

Victorious Warcry (Passive, Any Tray)

When you kill a player or boss enemy, instantly refill your resource and restore 25% of your party member's resources.

Edited by PopeUrban
Granted melee tray to Bulwark Clerics (note that this does not grant the ability to slot cleric spells in the melee tray, but may be attractive for future melee discs)

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Posted (edited)

Prepare for battle with racial siege skills! (1 of 4)

Demolitionist

Major discipline (Guinecians)

Slot Unlocked: Explosives

+5% fire resistance

Alchemy recipe learned: Explosives

Power lost: Burrow (non-duelist version)

 

"Though many cultures seek to learn it, guinecian black powder warfare is largely unknown outside the diminuitive race's own armories. Those who specialize in its application are known as Demolitionists."

 

Mechanic: Explosives

When equipped, explosives are visible as a large barrel held on the back. While equipped, explosives impose a -20 penalty to stealth and -50% stealth movement speed.

Explosives may only be equipped while under the effects of the resting buff.

Explosives are crafted from ground minerals (alchemy), mulch (stoneworking), and nonbasic wood in stacks of 3. The damage characteristics of the explosion are determined by the type of mineral used to create it.

Explosives may be experimented on for Damage increase, Radius increase, HP increase, and fuse time decrease.

When placed, explosives generate a large powder keg with a visible fuse. This barrel will automatically explode after a base 30 seconds(base), dealing siege or antipersonnel damage based upon its crafted type. The barrel has 10,000 HP(base), and if destroyed before it is triggered will not explode.

Explosive Damage Types:

  • Sulphur - Create a damaging fire field at this location.
  • Cinnabar - 50% siege damage, 50% fire damage
  • Halite - 100% Fire Damage, applied as a 30 second DoT
  • Dolomite - 90% Siege Damage, 10% Crushing Damage
  • Nitre - 100% crushing damage, Knockback all targets.

 

Deploy Explosives (Survival Tray)

Channel for 15 seconds to deploy an explosive barrel at your location. You are vulnerable to damage from your own explosives.

 

Explosives Expert (Survival Tray)

Channel for 5 seconds to defuse one target hostile explosive. Its explosion timer is halted. Channel for 5 seconds to re-arm an allied explosive. Its explosion timer is reactivated and you become its owner.

 

Demolitionist's Demise (Passive, any tray)

When reduced to 0hp, if you have any explosives equipped, you immediately release, any equipped explosives are returned to your inventory, your inventory is destroyed, and an explosive is deployed in place of your corpse. When this explosive is destroyed or explodes, it generates your skull doober.

 

Bombs away! (Survival Tray)

Climb aboard an explosive you own. Your combat UI is replaced with that of a siege emplacement with no attack buttons. After you've determined your arc and power, wait for the explosive to trigger. When it does, you take half explosives damage of this explosive's type and are propelled on that trajectory as if you were a siege munition. When you land, you are suppressed for 20 seconds.

Edited by PopeUrban
Replaces Scavenge Explosives with Bombs Away!

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Posted (edited)

Sounds fun, but a whole major disc to basically lose 1 ability for another. Not sure if that's ever gonna be worth it. Maybe add some more perks/abilities. Something like a "rocket jump" maybe or buffs/enemy debuff to the bomb-interact-abilities.

Edited by Glitchhiker

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Posted (edited)
11 hours ago, Glitchhiker said:

Sounds fun, but a whole major disc to basically lose 1 ability for another. Not sure if that's ever gonna be worth it. Maybe add some more perks/abilities. Something like a "rocket jump" maybe or buffs/enemy debuff to the bomb-interact-abilities.

Siege disciplines are weird things. You want them to be "key players" which means giving them really powerful skills (like siege engineer) but you can't also make them too useful for everyday nonsense. Giving up burrow (or getting penalized stealth statistics in your tray on duelists) is a tradeoff specifically because the explosives are so powerful that it needs to be a bit easier to intercept you.

This set of siege disciplines are specialist things for a specialist role. They shouldn't be that attractive outside that role.

I had a set of goals for the discs in this set which were, roughly:

  • Create a set of disciplines to allow characters to spec in to mass battle utility and siege damage.
  • Strongly reflect racial characteristics
  • Require a visible, equippable material component
  • Require equipping key items while resting (to allow meaningful equipment based penalties by disallowing equipping in the field)

That said, yeah sure. Scavenge explosives is kind of broken economically anyway. Replaced with an ability to climb aboard kegs and use them to 'rocket jump' like a siege projectile if they successfully explode, allowing the demolitionist to quickly retreat to the back lines after bombing a wall, or to launch over walls entirely if no one is around to stop you from fusing a power keg up. This gives guinecian knights and clerics a functional replacement for burrow's intended wall-skipping use with a twist and a new counter.

Edited by PopeUrban

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Posted (edited)

Elven war sorcery at the edge of control! (Siege Discipline 2 of 4)

Spire Lord

Major discipline (Wood Elf, High Elf, Half Elf)

Slot Unlocked: Rune of Rending

-10% to all mitigations

Runemaking recipe learned: Rune of Rending

 

In the dying days of their failing empires, the elves of old spent the wealth and resources of entire conquered kingdoms in pursuit of a more efficient war machine. The pinnacle of their efforts, the Runes of Rending married the unique properties of the elven bloodline with the heathen magics of the conquered to create living weapons known only as the Spire Lords.

This melding of mortal and elven sorceries was not without a price. To gain the power of this union, an elf would also surrender their immortality. A problem for the ancient elves, but a minor inconvenience for an immortal Crow.

 

Mechanic: Rune of Rending and the Rend Tray

When equipped, a Rune of Rending is visible as a brightly colored stone embedded in the forehead of its user, spewing forth a plume of errant arcane energies visible from a great distance. The color of the stone and these energies is determined by the gems used in its creation.

Runes of Rending do not stack, and may only be equipped while under the effects of the resting buff.

Runes of rending are crafted from Polished Gems (Jewelcrafting) Blank Runestones (Runemaking) and Chaos Embers. Runes of rending can not be unequipped, and must be destroyed. Runes of rending have a base area of effect of 300m, impart a base 20% penality to all mitigations, which may be modified via experimentation.

Runes of Rending may be experimented upon for Effect Radius(Increase) Durability(increase) and Armor penalty(decrease)

Runes of Rending grant:

Rend Reality (Ultimate)

Channel for ten seconds. When the channel is complete, you are locked in a state of magical flux which creates an effect based upon the crafted statistics of your Rune of Rending. You may not move while in this state, but you are not considered immobilized for the purposes of other effects. These areas may not overlap, and attempting to initiate a Rend which would overlap an existing rend will not allow this ability to be cast.

While in this state, you are considered a siege engine and become a legal target for siege engine buffs, you are forced in to the Rend skill tray, you are immune to hard crowd control, and your resource bar is replaced with the durability of your Rune of Rending. Your Rend damages the rune at a rate of 1 durability per second, and additional skills are paid in durability. You may not cancel the Rend or leave this tray. It ends only if you are killed or the Rune breaks.

If you are killed while in this state, your head explodes as the Rune discharges a violent blast of energy and is destroyed. You release immediately, and you may not be beheaded for a skull doober.

Any skills with the exception of camouflage or stealth abilities which may be placed in the survival tray may also be placed in the Rend tray. These skills cost durability rather than their normal resource cost.

 

Rune of Rending types:

  • Emerald Rune of Rending - Rend Time - All enemies within the area of effect have all movement speeds slowed by 50% Allies have all movement speeds slowed by 25%
  • Topaz Rune of Rending - Rend Space - Allies in range gain the G - Teleport option, teleporting to another random allied Rend Space effect on the same map. If no allied Rend Space is avaliable, those allies in stead teleport to a randomly selected allied runegate. Each ally that teleports in this manner damages your Rune by 20 points. Enemies within 5 meters gain the same ability.
  • Sapphire Rune of Rending - Rend The Mind - All enemies in the area of effect have a base farsight and perception of zero (Gear bonuses can still increase these scores above zero) All enemies in the area of effect percieve the caster as if they were in farsight range at any distance. Enemies that strike you become immune to this effect for the remainder of its duration.
  • Diamond Rune of Rending - Rend The Firmament - All enemy and ally structures and siege emplacements in range take siege damage over time. This ability costs an additional 1 durability per second for each target beyond the first.
  • Ruby Rune of Rending - Rend the Veil - Allies and Enemies in this radius lose the ability to release after death. In stead, the release option is replaced with Return. Allies returned to life by this effect are returned with the "Weak Soul" debuff, penalizing health and damage by 50% and rendering that character unable to gain or use Soul Power. Each combatant returned to life by this effect penalizes your Rune by 20 durability. Any target suffering the 'weak soul' debuff is killed and immediately releases if the Rend ends or they leave its radius.

 

Spacial Fissure (Dodge, Rend tray)

15 second cooldown

3 pips

Teleport 30 meters in any direction. This ability costs 20 durability.

 

Soul Fissure (Ranged AoE, Rend tray)

Select a target area up to 100 meters away and create a Soul Fissure with a 30 meter radius. Enemies within this fissure can not gain or use soul power. Creating a soul fissure costs 30 durability. You may have up to two soul fissures active at a time. Creating a third sould fissure deactivates the oldest existing Soul Fissure.

 

Will Fissure (Single Target Toggle, Rend Tray)

The target at your reticle is afflicted with the Will Fissure debuff for as long as this skill remains active. You are immune to all attacks and effects of the target of your Will Fissure. This ability costs 3 durability per second to maintain, and may be detoggled at any time.

Edited by PopeUrban
Added missing "you are a siege engine" property to Rune of Rending

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What about allowing Runecrafters to craft disciplines, but take it even another step and allow them to create new custom ones?  Let them experiment and figure out how to make various types.

 

Just a thought.

 

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1 minute ago, calidor said:

What about allowing Runecrafters to craft disciplines, but take it even another step and allow them to create new custom ones?  Let them experiment and figure out how to make various types.

 

Just a thought.

 

The way they've designed the discipline system makes this a really dicey proposition, as the customization derived from discs is meant to be broken in to discreet sets of powers for balance purposes. Runecrafters are supposed to be the people who craft discs from captured thralls once the final system is online, and it is more likely that we'll see some experimentation on the numerical effects of those disciplines as a form of customization than the creation of whole custom discs.


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I had an idea today and thought I would post it here rather than making a new thread for it. This idea could be implemented in other ways, but for now I'll focus on it as a discipline.

DEFENDER

Can be used by knights, templars and clerics

Adds a new melee tray (DEFENDER) - While in this tray, the knight/cleric or templar is always blocking or parrying, respectively, except while using abilities. Cannot be used in conjunction with the Block or Parry powers. Does not consume stamina or pips, but movement speed is reduced at all times while in this tray, barring the use of movement abilities.

ABILITY #1 - PAYBACK

After taking 150 damage, Payback will be enabled. This ability does 168-227 + 197% weapon damage and knocks down the target. 45 second cooldown. Can only be slotted in the DEFENDER tray.

ABILITY #2 - TAKE YOUR BEST SHOT

Ultimate ability which causes all damaging attacks against the Defender to heal rather than do damage for 6 seconds. Requires 1000 soul power. Can only be slotted in the DEFENDER tray.

ABILITY #3 - GET A MOVE ON

Increases in-combat movement speed by 25% for 10 seconds. 30 second cooldown. Can only be slotted in the DEFENDER tray.

PASSIVE - MISSED ME

This passive ability increases the DODGE POWER REGEN: RATE by 50%. Can only be slotted in the DEFENDER tray.

 

The following ability types cannot be slotted in the DEFENDER tray:

  • Healing abilities
  • Barrier abilities

These limitations are to ensure that all 3 classes will need to use their primary tray in addition to the DEFENDER tray.

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Posted (edited)
On 4/8/2019 at 2:09 PM, Arkade said:

I had an idea today and thought I would post it here rather than making a new thread for it. This idea could be implemented in other ways, but for now I'll focus on it as a discipline.

DEFENDER

Can be used by knights, templars and clerics

Adds a new melee tray (DEFENDER) - While in this tray, the knight/cleric or templar is always blocking or parrying, respectively, except while using abilities. Cannot be used in conjunction with the Block or Parry powers. Does not consume stamina or pips, but movement speed is reduced at all times while in this tray, barring the use of movement abilities.

ABILITY #1 - PAYBACK

After taking 150 damage, Payback will be enabled. This ability does 168-227 + 197% weapon damage and knocks down the target. 45 second cooldown. Can only be slotted in the DEFENDER tray.

ABILITY #2 - TAKE YOUR BEST SHOT

Ultimate ability which causes all damaging attacks against the Defender to heal rather than do damage for 6 seconds. Requires 1000 soul power. Can only be slotted in the DEFENDER tray. 

ABILITY #3 - GET A MOVE ON

Increases in-combat movement speed by 25% for 10 seconds. 30 second cooldown. Can only be slotted in the DEFENDER tray.

PASSIVE - MISSED ME

This passive ability increases the DODGE POWER REGEN: RATE by 50%. Can only be slotted in the DEFENDER tray.

 

The following ability types cannot be slotted in the DEFENDER tray:

  • Healing abilities
  • Barrier abilities

These limitations are to ensure that all 3 classes will need to use their primary tray in addition to the DEFENDER tray.

It seems like this is basically just free blocking in disc form, with dodge, and another set of passives,, and then its loaded with powers. Its only drawback is slower movement speed, which isn't a drawback because it is a tray you can simply swap out of.

This seems like entirely too much power with almost zero down sides to balance it out.

Edited by PopeUrban

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Posted (edited)

The mightiest of warriors, born of revolution! (Siege Discipline 3 of 4)

Marauder

Major discipline (Half Giant, Minotaur)

+15% mitigation versus siege engines (Spire Lords in the rend tray count as siege engines)

Can equip tool: Marauder

Blacksmithing Recipe Learned: Marauder

 

"No revolution begins well armed. No tool is merely a tool. No revolution ends in mercy."

-Marauder's Creed

 

Mechanic: Marauder

The tool with which the Marauder discipline shares its name is a crude but sturdy implement of war resembling a massive two handed combination great axe and maul. Unlike most tools which simply vanish in to their runic state when not in use, the marauder is a permanent physical object, and as such remains visible and carried on the back when not in use.

The marauder may be used from the survival tray like any other tool for its primary purpose of dealing siege damage to walls and other siege objectives, and like any other tool decays with use. The marauder also functions as a rune axe for the purposes of beheading a downed enemy.

The marauder is crafted from Boulders, Timber, and Ingots in stacks of 4

The marauder may be experimented upon for Damage(increase) Stamina cost per swing(decrease) and Durability(increase)

In addition to use of the Marauder this discipline grants the following powers:

Strike For Freedom! (Ultimate, Survival tray)

This Survival Ultimate generates a pip for each strike against a siege objective, and grants the following effects if used at each pip level:

  • 1 -  Marauder's Cadence - Grant a 5% bonus to marauder damage for 2 seconds to other Marauders in your group. This bonus stacks up to 20%
  • 2 - Marauder's Guile - Gain +50% out of combat movement speed for 9 seconds.
  • 3 - Marauder's Mockery - Gain health and stamina for each enemy within 300 units.
  • 4 - Marauder's Muscle - Become immune to crowd control effects for 4 seconds.
  • 5 - Marauder's Resolve - Gain a barrier immune to damage from siege weapons for 10 seconds. This barrier resets its duration every time you strike a siege objective. You may use this skill again to stack this barrier up to 3 times.

 

Out of the Way! (Passive, Survival Tray)

You may strike enemies with your Marauder, dealing no damage but knocking them back 10 meters.

 

Stay Down! (Ranged Attack, Survival Tray)

Throw your equipped marauder at an enemy. If that enemy is rooted, they are knocked down. If that enemy is knocked down, they suffer a minor bleed. If that enemy is bleeding out they become Marked For Death. The thrown marauder is broken and permanently lost.

You may F to interact with any player that is Marked For Death to deliver an instant deathblow, stomping their head to paste beneath your mighty boot or hoof and delivering a bone chilling war cry.

 

No Surrender! (Passive, Any Combat Tray)

When brought to zero HP and bleeding out, gain the G - Last Gasp option. Use this option to return to life in this tray, gain a 15% damage bonus and become invulnerable for 10 seconds. You may not gain or use soul power. At the end of that ten seconds, you die and release immediately.

Edited by PopeUrban
Added note about spire lords.

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8 hours ago, PopeUrban said:

Stay Down! (Ranged Attack, Survival Tray)

Throw your equipped marauder at an enemy. If that enemy is rooted, they are knocked down. If that enemy is knocked down, they suffer a minor bleed. If that enemy is bleeding out they become Marked For Death. The thrown marauder is broken and permanently lost.

You may F to interact with any player that is Marked For Death to deliver an instant deathblow, stomping their head to paste beneath your mighty boot or hoof and delivering a bone chilling war cry.

What do you mean with bleeding out? Affected by any kind of bleed or killed and not released? If it's the first it'd be waaay too strong and if it's the second it's quite underwhelming. 

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8 hours ago, PopeUrban said:

The marauder may be used from the survival tray like any other tool for its primary purpose of dealing siege damage to walls and other siege objectives, and like any other tool decays with use. The marauder also functions as a rune axe for the purposes of beheading a downed enemy.

Would you be considered "harvesting" when using the marauder in regard to the Spotting passive?

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Posted (edited)

Bleeding out: dead, but not released. The power is essentially a way to instant-behead an enemy, and combo off of party member's softer ccs to make them more sticky while you move up in out of combat mode, or if the target dies on the run you can quickly secure the release. The design goal for that power and the passive was to make the marauder the premeir deathblow guy so he actually has a secondary utility in a siege situation when he's not bashing stuff. If he's doing his job right, rezzing people shouldn't be an option for the enemy,

Harvesting: Yes. you'd be immune to dizzy and the disc was built around the assumption you'r probably be using that to force people to use a real CC on you.

I built the marauder pips around some basic rotations:

4-5-4-5 if taking sporadic damage from wall defenders or siege, leaves a narrow 1s window for them to land a cc and keeps up a barrier to force them to either come down and proper fight or leverage significant player based ranged damage to dislodge you.

4-4-4-4 to remain immune to cc, good if you have a healer and aren't taking too much damage. they can ofc counter by driving off the healer

2-3 in various combinations for skirmishing and just being a nuisance running around in a field of trebs or up and down a wall, getting swift mount speed to keep ahead and chip heals and stam and just taking potshots at anything you can while kiting people around.

1-1-1-1 if free farming a wall with a group of marauders to really burn it down.

 

They're ordered the way they are to keep a sort of flow where you can get bonus damage and mobility in early pips for a smash and run or really stick in place if you're in a big group or have cover or whatever, and the smash and run style totation naturally leads in to the entrenched position.

 

Marauder was built with the existance of Spire Lord in mind, and they're pretty much anti-disciplines built around the lore of the minotaur rebellion against the high elves.

An active Rend Time, with LOS on your position is going to make a group of Marauder's lives very difficult as the Spire Lord is going to be sitting on a tower, slowing you down by half, and dropping soul fissures on your face so you can't gain pips (as gaining pips is technically gaining soul power)

That creates a pretty interesting close range siege game between these two discs, where the marauders are just trying to bait out the spire lord until his rune breaks, and the spire lord is trying to slow down and manipulate the position of the marauders so someone can come drive them off properly.

Similarly, the Marauders are well equipped by virtue of Out of the Way to blast through whatever line of people is defending the spire lord since you can slot quite a few cc immunities in the survival tray, and combine them with the knockback spam. It will however take multiple marauders to pull it off since a spire lord could Will Fissure just one.

This gives the Spire Lord a crazy good advantage on a wall, using a rend that's good against them, but gives the Marauders a great advantage on the field, trying to remove an active Spire Lord in the middle of a bunch of trebs.

This is also why Spire Lord is comparatively stronger and "wide" while Marauder is comparatively weaker and "narrow"

Spire Lord Rends by their very nature require there to be one and only one spire lord in the area of engagement, but Marauders stack and are designed to stack in groups specifically to encourage the interaction of a gang of minos hunting down a single magic crazed elf, of a single magic crazed elf opressing a gang of minos from on high.

This is also why the marauder item is relatively cheap and easy to make and use (and is literally disposble) while the rune of rending is much more expensive, ludicrously "permanent" for a power, and has a bunch of qualifiers on its use.

Edited by PopeUrban

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Shadow Bolt (Ranged Attack, Any Tray)

Cast a bolt of shadowy energy at your target, dealing poison damage and gaining one pip. If cast at five pips, shadow bolt consumes all five pips and applies Steal Breath to your target for 5 seconds. Steal breath deals minor poison damage each second and slows your target

While I applaud your effort to bring more diversity to the game, ripping skills straight from SB and mixing them together is hardly recreating the wheel.

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6 hours ago, TheMap said:

While I applaud your effort to bring more diversity to the game, ripping skills straight from SB and mixing them together is hardly recreating the wheel.

What are you even talking about?

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On 4/11/2019 at 11:24 AM, TheMap said:

While I applaud your effort to bring more diversity to the game, ripping skills straight from SB and mixing them together is hardly recreating the wheel.

Sometimes the point isn't to recreate the wheel, but to reinterpret stuff that was cool in shadowbane for CF's combat systems, because a lot of crowfall's discs and design follow this trend. Sometimes the wheel is good enough you don't need to change it much for next year's model.

 

If you're keeping track of the shadowbane references:

Mind Breaker is an homage to mage assassins.

Fury is a rework of Fury's most notable skills as a disc.

Giant Hunter is heavily inspired by Wyrm Hunter.

Spire Lord is a combination of shadowbane spires and war mage (so its usable in faction campaigns where players don't control structure placement)

Marauder is an homage to siege hammer crews.

References to Vorringia are references to a shadowbane map set.

References to the minotaur rebellion are a reference to crowfall lore, which is a reference to shadowbane lore.

 

In general the assumption the lore and design these discs make is a reference to crowfall's similar treatement of its subject matter, that Shadowbane's world, or worlds very much like them existed at one time in Crowfall's universe before the death of the earth mother and the advent of the hunger. Any mechanic that was fun in SB and does not currently exist in CF is ripe for exploitation of that implied-but-legally-distinct treatment of CF as a spiritual successor.

Edited by PopeUrban

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A history of craftsmanship, and of war! (Siege Discipline 4 of 4)

Combat Engineer

Major discipline (Human, Stoneborn, Nethari, Centaur)

Equipment slot unlocked: Engineer's Kit

Stonemasonry Recipe Learned: Engineer's Kit

Unlock Equipment Slot: Siege materials (x2)

 

"When the call to war comes, it calls for three types of soldier. The warrior to destroy, the officer to lead, and the engineer to defend. No army that has failed these investments in equal measure has ever emerged victorious."

-Thura Rengast, Warbuilder's Almanac, preface

 

Mechanic: Siege Materials Slot

The Siege Materials Slot may be used to equip a stacks of Timber, Boulders, or Ingots each. These items are destroyed upon death, and may be used in the construction of structures.

Mechanic: Engineer's Kit

An engineer's kit is a heavy looking pack loaded with an assortment of nails, small hammers, and wooden boards. This piece of equipment is required for, and used to pay the cost of the Combat Engineer's skills, losing durability when used to do so. The Engineer's Kit must be equipped while under the effects of the Resting buff. While equipped with an Engineer's Kit, the Combat Engineer is incapable of gaining the effect of all speed bonus effects and may not ride a mount.

The Engineer's Kit is crafted from Bricks (Stonemasonry) Wooden Planks (Woodoworker) and Metal Bars (Blacksmith) and is used to create temporary fortifications of various types. The type of material used for the Planks and Bars grant bonus resistances to any fortification built or maintained with the kit. Only single-type planks and bars are legal components in this crafting recipe. As inanimate objects, all fortifications built be the Combat Engineer are immune to Nature damage, and bleeds.

  • Iron/Oak - Armor versus Slashing Damage
  • Copper/Yew - Armor versus Crushing damage
  • Tin/Spruce - Armor versus Piercing Damage
  • Silver/Birch - Armor versus Elemental Damage
  • Aurelium/Ash - Armor versus Siege damage.

The Engineer's Kit may be experimented upon for Fortification Hitpoint Bonus(Increase) Fortification Build Time(Decrease) and Durability(Increase)

Combat Engineer grants the following powers, which require an equipped Engineer's Kit to activate:

Construct Barricade (Survival tray)

Channel for 20 seconds, minus build time reduction, to create a low free standing barricade. This rectangular barrier can comfortably provide cover for three players, and is too high to vault for races limited to a single jump. Your Engineer's Kit loses 1 durability per second while channeling, whether you complete this fortification or not.

This fortification can be constructed in any location, and at any time, and will remain in the world for 30 minutes or until destroyed.

This fortification will automatically snap to the edge of another existing barricade if built in location that intersects it.

Seal Ingress (Survival Tray)

Channel for 20 seconds, minus build time reduction, to create a barricade in a doorway within 5 meters. This barricade will prevent all movement, but may be bypassed by teleport effects. Your Engineer's Kit loses 1 durability per second while channeling, whether you complete this fortification or not.

This fortifcation requires an existing superstructure to be created and may only be created at predefined logical entrances such as open doorways or windows. This fortification may be built at any time on free standing structures in the world, but may only be constructed in forts, keeps, and castles you own during their vulnerability windows.

Fortify (Survival Tray)

Channel for 10 seconds, minus build time reduction, to add a barrier to a target Fortification. This barrier has Hp equal to half of the fortification's current HP, modified by your fortification hitpoint bonus, and has resistances based upon your Engineer Kit's resistance stats. Your engineering kit loses 2 durability per second while channeling, whether you complete the channel or not.

Architect (Passive, Survival Tray)

When this passive is equipped, any structure, wall, or tower construction step you initiate takes half as long and gains the Superior Fortification buff, granting it an additional 10% to all mitigations and 20% bonus barrier.

 

Edited by PopeUrban

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Rub rock on face and say "Yes food is eaten now time for fight"

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5 hours ago, PopeUrban said:

If you're keeping track of the shadowbane references:

Mind Breaker is an homage to mage assassins.

Fury is a rework of Fury's most notable skills as a disc.

Giant Hunter is heavily inspired by Wyrm Hunter.

Spire Lord is a combination of shadowbane spires and war mage (so its usable in faction campaigns where players don't control structure placement)

Marauder is an homage to siege hammer crews.

References to Vorringia are references to a shadowbane map set.

References to the minotaur rebellion are a reference to crowfall lore, which is a reference to shadowbane lore.

Yes I did read through the complete list, and while I feel that they do indeed suit Crowfall well, I feel as though "homebrew" as the title suggests hints at something else, so I was somewhat perplexed as I went through the list. Nothing wrong with bringing in old stuff from SB. I didn't choose to nit pic the entire list, and I suppose if you was intentionally trying to claim "homebrew" (as you call it) you would have took a more decisive description than rather using the exact name and almost exact effect for the example I quoted. The title just brought some confusion as to the intention of the post as a whole. I wasn't expecting to see fury, assassin, and major starting discs taken straight from SB.

Carry on, i'd like to see these implemented or at least considered as well.

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