Post by Lorenor on Jan 4, 2016 8:25:00 GMT -8
1. Introduction
2. Skill Rework
3. Rogue
4. Alchemy and Poison
5. Beastmaster
6. Playing with Fire
...
Alchemy and Poison
New animal - Spiders
Spiders are fragile, but still dangerous creatures that live under trees, bushes or rocks.
At the beginning, 12 random trees, bushes or mineral deposits (3 in each quarter of the map) will be transformed to a spider den (means there are spider webs all over the tree, bush or rock). Each den is home to about 2 or 3 spiders at the beginning and up to 5 spiders in the late game that will attack you if you come too close. As long as the spider den doesn´t get destroyed, one spider will respawn every 2 minutes or so. If a spider den is destroyed, a new den will spawn somewhere (just like bears spawn somewhere on the map if they get killed).
Spider dens are surrounded by spider webs that slow you by 50%.
Spiders attack with their venomous fangs, dealing ~4-8 damage per second (depending on game time) over 5 seconds.
I they die, they drop a Spider Fang with 50% chance, which can be used as trophy (increases movement and attack speed of pets) and is also a requirement to craft different items.
Their combat strength is about equal to that of a night wolf.
Spiders can be tamed, if you use the High Ranger´s Maille you will get +2 DEX and +2 INT for each tamed spider.
Model for the spiders from WoW:
Spider
New Quest - The Venomous Queen
A vicious spider queen has build her nest in the great forest. She creates spider dens at all nearby trees, bushes and mineral deposits and the spider respawn time of all dens in the forest is decreased to 15 seconds.
Her special abilities are a bite with deadly poison that deals 300-1000 (based on time) damage over 60 seconds (the attack is dodgeable and has a warning, similar to the murloc chief charge) and shooting a cocoon that will create a 2 unit radius field of spider webs (50% slow) and also stun all targets directly hit for 3 seconds.
Also, just like all spiders, her normal attacks poison the target.
If the spider queen is defeated, she drops the Broodmother´s Veil (description below) together with some other resources, gold, some diseased cocktails and other equipment.
The spider dens she created will stay, but their spider respawn rate is set back to around 2 minutes.
Model for the spider Queen:
Spider Queen
Change to Intelligence
In the last post dexterity got a buff, now it´s intelligence: All bonus intelligence (so all INT above 18 points) increases the damage of poison by 3%.
I always thought it would be cool to have a build that is really based on intelligence. There are items that benefit from willpower (murloc skull), from attack damage (Bear Shaman´s Shroud, Enigmatic Staff, Venomous Arbalest) or endurance (Golden Hauberk), but until now, there´s nothing that really benefits from intelligence, which I try to change with this post.
Change to poison status
A Kobold will only suffer from the strongest poison damage currently affecting him. So if you poison the enemy with a Diseased Cocktail and the arbalest, he will only take damage from the Diseased Cocktail, since it´s poison damage is higher. If the effect from the diseased cocktail ends, but the arbalest poison is still active, the kobold will take damage from the arbalest poison until this effect ends as well.
This only applies to poison DAMAGE, all other effects from poison like slow, mana burn etc. work normally.
I think with new poison effects, this change is necessary to keep full intelligence builds balanced and also to keep a little diversity for poison items (since poison doesn´t stack, it´s less viable to go for mulitple poison equipment builds, which in return means all other equipment is still viable in combination with them).
New items
Broodmother´s Veil
Slot: Armor
Crafting: - (quest item)
+7 INT, +6 END, +3 DEX, +4 Armor
Passive: You can have 1 [+ 1 for every free pet slot] spider pets. Whenever you don´t have the maximum amount of spiders, the armor will start to drain 3% of your current health per second to breed a new one. As soon as it drained 150 health that way, the new spider will hatch. You can´t die from the health drain since it will only drain if you have more than 33 health (otherwise it would drain less than 1 health, which isn´t possible)
Passive: All poison damage on you is reduced by 50%.
Passive: Increases the health of your spider pets by 10% of your own health.
Noxious Spider Dagger
"Miss Muffet never saw it coming."
Slot: Offhand
Crafting: Working Bench (15 ART), 1 Boneshard Blade (coming in Beastmaster Post), 1 Spider Fang, 2 Shadow Stone
+3 STR, +4 INT, +5 DEX
Passive: If the target is in melee range, you will always attack with melee attacks (even when using a ranged weapon). The weapon´s on-hit-effects are not applied.
Passive: Critical Stikes will poison the target, dealing additional 40% of the critical damage as poison damage over 7 seconds. (note that this is poison damage, so it is further increased by INT. With 33 bonus INT, you will deal 80% of the critical damage as poison damage). Applying poison to an enemy kobold (not necessarily by a critical strike) will slow him by 25% for 2 seconds. This only applies to targets that aren´t already poisoned.
Active: Consumes one charge of Diseased Cocktail. The next 8.5 seconds, your melee attacks will deal 10 poison damage with every hit, applying the 25% slow for 2 seconds no matter if the target is already poisoned. 8.5 second cooldown, shares a cooldown with throwing potions.
Thanks to Octometaknight for the idea for this item.
Alchemist Belt
Slot: Armor
Crafting: Working Bench (10 ART), 3 Leather, 1 Wool, 2 Sage Berries
+7 INT, +3 END, +2 Armor
Passive: Increases the effectiveness of all regeneration from potions and all poison damage by 25%. This is disabled while the active is on cooldown.
Passive: All potions and poisons have +1 charge when cooked and won´t disappear with 0 charges, but instead stay in your inventory until you drop them manually (then they will disappear).
Active: Only usable during rain or while standing in water. Extends your potions and poisons (up to a maximum of 4) with water, restoring 1 charge; 75 second cooldown.
Edit: Scrap that idea, I´ll come up with something better. I just noticed how unflexible this item is, beeing completely focused on potions and nothing else. There should be at least one alternative use for this item than just mass potions...
Changed items
Venomous Arbalest
Resource requirement: Poacher´s Bow (coming in Beastmaster post); 2 Spider Fangs, 1 Shadow Stone, 1 Infused Lumber
Changed passive: Deals 20 poison damage over 5 seconds. The duration is increased by 3 seconds with each attack, up to a maximum of 20 seconds. Poisoned targets also have their natural health regeneration reduced by 50% (instead of the 20% increased eating cooldown).
Diseased Cocktail
Has 3 charges again.
Recipe: 1 Spider Fang, 1 Sage berry
Cleansing Draught
Now based on eating cooldown (same as berries and beer, so 4 second base). Cleanses you from all negative effects and restores 2 mana per second for 12 seconds (affected by cooking).
2. Skill Rework
3. Rogue
4. Alchemy and Poison
5. Beastmaster
6. Playing with Fire
...
Alchemy and Poison
New animal - Spiders
Spiders are fragile, but still dangerous creatures that live under trees, bushes or rocks.
At the beginning, 12 random trees, bushes or mineral deposits (3 in each quarter of the map) will be transformed to a spider den (means there are spider webs all over the tree, bush or rock). Each den is home to about 2 or 3 spiders at the beginning and up to 5 spiders in the late game that will attack you if you come too close. As long as the spider den doesn´t get destroyed, one spider will respawn every 2 minutes or so. If a spider den is destroyed, a new den will spawn somewhere (just like bears spawn somewhere on the map if they get killed).
Spider dens are surrounded by spider webs that slow you by 50%.
Spiders attack with their venomous fangs, dealing ~4-8 damage per second (depending on game time) over 5 seconds.
I they die, they drop a Spider Fang with 50% chance, which can be used as trophy (increases movement and attack speed of pets) and is also a requirement to craft different items.
Their combat strength is about equal to that of a night wolf.
Spiders can be tamed, if you use the High Ranger´s Maille you will get +2 DEX and +2 INT for each tamed spider.
Model for the spiders from WoW:
Spider
New Quest - The Venomous Queen
A vicious spider queen has build her nest in the great forest. She creates spider dens at all nearby trees, bushes and mineral deposits and the spider respawn time of all dens in the forest is decreased to 15 seconds.
Her special abilities are a bite with deadly poison that deals 300-1000 (based on time) damage over 60 seconds (the attack is dodgeable and has a warning, similar to the murloc chief charge) and shooting a cocoon that will create a 2 unit radius field of spider webs (50% slow) and also stun all targets directly hit for 3 seconds.
Also, just like all spiders, her normal attacks poison the target.
If the spider queen is defeated, she drops the Broodmother´s Veil (description below) together with some other resources, gold, some diseased cocktails and other equipment.
The spider dens she created will stay, but their spider respawn rate is set back to around 2 minutes.
Model for the spider Queen:
Spider Queen
Change to Intelligence
In the last post dexterity got a buff, now it´s intelligence: All bonus intelligence (so all INT above 18 points) increases the damage of poison by 3%.
I always thought it would be cool to have a build that is really based on intelligence. There are items that benefit from willpower (murloc skull), from attack damage (Bear Shaman´s Shroud, Enigmatic Staff, Venomous Arbalest) or endurance (Golden Hauberk), but until now, there´s nothing that really benefits from intelligence, which I try to change with this post.
Change to poison status
A Kobold will only suffer from the strongest poison damage currently affecting him. So if you poison the enemy with a Diseased Cocktail and the arbalest, he will only take damage from the Diseased Cocktail, since it´s poison damage is higher. If the effect from the diseased cocktail ends, but the arbalest poison is still active, the kobold will take damage from the arbalest poison until this effect ends as well.
This only applies to poison DAMAGE, all other effects from poison like slow, mana burn etc. work normally.
I think with new poison effects, this change is necessary to keep full intelligence builds balanced and also to keep a little diversity for poison items (since poison doesn´t stack, it´s less viable to go for mulitple poison equipment builds, which in return means all other equipment is still viable in combination with them).
New items
Broodmother´s Veil
Slot: Armor
Crafting: - (quest item)
+7 INT, +6 END, +3 DEX, +4 Armor
Passive: You can have 1 [+ 1 for every free pet slot] spider pets. Whenever you don´t have the maximum amount of spiders, the armor will start to drain 3% of your current health per second to breed a new one. As soon as it drained 150 health that way, the new spider will hatch. You can´t die from the health drain since it will only drain if you have more than 33 health (otherwise it would drain less than 1 health, which isn´t possible)
Passive: All poison damage on you is reduced by 50%.
Passive: Increases the health of your spider pets by 10% of your own health.
Noxious Spider Dagger
"Miss Muffet never saw it coming."
Slot: Offhand
Crafting: Working Bench (15 ART), 1 Boneshard Blade (coming in Beastmaster Post), 1 Spider Fang, 2 Shadow Stone
+3 STR, +4 INT, +5 DEX
Passive: If the target is in melee range, you will always attack with melee attacks (even when using a ranged weapon). The weapon´s on-hit-effects are not applied.
Passive: Critical Stikes will poison the target, dealing additional 40% of the critical damage as poison damage over 7 seconds. (note that this is poison damage, so it is further increased by INT. With 33 bonus INT, you will deal 80% of the critical damage as poison damage). Applying poison to an enemy kobold (not necessarily by a critical strike) will slow him by 25% for 2 seconds. This only applies to targets that aren´t already poisoned.
Active: Consumes one charge of Diseased Cocktail. The next 8.5 seconds, your melee attacks will deal 10 poison damage with every hit, applying the 25% slow for 2 seconds no matter if the target is already poisoned. 8.5 second cooldown, shares a cooldown with throwing potions.
Thanks to Octometaknight for the idea for this item.
Alchemist Belt
Slot: Armor
Crafting: Working Bench (10 ART), 3 Leather, 1 Wool, 2 Sage Berries
+7 INT, +3 END, +2 Armor
Passive: Increases the effectiveness of all regeneration from potions and all poison damage by 25%. This is disabled while the active is on cooldown.
Passive: All potions and poisons have +1 charge when cooked and won´t disappear with 0 charges, but instead stay in your inventory until you drop them manually (then they will disappear).
Active: Only usable during rain or while standing in water. Extends your potions and poisons (up to a maximum of 4) with water, restoring 1 charge; 75 second cooldown.
Edit: Scrap that idea, I´ll come up with something better. I just noticed how unflexible this item is, beeing completely focused on potions and nothing else. There should be at least one alternative use for this item than just mass potions...
Changed items
Venomous Arbalest
Resource requirement: Poacher´s Bow (coming in Beastmaster post); 2 Spider Fangs, 1 Shadow Stone, 1 Infused Lumber
Changed passive: Deals 20 poison damage over 5 seconds. The duration is increased by 3 seconds with each attack, up to a maximum of 20 seconds. Poisoned targets also have their natural health regeneration reduced by 50% (instead of the 20% increased eating cooldown).
Diseased Cocktail
Has 3 charges again.
Recipe: 1 Spider Fang, 1 Sage berry
Cleansing Draught
Now based on eating cooldown (same as berries and beer, so 4 second base). Cleanses you from all negative effects and restores 2 mana per second for 12 seconds (affected by cooking).