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Chronomancy: Paradox Mage to do list (beta 20)

- Add particles to everything (coded just not added)
- Sound check
- Clean up the Matter and Gravity trees (add more physical damage to matter, ditch crushing weight and add a cone nuke, add a graviton shield spell that deals knockback when hit, nerf gravity spikes aoe a bit, make quantuum spike the top of the matter tree and make it an instakill, do calcify)
- Lower the cooldown on Echoes from the Past (it's to high now to work as designed which is to give Paradox Mages an interesting nuke)
- Figure out how I want to do Gather the Threads (maybe a stacking buff that breaks on cast like lightning speed or stealth)
- Finish up the Energy tree (Recharge, Energy Redirection, and Entropy)
- Finish up the Paradox tree (possibly add a barrage spell to this tree, figure out how I want to clone the player, possibly combine paradox mastery and paradox shield to make room for barrage, add Redux)
- Add some damage to Entropic Shield and rename it Entropic Field

And I think that's it. Not as much to do as I thought. Energy is half done and Paradox has a few easier effects so it shouldn't be to bad.

Guess I forgot..
- Give them a test run or two ;)

Mindslayer preview

Mindslayers are the first subclass of the Psionic class. They don't control minds or read thoughts or cloud vision or sow confusion. They don't sense danger or see the future or will changes to reality. In fact, they can barely even manage to apply any forces outside of their immediate reach.

Hey! What kind of psionic is this, anyway?

They're the kind that uses their thoughts to pick up a twenty pound greatmaul without even touching it. And then, without moving a muscle, they use it to murder anybody who looks at them funny.

But what if they want to murder somebody else at the same time, you ask? Well, that's why they have hands! With a little assistance from judiciously applied mental forces, mindslayers can quite easily heft whatever weapons they want and do their blood-letting the old fashioned way, too.

That's stuff you get for free. It's not even in a talent tree. So what else can they do? I'll talk more about it later, but here are some highlights:

-Set people on fire with their brains
-Electrocute people with their brains
-Reshape weapons and armor
-Run and jump like a Yoda-trained olympian
-Erect mental shields to absorb damage and energy
-Project energy through melee-range auras
-Leech energy from surroundings and foes
-Enhance all of the above using gemstones as psionic foci

Hopefully we'll see them in beta 19!

lvl 30 and against all odds in one fell swoop

Title pretty much says it all. Saw that orc boss with his 3000+ hp and went holy crap! Lightning speed to get between a couple archers (archers im finding hurt alot and get double hits >.<) and then death dance to take them out, sand and then flame breath to soften them all up. Then wail on the boss with Death blow/ Ice claw. Seriously one of the hardest fights Flameborn has been in.

Dekar died - he was my best and favorite Dekar :(

Dekar was a very cool Wyrmic, but now he is dead. That makes me quite sad as he went further than anyone before him. He got killed because I thought I had the situation under control until he got stunned. :[

http://te4.org/characters/2038/tome/4d263778-1fdb-11e0-8d9d-001cc000edf0

At least I can finally make a new char with the new options he unlocked.

Chronomancy: Time Terrors and Tiles

First of all, I want to thank Shockbolt for painting up a couple of temporal instability tiles. They look great and I can't wait to see them in game when something gets Time Skipped.

Second of all, I didn't get much done today but did just finish the summon time elemental anomaly.

This anomaly will summon paradox/200 Telugoroths or Time Terrors (Temporal Elementals). The anomaly randomly picks targets and sets the faction of the elementals to the faction of the target. Which will often result in bad news for the player if they manage to pop this anomaly but hey, they're not meant to be something encouraged.

I made Time Elementals fast (as they should be)and gave them a few of the heavily time themed chronomancy powers. Should make for fun enemies.

i made cornac berserker and its dead now

my cornac berserker i made today i named him rokhan is now dead

when i was doing a run through the maze cold drake appeared with some hatchling guys and killed him with cold

Anthoril

I have been trying to make anthorils for a few days now and keep dying ...I decided the maze would be a mistake to try at first and went with the more orthodox trollmire start but I consistently keep dying to out of depth monsters there. I have noticed that the regular monsters aren't much of a challenge but the ood monsters are usually placed so that I get to a low health and teleport towards them instead of escaping as planned. I am not taking advantage of the normal extra lives since everyone seems to think this is cheating and I wouldn't want to put anyone off their feed.

It could be that I am sick with a cold and that is why I can't seem to play this game correctly at the moment. (My last character died as soon as I started showing symptoms. which is exacerbated by my nature fumble fingeredness.) But I am starting to think this class is seriously under powered. No melee combat ability at all and the spells don't match up to archmage nor do the hymns seem all that effective. (They seemed more effective as random gifts from escorts.)

Speaking of escorts I have noticed they don't seem to show up in the Trollmire at all anymore. (The last 5 characters had none any way.)

Anyway just wondering if anyone has put together play tips for this class yet and or has ideas on how the class could be improved.

Chronomancy : Temporal Warden Playtest

For those that haven't been following the development thread I've decided to ditch the Infinite Traveler for now and roll the dual-wielding into an archer/dual-wield rangerish class.

The old Temporal Warden idea (more of a traditional Arcane Blade) is still on the back burner too but the name Temporal Warden will belong to this ranged/dual-wield hybrid.

To facilitate this I coded a new tree, Temporal Archery that has some neat archery effects and a +movement speed talent called celerity that lets you swap weapons without spending a turn. Also revamped the Temporal Combat tree a bit to supply some Strength and Magic through talent points so that they won't be so stat hungry(two separate talents that give a percent of Will to these two stats while sustained).

Been playing around with this class to test balance and what not and most of all... to make sure it's fun and interesting to play.

I also got some anomalies coded though they're not yet implemented (going to need DGs help with that part). Maybe the Temporal Warden will be ready for b19, we'll have to see :)

Something new

Tags say it all. I've recently been hooked in the game and I'm going to try this experiment.

Urist conquers the sandhole

Finally, after grisly deaths in the sand by Rogues and Archmages and a couple of Cursed, a Dwarf Fighter named Urist (of course) has conquered the sandhole. Next stop, probably the Old Forest again to scum for regen or healing infusions before attempting the Daikara. I want something with 300 or more points and a relatively short cooldown. A "brawler's" or a "titan's" would be ideal.

I also want to replace that Sun infusion with a phase door or a teleport rune. Now that Urist has completed the Antimagic quest and unlocked those skills, it should be OK, right? Oh, well, I'm going to find out.

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