Highblade Class
Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references.
Highblade Class forum discussion thread
Highblade Class on Steam's Workshop
See addon usage in the character's vault.
(3 votes)
Name | Module Version Required | Released | File |
---|---|---|---|
accuracy | 1.3.1 | 2017-02-07 11:08 |
tome-highblade.teaa |
buffs mostly | 1.3.1 | 2017-01-10 11:37 |
tome-highblade.teaa |
UGH >:( | 1.3.1 | 2017-01-03 19:50 |
tome-highblade.teaa |
Fixes | 1.3.1 | 2017-01-02 19:26 |
tome-highblade.teaa |
happy new year | 1.3.1 | 2017-01-01 22:38 |
tome-highblade.teaa |
Pretty fun mod, rather
Pretty fun mod, rather strong, nice crowd control. My main gripe so far is that the clones are...pretty useless? Or rather, they would be good if there was no friendly fire, but as is, they only live for 2-4 turns cause they get caught in your AoE skills. They also have no qualms about hitting you if you're between them and the enemy.
It'd also be nice if Dance of Steel Seedlings didn't affect you too.
Also got errors a few times:
http://prnt.sc/dw96pz If you use Divine Wind on a wet enemy and it survives, you get that error. The game acts as if that turn didn't happen (nobody else makes a move) and Divine Wind doesn't go on cooldown, but you still get the damage it would have dealt, so you can cheese tanky enemies with that.
http://prnt.sc/dw96p6 An error that happens randomly when you use Thousand Birds on something, had it happen only like 3-5 times throughout a winning run, no idea what causes it
http://prnt.sc/dw96of Also with the clones, usually that counter at the top of the screen says they have 1000 turns left but they do disappear after however many turns your skill says they should be there for, but I once had one actually stay for 1000 turns, no idea how.