Revamped Skirmisher
Revamps the Skirmisher class.
All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind.
Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents.
Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility.
Scoundrel is unlocked, master increased to 1.3.
Poisons mastery is increased to 1.3 (from 1.2).
Stealth is granted, locked at 1.0 mastery.
[Buckler Training]
'Buckler Expertise' grants Armor and Hardiness while wearing light armor (values taken from 1.6). The description has also been updated to reflect what it actually does (i.e. it now notes that melee attack deflection does not work in heavy armor).
'Bash and Smash' now scales in the second shield hit as a chance to occur (50-100%). Knockback distance now scales, instead of having an artifical (and hidden) break point.
Moved to level 8 talent.
'Buckler Mastery' no longer has scaling projectile spread radius (projectiles will always be deflected in a radius of 1). Buckler Mastery now grants immunity to damage from your own projectiles. The critical strike for Bash and Smash now scales in as increased crit chance (50-100%) for the shield hit(s).
Moved to level 12 talent.
'Counter Shot' has been replaced with a new level 4 talent:
'Dash and Crash', a talent which will rush toward a targeted foe up to X tiles away, attack with your shield for Y damage, and activate Block for free. If the shield strike hits, the target may be confused for Z turns. Cooldown decreases with level [~20-10 turns].
[Tireless Combatant]
'Tireless Combatant' talents have been changed to use Dexterity (instead of Willpower) as a requirement.
'Breathing Room' now adds stacks of the new 'Breathing Room' effect each turn their are no enemies adjacent to you. The effect increases life and stamina regen and can stack up to 4 times. You will lose one stack per turn if an enemy is adjacent to you.
'Pace Yourself' now grants flat damage armor instead of reduced fatigue.
'Dauntless Challenger' has been reworked. Rather than passively granting regeneration, you can activate the talent to consume all stacks of Breathing Room and gain the Dauntless Challenger effect for X turns. The effect grants 200% of the stamina regen and 400% of the life regen granted by Breathing Room, multiplied by the number of stacks consumed. You cannot gain stacks of Breathing Room while under this effect, but the regeneration from Dauntless Challenger will persist regardless of enemy location, etc.
'The Eternal Warrior' has improved resistance cap scaling, and now scales in the 'Breathing Room' regeneration bonus from 10%-20% (which also improves 'Dauntless Challenger' as a result).
[Skirmisher Slings]
'Sling Supremacy'now allows you to reload when you Block.
'Swift Shot' now resets Hurricane Shot cooldown completely. Additionally, a somewhat obscure but potentially exploitable bug from vanilla has been removed.
'Hurricane Shot' now always hits targets only once, but the damage scaling is doubled. Projectiles from this attack now travel instantly.
'Bombardment' has been completely reworked. It now costs 20 stamina to sustain, causes Shoot to cost 5 stamina, and increases fatigue by 50%. While active, all sling shots which hit will trigger an instant sling attack on the same target for [20-40]% weapon damage. This can trigger from any shot, from any talent, so long as a sling is equipped. This can affect multiple targets and trigger multiple times, but will strike each individual target twice per turn at most.
[Called Shots]
'Called Shots' attack talent projectiles now travel instantly.
'Kneecapper' has improved pin and slow duration scaling.
'Noggin Knocker' now scales up the stun/increase duration, from 1 (at TL 1) to 2 (at ~ TL 5 / TL 4 at 1.3 mastery).
'Sling Sniper' cooldown reduction now scales and it is possible to reach 3 turn reduction with increased mastery.
Revamped Skirmisher forum discussion thread
Revamped Skirmisher on Steam's Workshop
See addon usage in the character's vault.
Name | Module Version Required | Released | File |
---|---|---|---|
v1.1.5 | 1.7.1 | 2020-11-07 01:39 |
tome-skirm_revamp.teaa |
1.1.4 (ToME 1.6) | 1.6.0 | 2019-10-26 01:37 |
tome-skirm_revamp.teaa |
v1.1.3 | 1.5.10 | 2019-06-29 21:50 |
tome-skirm_revamp.teaa |
v1.1.2 | 1.5.10 | 2019-04-20 23:21 |
tome-skirm_revamp.teaa |
v1.1.1 (Bombardment, Hurricane, Swift rework) | 1.5.10 | 2019-03-03 01:14 |
tome-skirm_revamp.teaa |
v1.1.0 | 1.5.10 | 2019-02-26 03:25 |
tome-skirm_revamp.teaa |
v1.0.6(bug fix) | 1.5.10 | 2019-02-25 03:52 |
tome-skirm_revamp.teaa |
v1.0.5 (Pace Yourself QoL improvement) | 1.5.10 | 2019-02-24 20:25 |
tome-skirm_revamp.teaa |
v1.0.4(Instant Kill Shot) | 1.5.10 | 2019-02-21 22:59 |
tome-skirm_revamp.teaa |
v1.0.3('Instant' Called Shots and Hurricane Shots) | 1.5.10 | 2019-02-20 23:48 |
tome-skirm_revamp.teaa |