Author Topic: [WIP] Shadow Champions (Mastery Mod) - WNG  (Read 1334 times)

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Offline WNG

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[WIP] Shadow Champions (Mastery Mod) - WNG
« on: 18 October 2018, 21:58:09 »



Hello, fellow TQ players. Today I will announce the new project I am currently working... yet another masteries mod!

This mod will add 10 new unique masteries to play with. Being early in development, only 2 out of 10 masteries has been fully created. I will try my best to give regular updates on the progress (like, if there is a month without any news, it's a bad sign...)

I will not spoil too much for now, you may just enjoy the look of my first masteries. More to come, no worries. Take a look at the progress table below. Some info is hidden right now but will be revealed when there is enough material.

Anyways, take a look at the posts below to see detailed info about every mastery. Cheers  8)

Progress :
1. Chaos Mastery (80% done, testing and number tweaking)
2. Geomancy Mastery (80% done, testing and number tweaking)
3. Necromancy Mastery (80% done, testing and number tweaking)
4. Archery Mastery (10% done, programming skills in progress)
5. ??
6. ??
7. ??
8. ??
9. ??
10. ??

On the top of the masteries, there is also a couple of extra features I want to work on.

  • Common Vitality/Poison staves, as seen in my bounce mod of the same name. Will greatly benefit some new classes.
  • New monster champions and heroes will make their first appearance.
  • A new type of item will be made : Monster Legendaries. Basically the same as a Monster Infrequent, except it acts like a Legendary, with its own bonuses and a unique cool skin.
  • New scrolls and artifacts to play with, mostly to enlarge the build possibilities and offer convenient bonuses for the new classes.
  • New affixes will be included for the yellow and green items, also in the hope to offer compelling bonuses fitting the needs of the new classes.
  • Small QoL changes, such as increasing the item stacking limit and selling Titanic Potions.
  • Minor bugfixes and adjustements, including making all current bonuses to a mastery or a skill be associated to a new mastery/skill from the mod.
  • X2, X3, X4 and Xmax versions
« Last Edit: 16 November 2018, 00:11:11 by WNG »
You can check out all my TQ work here : https://steamcommunity.com/id/warriorng/myworkshopfiles/?appid=475150

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[WIP] More Masteries Mod - WNG - 1. Chaos Mastery
« Reply #1 on: 18 October 2018, 21:58:16 »
↜ 1. Chaos Mastery ↝


Description:
The adepts of Chaos have a hold on the most terrific powers, wich can destroy souls and wreak havoc upon entire armies. To fully harness this power, one must devote its entire self to the chaotic forces and master the magic of darkness.

Dev's Note:
The Chaos Mastery is a very offensive mastery wich heavily focuses on Vitality damage. It also has Physical, Piercing and Bleeding as secondary damage types. Heroes that use this mastery will be deadly spellcasters but will also be very vulnerable...

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+15 Health
+2 Strength
+2 Intelligence
+2 Dexterity

Level 32:
+480 Health
+64 Strength
+64 Intelligence
+64 Dexterity

__________Tier 1: __________


Impure Blood
By becoming familiar with the chaos, your whole body suffers drastic changes. Among other things, your blood turns impure and protects you from dark magic.
[
+ Health Regeneration
% Vitality Resistance
]


Befoul Weapons
The corruption growing inside you allows you to imbue your weapons with chaotic power.
[
% Chance of +% Vitality Damage
Vitality Damage
]


Death Pulse
A ring of fleshreaping energy violently strikes any foes around the player.
[
Damage
Piercing Damage
Vitality Damage
]


Twisted Mind
Your sanity slowly fades away, and in result you become less empathic and focus more on the killing.
[
+% Energy Regeneration
+% Attack Speed
+% Casting Speed
]

__________Tier 2: __________


Dark Bolt
Unleashes a powerful bolt of dark and chaotic energy from your staff. Requires a staff.
[
Vitality Damage
% Increased Projectile Speed
+% Damage to Demons
]


Augmented Reflexes (requires Impure Blood from Tier 1)
Increases your stamina to incredible levels to always remain on the offensive.
[
+ Defensive Ability
-% Shield Recovery Time
]


Unleash Fury (requires Befoul Weapons from Tier 1)
The touch of your weapons curses the mortals and delivers a quick and painful death.
[
15% Chance for one of the following :
   +% Vitality Damage
   Life Leech over 3.0 seconds
   Reduction to Enemy's Health
]


Dread Push
Sends forth a wave of chaotic power that damages the body and the mind alike.
[
Damage
Vitality Decay over 3.0 seconds
Vitality Damage
]

__________Tier 3: __________


Dividing Magic (requires Dark Bolt from Tier 2)
Make your projectiles divide into smaller deadly projectiles.
[
Fragments
% Chance to pass through ennemies
Vitality Damage
]


Devil's Rush
Rush at an opponent with incredible agility and deliver a most certainly deadly blow. Requires a melee weapon.
[
+% Physical Damage
Vitality Damage
+% Movement Speed
]


Extreme Pressure (requires Dread Push from Tier 2)
The damage of the shock is increased tenfold, leaving your enemies wounded and destabilized.
[
+% Physical Damage
% Chance of Seconds of Confusion
% Slower Movement over 3.0 Seconds
]

__________Tier 4: __________


Power Upsurge
Awakens your inner wrath to multiply your strength for a brief moment.
[
Second Duration
Meter Radius
Bleeding Damage over 3.0 seconds
+% Total Damage
+% Strenght
-% Recharge
]


Demon's Gift (requires Befoul Weapons from Tier 1)
Exceeding energy permeates your mind and reinforces your soul to overcome adversity with ease.
[
+ Health
+ Energy
+% Total Speed
]


Blood Harvest (requires Death Pulse from Tier 1)
Augments the speed of the pulse, to cause a instant hemorrhage.
[
+% Pierce Damage
Bleeding Damage over 3.0 seconds
]

__________Tier 5: __________


Corruption
An aura of terror floats around you; any foe that approaches you cannot remain brave and bold for long.
[
10% Chance of :
   % Reduced Offensive Ability Retaliation for 3.0 seconds
   % Reduced Defensive Ability Retaliation for 3.0 seconds
]


Pain Delight (requires Devil's Rush from Tier 3)
Inflicting great wounds at your foes makes you feel great pleasure; the sole satisfaction allows you to carry on the slaughter for longer.
[
% of Attack Damage converted to Health
]


Frenzy (requires Death Pulse from Tier 1)
Every cast of Death Pulse has a chance to recharge the skill almost instantly.
[
% Chance of -90% Recharge
]

__________Tier 6: __________


Ever-Lasting Hatred (requires Power Upsurge from Tier 4)
Overwhelming strength fills your thoughts with rancor and hatred.
[
Second Duration
+% Vitality Damage
+% Health Regeneration
+% Energy Regeneration
]


Shadow Riposte
Any blow landed on you may unleash concentrated bursts of dark magic that eradicate all forms of life around you.
[
10% Chance of Activating
9.0 Meter Radius
Bleeding Damage over 3.0 seconds
25% Chance of +25% Total Damage
Vitality Damage
]


Accelerated Demise (requires Dread Push from Tier 2)
Your enemies feel a sudden shock of pain; so intense that it might instantly end their life.
[
% Chance of 100% Reduction to Ennemy's Health
]
« Last Edit: 17 November 2018, 23:35:58 by WNG »
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Offline WNG

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More Masteries Mod - WNG - 2. Geomancy Mastery
« Reply #2 on: 18 October 2018, 21:58:27 »
↜ 2. Geomancy Mastery ↝


Description:
Geomancers are known for being fierce defenders of the Earth. Controlling the forces of the underground and nature, they can cast powerful spells to either break the world or restore it. With determination, Geomancers may shape the world the way the like.

Dev's Note:
The Geomancy Mastery offers great defensive options for your character, though it also offers some decent offensive skills to use. Geomancers can stun ennemies by several means. Multiple skills require melee weapons to work, however.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+25 Health
+6 Energy
+3 Strength
+1 Dexterity

Level 32:
+800 Health
+192 Energy
+96 Strength
+32 Dexterity

__________Tier 1: __________


Boulder Toss
Quickly bring dirt and rocky mass together to form a large boulder and hurl it at your opponents.
[
3.0 Meter Radius
Damage
25.0% chance of +50% Stun Duration
1.0 seconds of Skill Disruption
2.0 seconds of Stun
]


Overpower
Increased physical strength allows you to lift your shield more easily and thus protect yourself with more efficiency.
[
-% Strength Requirement for Shields
+% Shield Block Chance
]


Block
For a brief moment, protect yourself inside an unbreakable wall of stone, nullifying all the damage received. The ennemies that attempt to attack you while protected may be momentarily stunned.
[
Seconds Recharge
2.0 Second Duration
100% Damage Absorption
% Chance of Stun Retaliation
]

__________Tier 2: __________


Staggering Force
Unthinkable amounts of strenght build up in your arms as you strike so hard your ennemies that their bones are being turned into mere dust. Requires an axe or a club.
[
5% chance of :
   +% Physical Damage
   Seconds of Stun
]


Sharpstones Veil
A set of razorsharp rocks quickly orbit around you, reducing incoming damage and injuring the nearby opponents.
[
5.0 Seconds Duration
3.0 Meter Radius
% Damage Absorption
Damage
% Chance to Dodge Attacks
% Chance to Avoid Projectiles
Armor
]


Stoneskin
Makes your skin as hard as stone, diminishing the effectiveness of all piercing attacks used on you.
[
% Pierce Resistance
% Bleeding Resistance
]

__________Tier 3: __________


Summon Stone Golem
Give life to mere pieces of stone and form a powerful golem that will fight on your side.
[
Health
Energy
]


Geomantric Barrier
Form a barrier around yourself or an ally to reduce its susceptibility to elemental attacks.
[
Damage Absorption
Protects Agaisnt :
   Lightning
   Fire
   Cold
]


Shield Expertise (requires Overpower from Tier 1)
Block with your shield with unmatched dexterity to minimize the chances of being injured.
[
-% Shield Recovery Time
% Chance to Avoid Projectiles
]


Worldbuilder's Aura
Capture a fraction of the vital essence of the world and use it as a ward to protect your own self from incoming attacks.
[
3 Active Energy Cost per second
% Damage Absorption
+ Strength
+% Health Regeneration
75 Energy Reserved
]

__________Tier 4: __________


Bedrock (requires Summon Stone Golem from Tier 3)
Build your golems out of the deepest rock in the Earth’s crust to make it more resistant to damage.
[
+% Health
+% Health Regeneration
]


Orogenesis (requires Sharpstones Veil from Tier 2)
Sharpstones Veil may be used more often, but it also becomes more energy-hungry.
[
Energy Cost
-% Recharge
]


Fissure
Deliver a mighty blow on the ground to break the soil under your ennemies and damage them. Requires a melee weapon.
[
4.0 Meter Radius
100% Chance to pass through Enemies
Damage
1.5 Seconds of Stun
% Slower Movement for 1.0 Seconds
]

__________Tier 5: __________


Stone Hurler (requires Summon Stone Golem from Tier 3 and Bedrock from Tier 4)
Your golem may now toss large stone boulders at your opponents.
[
3.0 Meter Radius
Damage
1.0 - 3.0 Seconds of Stun
]


Craggy Edges (requires Fissure from Tier 4)
Sharp rocky edges pierce your opponents and leave their armor damaged and hinders their movement for longer.
[
Reduced Armor for 3.0 Seconds
+0% Slow Movement with +% Increased Duration
]


Earthen Energy (requires Worldbuilder's Aura from Tier 3)
The greatest geomancers are able to harvest the power of the Earth with little effort when compared to initiates.
[
+% Energy Regeneration
Less Energy Reserved
% Absorption of Spell Energy
-% Energy Cost
]

__________Tier 6: __________


Shockwave (requires Summon Stone Golem from Tier 3 and Stone Hurler from Tier 5)
Gives your golem the ability to shake the Earth with his brute force.
[
9.0 Meter Radius
Damage
65% Slowed for Seconds
]


Insensitivity (requires Geomantric Barrier from Tier 3)
Follow the imperturbable nature of the stone and become much more resilient to all elements.
[
% Chance of 100% Elemental Resistance
]


Sundering (requires Fissure from Tier 4)
Seismic forces awake as you strike to unfurl damages worthy of a disaster.
[
Energy Cost
+% Physical Damage
% Reduction to Enemy's Health
]


Seismic Strength
Charge the power of the Earth in your weapons and smash your opponents with a hindering radius attack. Apply this skill to your left mouse button. Requires a melee weapon.
[
1 Energy Cost
360 Arc of Attack
Target Maximum
100% Chance to pass through Enemies
5 Charge Levels
Seconds of Stun
% Slowed for Seconds
]
« Last Edit: 17 November 2018, 23:36:07 by WNG »
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Offline WNG

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Re: More Masteries Mod - WNG
« Reply #3 on: 18 October 2018, 21:58:43 »
↜ 3. Necromancy Mastery ↝


Description:
Necromancers are feared worldwide for their ability to control the fallen. Raising their minions one by one, they may create a small army of their own and vanquish the living, wich will inevitably serve them in the afterlife.

Dev's Note:
Necromancy offers strong spells with high damage but offers little defensive options. It's also the favorite mastery of the petmancers, as you can raise a little army of skeletons to follow you around. Though they are fragile, they are cheap, numerous and on a low cooldown.

Skill Tree:
Spoiler for Hiden:

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+25 Health
+10 Energy
+2 Intelligence
+2 Dexterity

Level 32:
+800 Health
+320 Energy
+64 Intelligence
+64 Dexterity

__________Tier 1: __________


Forbidden Codex
Study the archives of the Forbidden Codex, a book holding great magic techniques that have been judged unholy and forbidden. Its secrets will put you one step ahead of the other necromancers.
[
-% Dexterity Requirement for Staff Weapons
-% Intelligence Requirement for Staff Weapons
]


Mana Source
Grants you the ability to create magical energy out of nothing, empowering yourself and allowing you to cast spells without exhaustment.
[
10.0 Second Duration
Seconds Recharge
+10.0 Energy Regeneration per Second
+% Energy Regeneration
]


Cold Hand of Death
Wraps your weapons with a cold magic that chills your opponents and invade their body of necrotic power.
[
1 Active Energy Cost per Second
8.0 Meter Radius
+% Cold Damage
+% Vitality Damage
Cold Damage
75 Energy Reserved
]


Summon Undead Minion
Invoke a weak but obedient skeleton pawn to fight for you, but only for a short period of time.
[
Health
Summon Limit
]

__________Tier 2: __________


Impaling Bones
Raises a row of piercing bone spires that tears your opponents flesh.
[
2.5 Meter Radius
100% Chance to Pass through Enemies
Vitality Damage
Piercing Damage
]


Vanquish Undead
Learn how to faint off undeads efficiently with a special aura to have more control over them.
[
1 Active Energy Cost per Second
7.0 Meter Radius
50 Energy Reserved
+ Damage To Undead
+ Damage to Ghosts
]


Early Grave
The best Necromancers not only control death, but they can also impose it upon their foes.
[
+% Attack Speed
% Increased Projectile Speed
]


Summon Undead Archer
Invoke a skeletal archer that is able to target weak points and make your opponents bleed, but only for a short period of time.
[
Health
Energy
Summon Limit
]

__________Tier 3: __________


Bone Cage
Snares your opponents in a cage of bones that crushes them and prevents them to move for a short while.
[
5.0 Meter Radius
Second Duration
Piercing Damage
-% Defensive Ability
]


Soul Chill (requires Cold Hand of Death from Tier 1)
Chill the very soul of your opponents with a fearsome enchantment reserved to the strongest necromancers.
[
+% Cold Damage
Cold Damage
+25% Damage to Ghosts
]


Summon Undead Wizard
Invoke a long-dead user of magic that casts powerful spells, but only for a short period of time.
[
Health
Energy
Summon Limit
]

__________Tier 4: __________


Soulflaying Magic (requires Impaling Bones from Tier 2)
Allows you to trade off all the physical pain for spiritual dolor, effectively increasing the damage done to your opponents' spirits but also decreases the damage done to their bodies.
[
-% Piercing Damage
+% Vitality Damage
]


Deathshield (requires Vanquish Undead from Tier 2)
Improve your ward to protect from revenants' attacks and bolster the magic powers of your allies.
[
75 Energy Reserved
+% Total Damage
+% Energy
+% Less Damage from Undead
+% Less Damage from Ghosts
]


Energy Rush (requires Mana Source from Tier 1)
Filled with huge amounts of energy, your spells grow much more potent for a short period of time.
[
Energy Cost
+% Elemental Damage
+% Vitality Damage
+% Movement Speed
]


Summon Undead Captain
Invoke an ancient commander of armies that inspire its allies, but only for a short period of time.
[
Health
Energy
]

__________Tier 5: __________


Degeneracy (requires Bone Prison from Tier 3)
Augmentend necrotic magic saps the vitality of your ensnared victims in a few moments.
[
Energy Cost
Vitality Decay per Second
Life Leech per Second
]


Reaper's Avatar (requires Cold Hand of Death from Tier 1)
Further embody the emblem of death and claim lifes with unrivaled efficiency.
[
+% Pierce Damage
+% Offensive Ability
+% Movement Speed
]


Necromania (requires Summon Undead Minion from Tier 1, Summon Undead Archer from Tier 2, Summon Undead Wizard from Tier 3 and Summon Undead Captain from Tier 4)
The awakening of the undead sets free their rage and desire of vengeance on the living.
[
Bonus to Undead Pets:
   Damage
   +% Total Damage
   +% Total Speed
]

__________Tier 6: __________


Doom Sealing (requires Impaling Bones from Tier 2)
The bone spires are inhabited by ghostly forces that shred the living.
[
Energy Cost
Vitality Decay over 3.0 Seconds
Vitality Damage
Seconds of Skill Disruption
]


Torture Edict (requires Cold Hand of Death from Tier 1)
Become a master at the art of torture, making death a much appreciable option than living for your ennemies.
[
10% Chance of:
   Vitality Decay per Second
   +% Vitality Decay
   % Reduced Damage for 3.0 seconds
]


Ossein Recovery (requires Necromania from Tier 5)
Negate the effect of decay on the bones of your minions to fortify them and increase their toughness.
[
Bonus to Undead Pets:
   Armor
   +% Health
   + Health Regeneration per Second
]
« Last Edit: 17 November 2018, 23:36:29 by WNG »
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Re: More Masteries Mod - WNG
« Reply #4 on: 18 October 2018, 21:58:55 »
↜ 4. Archery Mastery ↝


More info soon...
« Last Edit: 16 November 2018, 00:10:12 by WNG »
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Re: [WIP] More Masteries Mod - WNG
« Reply #5 on: 20 October 2018, 22:10:38 »
↜ 5. ??? ↝
« Last Edit: 20 October 2018, 22:15:06 by WNG »
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Re: [WIP] More Masteries Mod - WNG
« Reply #6 on: 20 October 2018, 22:11:17 »
↜ 6. ??? ↝
« Last Edit: 20 October 2018, 22:15:11 by WNG »
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Re: [WIP] More Masteries Mod - WNG
« Reply #7 on: 20 October 2018, 22:11:44 »
↜ 7. ??? ↝
« Last Edit: 20 October 2018, 22:15:16 by WNG »
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Re: [WIP] More Masteries Mod - WNG
« Reply #8 on: 20 October 2018, 22:11:52 »
↜ 8. ??? ↝
« Last Edit: 20 October 2018, 22:15:21 by WNG »
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Re: [WIP] More Masteries Mod - WNG
« Reply #9 on: 20 October 2018, 22:12:00 »
↜ 9. ??? ↝
« Last Edit: 20 October 2018, 22:15:27 by WNG »
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Re: [WIP] More Masteries Mod - WNG
« Reply #10 on: 20 October 2018, 22:12:07 »
↜ 10. ??? ↝
« Last Edit: 20 October 2018, 22:15:34 by WNG »
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Re: [WIP] More Masteries Mod - WNG
« Reply #11 on: 21 October 2018, 23:26:56 »
Just wanted to say this looks very interesting. Keep it up WNG :D

(If you needed this post reserved, tell me to remove mine)
No worries, you're good.

Also thanks for the support, I appreciate it a lot.
congrants on your project!

the chaos mastery looks fun! alot of bleeding and vitality dmg :D

im wondering , will be the undead will be a weakness to the mastery ? since they absorve alot of main dmg used?
congrants on your project!

the chaos mastery looks fun! alot of bleeding and vitality dmg :D

im wondering , will be the undead will be a weakness to the mastery ? since they absorve alot of main dmg used?

Probably. I'm not sure of how much of a threat the Undeads will be right now. After multiple playthroughs I will be making adjustements if it is needed.
but its good i think, each mastery could have its cons and pros :)
Cool looking,my  ;D friend,very good so far!
Do you plan to add some pets  to your masteries so far ?
Yes! Though Chaos doesn't have a pet in its skilltree, many masteries will offer at least one pet. One of them (masteries) should also please the most dedicated petmasters.
Man, I really love a good backstory for a mastery and the spell descriptions are powerful and dramatic and really drive home the mastery theme. Just the flavor text for a skill can get me really pumped up to play!

Keep up the powerful creative writing for the skills!
Just the flavor text for a skill can get me really pumped up to play!

Definetly ^^ Glad you liked those flavor texts so far.
Yes! Though Chaos doesn't have a pet in its skilltree, many masteries will offer at least one pet. One of them (masteries) should also please the most dedicated petmasters.

Cool ,i am a  pet person ;D

Split topic was done and I made small change on topic subject so had to manually fix it for all posts. WNG will make post for each mastery so all masteries will be included in his original topic, and later this will be merged with original topic.
Unfortunately I failed and its not possible to be done what was expected, so it is decided with WNG to remove posts, and to let 1-10 masteries to be better organized, like you see now.
« Last Edit: 21 October 2018, 23:31:20 by efko »
discord: efko#5979
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Offline WNG

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Re: [WIP] More Masteries Mod - WNG
« Reply #12 on: 24 October 2018, 00:08:40 »
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?
You can check out all my TQ work here : https://steamcommunity.com/id/warriorng/myworkshopfiles/?appid=475150

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Re: [WIP] More Masteries Mod - WNG
« Reply #13 on: 24 October 2018, 01:16:51 »
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

sounds fun! so the pets will have low cd , good attack and low duration/ hp? thats it ?
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Re: [WIP] More Masteries Mod - WNG
« Reply #14 on: 24 October 2018, 02:52:14 »
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

sounds fun! so the pets will have low cd , good attack and low duration/ hp? thats it ?

The way I pictured it is they would be weaker than usual pets, but more numerous. They would be fragile to massive AoEs, like maybe Hydra's breath. However, since they are on a low CD, you can easily recover your army. Basically, their strenght is to overwhelm your ennemies.

And of course, the mastery would come with some nice auras to keep them strong  8)

The intent is to make feel the Petmaster different to play and be true to the playstyle at the same time.
You can check out all my TQ work here : https://steamcommunity.com/id/warriorng/myworkshopfiles/?appid=475150

~ Have an amazing day <3 ~ (even if you don't bother visiting the link above...)

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