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On The Trail: Hunter Skill Tree Revamps

 
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12/21/2013 1:18:19   
Nexus...
Member

Introduction (MUST READ):
/ignore if you read my first thread

The 2nd of 3 posts presenting skill ideas for our 6 classes. My first post pertaining to the Mage skill trees can be found here. This time I have put together a series of skills for the hunters (bounty and cyber)! The core idea here is to promote build diversity, and each skill tree has been crafted in a way to do just that. What you must understand is that while I have spent an extensive amount of time on these, there are still many flaws. As an example, I have yet to calculate most energy costs/cooldowns, which play a large role in how effective a skill can be. However, the skill concepts, and overall tree has had a lot of thought put into it, and while some skills might seem "OP", just remember that both skill tree's are meant to provide as much build diversity as possible. Another thing you should note is that these skill tree's are not meant to be balanced against the current mage/merc skill trees, but rather should be compared to their revamped counterparts for those classes (proposed mage revamps can be found at the link above, mercenary is still a work in progress). For now you are in for one heck of a read, so saddle up and enjoy.

*All things are subject to change and a work in progress. I would appreciate any constructive criticism/feedback.
*Not necessarily all aspects of a skill improves with its scaling stat





Bounty Hunter:

Tiers are in order from left to right.


Tier 1:

Name – Hunters Blade
Description: Infuse your blade(s) with healing magic, sacrificing weapon damage in order to regain health.
Effect: Deal 50% weapon damage, but heal for 10 plus 65% (+% per level, max 125%) of your damage before reductions.
Note: Blockable
Scales with: Support
Cooldown: 1 Turn

Name – Cloak & Dagger
Description: Equip a cloak and dagger, reducing all incoming damage, and reflecting the reduced damage on to your enemy.
Effect: Reduce all incoming damage by 25% (+% per level, max 50%), and reflect the damage that was not taken back onto your enemy.
Scales with: None

Name – Sense Magic
Description: Your heightened senses detect magic rushing through the veins of your enemy, causing you to lash out, increasing the cooldown on their last spell used, and passively decreasing the effectiveness of spells.
Effect:
Active: Strike your opponent for 65% (+% per level, max 100%) of your weapon damage, adding 3 cooldown to the last skill, core, or robot they used.
Passive: Passively decrease the effectiveness of all enemy spells by 1% (+% per level, max 15%).
Note: Blockable, 'effectiveness' = damage/debuff/defense ignored/stun chance/crit chance etc.
Scales with: None






Tier 2:

Name – Cowards Penance
Description: If a coward is in your midst, this skill will serve you well, increasing your defenses for every turn that your opponent does not have the bravery to strike you, and passively increasing your block chance.
Effect:
Active: Strike for 85% (+% per level, MAX 120%) of weapon damage, activating Cowards Penance, which grants you +1/+1 (defense/resistance) for every turn that your opponent does not successfully strike you (ends when they connect).
Passive: Passively Gain 1% Block Chance (+1% per level)
Scales with: Dexterity

Name – Tracking
Description: Track your enemy, lowering their dexterity and the effectiveness of their healing abilities.
Effect: Strike your enemy for 100% weapon damage, lowering their dexterity by 8 (+2 per level), and reducing the effectiveness of their healing effects by 25% (+% per level, MAX 50%).
Scales with: Technology

Name – Steel Trap
Description: Ensnare your opponent in a steel trap making a percent of all attacks restore health for 2 turns, and giving you a chance to make them pass out (stun mechanic) for 1 turn due to a loss of blood.
Effect: Deal 17 (+2 per level) physical damage, and apply a mark which allows you to recover 15% (+ % per level, MAX 30%) of the damage you deal over the next 2 turns, and giving you a chance to stun your enemy for 1 turn.
Scales with: Dexterity






Tier 3:

Name – Reputation
Description: Your reputation grows the longer the battle lasts, allowing you to increase your dexterity and technology for a duration.
Effect: Increase your dexterity and technology by 6 (+1 per level). Gain an additional 2 for every turn that has passed without you using this skill
(Capped at 10 [5 turns]). When applied, the buff lasts 3 turns.
Note: Can only be used once per game.
Scales with: Support

Name – Purge
Description: Sacrifice a percent of your current health to purge yourself of all debuffs, and restore a percent of your maximum energy.
Effect: Sacrifice 20% (-% per level, MAX 10%) of your current health, removing all debuffs, and restoring 25% (+% per level, max 50%) of your maximum energy.
Scales with: None
Energy cost: None

Name – Persuasion
Description: Use your powers of persuasion to turn your opponents against one another, forcing your target to strike their ally on their next turn.
Effect: Cause your enemy to strike their ally for 65%
(+% per level, MAX 100%) of their weapon damage on their next turn.
Note: Can only be used in team modes.
Scales with: None






Tier 4:

Name – Essence of Vengeance
Description: Your injuries lead you to an act of desperation, causing you to seek out vengeance through the use of magic.
Effect: Deal 18 (+2 per level) energy damage to your enemy, and reduce their energy by 10% (+% per level, MAX 20%) for the next 2 turns. After being critically hit this skill costs half the amount.
Scales with: Technology

Name – Night of the Long Knives
Description: Summon darkness, brandishing a collection of knives that each strike your opponent and heal you for a percentage of damage dealt.
Effect:
Active: A series of 7 knives strike your opponent, each dealing 22% (+% per level, MAX 40%) of your weapon damage, and healing you for 35% (+% per level, MAX 65%) of the damage done. Each knife can be blocked, and when blocked reduces the total number of knives used by 2.
Scales with: None

Name – Collect Bounty
Description: Strike, applying a mark that deals damage over time, and collecting extra credits if your opponent dies while this mark is active.
Effect:
Active: Strike, dealing 85% weapon damage, and applying a mark that deals 5 (+1 per level) for 3 turns.
Passive: 50% (+% per level, max 100%) extra credits if the battle is won while the mark is active.
Scales with: None






Cyber Hunter:



Tier 1:

Name – Cybernetic Connections
Description: Activate fibrous connections under your skin to reduce incoming damage for a duration, and heal over 3 turns.
Effect: Reduce damage taken by 20% (+% per level, max 50%) for 2 turns, and gain 20 health for 3 turns.
Scales with: None

Name – Protective Network
Description: Set up a network of protection based on the defense and resistance of your opponent.
Effect: Gain a +2/+2 shield plus 20% (+% per level, MAX 35%) of your enemies defense and resistance for 3 turns.
Scales with: Support

Name – Invention
Description: Depending on the turn, summon one of 3 inventions
Effect: 3 Invention Possibilities
•Prototype
oDeal 12-17 (+2 per level) energy damage, ignoring 15% of your enemies resistances.
•Archetype
oShields you for 10 plus 60% (+5% per level) of your opponents last attack.
•Genotype
oDeal 10 plus 5% (+% per level, max 15%) of your maximum energy as damage to your opponents energy, and heal for half the amount.
Scales with: Technology
Note: On your 4th turn ‘Invention’ cycles back to ‘Prototype’






Tier 2:

Name – Virtual Framework
Description: Upload a virtual framework that protects you from and converts a percentage of damage received to the opposite resource.
Effect: Reduces damage received by 20% (+% per level, MAX 35%), and converts the negated damage to the opposite resource (either energy or health depending on which one was attacked). Lasts 3 turns.
Note: This damage reduction overrides all other active damage reductions.
Scales with: None

Name – Static Override
Description: Strike your enemy, weakening their energy/health regain for the next 2 turns, and passively increasing your starting energy.
Effect:
Active: Strike your opponent for 65% weapon damage, weakening their energy/health regain by 50% (+% per level, MAX 100%) for the next 2 turns.
Passive: Increase your maximum energy pool by 7% (+% per level, max 21%) of your maximum health.
Scales with: None

Name – Virus
Description: Infect your opponents systems with a virus, increasing their damage taken and giving you a chance to cause a system failure.
Effect: Deal 17 (+2 per level) physical damage, causing your enemy to take 15% increased damage for 1 turn, and giving them a 30% chance to experience a system failure (stun mechanic) for 1 turn.
Scales with: Dexterity






Tier 3:

Name – Repair
Description: Repair a percentage of all damage dealt and/or debuffs applied on your opponents last turn.
Effect: Undo 50% (+% per level, MAX 100%) of the damage dealt/debuffs applied on your opponents last turn.
Scales with: None
Cooldown: 4 turns

Name – Synaptic Hemorrhage
Description: Strike your opponent, causing their systems to rupture, and decreasing their highest stat by a set amount.
Effect: Strike your enemy, dealing 100% weapon damage, and reducing their highest stat (excluding health/energy) by 14 (+2 per level) for 3 turns. If static override is present, this skill costs half the mana, but replaces it.
Scales with: Support

Name – Hologram
Description: Summon a hologram to deal energy damage to all enemies, and restore energy to all allies.
Effect: Deal 13 (+2 per level) energy damage, and restore 20% (+% per level, MAX 50%) of the highest damage dealt as energy to all allies.
Scales with: Technology






Tier 4:

Name – Grid
Description: Enter the grid, heightening your senses and increasing your block/deflect chance for 3 turns, while passively decreasing your chance to be deflected by your enemy.
Effect:
Active: Increase your block and deflect chance by 7% (+1% per level) for 3 turns.
Passive: -1% (-1% per level) chance to be deflected
Scales with: Dexterity

Name – Hidden Matrix
Description: Select one of 3 Matrices to implant in your battle system. Your opponent is unable to see which one you have selected.
Effect: 3 Matrix types
•Retaliation Matrix
oThe next time you take damage, you reflect 45% (+5% per level, MAX 90%) of damage taken, and gain 100% rage on your next turn.
•Reanimation Matrix
oIf you take lethal damage in the next 2 turns, restore 35% (+% per level, max 75%) of your maximum health, but all of your skills/cores/robots are disabled.
•Reduction Matrix
oIf your opponent does not deal damage on their next turn, all of your skills cost 50% (+% per level, MAX 75%) less for 2 turns.
Scales with: None
Energy Cost: 59 at MAX level

Name – Artificial Intelligence
Description: Your enhanced intelligence allows you to seek out your opponents weaknesses, striking to deal increased damage with a chance to critically strike, and passively increasing bonus damage/reducing damage.
Effect:
Active: Deal 10% (+% per level, MAX 35%) increased damage, with a 25% chance to critically strike.
Passive: Increases damage dealt by all attacks by +1, and reduces damage received by all attacks by -1 (+/- per level, MAX +5/-5)
Note: Using the active reverses the passive while the skill is on cooldown.
Cooldown: 2 turns






If you read all of that, well, you are awesome. If you read my other thread as well, you are doubly awesome! Please let me know what you thought below and/or fill out this poll.

Thanks!


Prophet




Changelog

< Message edited by Nexus... -- 12/21/2013 2:18:36 >
Epic  Post #: 1
12/21/2013 1:38:52   
Remorse
Member

Great ideas again nexus.


If these classes were in game it may actually be a game fun to playfor some of the older smarter players :)
Epic  Post #: 2
12/21/2013 3:08:19   
Nexus...
Member

quote:

Great ideas again nexus.


If these classes were in game it may actually be a game fun to playfor some of the older smarter players :)


Thanks Remorse, it means alot. Obviously some of these would need tweaking/testing, but I've spent so much time writing these up and putting skill synergy together, that getting any kind of approval just feels great. I think at this point I enjoy writing stuff like this more than I enjoy playing the game, so its a win:win.



Epic  Post #: 3
12/21/2013 3:12:10   
Remorse
Member

^ That's great nexus,

I feel the same way about some of my ideas for the game as well.

And I especially understand the effort being put into creating meaningful ideas.



I will be looking forward to reading anything you come up with :)
Epic  Post #: 4
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