Revamp of the Week #1 - Marksman
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Revamp of the Week #1 - Marksman
I am starting a revamp of the week! Basically it is a further opportunity for the community to weigh in ideas of skill trees. Each week I'll put a skill tree up for community improvement. As much as I try to keep up with all the skill lists I have up as well as working on adventures it's a difficult task and I know many of you have awesome ideas.
So without further adu, lets post some ideas and Revamp this tree!
Path of the Marksman
Accuracy - 2 Ranks
Type: Passive-
Effect: Lowers an enemies dodge and block chance against your ranged attacks by 2/5%.
Piercing Shot - 2 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Ignore 50/100% of your opponents armor and block chance.
Headshot - 3 Ranks
Requirements: None
Type: Passive
Effect: 1/3/5% chance to perform a critical hit (double weapon damage) with a ranged weapon.
Long Shot - 2 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Increases range of a ranged attack by 1/2 zones. Add a bonus of +15/30 to the hit roll.
Point Blank shot- 3 Ranks
Requirements: None
Type: Powerful Melee Ranged Attack
Effect: Add +5/10/15 Bs and 2/4/6 damage. This is an exception to the rule that you cannot use ranged weapons in melee.
Mobile Fighter - 2 Ranks
Requirements: 1 Rank in Point Blank and Long Shot.
Type: Passive
Effect: You can use Long Shot at Rank 1 and Point Blank at Rank 2 an additional time each battle.
Bow Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: Raises the Strength cap of any bow wielded by 5/10 points.
Throwing Weapon Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: Ignore 1/2 points of armor when using throwing weapons.
Black Powder Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: The first shot you make with a blackpowder weapon has an additional range and deals an additional 2/5 damage.
Crossbow Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: Reduce the S penalty for shooting and moving with a crossbow by 5/10S. In addition increase the maximum damage dealt by any crossbow or handcrossbow by 1/2.
Double Shot - 3 Ranks
Requirements: None
Type: Ranged Attack
Effect: -30/20/10 Bs and -20/15/10 S at two targets in the same zone.
Volley - 3 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Make an additional 1/2/3 ranged attacks at any targets within range. These attacks deal 50% weapon damage.
Impale - 3 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: This attack gains an additional 5/15/30S. If it wounds the target you may push the enemy back one zone.
So without further adu, lets post some ideas and Revamp this tree!
Path of the Marksman
Accuracy - 2 Ranks
Type: Passive-
Effect: Lowers an enemies dodge and block chance against your ranged attacks by 2/5%.
Piercing Shot - 2 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Ignore 50/100% of your opponents armor and block chance.
Headshot - 3 Ranks
Requirements: None
Type: Passive
Effect: 1/3/5% chance to perform a critical hit (double weapon damage) with a ranged weapon.
Long Shot - 2 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Increases range of a ranged attack by 1/2 zones. Add a bonus of +15/30 to the hit roll.
Point Blank shot- 3 Ranks
Requirements: None
Type: Powerful Melee Ranged Attack
Effect: Add +5/10/15 Bs and 2/4/6 damage. This is an exception to the rule that you cannot use ranged weapons in melee.
Mobile Fighter - 2 Ranks
Requirements: 1 Rank in Point Blank and Long Shot.
Type: Passive
Effect: You can use Long Shot at Rank 1 and Point Blank at Rank 2 an additional time each battle.
Bow Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: Raises the Strength cap of any bow wielded by 5/10 points.
Throwing Weapon Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: Ignore 1/2 points of armor when using throwing weapons.
Black Powder Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: The first shot you make with a blackpowder weapon has an additional range and deals an additional 2/5 damage.
Crossbow Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: Reduce the S penalty for shooting and moving with a crossbow by 5/10S. In addition increase the maximum damage dealt by any crossbow or handcrossbow by 1/2.
Double Shot - 3 Ranks
Requirements: None
Type: Ranged Attack
Effect: -30/20/10 Bs and -20/15/10 S at two targets in the same zone.
Volley - 3 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Make an additional 1/2/3 ranged attacks at any targets within range. These attacks deal 50% weapon damage.
Impale - 3 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: This attack gains an additional 5/15/30S. If it wounds the target you may push the enemy back one zone.
Re: Revamp of the Week #1 - Marksman
As annoying as it sounds, I think that seperate trees for bows/throwing weapons/ and blackpowder weapons might be a good idea, just because there are a bunch of skills that you just won't put points into if you have a bow or a gun. Maybe do something like what you did to the engineer tree with the subclasses?
Re: Revamp of the Week #1 - Marksman
I was hoping to keep them clumped together since most of the attacks can be used with any ranged attack but maybe you are correct that splitting them up a bit would be useful. Have a few blackpowder attacks, a few bow attacks, a few crossbow attacks. I think that might help differentiate between ranged users somewhat. If you have specific ideas for each group lemme know.
Here are the skills I am currently Happy with.
Accuracy
Headshot
Bow Specialist
Throwing Weapon Specialist
Black Powder Specialist
Crossbow Specialist
Everything else I feel needs a bit of help, which is why i chose to attack this tree. Suggestions are more than welcome from anyone.
Here are the skills I am currently Happy with.
Accuracy
Headshot
Bow Specialist
Throwing Weapon Specialist
Black Powder Specialist
Crossbow Specialist
Everything else I feel needs a bit of help, which is why i chose to attack this tree. Suggestions are more than welcome from anyone.
Re: Revamp of the Week #1 - Marksman
Since there are so many categories I think that 1 ability and the specialty each would be fine.
Bow only
** Current double shot would be removed **
Double Shot - 3 Ranks
Requirements: Bow Specialization 2
Type: Powerful Ranged Attack - Requires a Bow
Effect: Can make an attack at two foes in the same zone. Each attack suffers -10/5/0 to S but has an additional +0/5/10 to hit.
XBow only
Crippling Bolt - 3 Ranks
Requirements: XBow Specialization 2
Type: Powerful Ranged Attack - Requires a Crossbow
Effect: If this attack wounds the target they suffer -10/20/30 Ws and Bs and suffer an additional 1/2/3 damage from all attacks for the next 2 rounds.
Gun only
Armor Breaker - 3 Ranks
Requirements: Blackpowder Specialization 2
Type: Powerful Ranged Attack - Requires a blackpowder weapon.
Effect: If this attack damages the target all future attacks against that foe for this encounter are treated as armor piercing. This attack has a 1/3/5% critical chance per point of armor the target has.
Throwing (Light)
Throwing Specialization - 2 Ranks
Requirements: None
Type: Passive
Effect: Lowers any opponents dodge chance when you use light throwing weapons by 10/20% in addition add +10/20 to the wound roll.
Fan of Knives - 3 Ranks
Requirements: Throwing Specialization (Light) 2
Type: Powerful Ranged Attack - Requires a Light Throwing Weapon.
Effect: At rank 1 you throw your weapons forward attacking all enemies one zone in front of you. At rank 2 you also throw your weapons at all enemies behind you attacking all enemies one zone in the opposite direction. At rank 3 you also throw your weapons at all foes to the sides of you, attacking all foes in your current zone.
Throwing (Heavy)
Throwing Specialization (Current version will be moved to Heavy).
Impale - 3 Ranks
Requirements: Throwing Specialization (Heavy) 2
Type: Powerful Ranged Attack - Requires a Heavy Throwing Weapon.
Effect: If this attack damages the target the target is knocked one zone backwards and cannot move on their next turn. This attack also has an additional 10/25/50% critical chance.
Bow only
** Current double shot would be removed **
Double Shot - 3 Ranks
Requirements: Bow Specialization 2
Type: Powerful Ranged Attack - Requires a Bow
Effect: Can make an attack at two foes in the same zone. Each attack suffers -10/5/0 to S but has an additional +0/5/10 to hit.
XBow only
Crippling Bolt - 3 Ranks
Requirements: XBow Specialization 2
Type: Powerful Ranged Attack - Requires a Crossbow
Effect: If this attack wounds the target they suffer -10/20/30 Ws and Bs and suffer an additional 1/2/3 damage from all attacks for the next 2 rounds.
Gun only
Armor Breaker - 3 Ranks
Requirements: Blackpowder Specialization 2
Type: Powerful Ranged Attack - Requires a blackpowder weapon.
Effect: If this attack damages the target all future attacks against that foe for this encounter are treated as armor piercing. This attack has a 1/3/5% critical chance per point of armor the target has.
Throwing (Light)
Throwing Specialization - 2 Ranks
Requirements: None
Type: Passive
Effect: Lowers any opponents dodge chance when you use light throwing weapons by 10/20% in addition add +10/20 to the wound roll.
Fan of Knives - 3 Ranks
Requirements: Throwing Specialization (Light) 2
Type: Powerful Ranged Attack - Requires a Light Throwing Weapon.
Effect: At rank 1 you throw your weapons forward attacking all enemies one zone in front of you. At rank 2 you also throw your weapons at all enemies behind you attacking all enemies one zone in the opposite direction. At rank 3 you also throw your weapons at all foes to the sides of you, attacking all foes in your current zone.
______ | __You__ | _______ |
1 | 3 | 2 |
Throwing (Heavy)
Throwing Specialization (Current version will be moved to Heavy).
Impale - 3 Ranks
Requirements: Throwing Specialization (Heavy) 2
Type: Powerful Ranged Attack - Requires a Heavy Throwing Weapon.
Effect: If this attack damages the target the target is knocked one zone backwards and cannot move on their next turn. This attack also has an additional 10/25/50% critical chance.
Last edited by FlyingPinkPony on Fri Jul 10, 2009 4:57 pm; edited 5 times in total
Re: Revamp of the Week #1 - Marksman
I like these, though the description on fan of knives is more than a little confusing at the end.
Re: Revamp of the Week #1 - Marksman
Regarding sub-trees: Unless I am mistaken, the only difference between weapon types is the one "Specialist" skill for each. You could certainly make sub-trees and have more weapon-specific skills if you wanted to, but I think it's fine like this if you don't feel like writing a shitload more skills, as long as the different Specialists are balanced. Black Powder specialist seems underpowered compared to the others atm.
In general: Needs more passives, needs some abilities that actually have prereqs. Tree is overloaded with attacks, powerful and otherwise. I would recommend passives for specializing in long range or close/point blank range combat, either replacing or in addition to Long Shot and Point Blank Shot as written.
Long Range Specialist - 3 ranks
Requirements: None (or possibly Long Shot)
Type: Passive
Effect: You get +5/10/15 to hit when you are at (or beyond, for special attacks) your weapon's maximum range.
Close/Point Blank Specialist (depending on how attached you are to "no ranged weapons in melee") - 3 ranks
Requirements: None (or possibly Point Blank Shot)
Type: Passive
Effect: You get +5/10/15 to wound when you are at short/melee range.
More later.
In general: Needs more passives, needs some abilities that actually have prereqs. Tree is overloaded with attacks, powerful and otherwise. I would recommend passives for specializing in long range or close/point blank range combat, either replacing or in addition to Long Shot and Point Blank Shot as written.
Long Range Specialist - 3 ranks
Requirements: None (or possibly Long Shot)
Type: Passive
Effect: You get +5/10/15 to hit when you are at (or beyond, for special attacks) your weapon's maximum range.
Close/Point Blank Specialist (depending on how attached you are to "no ranged weapons in melee") - 3 ranks
Requirements: None (or possibly Point Blank Shot)
Type: Passive
Effect: You get +5/10/15 to wound when you are at short/melee range.
More later.
DemonicFerret- Soldier
- Posts : 212
Join date : 2009-06-25
Re: Revamp of the Week #1 - Marksman
As for the short/long range specialties I agree, which was the premise behind point blank/long range shot. I am trying to toss in attacks to keep things a little more interesting late than the constant. I attack. I attack. I attack. I attack. As for the sub-trees I agree they need not be extensive, I like the idea but I think a specialty and one attack is fine for each. (Also note the prereqs =D ) I agree that a few more prereqs are needed, but I do like to keep the tree structure fairly shallow. The problem with the short range specialty passive is that a good half of the weapons, throwing light, throwing heavy, pistol, are maxed at shot range so its basically just giving a large bonus to these weapons. More passive ideas would be good, and I will be axing some of the current attacks as I am displeased with them.... Thanks for the input fellas.
Re: Revamp of the Week #1 - Marksman
Could there be some possibility of a 'crippling' move, like a leg shot or something that could maybe slow the enemy for a turn or two, or maybe just keep them from charging/double moving?
Leg Shot - 2 ranks - Powerful Ranged Attack
As a regular attack, but with -15/10 S. If enemy is wounded by the attack, he cannot charge or double move for 1/2 turns
Something like that? Also, I agree that passives would help...I don't think I actually took any from this tree, though mostly because so many of the attacks were tempting and available. By and large, though, as a ranged main, I'm pretty pleased with things. Granted, I haven't done any combat or anything, but still...
Leg Shot - 2 ranks - Powerful Ranged Attack
As a regular attack, but with -15/10 S. If enemy is wounded by the attack, he cannot charge or double move for 1/2 turns
Something like that? Also, I agree that passives would help...I don't think I actually took any from this tree, though mostly because so many of the attacks were tempting and available. By and large, though, as a ranged main, I'm pretty pleased with things. Granted, I haven't done any combat or anything, but still...
gantz- Soldier
- Posts : 22
Join date : 2009-06-21
Re: Revamp of the Week #1 - Marksman
Thanks fellas. This is the new and improved marksman tree. If you have any last suggestions feel free to add them. (*I added a movement reducing shot Scethan just for you). Otherwise I'll be starting up the next revamp. Until then consider this the new Marksman tree.
Path of the Marksman (37)
Path of the Marksman (37)
Accuracy - 2 Ranks
Requirements: None
Type: Passive
Effect: Lowers an enemies dodge and block chance against your ranged attacks by 2/5%.
Headshot - 3 Ranks
Requirements: None
Type: Passive
Effect: 1/3/5% chance to perform a critical hit (double weapon damage) with a ranged weapon.
Steady Hand - 2 Ranks
Requirements: Headshot 3
Type: Passive
Effect: Increases critical hit chance on ranged weapons by 2/5% when an enemy is not in any adjacent zone.
Quick Adjust- 2 Ranks
Requirements: None
Type: Passive
Effect: Each time you miss an opponent with a ranged weapon you gain a +5/10 bonus on your next hit roll with that weapon. This effect stacks each time you miss.
Pierce - 2 Ranks
Requirements: Headshot 3
Type: Passive
Effect: There is a 50/100% chance that any ranged attack that is a critical strike can attack another opponent in the same zone or a zone farther away within range. Make a new hit and wound roll accordingly.
Sniper - 2 Ranks
Requirements: Noe
Type: Passive
Effect: If you don't move this turn add +5/10 to your hit roll.
Attacks
Point Blank shot- 3 Ranks
Requirements: None
Type: Powerful Melee Ranged Attack
Effect: Add +5/10/15 to hit and add +10/20/30% critical strike chance. This is an exception to the rule that you cannot use ranged weapons in melee.
Volley - 3 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Make an attack against 1/2/3 additional targets in range. Each of these attacks is made at 50% of your Bs.
Unavoidable Shot - 2 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Ignore 50/100% of your opponents armor and block chance.
Crippling Shot - 3 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: This attack has +0/15/30 to wound. If it wounds the target the target may not move the next round.
Wounding Shot - 3 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: This attack has +10/20/30 to wound but deals no damage. If this attack wounds the target they suffer an additional 1 damage each round until the end of combat. All other attacks on the target have an additional +5/10/15 to wound. Each time the target is wounded in combat the damage each round dealt by this ability increases by 1.
Snipe - 3 Ranks
Requirements: None
Type: Powerful Ranged Attack
Effect: Increase the range of the attack by 1/2/3 zones. Each zone between you and your target increases the critical strike chance by 5%.
Take Aim- 2 Ranks
Requirements: None
Type: Powerful Ability
Effect: Add +15/30 to hit and wound roll and increase your chance by 10/20% for your next attack.
Bow Skills
Bow Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: Raises the Strength cap of any bow wielded by 5/10 points.
Double Shot - 3 Ranks
Requirements: Bow Specialization 2
Type: Powerful Ranged Attack - Requires a Bow
Effect: Can make an attack at two foes in the same zone. Each attack suffers -15/10/5 to S but has an additional +0/5/10 to hit.
Crossbow Skills
Crossbow Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: Reduce the S penalty for shooting and moving with a crossbow by 5/10S. Any hand crossbows you wield have an additional 5/10S. In addition increase the maximum damage dealt by any crossbow or handcrossbow by 1/2.
Crippling Bolt - 3 Ranks
Requirements: XBow Specialization 2
Type: Powerful Ranged Attack - Requires a Crossbow
Effect: If this attack wounds the target they suffer -10/20/30 Ws and Bs and suffer an additional 1/2/3 damage from all attacks for the next 2 rounds.
BlackPowder Skills (Pistols and Handguns)
Black Powder Specialist - 2 Ranks
Requirements: None
Type: Passive
Effect: The first shot you make with a blackpowder weapon has an additional range and deals an additional 2/5 damage.
Armor Breaker - 3 Ranks
Requirements: Blackpowder Specialization 2
Type: Powerful Ranged Attack - Requires a blackpowder weapon.
Effect: If this attack damages the target all future attacks against that foe for this encounter are treated as armor piercing. This attack has a 1/3/5% critical chance per point of armor the target has.
Throwing (Light)
Throwing Specialization - 2 Ranks
Requirements: None
Type: Passive
Effect: Lowers any opponents dodge chance when you use light throwing weapons by 5/10% in addition add +10/20 to the wound roll.
Fan of Knives - 3 Ranks
Requirements: Throwing Specialization (Light) 2
Type: Powerful Ranged Attack - Requires a Light Throwing Weapon.
Effect: At rank 1 you throw your weapons forward attacking all enemies one zone in front of you. At rank 2 you attack all foes in adjacent zones. At rank 3 you can make an attack at all enemies in adjacent zones as well as your current zone.
Throwing Weapon (Heavy)
Throwing Weapon Specialist (Heavy) - 2 Ranks
Requirements: None
Type: Passive
Effect: Ignore 1/2 points of armor when using throwing weapons.
Impale - 3 Ranks
Requirements: Throwing Specialization (Heavy) 2
Type: Powerful Ranged Attack - Requires a Heavy Throwing Weapon.
Effect: If this attack damages the target the target is knocked one zone backwards and cannot move on their next turn. This attack also has an additional 10/25/50% critical chance.
Re: Revamp of the Week #1 - Marksman
A couple more passives to consider.
Expose Weakness - 2 Ranks
Requirements: Headshot 3
Type: Passive
Effect: Every time you fail to wound with a ranged attack, your next ranged attack against that target has a +5/10% crit chance.
Disengage - 1 Rank
Requirements: ??
Type: Passive
Effect: Every time you successfully hit an enemy who has attacked you this round with a melee attack, you may immediately move one range away.
Expose Weakness - 2 Ranks
Requirements: Headshot 3
Type: Passive
Effect: Every time you fail to wound with a ranged attack, your next ranged attack against that target has a +5/10% crit chance.
Disengage - 1 Rank
Requirements: ??
Type: Passive
Effect: Every time you successfully hit an enemy who has attacked you this round with a melee attack, you may immediately move one range away.
Last edited by DemonicFerret on Fri Jul 17, 2009 12:11 pm; edited 1 time in total
DemonicFerret- Soldier
- Posts : 212
Join date : 2009-06-25
Re: Revamp of the Week #1 - Marksman
Ha ha... it's almost like I copy-pasted from the first passive and forgot to change that. Good call!
DemonicFerret- Soldier
- Posts : 212
Join date : 2009-06-25
Re: Revamp of the Week #1 - Marksman
The first one I like. I'll add it.
As for the second. I already have a disengage under the scout tree, as that tree is focused more around mobility. There is already enough lack of synergy between marksman and all other trees I want to leave the agile, dodgy, skirmishy type ranged fighters with a reason to take the scout tree.
Also I'm adding 2 gold to the coffers of each player who made helpful suggestions I ultimately used.
Ferret, gantz, and deadlychair your wallets have been fattened. Also don't worry there will be places to spend it soon
As for the second. I already have a disengage under the scout tree, as that tree is focused more around mobility. There is already enough lack of synergy between marksman and all other trees I want to leave the agile, dodgy, skirmishy type ranged fighters with a reason to take the scout tree.
Also I'm adding 2 gold to the coffers of each player who made helpful suggestions I ultimately used.
Ferret, gantz, and deadlychair your wallets have been fattened. Also don't worry there will be places to spend it soon
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