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theeliminator
06-07-2009, 07:32
After last night I started to make the class after inspired by the "Getting more serious - A speculation thread (http://diablo.incgamers.com/forums/showthread.php?t=731225&page=5) "

So here is what I got so far.

History:
In the Twin Seas lays an Island known as Skartara, where women are the dominant sex. The men are considered small and insignificant all most ant-like. Over hundreds of years the men have done the bidding of their masters. In the last few decades woman who added in the fight against the prime evils have returned from Khandurs with a new respect for men.

These Amazons started to treat their men as equals; an act frowned upon by most of Skartara women. Tensions rose, and a group of 83 woman and men fled Skartara in two stolen warships. They headed west and landed on an island two weeks later. They called themselves Myrmidons (ant-people) as a reminder of where they came from.

Most of the men were excellent fishermen, who were very skilled with fishing nets. This helped them survive on the strange Island. The men quickly taught the woman how to fish and in exchange the woman taught the men how to fight with a spear. Over time they would combined their knowledge. In doing so they formed the basis of the Myrmidon warrior.

A group of Amazons back on Skartara became obsessed with tracking down the thieves and bring them back for punishment. They left Skartara with only 60 Amazon warriors, believing the men would stand no chance. It took them 5 years but the Skartara Amazons finally did find them. The 5 years had made the Myrmidons strong, so strong in fact that they were able to wield a large spear with one hand.

Upon their arrival the Amazons were greeted by a new breed of warrior, which wield a spear/javelin in one hand and a net/shield in the other. The Skartara Amazons were quickly beaten back, and fled to their ships where they sailed back to Skartara. From that day on the Myrmidons trained hard, for the day that the Amazons came back. Their children were trained as soon as they could hold a stick.

Over the next 15 years, the Myrmidons would have to fight off pirates, and other unsavory types that would try and take the Island for their own. Each time they fought they got stronger and developed new attacks. 20 years have passed since the day the Myrmidons left Skartara. Some of the younger Myrmidons have set off to explore the world vowing to return when they had their full of adventure.

Play style:
The Myrmidon is a mid range character. That uses a Spear or sword as its main weapon, and a shield or net in his off hand. They can also use a Javelin for a longer ranged attack. Most of their attacks are physical, but they have some fire, poison, and lightning, damage as well.

Skill Trees

Tactician

T1) Aspis Strike – Years of training has taught the Myrmidon how to not only defend himself with his shield but also attack with it. The Myrmidon lowers his head as he rolls his shoulder and swings his arm forward dealing a stunning strike to his targets head.

A physical attack that deals damage and stuns the target for 1 second (each lvl of this power adds X damage, and each other lvl will add a second to the stun time.

T1) Outflank – With speed the Myrmidon outflanks his target dealing damage to an unprotected spot.

A physical attack that deals 100% of weapon damage and bypasses 50% of a targets armor (each lvl of this power adds 20% damage and bypasses 5% more armor)

(p) T1) Precision – Through many combats the Myrmidon has learned that everything has a vital spot, and if you attack that spot you will deal massive damage.

Each lvl of this skill increases the Myrmidons chance to Crt.

T2) Aspis Toss – Hurling his shield the Myrmidon delivers a powerful blow to his target.

A physical attack that deals 150% of the weapons damage ( each lvl of this power adds 25% damage)

(p) T2) Battle Hardened – Battles harden a man much like water hardens steel after it’s forged in the fire.

With each lvl of this skill the Myrmidon’s health is increased as well as decreases all damage taken.

T3) Phalanx – The Myrmidon raises his shield and protects himself and anyone behind him.

Reduce physical damage received by 50% for 10 sec. (each lvl of this power adds 5%)

T3) Riposte – The Myrmidons strength and skill with their shield allows them the ability to knock an attackers arm away after a successful parry, leaving them open to an attack.

This physical attack is only available after a successful parry. The attack deals 200% of weapon damage and cannot be blocked. (each lvl of this power adds 50% more damage)

(p) T3) Shield Master – Through training the Myrmidon can expertly attack and protect them self with a shield.

Each lvl of this skill increases the Myrmidons chance to Parry as well as increase the damage he does with the shield

T4) Bilateral Lunge – The Myrmidon quickly moves diagonally left then diagonally right, finally going straight for his target with a lightning quick strike to the upper body.

A physical attack dealing 150% of weapon damage (each lvl of this power adds 100%) Until the attack is finished the Myrmidon is immune to damage.

T4) Rent - With power the Myrmidon rips a hole in his targets armor leaving them vulnerable to an attack.

An attack that reduces the targets armor by 50% for 10 sec (each lvl of this power will reduce the target armor by 5%)

(p) T4) Blade Master – Extensive training with bladed weapons allows the Myrmidon to deal more damage with bladed weapons, as well as increase his chance to parry when he wields one.

Each lvl of this skill increases damage and parrying done with a blade weapon.

(p) T4) True Specimen – The Myrmidons are from some of the strongest stock in all Sanctuary.

With each lvl of this skill the Myrmidon’s strength, and agility is increased slightly.

T5) Silencing Slash – One mighty sweep of a Myrmidons blade can silence a target… permanently.

A physical attack that does 200% weapon damage, and has a chance to instantly kill the target.

(p) T5) Spell Deflect – With force of will the Myrmidons deflects incoming spells.

Each lvl of this skill increases the chance the Myrmidon deflects any spell.

T6) Spell Reflect – Through will and skill the Myrmidons empower their shield to reflect an incoming spell back at their attacker.

When activated, the next spell to hit the Myrmidon in the next 2 seconds is reflected back at the caster dealing the same base damage type at 50% its original damage. (each lvl of this power adds 5% damage)

(p) T6) Quick Blade – After years of intensive training the Myrmidon skill with the blade has increased his speed with it as well.

With each lvl of this skill the Myrmidon attack speed is increased with all bladed weapons.

(p) T6) Excessive Force – Myrmidons extraordinary straight sometimes throws his enemies off guard knocking them back.

With each lvl of this skill the Myrmidon has a chance to knock his target down.

T7) Avatar – Devotion to their beliefs, the Gods grant the Myrmidon a small glimmer of their true power, transforming the Myrmidon into lesser God.

When this power is activated it rapidly drains the Myrmidons mana. All powers cost no mana to use. Cool down times are reduced by 25%. Stats are increased by 50%. Damage done is increased by 50%. Damage taken is reduced by 25% (each lvl of this power reduces cool down by 5%, increase stats by 5%, damage done by 10%, reduce damage taken by 10%)



Stalker

T1) Contact Poison – Extracted from the puffer fish this poison is then coated on the Myrmidon’s weapons just a touch of this poison inflicts massive damage.

When activated every attack made by the Myrmidon inflicts poison damage. The poison is good for 20 attacks, after which it must be re-applied. (each lvl of this power increases the poison damage by 50%)

T1) Net Sweep – Nets are not just for defense and the Myrmidons have mastered an attack that best utilizes its offensive capabilities. The Myrmidon swings the net as if it was a whip and hits any enemy in a 100 degree arc in front of him.

A physical attack that deals damage to all targets in a 100 degree arc (each lvl of this power increase the damage by 50%)

(p) T1) Dodge – Even standing still the Myrmidon is able effectively dodge incoming attacks both melee and ranged.

Each lvl of this skill increases the chance for the Myrmidon to dodge melee and ranged attacks standing still.

T2) Disarm – Through their training the Myrmidons learned that they could not only block incoming attacks but also disarm his opponent.

When activated the next incoming attack made within 5 sec is blocked and the opponent losses its weapon for 2 sec. If the mob doesn’t have a weapon then this has no effect (each lvl of this power increase the time in which the mob is disarmed by 1 sec)

T2) Blinding Flash – The Myrmidon’s training with unstable magic lead them to discover that it could be used as a blinding flash of light.

When this spell is cast a ball of light flies to the targeted spot and then explodes in a blinding flash. Enemies within a 6’ diameter are blinded and have a decreased chance by 30% to hit for 3 sec. (each lvl of this power increases the diameter by 3’ and and the duration by 1 sec and chance to hit is decreased by 5%)

(p) T2) Swift – Training and fighting has honed the Myrmidons agility.

Each lvl of this skill increases the Myrmidons agility.

T3) Ensnare – The very essence of the net is to ensnare. Nets were invented by fishermen to catch fish, after years of training the Myrmidon has adapted it as a weapon against more than just fish.

The Myrmidon throws his net over a group of enemies stopping them dead in their tracks, they are unable to move but are still able to attack (each lvl of this power lessens the chance of enemies escaping from the net by 10%)

T3) Decoy – This Amazon technique was adopted by the Myrmidon for its usefulness when confronted by overwhelming numbers. The Myrmidon creates a copy of himself that enemies attack instead of him. The Decoy cannot attack nor move.

When this spell is cast a Decoy with the hit points equal to 50% of the Myrmidons health appears (with each lvl of this power the Decoy gains 25% more health)

(p) T3) Avoid – The Amazon women taught the men and their offspring the way of Avoiding ranged attacks through speed and agility.

Each lvl of this skill increases the chance for the Myrmidon to avoid ranged attacks by 3%

T4) Vicious wounds – Myrmidons know how to leave grievous slash on their targets, this wound will never stop bleeding.

This power makes the target bleed. Bleeding causes the target to loss health over time (Each lvl of this power causes the target to bleed out 5% more)

T4) Crippling poison – On the island that the Myrmidons escaped to there grows a poison plaint that can wreak havoc on a body. The Myrmidons now use this poison to coat their weapons.

When activated the next 20 attacks made by the Myrmidon inflicts their target with the poison. The effects of the poison are as follows, - 20% from strength, -20% to agility, attack speed -20% (with each lvl of this skill effects are increased by 5%)

(p) T4) Deadly poisons – After handling poisons for many years the Myrmidon has an acquit understanding of how to combined poisons to make stronger poisons.

Each lvl of this skill increases Poison damage as well as the effects of poisons.

(p) T4) Laceration – Honing his slashing skills the Myrmidon can leave an even more Viscous wound

Each lvl of this skill increases the bleeding effect from Viscous wound

(p) T5) Evade – Evade is another skill the Amazon women taught their offspring and men. The ability to evade melee or ranged attacks while moving is a true show of agility.

Each lvl of this skill increases the chance for the Myrmidon to evade melee and ranged while moving by 3%

(p) T5) Trap Master – The Myrmidon has learned how to properly create Decoys and how to instill more unstable magic in Trapped Decoys.

Each lvl of this skill increases the damage and health of all decoy.

(p) T5) Net Master – Years of fishing have taught the Myrmidon how to throw his Net effectively.

Each lvl of this skill increases damage done by all Net based skills as well as increase negative effects.

T6) Trapped Decoy – After years of training with the Decoy, the Myrmidon decided to add something extra to the mix. They decided to infuse the Decoy with unstable magic so that when the Trapped Decoy is destroyed it explodes dealing damage to all around it.

The Trapped Decoy takes twice as much mana to use but only has half the health. When the Trapped Decoy explodes it deals damage to all enemies in a 6’ diameter (with each lvl of this power the damage is increased as well as the diameter)

T6) Immobilize – Focusing his net on a single target the Myrmidon can completely immobilize that target.

This power must be used on a target, when used it immobilizes the target. The target is unable to move or attack for 2 sec (each lvl of this power adds 1 sec)

(p) T6) Elude – After many years of training in the water and sand the Myrmidon’s speed

Each lvl of this skill increases the running speed of the Myrmidon by 3%

T7) Deadly Obsession – When a Myrmidon marks a target for death he becomes obsessed and he will not stop till that target is dead.

This power has to be used on a target, when it is that target glows in a white light to help the Myrmidon find it, In addition, all damage done by the Myrmidon on the target is increased by 200% the effects of this power end when the Target is dead.

Hoplite

T1) Lightning Bolt – A skill passed on by the Amazons. The Myrmidon throws a bolt of pure lighting at his target, stunning them for one second.

This power must be used on a target. When activated the Myrmidon hurls a lightning based attack that deals damage and stuns the target for one second (each lvl of this skill increases the damage by 25% and the stun time by 25%)

T1) Jab – A Fundamental spear skill used by the Myrmidon. The Myrmidon makes 3 stabs with his spear.

This power starts week and works its way to being powerful. At first each attack only does 50% of the weapon damage. (each lvl of this skill increases the damage by 35%)

(p) T1) Penetrate – bypasses small amount of armor and increases attack rating

T2) Front Kick – With a powerful kick the Myrmidon sends his enemy flying back.

This power must be used on a target. When activated the Myrmidon deals physical damage and knocks his target back. (each lvl of this skill increases the distance of the knock back)

(p) T2) Powerful Legs – Increases the distance of the knock back.

(p) T2) Quick Spear – Increases speed of spear attacks

T3) Rapid Assault – When the Myrmidons found their new home they couldn’t find any wood on the Island to make arrows with, so they stopped training with bows and crossbows. To compensate for the loss of range they started to translate some of their bows skills to Javelin skills. Rapid Assault was once Strafe, but when the Myrmidons started to using the Javelin instead of a bow they couldn’t sustain continues fire that Strafe once provided, the trade off was power.

When this power is activated the Myrmidon throws 2 javelins at his target dealing physical damage equal to 125% of weapon damage. (each lvl of this power adds another Javelin thrown and deals 25% more damage.)

(p) T3) Lightning Rod – Increases damage for all Lightning bases attacks as well as a small % chance to add lightning damage to every attack.

(p) T3) Sure footed – Increases resistances to knock downs, knock backs, and movement impairing de-buffs.

T4) Sonic Javelin – Forgoing accuracy the Myrmidon hurls his javelin so fast that it breaks the sound barrier. As the Javelin rockets away from the Myrmidon any enemy caught it its path takes damage.

When activated the Myrmidon throws his Javelin in a straight line, dealing 175% weapon damage to all in line. (each lvl of this power adds 25% more damage)

T4) Skewer – With a sudden spear thrust and a quick pull the Myrmidon pulls his target into a powerful shield smash.

This power must be used on a target. This is a physical attack that does 100% of weapon damage as well as 100% of shield damage. (each lvl of this skill increases the damage by 25%)

(p) T4) Pierce – Chance for javelin to pass through a target

T5) Cyclone Attack – An attack where the Myrmidon impales his target then wields his spear around him hitting all around him then finally twisting and pulling his spear back as the enemy impaled on the spear goes flying crashing into anyone in his path.

All that are hit by this attack suffer a knockdown, The target Impaled takes 125% of the weapons damage and anyone in the path of the flying enemy takes 50% of that damage. (each lvl of this skill increases the damage and distance the target is thrown.

(p) T5) Javelin master – Increases damage for all javelin attacks

T6) Impossible Throw – Another translated bow skill, this skill used to be Guided Arrow. Once the Myrmidons started to use the skill with a javelin they found how much more damage they could inflict with a single attack. No matter where the target was, or how well defended it was, the Myrmidons javelin would strike true.

This power must be used on a target. When activated the Myrmidon throws a single javelin that always hits and always crits. On top of the crit damage the attack deals 50% of weapons damage. (each lvl of this power increases the damage by 25%)

(p) T6) Spear Master – Increases damage for all Spear attacks

(p) T6) Butcher – Increases damage of all attacks

T7) Power Strike – The Myrmidon charges up his spear and delivers a devastating attack that shocks their target to the bone.

This power must be used on a target. When activated the Myrmidon deals lightning to their target. (each lvl increases the damage by 50%)

T7) Charged Strike – The Myrmidon has learned to charge their Javelin with electrical attracting energy. As soon as the javelin hits a target a lightning bolt from above strikes the javelin.

This power must be used on a target. This attack has two parts a physical damage half and a lightning damage half. The physical damage is equal to 85% of weapon damage. The lightning damage is equal to 150% of weapon damage (each lvl of this skill increases both physical and lightning damage by 25%.)

(p) = Passive skills
OK I got lazy hear the end but i will go back and fill them out a little more.

lunarleif
07-07-2009, 07:33
Myrmidons were people summoned by Zeus in mythology from a plea of a king who had no citizens. They were excellent fighters but wielded swords. Also, limiting it to those weapons is a :nono: and nets don't exist yet.
Good ideas. The amazon, but better!
What happened to bows?

theeliminator
07-07-2009, 19:44
Myrmidons were people summoned by Zeus in mythology from a plea of a king who had no citizens. They were excellent fighters but wielded swords. Also, limiting it to those weapons is a :nono: and nets don't exist yet.
Good ideas. The amazon, but better!
What happened to bows?

Actually, as far as Homer wrote, the Myrmidons where a member of a warlike Thessalian people who were ruled by Achilles. Many think some of what Homer wrote was fact. One things for sure is the word Myrmidon means Ant-people in Greek.

About limiting weapons being a no no in your mind, really how far is that off from saying that you can only use certian weapons with certian skills?

As far nets not existing, they have technology in the diablo world that would put them in a time where nets could exist.

Finally about me not having bows for the class, well I didn't want to make the class 100% like the Amazons, taking away the bow adding nets and shield skills changes the class significantly.

lunarleif
07-07-2009, 21:15
What I meant was you shouldn't only have skills with certain weapons unless it's a whole weapon class.
Shields and spears would be cool.
"anding"?

theeliminator
07-07-2009, 21:26
In Diablo 2 Amazons could only uses most of there powers with a certian type of weapon.
When I said spear, I meant all polearms. The "anding" was a typo.

Qwink
08-07-2009, 00:53
You have some really good ideas. It makes me think of titan quest, but much better of course. I really like that they use nets, it could be very renewing. But imho there should be a bow class. The myrmidon kind of makes that redundant and that's a big nono.

Technomancer
08-07-2009, 02:00
Nets can't exist yet?!? They can build castles and wield fantastical magics, but nets are too much for them?! I think it can be fine for skills to use nets specifically, cause I'd imagine they'd be class specific gear. This could make an interesting melee alternative to the Barb.

paperkut
09-07-2009, 06:24
I never was a big fan of nets until I saw all the different tactics you could pull off with them. Tripping, ensnaring, disarming, keeping enemy at bay, etc...

They'd make you choose between extra defense with the shield and extra offense with the net.

Fishermen have been using nets ever since, if not before, they had boats to drop them into the sea with. You may be thinking of their rise in popularity in the gladiatorial games where they had themed bouts between a "fisherman" with a net and spear and a dude wearing a fish shaped helmet as the "fish." They may have not been utilized much in combat before that, but they surely existed.

Nets FTW

lunarleif
09-07-2009, 21:04
Nets would seem cheap, you get a group of low level characters good with nets, and you trip a high level character, capture him, and ensnare him? Then attack him while he's down.

theeliminator
10-07-2009, 00:19
Skill descriptions for active skill in the Tactician tree are up.

I don't think nets would be cheap. I am sure there is some kind of reduced effect for lower lvl characters on higher lvl characters

theeliminator
14-07-2009, 07:25
I was away for the weekend and just got back today. I finished the Tactician tree, and plain to post the next tree up tomorrow.

theeliminator
17-07-2009, 08:04
OK took alittle longer then I wanted, but all of the Stalker tree is up. Its a tree with 20 powers the most of all the trees in this class. I am not going to say when I will post then next tree cause I don't want to not make that date. lol I will just say this. I hope to get it up by the weekend.

It took a bit to decide what would be the Tier 7 skill finally settling on Deadly Obsession cause it sounds cool, that and none of the other skills seemed like a really good Tier 7 skill.

I would like to get your thoughts on what is up so far.

PS: I have a freind doing some art work for the Character I hope I can get something to show you soon.

theeliminator
19-07-2009, 22:20
All done, save for a few clean ups and fixes.

SlechtWeerBeer
19-07-2009, 22:41
I love Viscous (http://en.wiktionary.org/wiki/viscous) Wounds (Vicious is the word you're looking for I think).
Another thing that got me thinking: What do you mean by "straight"? I see it mentioned a couple of times (Crippling Poison, True Specimen).

As for the class:
Most attacks are either rather bland, or simply overpowered. Rapid Assault falls under the latter. With 10 points, you'd throw 12 Javelins at 375% weapon damage. That's 4500% more damage than a normal Javelin toss. On top of that you have Spear Master and Butcher, both of which add even more damage to attacks.
Just saying you might want to look at weapon damage buffs again.

I do like the class, however.

theeliminator
20-07-2009, 07:00
I love Viscous (http://en.wiktionary.org/wiki/viscous) Wounds (Vicious is the word you're looking for I think).
Another thing that got me thinking: What do you mean by "straight"? I see it mentioned a couple of times (Crippling Poison, True Specimen).

As for the class:
Most attacks are either rather bland, or simply overpowered. Rapid Assault falls under the latter. With 10 points, you'd throw 12 Javelins at 375% weapon damage. That's 4500% more damage than a normal Javelin toss. On top of that you have Spear Master and Butcher, both of which add even more damage to attacks.
Just saying you might want to look at weapon damage buffs again.

I do like the class, however.

Sorry about that I was letting the MS word do all the spelling. lol

About the rather bland comment I didn't want to get to crazy with most of the attacks cause I was really factoring in how Runes will really add a lot to each power.

About the overpoweredness (not sure if thats a real word but it is now) I based it on the fact that lvl 5 is the max amount of skill points you can add per active skill. Think of it this way if your lvl 100 and your skills only go to lvl 5 you have to base your skills off weapon damage.

SlechtWeerBeer
20-07-2009, 20:13
Sorry about that I was letting the MS word do all the spelling. lol

About the rather bland comment I didn't want to get to crazy with most of the attacks cause I was really factoring in how Runes will really add a lot to each power.

About the overpoweredness (not sure if thats a real word but it is now) I based it on the fact that lvl 5 is the max amount of skill points you can add per active skill. Think of it this way if your lvl 100 and your skills only go to lvl 5 you have to base your skills off weapon damage.

That's the problem with spelling checkers; they don't see if something makes sense :) Oh well.

I suppose runes would help remedy the blandness, yeah.
Bashiok confirmed it's possible to raise the skill cap for an unknown amount of skills to 10 and even 15. That's why I took 10 as an example.
Regardless, if you get a lot of +%weapon damage, monsters need a lot of health to be able to survive, making them Health filled pinatas like in D2. The damage you deal should be proportional to your health: If you need 90% damage reduction to survive the attack just barely, it's probably overpowered.

theeliminator
21-07-2009, 00:30
Bashiok confirmed it's possible to raise the skill cap for an unknown amount of skills to 10 and even 15. That's why I took 10 as an example.
Regardless, if you get a lot of +%weapon damage, monsters need a lot of health to be able to survive, making them Health filled pinatas like in D2. The damage you deal should be proportional to your health: If you need 90% damage reduction to survive the attack just barely, it's probably overpowered.

I saw that, but they are just numbers that can easily be changed. I think when they say the cap will be raised, they are talking about when you get to harder difficulty lvl.

Kire
21-07-2009, 19:41
I think that balancing is the biggest problem with any class, official or fan. That's the big problem I'm having with mine. With the skill itself, passives, and skill runes, It's hard to get the power just right. A lot of Amazon skills repeated each other with few variations, so it kinda got bland. But I think the skill ideas themselves are really interesting -kinda like a more versatile version of the Amazon. You oughta make a page for your character on diablowiki.

5zigen
21-07-2009, 21:08
I like the concept of your class - The idea of a Javelin / Spear using class that also uses nets is pretty cool imo.

I know its your class concept and all, but instead of trying to make it a paladin / amazon mashup (rehash) why not try some skills that were straight up not in d2, like water based skills. I think that would go well with the character's theme. Ways to drown enemies, or encase them in water. (yes i realize that many enemies are undead and drowning them doesn't make sense).

Cool concept though.

theeliminator
22-07-2009, 00:30
I like the concept of your class - The idea of a Javelin / Spear using class that also uses nets is pretty cool imo.

I know its your class concept and all, but instead of trying to make it a paladin / amazon mashup (rehash) why not try some skills that were straight up not in d2, like water based skills. I think that would go well with the character's theme. Ways to drown enemies, or encase them in water. (yes i realize that many enemies are undead and drowning them doesn't make sense).

Cool concept though.

Hmm never really thought about it but I guess water spells would work really well in the class. As I look at the class now I feel the weakest tree is the stalker tree. A part of me doesn't even like the tree name.

That brings me to a question. What power do you guys not like that feel even with Runes would still not be that interesting.

5zigen
22-07-2009, 05:28
Well, I personally like the stalker tree as an idea best. I think it's the least fleshed out of your trees though.

How I would personally try to organize them would be something like giving every tree a general purpose.

The stalker tree around debuffing, attacks that debuff, and passives that make your debuffs better. (in debuffing I'm considering snaring as well).

The hoplite tree I would probably focus around physical attacks. This is where I would put things like jab, spear mastery, and all the shield bashes.

I think you could probably split up the tactician tree and put the shield based stuff in the hoplite tree, and the debuff style things being in the stalker tree (like the knockbacks and disarms).

The final tree I would like to see based around... I guess "ocean" type skills. Things like hurricane, maybe some tidal themed skills. I think the lightning skills could also go here. But I know this type of concept would kind of conflict with the whole wizard using weather as inspiration for one of the trees. So perhaps it wouldn't fit perfectly.

Overall I like what you have though, I just would like some sea oriented spells as I think the whole net weilding, sea controlling archetype hasn't really been used in rpgs.

Anyway, good job on the concept.

theeliminator
22-07-2009, 07:49
I like the net idea but just feel the tree lacks punch. Part of me thinks water skills might go better with the net skills. Water could be the damage and the net is the debuff skills. A skill like Title wave would be cool and water shield wouldn't be bad. I can't really think of any other skills that wouldn't overlap with what the Wizard has.

So you think it might work better if say I took some of the Tactician skills and mixed them with the Spear skills? Where would I put the Javelin skills, I feel that’s an important part. I think it would be too much to have shield, spear and javelin skills in one tree. I would also have to change the tree from Hoplite to something else because the spear and javelin are what make a Hoplite a Hoplite.

5zigen
23-07-2009, 07:34
Perhaps you could go for ice as well as just plain water, but ice doesn't really go with the island / mediterreanean feel that myrmidions have.

I think the net skills could actually be pretty cool as say, one type of skill like. Perhaps have a couple active net skills, Something like ensnare, that targets an enemy and keeps them from moving, along with a "net" skill in more general that is more meant to slow groups to a great degree. Then have a passive for them, like barbed nets and strong nets that adds a dot to the nets (or bleed) and increases the net duration. I'm not the most amazingly creative person so I think other things could be done with nets. those are just the 2 things that come to mind.

As far as water skills in general it's one of those ideas that needs a lot more throught to come up with more than hurricane, tidal wave, and water shield, and I think hurricane might be taken. The other skill I was thinking of was drown, but as mentioned before the reality of it working on undead might destract some people. I was thinking a skill that would encase a monsters face in water and do damage after after a certain amount of time or something like that.

As far as the hoplite skills, I think spear, javelin and shield could fit into a tree fairly well. Say 2 active shield skills, 3 jave skills and 3 spear pokey skills. That's 8 active skills, not a real abberation from the trees we know about.

The other option would be to put javelin skills in the stalker tree, as it would make a lot of sense from mechanics point of view as well as from a lore point of view. It seems like javelins would have been a primary hunting weapon (moreso than a spear) and for mechanics, snaring mobs in a net then throwing spears at them (poison tipped maybe?!?) just sounds like fun. I guess in my explaination the more I think about it the more i like the idea of hoplite skill tree and stalker skill tree.

Maybe your skill trees are really a good way to set them up. I don't think you really have to rework everything tbh, like I said I just wanted to see a couple water skills and I really like the net skills :)

theeliminator
23-07-2009, 10:36
I like your idea for "barbed nets" might take out one of the passives to put that one in, it really fits well with in the tree already. After thinking about it I can totally see Javelins skills in the Stalker tree as well.

I can see how condensing the shield skills with the spear skills could improve the quality of the skill selection. The only problem I have with moving stuff is I would have to make a brain new tree with new skills.

I will work on a re-design and post it separate from the main post and we can take a look and see which looks better. (just something to give me to do)

theeliminator
23-07-2009, 20:57
Hoplite 1.5

T1) Jab – A Fundamental spear skill used by the Myrmidon. The Myrmidon makes 3 stabs with his spear.

This power starts week and works its way to being powerful. At first each attack only does 50% of the weapon damage. (each lvl of this skill increases the damage by 35%)

(p) T1) Penetrate – bypasses small amount of armor and increases attack rating

(p) T1) Precision – Through many combats the Myrmidon has learned that everything has a vital spot, and if you attack that spot you will deal massive damage.

Each lvl of this skill increases the Myrmidons chance to Crt.

T2) Aspis Toss – Hurling his shield the Myrmidon delivers a powerful blow to his target.

A physical attack that deals 150% of the weapons damage ( each lvl of this power adds 25% damage)

(p) T2) Quick Spear – Increases speed of spear attacks

p) T2) Battle Hardened – Battles harden a man much like water hardens steel after it’s forged in the fire.

With each lvl of this skill the Myrmidon’s health is increased as well as decreases all damage taken.

(p) T3) Sure footed – Increases resistances to knock downs, knock backs, and movement impairing de-buffs.

T3) Riposte – The Myrmidons strength and skill with their shield allows them the ability to knock an attackers arm away after a successful parry, leaving them open to an attack.

This physical attack is only available after a successful parry. The attack deals 200% of weapon damage and cannot be blocked. (each lvl of this power adds 50% more damage)

(p) T3) Shield Master – Through training the Myrmidon can expertly attack and protect them self with a shield.

Each lvl of this skill increases the Myrmidons chance to Parry as well as increase the damage he does with the shield

T4) Skewer – With a sudden spear thrust and a quick pull the Myrmidon pulls his target into a powerful shield smash.

This power must be used on a target. This is a physical attack that does 100% of weapon damage as well as 100% of shield damage. (each lvl of this skill increases the damage by 25%)

T4) Bilateral Lunge – The Myrmidon quickly moves diagonally left then diagonally right, finally going straight for his target with a lightning quick strike to the upper body.

A physical attack dealing 150% of weapon damage (each lvl of this power adds 100%) Until the attack is finished the Myrmidon is immune to damage.

(p) T4) True Specimen – The Myrmidons are from some of the strongest stock in all Sanctuary.
With each lvl of this skill the Myrmidon’s straight, and agility is increased slightly.

(p) T5) Spell Deflect – With force of will the Myrmidons deflects incoming spells.

Each lvl of this skill increases the chance the Myrmidon deflects any spell.

T5) Cyclone Attack – An attack where the Myrmidon impales his target then wields his spear around him hitting all around him then finally twisting and pulling his spear back as the enemy impaled on the spear goes flying crashing into anyone in his path.

All that are hit by this attack suffer a knockdown, The target Impaled takes 125% of the weapons damage and anyone in the path of the flying enemy takes 50% of that damage. (each lvl of this skill increases the damage and distance the target is thrown.

(p) T5) Battle Hardened – Battles harden a man much like water hardens steel after it’s forged in the fire.

With each lvl of this skill the Myrmidon’s health is increased as well as decreases all damage taken.

(p) T6) Spear Master – Increases damage for all Spear attacks

T6) Spell Reflect – Through will and skill the Myrmidons empower their shield to reflect an incoming spell back at their attacker.

When activated, the next spell to hit the Myrmidon in the next 2 seconds is reflected back at the caster dealing the same base damage type at 50% its original damage. (each lvl of this power adds 5% damage)

T6) Power Strike – The Myrmidon charges up his spear and delivers a devastating attack that shocks their target to the bone.

This power must be used on a target. When activated the Myrmidon deals lightning to their target. (each lvl increases the damage by 50%)

T7) Avatar – Devotion to their beliefs, the Gods grant the Myrmidon a small glimmer of their true power, transforming the Myrmidon into lesser God.

When this power is activated it rapidly drains the Myrmidons mana. All powers cost no mana to use. Cool down times are reduced by 25%. Stats are increased by 50%. Damage done is increased by 50%. Damage taken is reduced by 25% (each lvl of this power reduces cool down by 5%, increase stats by 5%, damage done by 10%, reduce damage taken by 10%)

Stalker 1.5

T1) Contact Poison – Extracted from the puffer fish this poison is then coated on the Myrmidon’s weapons just a touch of this poison inflicts massive damage.

When activated every attack made by the Myrmidon inflicts poison damage. The poison is good for 20 attacks, after which it must be re-applied. (each lvl of this power increases the poison damage by 50%)

T1) Net Sweep – Nets are not just for defense and the Myrmidons have mastered an attack that best utilizes its offensive capabilities. The Myrmidon swings the net as if it was a whip and hits any enemy in a 100 degree arc in front of him.

A physical attack that deals damage to all targets in a 100 degree arc (each lvl of this power increase the damage by 50%)

(p) T1) Dodge – Even standing still the Myrmidon is able effectively dodge incoming attacks both melee and ranged.

Each lvl of this skill increases the chance for the Myrmidon to dodge melee and ranged attacks standing still.

T2) Ensnare – The very essence of the net is to ensnare. Nets were invented by fishermen to catch fish, after years of training the Myrmidon has adapted it as a weapon against more than just fish.

The Myrmidon throws his net over a group of enemies stopping them dead in their tracks, they are unable to move but are still able to attack (each lvl of this power lessens the chance of enemies escaping from the net by 10%)

T2) Viscous wound – Myrmidons know how to leave grievous slash on their targets, this wound will never stop bleeding.

(each lvl of this power causes the target to bleed out 5% more)

(p) T2) Avoid – The Amazon women taught the men and their offspring the way of Avoiding ranged attacks through speed and agility.

Each lvl of this skill increases the chance for the Myrmidon to avoid ranged attacks by 3%

T3) Rapid Assault – When the Myrmidons found their new home they couldn’t find any wood on the Island to make arrows with, so they stopped training with bows and crossbows. To compensate for the loss of range they started to translate some of their bows skills to Javelin skills. Rapid Assault was once Strafe, but when the Myrmidons started to using the Javelin instead of a bow they couldn’t sustain continues fire that Strafe once provided, the trade off was power.

When this power is activated the Myrmidon throws 2 javelins at his target dealing physical damage equal to 125% of weapon damage. (each lvl of this power adds another Javelin thrown and deals 25% more damage.)

(p) T3) Barbed Nets – To make their Nets deadly the Myrmidon added barbs throughout the net causing targets trapped to suffer even more.
This power adds bleeding damage to any target caught or attacked by any of the net skills

(p) T3) Deadly poisons – After handling poisons for many years the Myrmidon has an acquit understanding of how to combined poisons to make stronger poisons.

Each lvl of this skill increases Poison damage as well as the effects of poisons.

(p) T4) Pierce – Chance for javelin to pass through a target

T4) Crippling poison – On the island that the Myrmidons escaped to, there grows a poison plaint that can wreak havoc on a body. The Myrmidons now use this poison to coat their weapons.

When activated the next 20 attacks made by the Myrmidon inflicts their target with the poison. The effects of the poison are as follows, - 20% from straight, -20% to agility, attack speed -20% (with each lvl of this skill effects are increased by 5%)

(p) T4) Laceration – Honing his sharpening skills the Myrmidon can leave an even more Viscous wound and barbed nets.

Each lvl of this skill increases the bleeding effect from Viscous wound

T5) Sonic Javelin – Forgoing accuracy the Myrmidon hurls his javelin so fast that it breaks the sound barrier. As the Javelin rockets away from the Myrmidon any enemy caught it its path takes damage.

When activated the Myrmidon throws his Javelin in a straight line, dealing 175% weapon damage to all in line. (each lvl of this power adds 25% more damage)

(p) T5) Javelin master – Increases damage for all javelin attacks

(p) T5) Net Master – Years of fishing have taught the Myrmidon how to throw his Net effectively.

Each lvl of this skill increases damage done by all Net based skills as well as increase negative effects.

T6) Impossible Throw – Another translated bow skill, this skill used to be Guided Arrow. Once the Myrmidons started to use the skill with a javelin they found how much more damage they could inflict with a single attack. No matter where the target was, or how well defended it was, the Myrmidons javelin would strike true.

This power must be used on a target. When activated the Myrmidon throws a single javelin that always hits and always crits. On top of the crit damage the attack deals 50% of weapons damage. (each lvl of this power increases the damage by 25%)

(p) T6) Evade – Evade is another skill the Amazon women taught their offspring and men. The ability to evade melee or ranged attacks while moving is a true show of agility.

Each lvl of this skill increases the chance for the Myrmidon to evade melee and ranged while moving by 3%

(p) T6) Swift – Training and fighting has honed the Myrmidons agility and attack speed

Each lvl of this skill increases the Myrmidons agility and attack speed.

T6) Immobilize – Focusing his net on a single target the Myrmidon can completely immobilize that target.

This power must be used on a target, when used it immobilizes the target. The target is unable to move or attack for 2 sec (each lvl of this power increases the immobilization by 25%)

T7) Deadly Obsession – When a Myrmidon marks a target for death he becomes obsessed and he will not stop till that target is dead.

This power has to be used on a target, when it is that target glows in a white light to help the Myrmidon find it, In addition, all damage done by the Myrmidon on the target is increased by 200% the effects of this power end when the Target is dead.