Heroes of Hammerwatch II

Heroes of Hammerwatch II

Not enough ratings
Captain's Aeromancer Class
   
Award
Favorite
Favorited
Unfavorite
Tags: Addon
File Size
Posted
Updated
74.926 KB
24 Apr @ 11:18pm
2 Jul @ 11:57pm
28 Change Notes ( view )

Subscribe to download
Captain's Aeromancer Class

Description
A Wind Based Class that can deal spell or weapon damage effectively, based on preference. DEX Based.

Hero Title: +0.25% Move Speed Per Aeromancer Level.

Class Advancements have been added. Gives DEX. (It's retroactive but must level up once to unlock them all)

Reworked WInds Guidance Skill Orbs (Move Speed/dash charges is still in there due to being thematically appropriate)

WInd Armor Skill Orbs Reworked (No More Generics)


Main abilities:

Shredding Gale: Melee Range Wind Attack that applies vulnerability to foes.

Call Storm: An AOE Skill emanating from the player that has high mana cost and cast time but huge aoe.


Main Passives:

Wind Armor: Gives evasion (+20% at max rank) and armor per dexterity point (1 per dex at max rank)

Wind's Guidance: Gives Lightning Penetration (+20% at max rank) and Move Speed (+20% at max rank)


Subclasses:

Windcaller: A more Caster Oriented Spec


Wind Burst: A Ground Target Aoe WInd Spell

Call Winds: A Passive Ability that spawns a gust of wind on spell hits


Tempest: A more close ranged Spec with reactive ability


Localized Storm: Cast and area at player's feet with huge aoe but high mana cost. Persistent DOT Area.

Reactive Storm: Spawn Aoe Burst of Lightning on hit taken by enemies.


Zephyr: Has Healing Capabilities

Healing Winds: A ground target healing ability that also removes debuffs

Wind's Renewal: Grants regens per level (+0.4hp regen and 0.2 Mana regen at max rank)

47 Comments
Korra Altarmore 25 May @ 2:55pm 
Oh cool! I'd definitely try it out!
Captain Vortex  [author] 25 May @ 1:43pm 
Ninja is ready now.
Korra Altarmore 25 May @ 1:21pm 
Cool to see the excitement for the Ronin class, I threw in some ideas, but if you could make it in whatever way you see fit, as long as it has the essence of a Ronin right it'll be an awesome mod!
Korra Altarmore 25 May @ 1:20pm 
Ah that's alright, the armor doesn't have to be there to make it work per se.
I wouldn't know where to start either with the editing of the player model or armor models.
Korra Altarmore 25 May @ 1:12pm 
And the Subclasses, being exessively sword skill based with Iai/unsheathing based attacks.
And a subclass that adds back the luxury of armor and multiple equipments like a warbow and Uchigatana or something, so longer reach + armored up.
And a fantasy style build where sheathing the sword effectively dips their blade in magic making the sword come out of the sheath imbued with magic properties, like dipping a paint brush in a bit of pain, specific to the Ronin's need.


That was kinda my idea behind why I'd call it Ronin and have Samurai be a subclass, as Ronin's at base value are masters of multiple forms of combat, but without a lord don't always have the luxury of using all those things they got skills for.
Korra Altarmore 25 May @ 1:12pm 
Harking back to the sub classes, you're right technically speaking a Samurai and Ronin are the same, I personally prefer Ronin over Samurai based on the way they're shown off in media, Ronin usually don't have the luxury of effective (at that time) armor that their lords would provide them to defend those very lords.

Hence the Class in my eye would be the base Sword Master: Ronin: Effectively a Samurai without the luxury of the armor and equipment, hence just using the way of the sword.
Captain Vortex  [author] 25 May @ 1:08pm 
the marking slash will be the 1 key ability (or whatever the key bind is). So the Ronin must be close to mark opponents.
Captain Vortex  [author] 25 May @ 1:07pm 
I dont know how to edit armor models. I'm also terrible at art.
Korra Altarmore 25 May @ 1:02pm 
Yeah marking with a slash would be cool, that's essentially the idea behind the Seathing too, it'd just not be visibly done on the model, but you could add the sound, of some sort of perception counter, that acts as the mark, and then upon hitting you remove the effect like you said, meaning you have to keep applying the mark.

The sheathing/marking would have to be done up close and right next to the opponent, so you can't just ranged something to mark.

And it'd be cool if the activated effects from a mark would let's say a regular horizontal slice would become a ranged one where you fire a projectile off thanks to the mark?
Korra Altarmore 25 May @ 12:59pm 
I wonder if it's possible to add active deflects in the game for projectiles, it'd be awesome to send something back at an opponent, but that's probably a lot of technical stuff, especially when it comes to multiplayer syncing of the projectiles enemies can shoot.

But yeah, Ronin could work like that for sure.

I'd love to see some Eastern inspiration.

Are you able to add armor types too? Maybe add some helmets with a classic Samurai helmet model? Some Kimono/Hakama style garments?