Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Captain's Ninja Class
   
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Tags: Addon
File Size
Posted
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48.044 KB
25 May @ 1:29pm
4 Jun @ 11:53pm
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Captain's Ninja Class

Description
Become A Flippin Ninja. Walk Stealthily past your foes. Slay them in many different ways. Throw stars and kunai.

Dex based Class.

Class bonus: Move speed per lvl (.25%)



Active abilities

Kunai: very low cd thrown knife

Shuriken: piercing, bleeding ninja star

Ninja Skills: +dodge parry and move speed

Stealth Training: avoid detection and do more damage to foes who haven't noticed you yet.



Subclasses:

Way Of The Wind:

Passing Storm: Quick AOE that leaves a Lightning DOT On Foe

Storm's Eye: Consume a stack of passing storm to gain a atk/cast/move speed buff.


Way of Shadows:


Shadow Smoke: Ground target lasting AOE that also applies Shadow Dot. Also Applies Confusion And Blindness.

Blade and Shadow: Weapon hits increase spell crit for short time and vice versa


Way of Blood:

Caltrop Toss: throw caltrops on ground target that apply a bleed to foes who step on them (they're worse than legos when you are barefoot)

Bloodletting: Weapon hits apply bleed.
22 Comments
Korra Altarmore 29 May @ 3:45am 
Hey you're fast at making these mods! Congratulation on finishing the Ronin class, that's awesome!

Thanks for making it!
I'm gonna give it a try right away!
Korra Altarmore 29 May @ 3:44am 
I have noticed the Kunai being quite useful in a hit and run tactic, you launch one, you hide, you come back and if there're enough dots on it, the entity won't survive it unless it's an elite or something.
Korra Altarmore 29 May @ 3:43am 
Yeah, the 1% aggro range is cool, they won't know you're there until you hit them.

0 % to 100% is OP yeah but I didn't mean it as if a skill should be able to do that, more like IF you somehow one shot an entity, no one else that's standing around that hit entity will aggro you, like they won't even know stuff around them took place cause you killed them "stealthily", something like that.
Captain Vortex  [author] 28 May @ 2:37pm 
I Have Unleashed the Ronin Class. I Hope you Enjoy :)
Captain Vortex  [author] 28 May @ 11:27am 
<dict name="binds">
<float name="sneaky-sight">0.8</float>
<float name="surprise-damage">1.2</float>
</dict>

<array name="modifiers">
<array>
<dict>
<string name="class">Modifiers::SurpriseDamage</string>
<string name="mul-bind">surprise-damage</string>
</dict>
<dict>
<string name="class">Modifiers::PlayerTargetedRange</string>
<string name="range-mul-bind">sneaky-sight</string>
</dict>
</array>
</array>

This is a snippet of code that shows how target range and stealth damage works.
(binds have to be used for skill levels to work)
Captain Vortex  [author] 28 May @ 10:50am 
btw Kunai are surprising effective at stacking DOTs due to their low cooldown if skill orbs for dots are chosen.
Captain Vortex  [author] 28 May @ 10:49am 
A 100% to 0 kill would be too OP on ng+. I gave ninja parry and evasion bonuses so they can survive when stealth is not feasible (such as on bosses)
Captain Vortex  [author] 28 May @ 10:47am 
max stealth training reduces foe aggro range to 1% (for example wasps will have an aggro range of 1 after, which is smaller than their hitbox)
Korra Altarmore 28 May @ 9:46am 
It'd feel a bit more satisfying to sneak up to a target from range, line up a shot and the projectile hits quite quickly and you move on.



And one more "out there" idea, is it possible to give a passive skill, that makes it so if an entity is killed instantly without from 100% to 0% HP in one hit that no aggro of surrounding mobs will aggro you?

I know you mentioned you tried messing with aggro, but just asking, it would be a cool addition.
Korra Altarmore 28 May @ 9:46am 
Also, sorry if my suggestions seem kinda "out there" I don't have a single clue as to the limitations of making classes work in the game.

Like with the charging skills for Kunai not being able to increase projectile speed.
Didn't know that, but I do think it would be cool to still differentiate the projectiles a little bit more.

I know they're different in appearance, and the Shurikens do bounce, but they do travel at what seems a similar speed.

Maybe the projectile speed of the Kunai's go up but per level, but you increase the base cooldown of them so that you can't spam them even quicker them before.