Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Captain's Ronin Class
   
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28 May @ 2:21pm
15 Jul @ 4:02pm
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Captain's Ronin Class

Description
A Wandering Swordsman Possessing Peerless Mastery Of The Blade.

Strength based Class

Title bonus +3 atk pwr per level.

Ronin Mark and finisher mark are important mechanics of this class.

Ronin mark looks like marked debuff.

Finisher mark looks like ronin mark but slashed.


Abilities:

Marking Blade: Applies the Ronin Mark Ability to foes. Other abilities and skill orbs interact with this.

Iai Slash: Consumes ronin mark to apply finisher mark and deal bonus damage. also gain 100% evade for .5s on hit.


Passives:

Honed Blade: Gain Dex per level.

Passing Strike: Deal damage to foes on colliding with them (including just walking into them).
Also gain more Dash Charges.



Subclasses:

Blade Of Fire: Most Offensive Focused Subclass Designed To Burn Down Foes


Dragon's Bite: Removes Finisher Mark to do Considerable Fire Damage to foes and apply crit buff for 10s.

Burning Vengeance: Weapon Crits deal Fire Damage



Blade of Shadow: Evasion and Parry Focused Subclass

Ghost Strike: Removes Finisher Mark and Does extra Poison Damage and applies Evade/Parry Buff For 10s.

Battle Reflexes: Deal A Counterattack on Evade/Parry


Blade of Lightning: Speed and Mobility Based Subclass

Severing Storm: Removes Finisher Mark to do Extra Lightning Damage and apply speed buff for 10s.

Aspect of Lightning: Melee Hits can strike Foes with a lightning bolt
26 Comments
Captain Vortex  [author] 15 Jul @ 4:04pm 
updated the bleed to last 6 seconds. BTW, there are not a lot of vfx for slash abilities.
Captain Vortex  [author] 15 Jul @ 4:00pm 
The subclasses have different buffs applied when a condition is met. Also bleed is applicable with multiple abilities. The timer on it is supposed to be 6s which i will fix soon (is 3s now for some reason)
Gantz 15 Jul @ 3:53pm 
Hi im currently going through your class mods and while i do quite enjoy them im finding that roning lacks a bit of cohesion in his skills, i don't see the point of having bleed as a skill choice and no way of sustaining at all. Also the subclasses feel very samey and could use different VFX and perhaps more balanced passives?
Captain Vortex  [author] 30 May @ 12:49pm 
Added the Wakizashi and Nodachi. Nodachi has Longsword model but still counts as 2h and Wakizashi has Offhand Stab.
Captain Vortex  [author] 30 May @ 10:48am 
Longbow and shortbow are 2h, only OH Crossbow is 1h
Captain Vortex  [author] 30 May @ 10:38am 
I know how to do 2h weapons, even using 1h models.
Korra Altarmore 30 May @ 3:43am 
But maybe you can check out that mod to see if there's something you can do with how that modder made the 2 handed melee weapons?

Although that doesn't help with the off hand stuff, well to be fair, only having a Wakizashi as off hand is fine, usually Katanas were wielded with two hands on the hilt, although there were times two sword were wielded at ones, which at that point making a throwing dagger model offhand with a swiping animation instead of throwing animation might do the trick.

And then just add some Tachi and Uchi and Odachis here and there some 2 handed with different right click abilities and some being one handed without the right click which can then be combined with the Wakizashi or a Bow.
Korra Altarmore 30 May @ 3:43am 
Ah yeah, I used the Windslash Katana, with on hit effects causing a lightning strike.

Cool weapon, although I prefer the focus on the single weapon as appose to wielding two weapons and using that single weapon with both hands, effectively giving you a right click skill with the weapon.

As for the off hand stuff, I think a dagger model with a swing animation can make do for a Wakizashi weapon.

I know the mod I mentioned before: Eba's Extra Equipment has two handed Spears, I'm not 100% sure if they are indeed used with both hands, I forgot.
Captain Vortex  [author] 29 May @ 10:47am 
both are effect triggers but use different triggers. The game does not like doing 2 at the same time.
Captain Vortex  [author] 29 May @ 10:46am 
Collide Modifier: Includes "Ronin Mark" Conditional

<array name="modifiers">
<array>
<dict>
<string name="class">Modifiers::TriggerEffect</string>
<string name="trigger">collide</string>
<bool name="target-self">false</bool>
<float name="chance">1</float>
<int name="timeout">500</int>

<array name="effects">
<dict>
<string name="class">Damage</string>
<string name="physical-bind">collide-dmg</string>
<bool name="shield-blockable">false</bool>
</dict>
<dict>
<array name="conditionals">
<array>
<s>buff</s><s>has tag</s><s>mark</s>
</array>
</array>
</dict>
<dict>
<string name="class">Damage</string>
<string name="physical-bind">mark-dmg</string>
</dict>

</array>
</dict>
</array>
</array>