Darkest Dungeon®

Darkest Dungeon®

The Arsonist Class Mod **RE-UPLOADED**
92 Comments
Brown Buns 26 May @ 1:32am 
Looks like invincible with the first costume dawg
Bobibob 19 Jan @ 5:47am 
FacuPlay525 9 Nov, 2024 @ 3:22pm 
This mod needs an overhaul, a rework idk but somethin, is one of the most badass design but a WEIRD class and doesnt feel vanilla or modded either
FacuPlay525 9 Nov, 2024 @ 3:19pm 
this mod is a bit overshadowed by the "The Salamander" mod
FacuPlay525 9 Nov, 2024 @ 3:18pm 
and another thing they're right about is that their skill set is weird, it's not weak or OP, it doesn't feel much fun to play either. Attack animations look even worse
FacuPlay525 9 Nov, 2024 @ 3:10pm 
I think the hatred of this mod is a bit justified, the mod has a very important point for me:
The animations sometimes look weird because no modded characters move the way they do when they are idle, the best example of this is when you use "Hot-Heades" that could change your 3fps hand gesture to a better "midlle finger" which gives you more personality
Vettie Spaghetti 27 Aug, 2024 @ 11:55am 
Returning to DD after some time away, got jumpscared by my old art for this project! Happy to know it's still being enjoyed all this time later, especially with some reworks after fire abilities were expanded on with DD2!
Arutema 23 May, 2024 @ 2:01pm 
Not sure if the dev is active still but FYI for others who want to use the mod, this is very easily corrected by updating the effect names in the .info file:

Effect name used in slashing_strike for the Speed debuff is incorrect, currently named "Ars Mark Debuff 1", etc. which does not exist in the .effects file. Should be named "Ars Strike Debuff 1", etc. based on the effects listed.
Denis 14 Dec, 2023 @ 4:20pm 
Cool concept, however I find his abilities to be too strong. The molotov burning mechanic is just too absurdly overpowered. Giving him CRIT + DMG trinkets will make him almost wipe 3 enemies with the AOE attack.
soup 10 Aug, 2023 @ 2:39pm 
Hey, I'm a big fan of the mod. Would you consider buffing a few of the character's trinkets? The "Topical Burning Balm" in particular is a straight downgrade to the vanilla recovery charm.
Morag Tong 24 Mar, 2023 @ 12:02am 
I'm glad you were able to get everything sorted with this mod! I love your work and your Harlot is always on my roster.
Chaincat 24 Feb, 2023 @ 12:28pm 
Arsonist has been a blast to use in the fire team (Arso Corsair Salad Runaway). Like others have said though, some parts of his kit feel weird or throwaways. There's almost no reason to use slashing strike over Red Hot Poker unless you're using him to fill a niche slot in a bleed team, Hot-Headed feels like a weird skill to give him until you get fire glass shards, and even then I think HWM and MAA are better riposters than him. Smoke Bomb I'm actually fine with, rank 3 is more or less his ideal spot, and if he gets surprised to the front, it really helps him quickly get back in position while still doing something useful.
Khance Time 22 Aug, 2022 @ 6:51pm 
Pretty fun mod. makes the Runaway from DD2 seem weak/less useful. has versatility, adds torch and a mark/reposte. easily fun to use.
Zalgo 24 Jun, 2022 @ 3:00am 
Love the guy, the design is awsome, the moves look awsome. Just one problem I have with it is that ''Molotov'' and ''Incinerate'' numbers are switched when looking at his skills which is not even a big deal.(It says that molotov should deal 12 dmg overtime and incinerate should deal 6 self dmg which would be just too overpowered)
St. George of Houston 13 Jan, 2022 @ 10:32am 
this mod is in critical need of overhaul
Be Anti-Speciesist 16 Jul, 2021 @ 3:17pm 
This is probably one of my least favorite mod classes I've tested out. It doesn't really feel like he belongs in any party comp. Hot-Headed, Smoke Bomb, and Cleansing Fire just seem like throwaway abilities. Are there any synergies he's supposed to have with other classes, mod or vanilla? He has a mark ability without any other abilities that work with mark, a singular bleed ability that isn't anything special. Molotov Cocktail and Incinerate are his only fairly interesting abilities, and the only thing those tell me as far as party comp is that I should probably bring a healer. He seems far too general, and no seemingly no niche at all.
Uriel 17 Jun, 2021 @ 12:35pm 
I always thought his Molotov dealing random damage, being hard to hit and only acting after an enemy attack was to keep this character balanced.
I mean as it stands right now Arsonist has fantastic aoe damage with Incinerate and then he also gets a fantastic ranged attack in Molotov that deals insane damage. There have to be some drawbacks to using this powerhouse after all.

Personally I think it's an allright character who is powerful in the right situations but I would not build an entire group around him which is sadly when he shines most. Still definitely a solid choice for pretty much any dungeon.
ben.thomason1 24 May, 2021 @ 10:33pm 
So now that the original owner has gotten back in contact with you and explained why they unpersoned themselves, do you guys plan on writing a backstory comic for the arsonist?
ben.thomason1 24 May, 2021 @ 2:42pm 
while it's true that the molotov can't be resisted, Jinol, this is balanced by the fact that the damage triggers at the *end* of the enemy's turn rather than the start.
NomaT 22 May, 2021 @ 12:53pm 
i think something wrong with burn damage. It has to do 12 burn damage after enhancement but it still do 5-6...
Jinol 3 May, 2021 @ 10:27pm 
Molotov is really too strong. Enemy could not resist it. And it strikes for 6 damage, more then plague doctor's bomb. Also this skill has no cd, has no limit of uses and have average self damage. Too strong.
Dead_Smile 17 Apr, 2021 @ 1:04pm 
hello i love the mod but i thing the fire damage on the molotof needs a sound effect like blight and bleed .:steamthumbsup::demoticon:
Dizzy 3 Apr, 2021 @ 7:24am 
Hello, "slashing_strike" skill has an effect "Ars Mark Debuff X" who is not defined in the effect file.

This creates a warning at game starts (and obviously, something is wrong)
Mare 29 Mar, 2021 @ 9:49pm 
Love this character but Molotov not dealing damage while enemies are stunned and occasionally just doing no damage at all is a bit annoying. Still love using him just hope the move is fixed if possible. Saw this mentioned in the bug reports but thought id mention it here as well.
Bloot 19 Feb, 2021 @ 10:23am 
Cool idea
But abilities (3 of 7) are silly:
1.Hot headed
When i think about Arsonist, i dont think about Parrying
In the usual sense.
2.Smoke Bomb
Same
Arsonist are not Rouge, its Arsonist!
And ability usless, and havent any combinations
3.Cleansing fire
It looks like an arsonist
But ability are very, very, very boring.
Solaris 18 Feb, 2021 @ 8:18am 
look great, sadly is too powerful.
Hanako, the Ironic Pyro 16 Feb, 2021 @ 1:56am 
Aghh took me forever to figure out this mod was the culprit overwriting my edits of firewood in the provisions store
Fop314 19 Jan, 2021 @ 3:36am 
Love it
Yets "The One" 4 Jan, 2021 @ 2:29pm 
Hello modder, gread mod overhaul. Just wondering, how much damage incinerate is supposed to inflict at level 5 ? It says 6 on my screen but i'm taking much more (like 12 or 14 vs full alive enemy party)
coatl 2 Jan, 2021 @ 4:33pm 
Love the mod! Has a lot of charm to it. I'm usually not one to nitpick on class balance, but I do feel incinerate is unbalanced. Not even unbalanced in comparison to vanilla skills but even just compared to his other unique skills.

Raises torch, clears corpses and does honestly too much damage all in one skill! Could honestly cut all of that in half and it'd still be good.

EDIT: Also what determines molotovs burn damage? At first I thought 9 damage reduced by debuff resistance but it doesn't seem to be the case.
Al- 22 Dec, 2020 @ 2:27am 
I'm wondering did you get Wayne June to narrate the stagecoach line? Never heard it elsewhere in the game.
Panurome 10 Dec, 2020 @ 10:13am 
I'm not complaining like others about the fire dealing damage after enemy turn but its very buggy, if enemy is stunned sometimes doesnt work and also tooltips are wrong because they say it does a DOT of 9 but sometimes does 5 and the incinerate skill says it deals 6 to yourself but i take 8, and incinerate does very little damage for what it costs to use
Yuzuke 10 Dec, 2020 @ 5:18am 
a DOT deals damage AFTER the action is a bad design decision.
DOT in this game function as a delayed damage control strategy.
if I know that monster is gonna attack me next turn, why bother DOT him this turn?
your design is totally ignore this mindset and I'm not using this MOD for this reason alone.
ben.thomason1 6 Dec, 2020 @ 9:22am 
also you don't have the smoke bomb set up right. ripostes and stealths meant to last two rounds need to be set up to last *three* rounds, since the turn actually used to activate the ability counts.
ben.thomason1 6 Dec, 2020 @ 8:50am 
the molotov's flame damage doesn't trigger when bone bearer's use wicked surge
Foxtongue 30 Nov, 2020 @ 9:32pm 
tonoight on bott'em gear
ben.thomason1 30 Nov, 2020 @ 1:37pm 
say, how come the moltov fire is occasionally blue?
ben.thomason1 30 Nov, 2020 @ 1:37pm 
@Snaz, yes, but that's a tradeoff designed to offset the molotov's advantages. unlike bleed and blight, it isn't affected by resistance, so if the attack lands, they're getting lit. period.
Snaz 30 Nov, 2020 @ 6:28am 
I hate this mod :(

and it not because the arsonist misses 9/10 molotovs with 63 - 75% chance to hit..

Its because the fire dps happens after the enemy has their round not before :( and I don't understand the resistances or nothing

The concept, the design everything else I like but, this --- my goodness, I started a new campaign, used arsonist, restarted :(


Im sorry it needs work for me to use again :( it did help kill the gallow tree mod but, my goodness :( make the fire hit like blight and bleed please :( :( :( :(

sorry *EXPLODES*
StreamLined 25 Nov, 2020 @ 11:29am 
The ranges for slashing strike and molotov cocktial in the description are incorrect. SS is XOOO and MC is OOOX, Both of which do seem a bit to leniant for positioning. Also having a basic meelee like SS hit any of the first 3 ranks also seems like a bit much and you might to consider limiting that to 2. I'm not an expret of anything though and I'm sure you've thought about these things so feel free to ignore me if you've already considered that.
StarrySunset 23 Nov, 2020 @ 1:49pm 
Hey! Is it possible to add Molotov Cocktail's actor dot top another modded class? I've been trying to add it to the Salamander but I've been only having crashes. Maybe Im just too noob at this?
EbonyBetty  [author] 16 Nov, 2020 @ 2:31pm 
I am LIVING for the debate going on in the comments rn. But to answer some questions:

@Dread: Yes, he does have CoM & CC trinkets

And yes, I was mistaken, The Arsonist does come with an item provision of 1 Torch. I'll make sure to update that in the description when I come in with my patch soon.
OwnedSphinx 9 Nov, 2020 @ 6:18pm 
I barely used him when I posted my take on him and I must say I've downplayed his usefulness. I've found him best in aoe comps, with either a shieldbreaker, houndmaster, or even both. Originally I thought he was going to be weak since his stats are very similar to highwayman's, however other than hitting rank 3 his bleed is weaker, and then other than the pull the riposte is weaker. I've overglossed that he can get block which is pretty substantial... Though with that said, he has 4 strong skills, and I don't like the others. The bleed is weak, and while not weak I find no space for his self remove bleed and blight, and I prefer Occultist for marking since he is speedy (I know that this is a 1 speed difference). So yea my bad I suppose I've just been too quick to judge based off of analysis alone... it was also difficult to understand how his molotov's dot worked until I used it.
Cider Bizet 8 Nov, 2020 @ 10:16pm 
You'd think that the damage he takes makes up for it, but it really doesn't. A single (lucky) heal from an Occultist already offsets that entirely, and about one and a half single heal from a Vestal. But that doesn't even measure up because trading in some HP to kill multiple enemies at once is more than optimal, since said enemies would inflict damage on you (or your party) if left alive. And sure, there *might* be heroes that outshine him in damage and coverage, but not both at the same time. There is no one in the vanilla roster that can delete the entire enemy party, or at least take out a considerable chunk of their health, in a single turn at level 0. Well, that's really it, I'll have to take your word that his usefulness dies down later on, but oh well.

Also no need for that, if this discussion needs to go on we'll just open a thread here and discuss it there, since it's very relevant to this mod.
Arlecchino 8 Nov, 2020 @ 6:21pm 
Well keep in mind that he takes damage for it, unless you want to keep corpses in the field to mitigate that downside, which can hinder your other part members by keeping them there (Such as Crusader or Leper). Sure, the damage is high, way too high for a starting level, but the downside of literally taking a chunk of your HP for spamming it is a good balance. Bringing a healer can help nullify that downside, but there are better vanilla heroes that outshine him in DPS and coverage, but not as much as a full coverage like Incinerate. Straight damage can only do so much against enemies, minibosses and bosses with PROT or high HP, and a Crusader or Highwayman would just be better than him.

Rather not fill the comment section, so go ahead and friend me to keep this discussion a bit shorter
Cider Bizet 8 Nov, 2020 @ 5:49pm 
I'm sorry, but a class that can hit every single opponent position for 6-8 damage at Level 0 is unbelievably overpowered. I'll have to take your word that, maybe, for late game bosses he doesn't shine as bright, but as for regular expeditions he turns every encounter into a joke.
OwnedSphinx 8 Nov, 2020 @ 12:57am 
Is this character good? Looking at his stats and skills he seems like a fusion of highwayman and plague doctor... However looks worse than both of them at their respective specialties. Is there a reason to use him other than his cool aesthetics? Or is there something I'm missing?
James Stone 5 Nov, 2020 @ 2:36am 
@Cider Bizet imagine being such a brainlet idiot you think this class is overpowered when compared to base classes.
Arlecchino 2 Nov, 2020 @ 3:35am 
Overpowered? I've used them effectively with other modded characters and base ones, against bosses as well, and he was middle of the pack. Take him to one of the final bosses and see how OP he really is, because I've lost a few just to standard enemies and minibosses. Could you tell us what exactly is overpowered, cause now you've intrigued me, Cider
Cider Bizet 1 Nov, 2020 @ 12:06am 
unbelievably overpowered