Conjure Weapon Upgrade Traits

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Conjure Weapon Upgrade Traits

Post  Xel Unknown on Thu Aug 08, 2013 5:06 pm

Inspired by Fury of the Tempest's "Sword and Shield" trait.

As the name implys this is to help build traits that'd be built to upgrade one of the Conjure Weapon Talents to give more options for people who enjoy to use those and would want more options to work with.

Perosnally I'd think that each traits like this would work first to add a new trait, a new talent, or improve a talent/trait the weapon already has. Along with maybe allowing a free slot to use the weapon in question. I'd believe this would be balanced for it'd basically give the effects the "Dangerously Talented" gives, but be limited, and would improve the talent for those that already have and use it. Or have them just work if one has the weapon talent in question in their combat talent pool... Not sure which one would be more balanced.

Here are the seven official conjure weapon talents in the game so far for ref:
Blood Weapon:
[0] Blood Weapon - Minor Utility [Inspired by Chris Pauly]
Pay 10 hp. If you do, you conjure a Blood Weapon in your hands. You can dismiss the Blood Weapon as a free action. While you are wielding a Blood Weapon, you cannot use your other combat talents. Instead you may use the combat talents below.

[+2] Crow Claw - Standard Attack
Deal 1d10 damage to target creature.

[+1] Douse in Blood - Minor Utility
You lose 5 hp.

[-1] Sanguine Cyclone - Standard Utility
Deal 1d12 to target creature and all creatures adjacent to it.

[-5] Eviscerate - Standard Attack
Deal 3d8 damage to target creature. If you are bloodied, deal 5d8 damage to that creature instead.

Hammer of Thunder:
[-7] Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.[*] You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents. Instead you may use the combat talents below.

[+3] Thunderous Blow - Standard Attack
Deal 1d8 damage to target creature and you gain a lightning shield until the end of your next turn. Whenever a creature attacks you with an attack while you have a lightning shield, that creature suffers 2 damage.

[+1] Ringing Blow - Standard Attack
Deal 1d12 damage to target creature, and that creature is dazed until the end of your next turn.

[0] Throw Lightning - Standard Attack
Deal 2d12 damage to target creature and 1d12 to all creatures adjacent to it. The Thunder Hammer vanishes.

[-2] Thunder Blast - Standard Attack
Deal 1d12 damage to up to four enemies. Those creatures are dazed until the end of your next turn.

[-4] Thundercrash - Standard Attack
Deal 1d20 damage to up to six enemies, and those creatures are stunned until the end of your next turn. The Thunder Hammer vanishes.

Flametongue:
[-7] Flametongue – Minor Utility
You conjure a Flametongue—a flaming sword—in your hands. You can dismiss the Flametongue as a free action. While you are wielding a Flametongue, you cannot use your other combat talents. Instead you may use the combat talents below.

Searing Heat - Trait
Whenever you trigger one of your Special Moves, target creature suffers 5 ongoing damage (save ends).

[+3] Fireslash – Standard Attack
Deal 1d10 damage to target creature.

[+1] Burning Wound – Standard Attack
Roll a d8. Deal that much damage to target creature, and it suffers that much ongoing damage (save ends).

[-1] Scorched Earth – Standard Utility
Up to six enemies suffer 5 ongoing damage (save ends)

[-2] Blazing Blade - Standard Attack
Deal 2d10 damage to up to six enemies.

[-4] Cremate – Standard Attack
Deal 4d8 damage to target creature and your next attack single target attack can target up to 4 creatures instead. The Flametongue vanishes.

Granite Axe:
[-7] Granite Axe – Minor Utility
You conjure a Granite Axe in your hands. You can dismiss the Granite Axe as a free action. While you are wielding a Granite Axe, you cannot use your other combat talents. Instead you may use the combat talents below.

Stone Skin - Trait
You have resist 1. If you already have resistance, increase that resistance by 1.

[+3] Earth’s Embrace – Standard Attack
Target creature takes 3 damage and you gain resist 2 until the end of your next turn.

[+1] Strength of Stone – Standard Attack
Deal 1d8+X damage to target creature, where X is the number of temporary hit points you have.

[-1] Stone Strike – Standard Attack
Roll 2d4. Deal that much damage to target creature and you gain that many temporary hit points.

[-2] Grasping Granite - Reaction Attack
Trigger - An enemy deals damage to an ally,
Effect - Deal 2d8 damage to the triggering enemy and that enemy is weakened (save ends).

[-4] Earthquake - Standard Attack
Deal 2d10 damage to up to six enemies. Those creatures cannot attack your allies until the end of your next turn. The Granite Axe vanishes.

Hurricane Blade:
[-7] Hurricane Blade – Minor Utility
You conjure a Wind Rapier in your hands. You can dismiss the Wind Rapier as a free action. While you are wielding a Wind Rapier, you cannot use your other combat talents. Instead you may use the combat talents below.

Trait – Blessing of Wind
When you conjure this blade, you immediately jump to the top of the initiative order.

[+3] Blowback – Standard Utility
Flip a coin for each enemy. If you win that flip, that enemy is dazed (save ends).

[0] Flash-Step – Minor Attack
Deal 2 damage to target creature.

[-2] Gale – Standard Attack
Deal 3d8 damage to target creature and all creatures adjacent to it.

[-2] Typhoon Parry – Interrupt Attack
Trigger – An enemy damages you with an attack that only targets you.
Effect – The attack does not affect you. Deal 1d10 damage to the triggering enemy.

[-4] Call the North Wind – Standard Attack
Blow target creature and all creatures adjacent to it away from the battle, removing them from combat for one round (a creature removed from combat cannot affect any other creature in the battle with combat talents or be affected by any combat talents - though it may still use [+] abilities to gain energy). You may choose to deal 1d12 damage to a creature thrown this way. The Wind Rapier vanishes.

Death's Scythe:
[-7] Death’s Scythe – Minor Utility
You conjure a Necro Scythe in your hands. You can dismiss the Necro Scythe as a free action. While you are wielding a Necro Scythe, you cannot use your other combat talents. Instead you may use the combat talents below.

Death’s Shadow - Trait
All enemies suffer a -1 penalty to saving throws

[+3] Death Cyclone – Standard Attack
Roll a d6. Gain that much life and deal that much damage to target creature and all creatures adjacent to it

[+1] Grievous Wound – Standard Attack
Choose one;
A) Target creature suffers 1d8 ongoing damage (save ends).
B) Roll a d8. If target creature is suffering from ongoing damage, increase that damage by half the result..
[-1] Soul Claimer – Reaction Utility
Trigger – You reduce a creature to 0hp or less.
Effect - You gain 1d8 hp.

[-3] Wither - Minor Utility
Up to six target creatures suffering from (save ends) effects are weakened (save ends).

[-4] Death Stalks You – Standard Attack
Target Enemy is subjected to your “Mark of the Reaper” (save ends). While the target is subjected to your “Mark of the Reaper,” it suffers vulnerability equal to the amount of ongoing damage its taking, and whenever the creature takes damage, you gain that much life. When this effect ends, the Necro Scythe vanishes.

Shield of Valor:
[-7] Shield of Valor - Minor Utility [Inspired by Fury of the Tempest]
You conjure a Shield of Valor in your hands. You can dismiss the Shield of Valor as a free action. While you are wielding a Shield of Valor, you cannot use your normal combat talents. Instead you may use the combat talents below.

Guardian’s Oath - Trait
You may use “Guardian’s Duty” without paying its energy cost if the ally targeted by the triggering attack is subjected to your “Guardian’s Oath.” Then remove the “Guardian’s Oath” from that ally.

[+3] Guardian’s Vow - Standard Utility
Up to two target allies are subject to your “Guardian’s Oath” until the end of your next turn. You also gain 1d4 temporary hp.

[+2] Stand Tall - Standard Utility
You take half damage until the end of your next turn, and target ally is subjected to your “Guardian’s Oath” until the end of your next turn.

[+2] Shield Bash - Standard Attack
Deal 1d8 damage to target creature, and it takes a -3 penalty to damage until the end of its next turn.

[-2] Guardian’s Duty - Immediate Interrupt
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits you instead.

[-4] Under the Aegis - Immediate Interrupt
Trigger - Multiple allies would be hit by the same attack
Effect - The attack hits only you instead. The Shield of Valor vanishes. This talent costs 1 less energy for each ally targeted by the triggering attack that is subject to your “Guardian’s Oath.”
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Re: Conjure Weapon Upgrade Traits

Post  Zarhon on Thu Aug 08, 2013 6:05 pm

I suggested some conjuration traits earlier, in the overshadowed combat talents thread.

Conjuration Weapon Traits:
Spectral Familiarity - Trait
You gain a +2 to values (total) you roll on combat talents granted from conjuration weapons.

Weightless Weapon - 2/battle - Trait
Trigger: You summon a conjuration weapon.
Effect: You immediately gain an extra standard action to use.

Spectral Anchoring - 1/battle - Trait
Trigger: A conjured weapon would vanish.*
Effect: Flip a coin. If heads, the conjured weapon doesn't vanish. If tails, it vanishes at the end of the next turn instead.**

* From a KO, a combat ability that makes it vanish, or other effects other than dismissing it manually.
** Or sooner, if another "vanish" effect goes into effect.

Spectral Funnel - Trait
Prerequisite: Stuff (previous traits?)
The pip costs of combat talents granted from conjuration weapons are reduced by 1. These cannot be reduced below -1.
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Re: Conjure Weapon Upgrade Traits

Post  sunbeam on Fri Aug 09, 2013 12:10 am

People have been arguing over whether or not to make these traits weapon specific, and I just want to point out that we can design the traits to be weapon specific without actually making them weapon specific.
Here's my random example, a trait made to empower flame blade.

searing weapon - trait
Whenever you inflict ongoing damage on an enemy using a talent granted to you by a conjured weapon, increase that value by 2. (Yes, this would stack with sink your teeth in.)

This is obviously geared towards enhancing the Flametongue. But because it isn't specifically restricted to the flametongue, other combos are possible. The Necro Scythe build throws around ongoing damage, and could probably benefit from that. If you have Fleshrender, Sink your Teeth In, and the Wind Rapier, then you can spread Ongoing 6 to nearly every enemy on the field in one turn using gale and 2 flash steps. This combo possibly makes the trait broken, but the point to take away is that by allowing these traits to be used with all conjured weapons, we allow for more creativity. And the pool for conjured weapons is still relatively low, so the most broken exploits should be relatively easy to find and patch.

EDIT: Also, I really like weightless weapon for two reasons. The first is that it lets you get off pretty much any conjuration ult on turn 1 in tandem with Mystic Sheath, which can lead to some phenomenal combos. The second is that you only get the full benefit if you summon multiple conjurations, which is really good for subtly encouraging people to use multiple conjured weapons in one combat, which is a method of combat that's kind of gimped right now.
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Re: Conjure Weapon Upgrade Traits

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