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Squigs of Destiny: squig herder rework proposal

Structured balance proposals should be posted here. Posts in this section will be taken into account during class balance reviews.
Orontes
Posts: 323

Squigs of Destiny: squig herder rework proposal

Post#1 » Mon Oct 05, 2020 9:48 pm

In a General Discussion thread, an update on the squig rework timeframe was asked for.  One of the Powers stated that a number of proposals had been submitted from SWs on their rework, not so much from the squig community.  The Powers suggested this be done from squigs.  This is an attempt to address the apparent lack.

Below is a class rework proposal.  It uses the SW changes as a base reference and guide.

 General Class changes:

-Squig Frenzy:  Requires an active pet (referred to as Frenzied in what follows):   Active for 10 seconds.   30 second cooldown.   All pet squig damage is increased by 50%.  When active, it may also impact other abilities as a secondary effect (similar to SW Vengeance of Nagarythe).  These are detailed in the respective mastery abilities below.

-Tastes Like Chicken: requires active squig.  Squig is consumed for a heal of 950 pts.  60 second cooldown.  During the next ten seconds the next squig summoned will arrive instantly (no restriction on squig type)

-Tactic "Da Smell Don't bother Me":  while in squig armor, heals for 250 pts every 4 seconds

-(New ability) "Feelin Waaaghy" : Same effects as SW "Steady Aim":  While ability is active, all damage doing abilities from the squig herder have a 25% increase chance to do critical damage, but take an additional 1 second to build up.


Path of Quick Shootin

-"Stop Runnin"  If Frenzied cooldown reduced 10 seconds. 

-13 pt Behind Ya changed to: " Between the Eyes"  65 ft range.  10 second cooldown   Deals 291 damage. Critical chance increased by percentage of life lost by the target.  If Frenzied:  target knocked down for 2 seconds. (no directional requirement)

-11 pts tactic: "Shootin Wif da Wind"  Same as before.   If frenzied adds 25% armor penetration

-9 pt same as before.  If Frenzied is undefendable.

-5Pt "Run Away"  Same as before.  If Frenzied cooldown reduced to 15 seconds

-3Pt tactic: "Splintern Arrers" : 65 ft range.  "Run N Shoot" damage all enemies within 20 feet of target.  (no damage reduction)


Path of Big Bouncin

-"Dont Hit Me": Same as before.   10 second cooldown.  If Frenzied reduces the target's armor by 618 and reduces the chance to block by 10%.

-"Sneaky Strike" : Same as before.  If Frenzied increases critical chance by 10%

-13pt "Tastes Like Stuntie"  Same as before.  If frenzied damage increased to 250 each hit and cooldown reduced by 10 seconds.

-9 pt "Indigestion" If Frenzied cooldown reduced by 10 seconds

-3pt "Squig Leap"  If Frenzied damage is undefendable


Path of Big Shootin

  -(New ability) "Fully Rotten": Same effects as SW "Glass Arrow":  all Big Shootin abilites will do an additional 150 pts of damage, but drain 15 AP each time the affect triggers.  Will not trigger more than once a second.  Click ability again to deactivate. 

- "Lots o' Arrers"  If Frenzied does 10% more damage

-"Choking Arrer"  If Frenzied damage increased to 332 and target unable to use magic for 5 seconds

-13 pt "Finish Em Off"  Sames as before.  If Frenzied does Corporeal Damage

-9pt "Poison Arrer" Same as before.  If Frenzied is undefendable


(no squigs were harmed in the production of this proposal)

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