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New Class: Shaman

leftovers5

Legacy Supporter 8
Joined
Oct 28, 2011
Location
USA
Is there any thought as to the length of a totem's existence assuming it isn't destroyed?
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Is there any thought as to the length of a totem's existence assuming it isn't destroyed?
@Delfofthebla / @Balance Team
Stay away from names of popular RPG's if possible. I purposely didn't name Force Totem tremor totem.
The shaman will have "home field" advantage if they're in an area that the enemy cannot break in. This is by design and I think should be played on as "environmentally situational". In additon to having a block-based setup that can be destroyed in areas users can break in, they will have a set-duration of 15-30s (as stated in the first post)

I can see the shaman having more heals, a chain heal isn't a bad idea.
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
http://imgur.com/a/Sp8X6

If designs are on topic, I made a few simple examples of what I figured we would see. These may be too big, but I think that if we use a wood or glass like block as the key block to break, it may be too easy.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Most of them look to bulky IMO, but I really like the middle one on the first picture.
 
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Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
So Balance Team tag is borked...

-Didn't want to hurt Delf's feelings but Kainzo is right, those totems are UGLY :p
-I'm fine with them being blocks
-I think both healing and damage should be capable for Shaman. If they want to be a healer, mage, or hybrid I think each option should be viable. (as long as they put their attribute points into said role)
I threw it together in like 2 seconds. No offense taken lol.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
From what I've found:

All totems:
  • 11.5 Block Radius
  • Tick every second
  • CD is 35
  • Last for 18.25 seconds
Damage (Currently none of the totem have scaling)
  • Firestrike: 155
  • Shock: 90
  • Force: 110
  • Bolt: (115 + 2.2 INT)
    • 28 sec CD
    • 2-2.5 sec warm-up
  • Kick: (46 + 1 STR)
    • 2.5 sec CD
    • 2.5 sec silence
Heals
  • Heal totem: 98
  • Soothe: (82.5 + 1.75 WIS)
    • 5 sec CD
    • 1 sec warm-up
 
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Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
From what I've found:

All totems:
  • 11.5 Block Radius
  • Tick every second
  • CD is 35
  • Last for 18.25 seconds
Damage (Currently none of the totem have scaling
  • Firestrike: 155
  • Shock: 90
  • Force: 110
  • Bolt: (115 + 2.2 INT)
    • 28 sec CD
    • 2-2.5 sec warm-up
  • Kick: (46 + 1 STR)
    • 2.5 sec CD
    • 2.5 sec silence
Heals
  • Heal totem: 98
  • Soothe: (82.5 + 1.75 WIS)
    • 5 sec CD
    • 1 sec warm-up
Malik has done a great job on the leg work - so the damage scales per level. Does not scale with attributes atm
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Nice research, @malikdanab
I'll pop in with a post later detailing what's there to configure and what there is to decide on.
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Okay, so Totem skills are the same as regular skills in terms of config except for:
- It cannot have a Heroes warmup. Waiting X seconds just to see that it can't place would go badly.
- The Totem itself can be configured:
- How long the Totem exists
- How long until the first fire
- How long until consecutive fires (only first is different)
- How much effect (dmg/potion effects/durations... etc.)
- Range of fire
- Who is effected (party members or all)

Now for notes on Totems:
- Totems are currently NOT breakable, even by the user (only way is timeout, death, logoff or making more to auto remove)
- Healing heals (party members/all players) in its range on fire, always hits if in range
- Shock strikes a Bolt effect and deals dmg to (non-partied) entities in range, always hits if in range
- Firestrike launches a SmallFireball at the target, the kind which cannot be deflected, homes in on targets, needs a wall to not hit if in range
- Engulfing constantly applies slowness to (non-allied) entities in range every tick. Think like a Beacon.
- Force deals an amount of damage, applies blind and nausea, then launches (non-partied) entities into the air X amount. On throwing up the fall height is set to -512, they cannot die of fall damage even from sky to bedrock.

Now then, Balance needs to decide what attributes apply to what skills, is how I'm seeing this. I just set it to "per level" until that's set.
Obviously, suggestions for changes are allowed as well, but I'm saying that I'm not defining what attribs go where.

My only change suggestion is to add a bit to the current Test fire time on Force, as it currently juggles entities in the air, and combined with firestrike is death.
 
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Sirdemonic3

Legacy Supporter 3
Joined
Feb 7, 2012
ya without a doubt the totems are gunna need toned down a bit, force totem by iteself kills anything with fall damage atm i think
 

Sirdemonic3

Legacy Supporter 3
Joined
Feb 7, 2012
ah i see, well i vote that we have the length a totem is active scale on charisma, just because i cant realy think of what else would go with all of them.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
ah i see, well i vote that we have the length a totem is active scale on charisma, just because i cant realy think of what else would go with all of them.
But I HATE charisma...if only it wasn't the only attribute that doesn't have a secondary effect. I'm just annoyed with that attribute :(
 

LightningCape

Holy Shit!
Joined
Sep 4, 2012
Location
Republic City, Earth Kingdom
Some ideas for totems:

HealingTotem
  • Reduce healing
    • Currently at 98 HP per tick (1 sec) for roughly 18 seconds is 1764 HP which is basically a full heal with a low CD
FireStrikeTotem
  • Reduce dmg
    • Deals quite a bit of dmg + has fire ticks which sort of act like a slow
ForceTotem
  • Remove blind
    • The nausea is fine but combining the two is a little ridiculous imo
  • Reduce duration (If possible)
    • The duration is very long for a totem that basically stops the fight until it despawns or the person leaves it. Every second they're being juggled is a second more of the shaman regaining mana and the CDs for the other totems dropping. If it's possible to give totems individual timers this one should be reduced
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
@0xNaomi Falling after forcetotem does do fall dmg, just tested it. (Unless the fix is not in yet)
Was hardcoded that way from the start, if it's not working then something I'm not paying attention to is acting. I can guess that to be the case.
Anyway, let's just say it's *intended* not to deal fall damage. ;)
 
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