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Spellthief Rework Ideas
#1
Changed Skills / Removed Skills

Quote:Flying Dagger

3 Ranks / 1M+ / 1 round CD

General Skill. Throw a concealed dagger in a line per extra momentum spent beyond 1 (max. 7 daggers), which will travel up to 5+Rank and inflict protection-ignoring Pierce damage to the first enemy hit equal to Spellthief's Class Level. If this misses an enemy, the dagger will continue on its way through them until either the end of its trajectory, a solid field object or it hits an enemy.

The daggers will then quickly and mystically return to you, attempting to attack any enemies it missed previously, gaining bonus Hit equal to the damage, and dealing protection-ignoring Slash magic damage that can critically hit to all enemies in the trajectory back.

>> Combine Flying Dagger with Mystic Dagger into one skill, to open up space for newer gimmicks. Make it unrelated to 'Dagger Skill', since it doesn't really basic hit or even use the icon of your main hand weapon, so I don't see why this can't just be some 1M skill you use after a critical hit.

Mystic Dagger (Combined with Flying Dagger)

Quote:Final Flare

3 Ranks / 6M / 5 round CD

Dagger or Improvised Weapon Skill. Must have at least one non-Invocation Copy spell. Loads up your dagger with magical energy for 1+X rounds (based on Rank). The next target you hit will be affected by Final Maelstrom. After the energy is expended or it runs out, your dagger explodes, reducing its durability to 0, knocking you back 7 tiles and inflicts you with Knocked Down, and for 2 rounds you'll be also Clumsy and Slowed LV5, as you're trying to get your wits together after such a risky move.

While Final Flare is active, you gain two temporary skills, Hot Potato and Dampen Flare, which cleanses the magical energy without exploding your dagger.

Hot Potato Tooltip - This skill unequips your dagger and tosses it to a nearby location up to 2+X (based on Rank) Range away. At the start of the next round, it will explode, treating all units (friend or foe) as if they were hit by Final Flare (allies will take 50% less damage). Enemies who step on the same location as the dagger will kick it 5 tiles away in the direction they're moving to.

Final Maelstrom Tooltip - If your attack hits, it will release ALL your Offensive Copy Spells on the target, but:
- Each subsequent spell beyond the first released will deal 15% less damage than the previous one.
- You will take 25% of the Spell damage your target does and lose 10% of your maximum FP, per spell cast.
- Spells cast this way will be lost after being cast (until the end of combat).
- If you have no casting tools available, your dagger will be used as the casting tool. (If the casting tool is an Improvised Weapon, it will deal 25% less damage before all reductions.)

>> Combine Final Flare and Hot Potato too. Make it more a single move that risks everything to take down one target. It's more anime this way and I'm sure there will be lots of suicidal bombers enjoying this new cool gimmick, this basically will put "Final" to the flare in a way that doesn't really give you hope to recover from it, but also makes your enemy not either.

Hot Potato (Combined with Final Flare)

Quote:Goose Bite

3 Ranks / 3M / 3 round CD

Dagger skill. Target one unaware enemy that is not facing you within 5 range and sneak behind them, then perform a precise basic hit that is treated as if Flanking is at maximum. Afterwards, you twist the dagger, leaving the enemy exposed to more pain, and increasing all damage they take by X% for 3 rounds while reducing their stats for half the amount. (X = 1 + Rank * 3)

While you are sneaking towards them, you can activate field effects and objects, so be careful and plan your route thoroughly.

>> Goose Bite becomes a movement skill, a gap closer that requires the enemy to not be facing you and generally 'unaware'. This also is just you walking towards the enemy, so it will trigger field effects. Boxer's a good example of how balanced things can be without the ability to skip cinders or traps, lmao. Also the 'Goose Bite' status should do a little more than lower stats, really. I've added a Cooldown so it can't be spammed and is more significantly picking off single, unaware targets. It's more up to the theme of a sneaky thief.

Snatch Spell (Removed, Reworked into 2 new skills)

Distortion (Unchanged)

Create Shade (Unchanged)

Invisible Weapon (Unchanged)

Quote:Smoke Screen

Casting Smoke Screen on allies or self will grant Sneak for 2 rounds.

Quote:Confusion

- Trickery: Enemies within 2 Range of the target will also be Confused.

Blue Steal (Combined with Energy Laundering)

Quote:Energy Laundering

5 Ranks / 3M

Being able to manipulate energy is natural within a Spellthief's repertoire. Otherwise, how could they ever steal spells?

Targets either self, ally or enemy within 4 range.

Self or Ally: Requires Leeched Energy. Ends the status but restores FP equal to Leeched Energy LV * 3.

Enemy: Steal their FP equal to 5+(Rank*5) (or their current FP, whatever is lower). Requires a stat-based roll and is modified by bonuses to steal (and counts as stealing if successful). You will also gain Leeched Energy equal to half of the stolen FP. The skill gains a 1 round CD if used this way.
>> This takes taking damage to even go up, so it's not as free as one would think. Being able to use this on allies adds a bit more utility to this class for party play. This also crunches the amount of skills ST has to open up for newer gimmicks, and gives the so wanted buff to Blue Steal that barely sees use for being so close-ranged.

Quote:Negotiate

Additionally, if the enemy is under the effect of Hold Up, they will not lose any negative status effects during the negotiation, but the status will end.
>> An additional interaction with a Spellthief's new Gun Skill.

Quote:Spell Snatch

The trademark skill of the Spellthief. Targets 1 non-boss enemy within 3 range and attempts to steal a spell from them. If successful, you equip the spell as a Copy Spell, and the target loses it. This has 1 round CD.

Trickery: Refunds 2M.

Mysterious (Unchanged)

Margin Manipulation (Unchanged)

Quote:Shuffle

One of the most important parts of illusions are making them less obvious, which is easy enough with a shuffle of the deck. While toggled, on, when you cast Create Shade, you switch places with one of the illusions at random. 

Additionally, the first time in combat that you are targeted by an enemy, you will quickly swap places with a random non-Spellthief ally before the attack lands.

Tricky (Combined with Shuffle)

Quote:Bluff

Do you feel lucky, punk?

Can only be used if you have an Invocation spell in your skill pool. While toggled on, when you use either Mirror Copy or Mirror Steal, you will pretend to begin invoking a random Invocation spell in your skill pool, which might just bait your enemy into casting a spell for you to steal. (Note: This will cause Mirror Copy or Mirror Steal to use up 6M to keep up the illusion.)
>> Updated to match the "new" Snatch Spell equivalents.

Quote:Versatile

When you get your hands on a lot of completely legitimate items, you get interested in them. So much that you effortlessly do what most mages can't, memorizing and mastering the art of magic through pure talent.

Spells do not take up skill pool slots, and their Base Power is increased by your Scaled GUI if you do not have a Tome equipped.
>> Making GUI take the place/make up for WIL for casting spells, similar to Tactician.

Quote:Sneak Attack

They'll never see it coming. Damage dealt while you have Sneak active is increased by 10%. Once per combat, after any Sneak status ends, you gain +3M.

Free Focus (Combined with Thrillseeker)

Quote:Thrillseeker

The rush you get from stealing something is not an experience everyone gets. For those who do, however, it is a strong rush of adrenaline. When you successfully steal something from an enemy, you gain +6 to all stats for 2 rounds.

Additionally, increases your FP Recovery by 2 for every positive status effect you have that was caused by an enemy.

Overload Copy (Unchanged)

===============================================================

New Skills

Now, for the new skills or spells it could get!

Quote:Snatch Spell --> Mirror Copy

On use, you'll gain Mirror Copy status until your next round. If you take damage from a Basic Attack, you will be inflicted with Knocked Down and Clumsy for 2 rounds, due to an open and vulnerable posture.

Otherwise, if you take damage from a Skill or Spell, you will turn towards the enemy and mimic it at the same time the enemy does it. (I.E, if you are hit with Miu from your flank, you will turn to them and also cast Miu towards them in parallel. If you are hit with Kagekiri, you will also use Kagekiri on them, and so on.)

Mimicry Techniques deal 50% reduced damage and use the Spellthief's main weapon for Hit and Scaled Weapon ATK.

Quote:Snatch Spell --> Mirror Steal

On use, you'll gain Mirror Steal status until your next round. If you take damage from a Basic Attack or a Skill, you will be inflicted with Knocked Down and Clumsy for 2 rounds, due to an open and vulnerable posture.

Otherwise, if you take damage from a Spell, the effect will end and you will automatically steal it as a "Bonus Temporary Copy Spell", which will be removed if used or the battle ends, but it does not count for the maximum amount of Stolen Spells you can hold.

You can only have one "Bonus Temp Copy Spell" at a time, and when using Spark Flare, it will be prioritized over other spells and deal 30% bonus damage.

Quote:Spark Flare

General Skill. A more basic version of Final Flare. Charge up your weapon with a random Offensive Copy Spell that targets an enemy. On your next basic attack, you'll unleash the Copied Spell together with the attack, but the spell will deal -20% damage (or no penalty if the attack was a Critical Hit).

This will count as if you used the Copy Spell, therefore applying cooldowns or removing it if it was a temporary stolen spell.

Quote:Spellblade's Flux

Spellthief Stance (only one Stance type can be active, so it doesn't stack with Kensei, for example). Main Class only. While in this Stance, you will ebb and flow between two states. "Spell" and "Blade".

Spell: Whenever you use any Spell, your next Basic Attack deals 10% more damage and costs -1M, then your flux shifts to Blade. If you use any other spell beyond the first, your flux stops and this effect is put on a 3 round CD.

Blade: Whenever you use a Basic Attack, your next Spell deals 10% more damage and costs -1M, then you become Spell. If you use any other Basic Attack beyond the first, your flux stops and this effect is put on a 3 round CD.

Quote:Dance of Blades

Utility Enchant Spell. Enchant the many knives in your form, letting them circle around you for 5 rounds. While active, the knives will dance along your Basic Attacks, randomly dealing Pierce or Slash damage up to 1-3 times equal to half of your Spellthief LV, and boost your Critical Hit by LV (based on Rank).

Additionally, there is a chance equal to 30% + (half of Scaled GUI) that the knives may parry attacks made by monsters, guns and bows, reducing damage by 50% and dealing bonus Slash damage equal to the amount reduced to all enemies within 2 range.

Quote:All-Out Attack

Can only be used once per battle. Costs 4M+. Tags a monster or boss enemy within 5 range that is impaired by Grapple, Immobilize, Frozen, Stunned, Airborne or Knocked Down. They'll be marked with Merciless Beatdown for 1 turn.

On the next round, you and all your teammates will coordinate an all-out attack on them ending in a vicious strike by you, that makes them be Removed From Battle for 1 turn, if they are not defeated.

Merciless Beatdown Tooltip - All units within 4 range from the target, which belong to the causer's team, will automatically attack with their Main Hand weapon from their range, or close the gap and attack them whenever the enemy is in range. The attack cannot miss, but it will only deal 25% of the original damage.

This status is then removed after all available units for this effect make their attacks.
Quote:Spray And Pray

Gun Skill. Target a large cone area infront of you and proficiently squeeze the trigger in that direction, performing a basic attack with your weapon at all enemies within it. This attack's Hit is capped at 50%, but it ignores protection due to the unpredictability of it, and perhaps sheer divine intervention.

You will also consume 3 Durability per enemy attacked.

Quote:Hold Up

Gun Skill. Point your gun and gesture threateningly at an enemy within its range, marking them with Hold Up until your next round. If the enemy moves, or utilizes any movement skill, you will fire at them and interrupt their movement, while consuming the mark and gaining increased Critical Damage equal to X% (based on Rank) for that attack.

While under the effect of Hold Up, Monsters may have a higher chance to accept demands from Show Mercy and flee from combat, and may also become Pacified if they were previously Feared by you.

If the target has also been Feared by you before being Held Up, they will become unable to target you while this is active.

Quote:Loan Shark

The interest rates can sometimes be outrageous, but they'll thank you later.

Target any Ally within 5 range and put a Copy Spell of yours that is not on cooldown on twice their normal cooldowns (6 CD), while removing the cooldown of a Spell under cooldown that matches the same type of the Copy Spell. (I.E, a random Offensive Copy Spell will refresh an ally's random Offensive Spell cooldown, etc.)

This effect will repeat up to X times, based on Rank, and for each spell that you refresh the cooldown of, you also leech 15% of their current FP for yourself.

Quote:Mug

Passive Skill. A Spellthief may be better than a normal thief, but you're still a thief at heart.

When using the Steal skill, there is a random chance that you will repeat the Steal effect and Trickery effect one more time, after successfully stealing a positive effect from your targeted enemy. (Each attempt is rolled independently.)

Quote:The Plan B

Toggle Passive Skill. Sometimes things don't go so well, which means it's time for Plan B.

Once per combat, at the start of a round you are under 25% of your maximum HP and you have more than 0 HP, you gain the "Plan B" buff until your next round, which increases your Move by 5 and reduces the momentum cost of it by 2.

While under Plan B, you cannot use attacks, offensive skills or offensive spells for the duration, and your Flee chance is increased by 50%.

Quote:Dashing Rogue

Innate Skill. While not literally sharp as the weapon sharing the same namesake, you're dressed as sharp as that if not more. People tend to listen to you often, thanks to that charm.

You can use the Flee action, despite not being the Party Leader. Additionally, increases your SKI and GUI by X, based on Rank.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#2
Why are you ruining my baby final flare
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#3
Because Dev fixed it... ;3;
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#4
(10-02-2023, 04:36 PM)Snake Wrote: Because Dev fixed it... ;3;
its already fixed, neutered, jankless, all it has left is divine spam memes

Clumsy, slowed, 25% damage feedback is too much
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