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Class Concept - The Technomancer

 
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Gurandra
Mortal
Mortal


Joined: Nov 04, 2019
Posts: 8

PostPosted: Mon Aug 31, 2020 11:54 pm    Post subject: Class Concept - The Technomancer Reply with quote

Overview

The Technomancer is a scavenger in the lone wasteland of the Nexus. Refusing to bend to the will of any Elder Power and to practice the Arcane arts of the Transcendants, they honed their abilities to craft to perfection. As a result, they developed a technology called the Arma System that allows them to compete in the meat grinder with even the most savage of beings.

Being a crafting base class, Technomancer will have little to no use of their MP and are considered Mortals, so they cannot join any Planar Guilds. The requirements to become them is a min Level 20 Mortal with Structural Engineering and Master Smithing. Need 100 CP spent in Mortal Skills.


Skills

Enhanced Degrade Chance Mechanic: Arma and Misc/Mundane Crafted Items have a degrade chance of 8%. Crafted Weapons and Pets (in inventory) have a degrade chance of 7%.

Wasteland Connoisseur (Free Skill): Passive. +30% search rate in Clockwork Tower, Factories, Freighter, Iron Keep, Junkyard, Machinehaus, Robotics Bay, Robotic Observer, Smithy, Stygian Foundry, and Warehouse
> Diamond Fiber (60 CP): Passive. Protects crafted Armor by 1%. Protects other crafted items with a degrade chance by 2%. However items cannot be repaired, except in a Clockwork Tower, Factory, Iron Keep, Machinehaus, Robotics Bay, Smithy, or Stygian Foundry for a +1 AP cost.
Frugality of the Scavenger (30 CP): Passive. Cost to craft or repair is reduced by 3 AP.
Adaptable Engineer (30 CP): Passive. Max AP +5. Forge, Gunbench, or Portable Toolkits are no longer needed to repair or craft items. Character can repair items that they are wearing.
Packmule (30 CP): Passive. Technomancer gains access to the Cargo Crate Recipe. [Only 1 Cargo Crate. Weighs nothing. Undroppable. Mastersmith Grade Crafting]
Requirements to Craft: x4 Chunk of Steel, x1 Chunk of Brass, x4 Bag of Industrial Plastic, x2 Length of Rope, x1 Padlock
Skill Effect: If the Technomancer is in a faction, gains access to their private footlocker anywhere, treating it as additional inventory space. If feral, they gain 40 Inventory Space.

Emergency Provisions (30 CP): Passive. When the Technomancer reaches 20% or less Hit Points, the character automatically consumes a First Aid Kit in their inventory for 0 AP Cost. 1 hour cooldown.
Automation Protocol (30 CP): Passive. Technomancer gains access to the Automator Recipe. The Technomancer must have this skill in order to use the Automator. [Type: Mundane. Weight 10. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Portable Toolkit, x1 Chunk of Steel, x1 Spool of Copperwire
Skill Effect: The Technomancer can consume the Automator to craft any item they have the recipe or know how for. The Technomancer can consume conditions on the Automator to repair conditions on any item.

Perpetual Energy (30 CP): Passive. The Technomancer gains access to the Perpetual Motion Generator Recipe. The Technomancer must have this skill in order to use the Perpetual Motion Generator. [Type: Mundane. Weight 10. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x2 Chunk of Iron, x4 Spool of Copperwire
Skill Effect: The Techomancer can trigger the skill to craft 10 Batteries. 24 hour cooldown.


Arma Mechanic: Equipping or unequipping an Arma Heavy Armour costs 3 AP. This is always applied.

Arma Exstinctor (30 CP): Passive. Technomancer gains access to the Arma Exstinctor Recipe. Donning the Arma gives the character the Arma Exstinctor Status Effect. [Type: Heavy Armor. Weight 40. Only wearable by a Technomancer with this skill. Enhanced degrade chance.]
Requirements to Craft: x10 Chunk of Steel, x8 Chunk of Stygian Iron, x4 Chunk of Brass, x4 Spool of Copper Wire, x2 Silver Ingot, x1 Gold Ingot, x6 Bag of Industrial Plastic, x4 Length of Chain
Soaks: Impact 5 Piercing 3 Slashing 6 Fire 2 Cold 2 Electric 2
Status Effect: Can no longer use non-Mundane Weapon/Damage types, however Mundane Weapon/Damage types + 6 damage. +15% to-hit with ranged weapons. For every 20% accuracy differential from the target’s Defense, in which the character’s accuracy is higher, +1 damage.

> Exstinctor A.I. Overhaul (60 CP): Technomancer gains access to the Exstinctor A.I. Overhaul Recipe. The Passive bonuses apply while this item is in the character’s inventory and they are wearing Arma Exstinctor and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting.]
Status Effect: Character gains the ability to move at half cost. +8 damage with ranged weapons to structures. Gains access to the Triggered skill “Lock-On”.
Lock-On: Cost: 5 AP, 10 HP; Target loses Defense equal to the character’s firearm accuracy for 5 status ticks (including accuracy added from their last/current firearm used and indirect modifiers).

> Exstinctor Tormentum (60 CP): Technomancer gains access to the Exstinctor Tormentum Recipe and Tormentum Ammo Clip Recipe. The character gains the Triggered skill Obfuscation Protocol. Only usable by a Technomancer with this skill. [Type: Weapon-Firearm. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Marrakunian Soul Cannon, x2 Chunk of Stygian Iron, x1 Chunk of Steel, x1 Spool of Copperwire, x4 Batteries
Requirements to Craft Tormentum Ammo Clip: x1 Small Bottle of Gunpowder, x1 Battery, x1 Stygian Bone Leech. Makes 2 Ammo Clips of 15 rounds.
Stats: Weight 10, Damage 10 Piercing, Base Hit Chance 25%, 15 Ammo.
Obfuscation Protocol: 1 AP, Single-target. The character unleashes a powerful wave of kinetic energy that deals Impact damage to the target equal to the Technomancer’s current MP, cap is at max MP (This skill uses the character’s firearm accuracy +25% to-hit. Doesn’t gain other firearm damage bonuses). Drains all of MP at use. If the target is under the effect of Lock-On, +11 damage.


Arma Praesidium (30 CP): Passive. Technomancer gains access to the Arma Praesidium Recipe. Donning the Arma gives the character the Arma Praesidium Status Effect. [Type: Heavy Armor. Weight 40. Only wearable by a Technomancer with this skill. Enhanced degrade chance]
Requirements to Craft: x10 Chunk of Steel, x8 Chunk of Ivory, x4 Chunk of Brass, x4 Spool of Copper Wire, x2 Silver Ingot, x1 Gold Ingot, x6 Bag of Industrial Plastic, x4 Length of Chain
Soaks: Impact 5 Piercing 3 Slashing 6 Fire 4 Cold 2 Electric 2 Acid 4 Death 4 Holy 2 Unholy 2 Arcane 2
Status Effect: +3 damage. +10% to-hit with melee weapons. Gains +1% Passive Defense for every 50 Hit Points the character’s faction’s fort’s HP has. If feral, +5% Passive Defense.

> Praesidium A.I. Overhaul (60 CP): Technomancer gains access to the Praesidium A.I. Overhaul Recipe. The Passive bonuses apply while this item is in the character’s inventory and they are wearing Arma Praesidium and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Silver Ingot, x4 Batteries
Status Effect: Character can teleport to any visible tile. Character gains +5 Max AP and +10 Max HP. +5 HP to building forts. Gains access to Triggered skill Aegis-Ward
Aegis-Ward: Cost: 3 AP, 5 HP; +2 soaks to all non-spell attacks. Character gains an omni-aura that does Level/3 Piercing Damage. Gains active Defense equal to the character’s passive melee weapon accuracy -55%. Lasts for 15 status ticks. Stackable duration.

> Praesidium Machaera (60 CP): Technomancer gains access to the Praesidium Machaera Recipe. The character gains the Triggered skill Coruscation Protocol. Only usable by a Technomancer with this skill. [Type: Weapon-Melee. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Runesword, x2 Chunk of Ivory, x1 Chunk of Steel, x1 Spool of Copperwire, x4 Batteries
Stats: Weight 10, Damage 8 Slashing, Base Hit Chance 20%.
Coruscation Protocol: 1 AP, Single-target. The Technomancer charges in at blinding eviscerating speed. At the cost of all the Technomancer’s MP (min 50%), the character’s next attack with the Praesidium Machaera becomes an auto-hit and ignores all soaks.


Arma Indigator (30 CP): Passive. Technomancer gains access to the Arma Indigator Recipe. Donning the Arma gives the character the Arma Indigator Status Effect. [Type: Heavy Armor. Weight 40. Only wearable by a Technomancer with this skill. Enhanced degrade chance]
Requirements to Craft: x10 Chunk of Steel, x8 Batch of Leather, x4 Chunk of Brass, x4 Spool of Copper Wire, x2 Silver Ingot, x1 Gold Ingot, x6 Bag of Industrial Plastic, x4 Length of Chain
Soaks: Impact 4 Piercing 2 Slashing 5 Fire 1 Cold 1 Electric 1
Status Effect: Can no longer use non-Mundane Weapon/Damage types, however Mundane Weapon/Damage types + 6 damage. +15% to-hit with ranged weapons. Technomancer’s hits apply the Vulnerable Status Effect for 5 status ticks (Does not stack. Player affected by this status take Level/5 Supplementary damage equal to the character’s weapon damage type)

> Indigator A.I. Overhaul (60 CP): Passive. Technomancer gains access to the Indigator A.I. Overhaul Recipe. The Passive bonuses apply while this item is in the character’s inventory and they are wearing Arma Indigator and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Chunk of Brass, x4 Batteries
Status Effect: Character may “Zoom” tile-to-tile at a cost of 1 HP and 0 AP or may “Move” for 1 AP and 0 HP (character’s choice. Each time a Zoom is performed, the character is placed under the Encumbered Status Effect. This adds 2 minutes of the character being unable to be healed by any means). Supplementary damage granted by Arma Indigator is no longer subject to soaks. Gains access to the Triggered skill Enhanced Sensory Prediction.
Enhanced Sensory Prediction: Cost: 1 AP, 3 HP; The Technomancer can see a list of the characters that have “searched” on the tile in the last 24 hours. By selecting 1 of these characters, a directional tracker tells their location (instead of coordinates. Doesn’t work cross-plane). “Fresh Tracks” (0-4 hours) tells the target’s location to complete accuracy. “Warm Tracks” (within 4-8 hours) tells the target’s location within 1 tile of accuracy. “Old Tracks” (8-16 hours) tells the target’s location within 2 tiles of accuracy. “Cold Tracks” (16+ hours) tells the target’s location within 3 tiles of accuracy.

> Indigator Autoballista (60 CP): Passive. Technomancer gains access to the Indigator Autoballista Recipe and Autoballista Bolt Recipe. The character gains the Triggered skill Inviscation Protocol. Only usable by a Technomancer with this skill. [Type: Weapon-Archery. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Virtuecaster, x1 Bag of Industrial Plastic, x1 Chunk of Steel, x1 Spool of Copperwire, x4 Batteries
Requirements to Craft Autoballista Ammo Clip: x1 Bag of Industrial Plastic, x1 Battery, x1 Healing Herb. Makes 2 Ammo Clips of 15 bolts.
Stats: Weight 10, Damage 10 Piercing, Base Hit Chance 15%, 15 Bolts.
Inviscation Protocol: 1 AP, Single-target. The Technomancer detonates all landed bolts (max. 6) onto the character at the cost of all the Technomancer’s MP (min 50%), dealing a cumulative total of 10 Impact damage per bolt. If the target is killed by this attack, automatically reload the Autoballista for 0 AP.


Arma Strategema (30 CP): Passive. Technomancer gains access to the Arma Strategema Recipe. Donning the Arma gives the character the Arma Strategema Status Effect. [Type: Heavy Armor. Weight 40. Only wearable by a Technomancer with this skill. Enhanced degrade chance]
Requirements to Craft: x10 Chunk of Steel, x8 Chunk of Iron, x4 Chunk of Brass, x4 Spool of Copper Wire, x2 Silver Ingot, x1 Gold Ingot, x6 Bag of Industrial Plastic, x4 Length of Chain
Soaks: Impact 5 Piercing 3 Slashing 6 Fire 2 Cold 2 Electric 2
Status Effect: Character gains the ability to move at half cost. +10 HP to building forts. +20 HP to building structures (excluding forts. Affected by Structural Engineering.)

> Strategema A.I. Industrial Add-On (60 CP): Passive. Technomancer gains access to the Strategema A.I. Industrial Add-On Recipe. The Passive bonuses apply while this item is in the character’s inventory and theyare wearing Arma Strategema and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Portable Toolkit, x4 Batteries
Status Effect: Healing/Medical Items and Potions gain 1 more additional use. Gain access to the Triggered skill Assembly-Line
Assembly-Line: Cost: 5 AP, 15 HP; The Technomancer creates an Assembly-Line structure in their stronghold. If feral, on the tile.
Assembly-Line starts with 0 HP and must be repaired to full HP (500 HP) to become initially usable. This structure can be destroyed. It must be repaired to at least 50% HP before becoming operable again. The power must be on to be running. This structure can be interacted with at a cost of 1 AP to take crafted items out of its storage (max 50 inventory capacity).
Once per 1 hour, Assembly-Line will craft 1 random Healing/Medical Item or Potion and store it in its storage inventory. Each 1 hour Assembly-Line loses 40 HP.

> Strategema A.I. Security Add-On (60 CP): Passive. Technomancer gains access to the Strategema A.I. Security Add-On Recipe. The Passive bonuses apply while this item is in the character’s inventory and they are wearing Arma Strategema and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Lead Brick, x4 Batteries
Status Effect: The Technomancer and all factionmates on their tile (if feral all characters on the tile) gain a close-quarters Aura that does Level/10 of Slashing damage. Gain access to the Triggered skill Barbed-Wire Barracade
Barbed-Wire Barracade: 3 AP, 10 HP; The Technomancer creates a Barbed-Wire Barracade in their stronghold. If feral, on the tile.
Barbed-Wire Barracade starts with 0 HP and must be repaired to full HP (500 HP) to become initially usable. This structure can be destroyed.
When a non-factionmate (if feral any character except for the Technomancer) damages the stronghold’s ward, forts, structures, or when that character performs an AP action in the stronghold (if feral, the same tile as the Technomancer), deal 1 damage to the offender and 2 to the Barricade.

> Strategema A.I. Safe Management Add-On (60 CP): Passive. Technomancer gains access to the Strategema A.I. Safe Management Add-On Recipe. The effect applies while this item is in the character’s inventory and they are wearing Arma Strategema and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Bullhorn, x4 Batteries
Gain access to the Triggered skill Kiosk
Kiosk: 3 AP, 5 HP; The Technomancer creates a Kiosk in their stronghold. No feral option!
Kiost starts with 0 HP and must be repaired to full HP (300 HP) to become initially usable. This structure can be destroyed. The power must be on to be running.
Kiosk allows the character and their factionmates with safe access to be able to deposit items for 0 AP and withdraw items at half cost. Loses 5 HP each AP tick.

> Strategema A.I. Energy Add-On (60 CP): Passive. Technomancer gains access to the Strategema A.I. Safe Management Add-On Recipe. The effect applies while this item is in the character’s inventory and they are wearing Arma Strategema and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Spool of Copperwire, x4 Batteries
Gain access to the Triggered skill Mana Foundry
Mana Foundry: 3 AP, 10 HP; The Technomancer creates a Mana Foundry in their stronghold. If feral, on their tile. Mana Foundry starts with 0 HP and must be repaired to full HP (300 HP) to become initially usable. This structure can be destroyed. Loses 5 HP each AP tick.
Mana Foundry allows the character and their factionmates (if feral allows any character) to be able to transfer MP to be stored into the Mana Foundry at a cost of 0 AP and 7 MP for a total transfer of 5 MP. The max MP capacity of the foundry is 100. The Technomancer and their factionmates can drain the Mana Foundry (if feral, any character) at a cost of 1 AP to gain 5 MP.


Prototype X-Machina (30 CP): Passive. The Technomancer gains access to the X-Machina Recipe. Pet only usable if the Technomancer has this skill. [Mastermsith Grade Crafting]
Requirements to Craft: x5 Chunk of Steel, x2 Chunk of Brass, x2 Spool of Copperwire, x3 Bag of Industrial Plastic
Pet Stats: AP 50, MP 20, HP 70. To Hit 55%, Defense 0%. Primary 9 Slashing, Secondary None. Does not suffer from Pet Decay.
The X-Machina will not despawn due to maxxing out its AP and MP usage. Instead, it will decay in conditions. Every 16% reduction in either AP, MP, or HP will result in a degrade. Each degrade results in a lost of 1 damage and 5% accuracy. Once the pet hits to dusted with its HP, it will despawn. The character can repair the pet at a Forge. The character can pick up the pet at a cost of 1 AP and place it in their inventory [Type: Mundane. Weight 1. Enhanced degrade chance]. Dropping the pet “respawns” it.
(If the X-Machina Recipe is destroyed in your inventory, or you die while your pet is active, the pet becomes a wandering monster)

> X-Machina Overhaul (60 CP): Passive. The Technomancer gains access to the X-Machina Overhaul Exstinctor Recipe, X-Machine Overhaul Praesidium Recipe, X-Machina Overhaul Indigator Recipe, and X-Machina Overhaul Strategema Recipe. The Pet is only usable if the Technomancer has this skill and the following Pet mod applies depending on Arma worn. [Mastersmith Grade Crafting]
Requirements to Craft X-Machina Exstinctor: x1 X-Machina, x1 Rifle
X-Machina Exstinctor Pet Stats: AP 60, MP 40, HP 60. To Hit 65%, Defense 0%. Primary 11 Piercing, Secondary 9 Slashing. Does not suffer from Pet Decay. Takes no damage from Auras.
Requirements to Craft X-Machina Praasidium: x1 X-Machina, x1 Sword
X-Machina Praesidium Pet Stats: AP 60, MP 20, HP 70. To Hit 55%, Defense 15%. Primary 9 Slashing. Secondary None. Does not suffer from Pet Decay. Intercepts attacks made on the petmaster.
Requirements to Craft X-Machina Indigator: x1 X-Machina, x1 Compound Bow
X-Machina Indigator Pet Stats: AP 60, MP 40, HP 80. To Hit 65%, Defense 0%. Primary 11 Piercing, Secondary 9 Slashing. Does not suffer from Pet Decay. Can see and attack Invisible characters.
Requirements to Craft X-Machina Strategema: x1 X-Machina, x1 Suit of Light Body Armor
X-Machina Strategema Pet Stats: AP 55, MP 25, HP 75. To Hit 60%. Defense 5%. Primary 10 Slashing, Secondary 6 Impact. Does not suffer from Pet Decay. Once per AP tick or lost in condition, creates 1 (max 5) X-Machina Pet (this circumvents the only being able to control 1 stipulation.)

>> X-Machina Overhaul Uber (90 CP): Passive. The Technomancer gains access to the X-Machina Overhaul Uber Exstinctor Recipe, X-Machine Overhaul Uber Praesidium Recipe, X-Machina Overhaul Uber Indigator Recipe, and X-Machina Overhaul Uber Strategema Recipe. The Pet is only usable if the Technomancer has this skill and the following Pet mod applies depending on Arma worn. [Mastersmith Grade Crafting]
Requirements to Craft Uber X-Machina Exstinctor: x1 X-Machina Exstinctor, x1 Exstinctor Tormentum
Uber X-Machina Exstinctor Pet Stats: AP 110, MP 60, HP 90. To Hit 70%, Defense 10%. Primary 13 Piercing, Secondary 9 Slashing. Does not suffer from Pet Decay. Takes no damage from Auras. A successful hit from an Uber X-Machina Exstinctor drains 3 MP from the target. The Technomancer gains 2 MP. Each successful hit on the same target ramps up the damage (+1) and accuracy (+5%) of the pet (max 5 stacks). These stacks deplete when a new target is chosen.
Requirements to Craft Uber X-Machina Praesidium: x1 X-Machina Praesidium, x1 Praesidium Machaera
Uber X-Machina Praesidium Pet Stats: AP 90, MP 60, HP 110. To Hit 65%, Defense 25%. Primary 9 Slashing, Secondary None. Does not suffer from Pet Decay. Intercepts attacks made on the pet master. Pet attacks are not subject to soaks (does not include fortification soaks).
Requirements to Craft Uber X-Machina Indigator: x1 X-Machina Indigator, x1 Indigator Autoballista
Uber X-Machina Indigator Pet Stats: AP 100, MP 90, HP 90. To Hit 75%, Defense 10%. Primary 11 Piercing, Secondary 9 Slashing. Does not suffer from Pet Decay. Can see and attack invisible and flying characters. A successful hit by an Uber X-Machina Indigator has a 5% chance to degrade armor. A successful hit by an Uber X-Machina Indigator drains 2 HP from the target (this is unsoakable). The Technomancer recovers 1 HP.
Requirements to Craft Uber X-Machina Strategema: x1 X-Machina Strategema, x1 Arma Strategema
Uber X-Machina Strategema Pet Stats: AP: 85, MP 55, HP 105. To Hit 65%, Defense 15%. Primary 11 Slashing, Secondary 7 Impact. Does not suffer from Pet Decay. Once per AP tick, a lost in condition, or a lost of 2+ HP, creates 1 (max 5) X-Machina Strategema Pet (this circumvents the only being able to control 1 stipulation.)


Arma System Chassis Tune (30 CP): Passive. +1 damage. Increases accuracy of attacks by 5%.
Arma System Redux Chassis (30 CP): Passive. Crafted Arma are reduced by 10 weight.
Arma System Reinforced Chassis (30 CP): Passive. +1 soaks to all attacks on crafted Arma. Crafted Arma have regular decay chance (4%)
> Arma System Minmax Chassis (60 CP): Passive. Upon learning the skill, the Technomancer can choose to reduce their Max AP, MP, or HP by up to 15 (multiples of 5) to increase their Max AP, MP, and HP by the lost value.


Lore

The lost citizens of this chaotic plane, thrown into the midst of discordance by the Elder Powers. While angels, demons, and Transcendents fought tooth and nail in this war-torn realm, the feeble and weary were left to rot; forlorn by both their fellow human and by the self-proclaimed Powers. In order to survive their day-to-day, they banded together to keep each other cool during the calescent days and warm during the hyperboreal nights. Rummaging for food and parts to barricade their shelters became ludicrously more adverse when the maniacal beings began ravaging these resource points. Hope seemed all but lost.
Losing their bearings after each raid from the enraged denizens caused these castaways to create a super coalition. Putting together the best engineers they had, these Mortal men, women, and enbies were able to construct the Arma System; a supercomputer that performed trillions of processes a second to calculate the safest routes to resource points and for state-of-the-art security systems. Day in and day out, improving the algorithm and CPU, the Arma System assisted the engineers to create power robotic armor, which they endearingly called the Arma. To secure their survival and tactical footing, a reinforced bunker was made deep underground to house the A.I., and in addition, on-person computers carried by each member in their congregation. Due to exponential learning and seamless transmission from personal computer to Arma System, the explosive growth in science and engineering allowed even the weakest among them to manipulate technology. Now embedding and installing the computers into their spines and brains, they called themselves the Technomancers.
The existence of this highly organized paramilitary was revealed when a group of angels were parolling the city for their next prey and enemy locations. Among them had a hunch and broke into what seemed to look like an abandoned facility. Surveying the area, one of the angels spotted a hatch and investigated, and much to their bewilderment were met withTechnomancers that eviscerated the angelic unit. Breaking the balance of the Nexus, hordes of these beings came, one after another, to try to take them out. However, the constant onslaughts weakened their supply routes and without adequate food and parts, they were going to lose the war in the end. For the sake of survival, they allowed Transcendents that kept their humanity in to learn from them, and in return are provided with sanction and supply-lines.
In the end, they will eventually overcome this Wasteland, though to which means and to what end is not yet known. Maybe, never will.


Technology Profile

Arma Exstinctor

This highly specialized Arma has been fine-tuned for utter ruination and disembodiment of enemy strongholds. The chassis is configured to support an even distribution of weight, while enabling powerful hydraulics in the arms to generate enough force to punch through a meter of solid steel, and having the fine-tuned motors for precise targeting. This model can be equipped with the Exstinctor Tormentum.
The Exstinctor Tormentum is a super-railgun. Powered by a localized haldron cylinder, the core can accelerator matter to sub-lightspeed; enabling something as unassuming as a rock to rupture holes into superstructures as dense as tectonic plates. Due to the onset of instantaneous thermogenesis, the Tormetum can only perform this supercharge once before needing to cool down.

Arma Praesidium

This highly specialized Arma has been fine-tuned for complete bulwark and tanking the ravenous hordes that lie within enemy strongholds. The chassis is configured to be much denser in the core and torso, while reducing the size of the arms to almost mere humanwidth. In addition to this superarmored frame, the legs are outfitted with herculean hydraulics; allowing the mechanized unit to leap from building to building. This model can be equipped with the Praesidium Machaera.
The Praesidum Machaera is a supersword and leg exoskeletal overhaul. The blade can conjure heat on par with nuclear fission; slicing any matter on an atomic level. In coordination with overdriving their hydraulics, the unit is able to achieve speeds up to mach 3! Needless to say, this causes the mech to overheat and enter a state of soft duress for a short while.

Arma Indigator

This highly specialized Arma has been fine-tuned for scouting and intrepid enemy awareness within the forsaken realm. The chassis is configured with phaseshift technology that allows the unit to zoom from one location to another in what seems like a blink of the eye and enables its attacks to seemingly duplicate. The rigor of this process causes the mech to become unbalanced and slight adjustments need to be made to recalibrate the chassis. Its other wonderful toy being the niche tracking system onboard. Simply surveying an area, the algorithm can calculate the “footprints” of people that had been there and map out a route accordingly. This model can be equipped with the Indigator Autoballista.
The Indigator Autoballista is a superarbalest with mega-adhesive bolts. Once stuck onto the target it starts to rapidly expand, impairing motor functions and mobility. With a simple click of the switch, the pilot can detonate all bolts to cause ravaging target onto the unit, taking down even the sturdiest of Infernal Behemoths.

Arma Strategema

This balanced unit is designed for stronghold support and maintenance. The chassis is taken from a standard, unspecialized or defunct model, and retrofitted for everyday tasks. Such new programs added to the unit is the ability to mass produce structures for colony QoL improvements!
The Assembly-Line is a proletarian dream come true! You can rest idly by and allow the means of production to be handed by fully automated, non-sapient, machinery.
The Barbed-Wire Barricade is top of Alcatraz’s wishlist for advanced security. Simply put, it’s a titanium-alloy wired fence that deters intruders on your property. Wait! Is that rust I see? Better get a tetanus shot ASAP.
The Kiosk is hijacked from the local bank and grocery store and refitted to handle safe management. What more can be said?
The Mana Foundry was “borrowed” technology from the Transcendents but made even better since it is a well-known fact that all of them are terrible at innovating, and most, if not all, Conduits are archaic boomers.

X-Machina

The X-Machina is an incredibly adaptive drone. It was the first invention of the coalition in stronghold defense and in-field protection. The prototype model is discreet and well-balanced, but ultimately obsolete in practicality against the upper echelons of the angelic and demonic soldiers. It was this reason that further innovations were made. New units are constructed out of “sentient nanomachines”; these reconfigure the drone to meet the tasks needed of its Arma unit. Even so far as adopting some of their tactics and tools into its own kit.
Because of its ever learning processor, new abilities are being discovered everyday, including some fascinating powers such as; onsite damage and targeting calibrations, intercepting enemy fire, enhanced senses and even vitality drain. It has also been reported making prototype models on sheer whim. The Technomancers don’t even know what to do with the spare units.
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Gurandra
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Joined: Nov 04, 2019
Posts: 8

PostPosted: Mon Aug 31, 2020 11:56 pm    Post subject: Extra Shtuff Reply with quote

Any feedback is welcomed. Really I'd just be glad to have some people look and read over it, even if nothing else comes from it.
Also please excuse my c r i n g e humor and jokes spread throughout there lol
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iButt
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Joined: Aug 18, 2020
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PostPosted: Tue Sep 01, 2020 1:03 am    Post subject: Reply with quote

While I think the idea is very cool, I just fear that its novel mechanical complexity will hold it back from being considered - because the amount of time and effort in coding, debugging, testing and balancing each of these very unique designs will require might be too intimidating for just our volunteer devs.

However, I think the core feel of it is very good. A crafting-focused character that isn't support is a interesting, flavorful approach. Be like a Batman, with just your wits and gadgets to best the eldritch supernatural forces around you.
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Gurandra
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Posts: 8

PostPosted: Tue Sep 01, 2020 1:27 am    Post subject: Reply with quote

Hehe thank you iButt ^^. I appreciate the feedback, and yeah I also understand this could be hefty to code for some people. While I think it should be doable, I know the devs that do the coding have a lot on their plate.
But pretty much a "Batman"-esque playstyle. I just think crafting is really cool and having maintenance upkeep as a balance, and flavour, mechanic is neat and viable. While the stat values I did the calculations for as compared to the other classes, the pets could definitely get a look over. While the stats on them should be fine, it is an entirely new way to get a pet compared to how pets are now; more resource investment and permalost, so hoping the stats aren't too high, but justified.
Tho, with any new class or rework, it would have to be live tested as stat values and theory can only get you so far QwQ
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CrusaderDroid
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PostPosted: Thu Sep 03, 2020 5:55 pm    Post subject: Reply with quote

I'll take a shot, since it's a lot of effort put into this, and I can respect that.

Quote:
The Technomancer is a scavenger in the lone wasteland of the Nexus. Refusing to bend to the will of any Elder Power and to practice the Arcane arts of the Transcendants, they honed their abilities to craft to perfection. As a result, they developed a technology called the Arma System that allows them to compete in the meat grinder with even the most savage of beings.


This already feels like it's delving too deep into something influenced by an Elder Power. It'd be interesting if this was Transcended and they didn't quite understand it yet, but I don't think that was your intention. The title of Technomancer doesn't help here since that implies a magical or supernatural control over technology.

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Being a crafting base class, Technomancer will have little to no use of their MP and are considered Mortals, so they cannot join any Planar Guilds. The requirements to become them is a min Level 20 Mortal with Structural Engineering and Master Smithing. Need 100 CP spent in Mortal Skills.


This is fair.

Quote:
Enhanced Degrade Chance Mechanic: Arma and Misc/Mundane Crafted Items have a degrade chance of 8%. Crafted Weapons and Pets (in inventory) have a degrade chance of 7%.


This is crippling. The increased rate of decay makes the Technomancer incredibly vulnerable to repeated attacks, especially acid attacks, that would damage your precious armor. Unless you spend credits specifically to name your armor to make it indestructible, there is a non-zero chance that an enemy player will deliberately hone in on this weakness due to how the class is constructed.

This looks like some attempt at counterplay. That's admirable, but it goes too far. You could cut this out and lose nothing except the undying frustration of would-be Technomancers having their stuff broken.

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Wasteland Connoisseur (Free Skill): Passive. +30% search rate in Clockwork Tower, Factories, Freighter, Iron Keep, Junkyard, Machinehaus, Robotics Bay, Robotic Observer, Smithy, Stygian Foundry, and Warehouse


This is pretty cool. The search rate might be a little too excessive, but I like that it gives a reason to care about specific tile types.

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> Diamond Fiber (60 CP): Passive. Protects crafted Armor by 1%. Protects other crafted items with a degrade chance by 2%. However items cannot be repaired, except in a Clockwork Tower, Factory, Iron Keep, Machinehaus, Robotics Bay, Smithy, or Stygian Foundry for a +1 AP cost.


This is...debilitating. Nothing precludes you from getting Durability enhancements on your armor and clothes, since the Technomancer isn't explicitly locked out of any faction. For the most part, this is a significant penalty as you lose the ability to repair safely in a stronghold - and in fact, this prevents you from repairing guns in a LOT of locations, making certain class choices later a trap. When coupled with the enhanced degrade chance, this feels a lot like a cure that's worse than the disease.

If you remove the enhanced degrade chance, this ability really doesn't need to exist. If it absolutely has to stay, a simple -1% chance to degrading universally is already really good for saving Durability enchants.

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Frugality of the Scavenger (30 CP): Passive. Cost to craft or repair is reduced by 3 AP.


It's there, I guess. Don't have much to say.

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Adaptable Engineer (30 CP): Passive. Max AP +5. Forge, Gunbench, or Portable Toolkits are no longer needed to repair or craft items. Character can repair items that they are wearing.


I guess 5 AP is a fair trade for -1 AP on crafting compared to the Conduit, so I'll take the time to note that Diamond Fiber seems to have been created specifically because Adaptable Engineer would negate the lack of gunbenches you'd be able to access. That means Diamond Fiber is actually a 90 CP investment in disguise for those that need gunbenches, making it even less attractive even if Adaptable Engineer is alright.

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Packmule (30 CP): Passive. Technomancer gains access to the Cargo Crate Recipe. [Only 1 Cargo Crate. Weighs nothing. Undroppable. Mastersmith Grade Crafting]
Requirements to Craft: x4 Chunk of Steel, x1 Chunk of Brass, x4 Bag of Industrial Plastic, x2 Length of Rope, x1 Padlock
Skill Effect: If the Technomancer is in a faction, gains access to their private footlocker anywhere, treating it as additional inventory space. If feral, they gain 40 Inventory Space.


Packmule foreshadows the key problem of this entire class in that it doesn't do anything by itself, but makes you go fetch a bunch of ingredients to craft it instead. Mercifully, Packmule gets out of your way fast once it's done, but it's a feels-bad moment to buy a skill only to have to go do extra work just to use the skill.

It's a fairly reasonable skill on the surface, admittedly. I'd just cut out the crafting process entirely - all this does is waste the player's time. If it's not a true item in your inventory, there's no real point to mandating the crafting.

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Emergency Provisions (30 CP): Passive. When the Technomancer reaches 20% or less Hit Points, the character automatically consumes a First Aid Kit in their inventory for 0 AP Cost. 1 hour cooldown.


I read the whole thing, so I know there's HP costs later that this is specifically meant to trigger off of. I'm not really a fan of consciously designing that level of meta-efficiency, but the cooldown means you're only getting up to 15 HP of healing anyways, so it's reasonable enough.

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Automation Protocol (30 CP): Passive. Technomancer gains access to the Automator Recipe. The Technomancer must have this skill in order to use the Automator. [Type: Mundane. Weight 10. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Portable Toolkit, x1 Chunk of Steel, x1 Spool of Copperwire
Skill Effect: The Technomancer can consume the Automator to craft any item they have the recipe or know how for. The Technomancer can consume conditions on the Automator to repair conditions on any item.


I fundamentally hate this ability. It'll be much clearer once I hit the Arma suits, but this is here to cheat their requirements with a much simpler recipe. You should not be required to spend a bunch of CP on quality-of-life skills, such as this one, just to be able to enjoy a class.

I'd remove it completely, as a result. Why make a player jump through hoops to have fun? They hit T3, let them go wild.

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Perpetual Energy (30 CP): Passive. The Technomancer gains access to the Perpetual Motion Generator Recipe. The Technomancer must have this skill in order to use the Perpetual Motion Generator. [Type: Mundane. Weight 10. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x2 Chunk of Iron, x4 Spool of Copperwire
Skill Effect: The Techomancer can trigger the skill to craft 10 Batteries. 24 hour cooldown.


It seems like if you find yourself needing to spend 30 CP to make a device that spews batteries to fund your class, thereby delaying all your cool stuff another level, you would be better served by making batteries not quite so critical to the class.

I'd remove this one, too. You still have to craft it, too - this is a lot of busywork just to get access to your class skills for real.

Quote:
Arma Mechanic: Equipping or unequipping an Arma Heavy Armour costs 3 AP. This is always applied.


There's no reason to have this. Barring a ridiculously oversized faction locker, you're only ever having one suit of armor anyways.

Quote:
Arma Exstinctor (30 CP): Passive. Technomancer gains access to the Arma Exstinctor Recipe. Donning the Arma gives the character the Arma Exstinctor Status Effect. [Type: Heavy Armor. Weight 40. Only wearable by a Technomancer with this skill. Enhanced degrade chance.]
Requirements to Craft: x10 Chunk of Steel, x8 Chunk of Stygian Iron, x4 Chunk of Brass, x4 Spool of Copper Wire, x2 Silver Ingot, x1 Gold Ingot, x6 Bag of Industrial Plastic, x4 Length of Chain
Soaks: Impact 5 Piercing 3 Slashing 6 Fire 2 Cold 2 Electric 2
Status Effect: Can no longer use non-Mundane Weapon/Damage types, however Mundane Weapon/Damage types + 6 damage. +15% to-hit with ranged weapons. For every 20% accuracy differential from the target’s Defense, in which the character’s accuracy is higher, +1 damage.


So we're finally at the meat of the class. Power armor.

Hell yeah.

But then I look at the crafting requirements. Hoo boy, let's see...
10x Chunk of Steel: 20 weight
8x Chunk of Stygian Iron: 16 weight
4x Spool of Copper Wire: 4 weight
2x Silver Ingot: 2 weight
1x Gold Ingot: 3 weight
6x Bag of Industrial Plastic: 24(!) weight
4x Length of Chain: 12 weight
Total weight: 81

You can't fit all these ingredients in your inventory. Literally. You need Strength and a Potion of Strength to have them all in your inventory at once, and then you need to craft it while you have the potion affecting you. You can't use your lockbox as part of your crafting, as far as I know, so Cargo Crate only helps you collect the ingredients.

The other alternative is to use the Automator, but then that makes you wonder why even have this huge crafting recipe that requires the Automator to cheat? Why not just make the recipe significantly simpler so you don't need to jump around to multiple planes or get alchemy support just to make it?

Or, better yet, why are we locking the cool power armor behind a crafting wall? Why can't we just let the budding Technomancer just play with the new ability they purchased and go exterminate some immortal freaks?

These problems extend to every single Arma skill and, to a lesser extent, their child skills (which at least fit in your inventory). I won't repeat them for all of those skills. I would recommend cutting out the crafting requirements entirely. If your class is supposed to rely on crafting, it should be fun and open up multiple different crafting options in one go that aren't a pain in the ass instead of locking the really cool power armor that's supposed to carry the class behind a secondary unlock.

Moving on to the armor (I think it's supposed to be Extinctor? Exterminator sounds a little more appropriate to me anyways), it looks...deliberately min-maxed. Specifically: it disables exotic damage types to look like a balancing act, but then grants +6 to the mundane damage types anyways. You can't drink Affinity potions to block mundane damage, and innate armors don't get particularly huge against mundane damage. The wording makes it look like this is a drawback so the significant bonus feels like a fair compensation, when the reality is that the drawback isn't a drawback to begin with.

There's the argument to be made that you can't enchant weapons with +damage now. This is true, but now you can enchant them with +Attack. If that's not enough, then the argument kinda inverts - you made a suit of armor that's ostensibly meant to turn the Technomancer into a damaging threat, but made the player jump through all those hoops just to be a worse Void Walker, Eternal Soldier, Gun Wizard, or Divine Herald (not a comprehensive list).

The last big thing to note (of which this is true for every Arma suit) is that all of these abilities are tied to your armor. A Pariah exit with Destructive Blow is heavily incentivized to destroy your armor. If this happens, you are completely screwed - your AI child skill does nothing, and you lose all of your armor's benefits, making you scarcely better than a Mortal at combat. You're also stuck having to recraft your armor, which means the Technomancer gets to be useless until that happens.

There's some really crippling drawbacks here. I don't think there's a good way to fix them since they're so integrated into the skill and they're meant to offset the ridiculous power you get from what's basically supposed to be a 30 CP skill.

Quote:
For every 20% accuracy differential from the target’s Defense, in which the character’s accuracy is higher, +1 damage.


As an aside, this is pretty clunkily worded. Try "For every 20% more attack you have over the enemy's defense, you deal +1 damage."

The actual suit's function itself seems to be "hit things hard with guns, accurately". I can respect that at least. The general idea of specialized power armor is also pretty great.

Quote:
> Exstinctor A.I. Overhaul (60 CP): Technomancer gains access to the Exstinctor A.I. Overhaul Recipe. The Passive bonuses apply while this item is in the character’s inventory and they are wearing Arma Exstinctor and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting.]
Status Effect: Character gains the ability to move at half cost. +8 damage with ranged weapons to structures. Gains access to the Triggered skill “Lock-On”.
Lock-On: Cost: 5 AP, 10 HP; Target loses Defense equal to the character’s firearm accuracy for 5 status ticks (including accuracy added from their last/current firearm used and indirect modifiers).


I don't know how this can degrade. It's not an armor item, nor a weapon. It probably doesn't need to degrade anyways. It definitely doesn't need to be crafted.

Beyond that, Lock-On is a lie. It promises you increased damage by guaranteeing hits on the target, but by having to spend 5 AP (and 10 HP?) to do so, you're generally better off just taking five shots in terms of damage per AP spent. Barring very good defense scores, you should be able to do more damage in 5 AP to get the total AP expenditure down to be less than what Lock-On would theoretically "save".

Locking the movement abilities behind a 60 CP skill is rough, but given all the other benefits, it seems reasonable. I like the upgrade to bashing - I wish they add more structures.

Quote:
> Exstinctor Tormentum (60 CP): Technomancer gains access to the Exstinctor Tormentum Recipe and Tormentum Ammo Clip Recipe. The character gains the Triggered skill Obfuscation Protocol. Only usable by a Technomancer with this skill. [Type: Weapon-Firearm. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Marrakunian Soul Cannon, x2 Chunk of Stygian Iron, x1 Chunk of Steel, x1 Spool of Copperwire, x4 Batteries
Requirements to Craft Tormentum Ammo Clip: x1 Small Bottle of Gunpowder, x1 Battery, x1 Stygian Bone Leech. Makes 2 Ammo Clips of 15 rounds.
Stats: Weight 10, Damage 10 Piercing, Base Hit Chance 25%, 15 Ammo.
Obfuscation Protocol: 1 AP, Single-target. The character unleashes a powerful wave of kinetic energy that deals Impact damage to the target equal to the Technomancer’s current MP, cap is at max MP (This skill uses the character’s firearm accuracy +25% to-hit. Doesn’t gain other firearm damage bonuses). Drains all of MP at use. If the target is under the effect of Lock-On, +11 damage.


Yeah, let's hope this one doesn't break. This presumes the Marrakunian Soul Cannon gets to survive the shift to B5 - even then, this is going to be a pain to replace.

It's worth noting that if you take this gun, you have 55 weight devoted just to your class skills in a 70 space inventory.

This is an incredibly powerful gun that doesn't feel like it's making any attempt to be balanced. It fires more than the SMG, has superior damage and hit rate (!) to the Rifle, and is NOT an innate, so you can just enchant it with whatever you want, like Durability to cancel out that degrading problem. That the skill also unlocks Obfuscation Protocol with this is frightening.

Speaking of, Obfuscation Protocol. A "mana bomb" is a neat idea, but this feels especially cheap when you don't have MP expenditures otherwise. With a 1:1 ratio, this is exceptionally good at breaking through soak, and it basically can't miss since you can use Lock-On if somehow the innate +25% hit rate isn't quite getting it. Tap Ley Line can give you a second shot, too, which probably will kill anything short of an IB.

I can't say I like this. Beyond being a bunch of crafting just to play the game normally like everyone else, it offers a pair of really powerful attacks, including the single hardest hitting attack in the game without relying on crits.

All of the Arma suits share similar flaws - a LOT of crafting just to be able to use the points you spend, recipes that are impossible due to inventory space limitations, easily breakable gear that will leave you useless, a ton of weight spent on your class features, and incredibly powerful weapons operating under the idea of "if it's a pain in the butt to get and use, surely it has to be really powerful to make up for it". I'll be briefer with the rest, since there's no need to repeat this.

Quote:
Arma Praesidium (30 CP): Passive. Technomancer gains access to the Arma Praesidium Recipe. Donning the Arma gives the character the Arma Praesidium Status Effect. [Type: Heavy Armor. Weight 40. Only wearable by a Technomancer with this skill. Enhanced degrade chance]
Requirements to Craft: x10 Chunk of Steel, x8 Chunk of Ivory, x4 Chunk of Brass, x4 Spool of Copper Wire, x2 Silver Ingot, x1 Gold Ingot, x6 Bag of Industrial Plastic, x4 Length of Chain
Soaks: Impact 5 Piercing 3 Slashing 6 Fire 4 Cold 2 Electric 2 Acid 4 Death 4 Holy 2 Unholy 2 Arcane 2
Status Effect: +3 damage. +10% to-hit with melee weapons. Gains +1% Passive Defense for every 50 Hit Points the character’s faction’s fort’s HP has. If feral, +5% Passive Defense.


Knight power armor is pretty neat. Gaining passive defense for fort HP when you're not in the stronghold is bizarre and doesn't fit the character's theme at all - that kind of magical nonsense clearly points to an Elder Power. It's good otherwise.

Quote:
> Praesidium A.I. Overhaul (60 CP): Technomancer gains access to the Praesidium A.I. Overhaul Recipe. The Passive bonuses apply while this item is in the character’s inventory and they are wearing Arma Praesidium and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Silver Ingot, x4 Batteries
Status Effect: Character can teleport to any visible tile. Character gains +5 Max AP and +10 Max HP. +5 HP to building forts. Gains access to Triggered skill Aegis-Ward
Aegis-Ward: Cost: 3 AP, 5 HP; +2 soaks to all non-spell attacks. Character gains an omni-aura that does Level/3 Piercing Damage. Gains active Defense equal to the character’s passive melee weapon accuracy -55%. Lasts for 15 status ticks. Stackable duration.


Teleporting doesn't feel within mortal reach, but since it's just Twisted Leap anyways, we can pretend it's just jumping. The stat bonuses are reasonable if boring, but Aegis-Ward feels over the top by granting every possible defense you can think of and then letting you stack it up so there's no hope of running it out. It feels like this was supposed to be the tank class but also there had to be only three abilities per tree, so everything had to be shoved here.

Quote:
> Praesidium Machaera (60 CP): Technomancer gains access to the Praesidium Machaera Recipe. The character gains the Triggered skill Coruscation Protocol. Only usable by a Technomancer with this skill. [Type: Weapon-Melee. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Runesword, x2 Chunk of Ivory, x1 Chunk of Steel, x1 Spool of Copperwire, x4 Batteries
Stats: Weight 10, Damage 8 Slashing, Base Hit Chance 20%.
Coruscation Protocol: 1 AP, Single-target. The Technomancer charges in at blinding eviscerating speed. At the cost of all the Technomancer’s MP (min 50%), the character’s next attack with the Praesidium Machaera becomes an auto-hit and ignores all soaks.


At least our aspiring Technomancer can skip this one. There's not enough of a benefit to this sword to make it worth using beyond the extra accuracy, and Coruscation Protocol eats all your MP to be...much, much worse than Obfuscation Protocol at busting through a tank, since instead of up to 50 damage on one shot, you're capped at whatever your maximum damage is (about 16 damage with an enchanted Machaera).

The entire Indigator line is explicitly set up to tilescan and shadowhunt at maximum efficiency. I'm not going to go into that with the same detail as the others - it was deliberately crafted for that explicit purpose, and would make the game dramatically less enjoyable for everyone else due to how much easier HP is to recover over MP as well as how much free damage it gets.

Quote:
Arma Strategema (30 CP): Passive. Technomancer gains access to the Arma Strategema Recipe. Donning the Arma gives the character the Arma Strategema Status Effect. [Type: Heavy Armor. Weight 40. Only wearable by a Technomancer with this skill. Enhanced degrade chance]
Requirements to Craft: x10 Chunk of Steel, x8 Chunk of Iron, x4 Chunk of Brass, x4 Spool of Copper Wire, x2 Silver Ingot, x1 Gold Ingot, x6 Bag of Industrial Plastic, x4 Length of Chain
Soaks: Impact 5 Piercing 3 Slashing 6 Fire 2 Cold 2 Electric 2
Status Effect: Character gains the ability to move at half cost. +10 HP to building forts. +20 HP to building structures (excluding forts. Affected by Structural Engineering.)


This is a really cool concept - a support-type armor. It's completely sabotaged by how there aren't any structures to build, though. In the current game state, this would be a dead drop, but maybe B5 will have some cool stuff for Engineering to do.

Quote:
> Strategema A.I. Industrial Add-On (60 CP): Passive. Technomancer gains access to the Strategema A.I. Industrial Add-On Recipe. The Passive bonuses apply while this item is in the character’s inventory and theyare wearing Arma Strategema and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Portable Toolkit, x4 Batteries
Status Effect: Healing/Medical Items and Potions gain 1 more additional use. Gain access to the Triggered skill Assembly-Line
Assembly-Line: Cost: 5 AP, 15 HP; The Technomancer creates an Assembly-Line structure in their stronghold. If feral, on the tile.
Assembly-Line starts with 0 HP and must be repaired to full HP (500 HP) to become initially usable. This structure can be destroyed. It must be repaired to at least 50% HP before becoming operable again. The power must be on to be running. This structure can be interacted with at a cost of 1 AP to take crafted items out of its storage (max 50 inventory capacity).
Once per 1 hour, Assembly-Line will craft 1 random Healing/Medical Item or Potion and store it in its storage inventory. Each 1 hour Assembly-Line loses 40 HP.


If the only other structures in the game worth repairing are in the child skills, why not just make the repair function part of the child skills and fill that bonus on the original with something else?

This is a REALLY COOL concept. I'm not sure how to feel about it randomly crafting potions, but making useful recovery items for free is pretty neat and effectively hits the top-tier crafter fantasy that's promised.

Giving potions an extra use, though, probably isn't going to work out, mechanically speaking, since unless half-full potions are locked to your inventory, you can just take a swig of any potion someone else is going to use and give it to them, doubling your effective potions for no additional cost. It also feels like it's trying to prop up a feral playstyle way too much.

Quote:
> Strategema A.I. Security Add-On (60 CP): Passive. Technomancer gains access to the Strategema A.I. Security Add-On Recipe. The Passive bonuses apply while this item is in the character’s inventory and they are wearing Arma Strategema and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Lead Brick, x4 Batteries
Status Effect: The Technomancer and all factionmates on their tile (if feral all characters on the tile) gain a close-quarters Aura that does Level/10 of Slashing damage. Gain access to the Triggered skill Barbed-Wire Barracade
Barbed-Wire Barracade: 3 AP, 10 HP; The Technomancer creates a Barbed-Wire Barracade in their stronghold. If feral, on the tile.
Barbed-Wire Barracade starts with 0 HP and must be repaired to full HP (500 HP) to become initially usable. This structure can be destroyed.
When a non-factionmate (if feral any character except for the Technomancer) damages the stronghold’s ward, forts, structures, or when that character performs an AP action in the stronghold (if feral, the same tile as the Technomancer), deal 1 damage to the offender and 2 to the Barricade.


You really don't want to give your enemies auras. You probably shouldn't be giving everyone auras anyways - this turns a factioned Technomancer's entire faction into pseudopets. Even with just 1 point of damage a hit, that's still kind of a pain in the ass.

Barbed-Wire Barricade is incredibly obnoxious. It's not that great, since the chip damage split up amongst a decently-sized group of raiders isn't going to stop them - it's just there to punish small groups and make sure raiding isn't as fun as it could be.

It doesn't specify it can't stack, though. THAT is terrifying - even working under the assumption that a Technomancer can't create two of the same structure, two or more Technomancers working together can do a better job of locking off their stronghold than a pet wall can.

Quote:
> Strategema A.I. Safe Management Add-On (60 CP): Passive. Technomancer gains access to the Strategema A.I. Safe Management Add-On Recipe. The effect applies while this item is in the character’s inventory and they are wearing Arma Strategema and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Bullhorn, x4 Batteries
Gain access to the Triggered skill Kiosk
Kiosk: 3 AP, 5 HP; The Technomancer creates a Kiosk in their stronghold. No feral option!
Kiost starts with 0 HP and must be repaired to full HP (300 HP) to become initially usable. This structure can be destroyed. The power must be on to be running.
Kiosk allows the character and their factionmates with safe access to be able to deposit items for 0 AP and withdraw items at half cost. Loses 5 HP each AP tick.


Credit where credit is due - the entire Strategema line has been great at hitting the theme.

Kiosk isn't terribly useful though - you're spending 60 CP, time to craft the add-on, 3 AP, 5 HP, and then however much AP you need to repair the Kiosk, all so your buddies can deposit freely and withdraw 2 items for the price of 1 for 60 AP ticks (unless you spend more AP to repair it). This shouldn't be a character skill - this should be a faction upgrade.

Quote:
> Strategema A.I. Energy Add-On (60 CP): Passive. Technomancer gains access to the Strategema A.I. Safe Management Add-On Recipe. The effect applies while this item is in the character’s inventory and they are wearing Arma Strategema and have this skill. [Type: Mundane. Weight 5. Enhanced degrade chance. Mastersmith Grade Crafting]
Requirements to Craft: x1 Bag of Industrial Plastic, x1 Spool of Copperwire, x4 Batteries
Gain access to the Triggered skill Mana Foundry
Mana Foundry: 3 AP, 10 HP; The Technomancer creates a Mana Foundry in their stronghold. If feral, on their tile. Mana Foundry starts with 0 HP and must be repaired to full HP (300 HP) to become initially usable. This structure can be destroyed. Loses 5 HP each AP tick.
Mana Foundry allows the character and their factionmates (if feral allows any character) to be able to transfer MP to be stored into the Mana Foundry at a cost of 0 AP and 7 MP for a total transfer of 5 MP. The max MP capacity of the foundry is 100. The Technomancer and their factionmates can drain the Mana Foundry (if feral, any character) at a cost of 1 AP to gain 5 MP.


This is an interesting concept. I like it - it gives people that don't use MP a way to spend their excess MP. The constant health decay makes this feel worse than it should though - this doesn't need to decay at all.

The feral use clause is not particularly useful for you. Your enemy withdrawing all your MP before killing you feels bad.

I'll save the quote-pasting on the pets. They all look pretty good. It's too bad you're locked into the pet related to your armor though, although I guess that helps balance out how Stratagema can pretend to be a petmaster. My condemnation of Indigator existing just for tilescanning and shadowhunting still stands.

Quote:
Arma System Chassis Tune (30 CP): Passive. +1 damage. Increases accuracy of attacks by 5%.
Arma System Redux Chassis (30 CP): Passive. Crafted Arma are reduced by 10 weight.
Arma System Reinforced Chassis (30 CP): Passive. +1 soaks to all attacks on crafted Arma. Crafted Arma have regular decay chance (4%)


All of these skills feel bad since they're not granting particularly exciting bonuses and exist mostly to patch the problems created by the design issues in the prior skills. If they had normal decay rate and lowered weight to begin with, Redux and Reinforced Chassis would be completely unnecessary. As it stands, you're asking players to spend more of their already-thin CP to fix the crippling weaknesses in the design. This only really helps players who enter Technomancer with a huge surplus of badge CP.

Quote:
> Arma System Minmax Chassis (60 CP): Passive. Upon learning the skill, the Technomancer can choose to reduce their Max AP, MP, or HP by up to 15 (multiples of 5) to increase their Max AP, MP, and HP by the lost value.


It's honest about the fact that it exists to dump your MP that you aren't using to give you more AP and HP. You could, and probably should, nix this one. (Also, if we read this exactly as written, taking 15 MP out would grant 15 MP, making this no loss in MP and +15 to AP and HP.)

I'll leave the lore alone.

---

On the whole? It's a really cool concept. I like the idea of choosing multiple types of power armors to further specialize in a role. I also like that, technically, I can just swap armors completely and change my role. It's also very much a Mortal Power kind of class that takes mankind's strengths as far as they can go, which is cool and helps bring a little hope to the setting. Stratagema in particular is so cool, it could probably take over the entire class.

It suffers greatly in that the primary mechanics are laden with tedious searching, literally impossible requirements without a specific setup, and delicate conditions that require your enemies not to exploit your weaknesses. It's incredibly feast-or-famine - when conditions are right, the Technomancer can be pretty vicious on offense, but if something's wrong or if your armor's broken, they're sidelined immediately for the foreseeable future.

There's also way too many CP sinks. Maxing out one suit's tree is 150 CP (or 5 levels) unless it's Stratagema, and getting the pet maxed out is 180 CP (or 6 levels). Those are the big fun tools that players actually get to use to interact with everyone else, but if you don't pick up all the necessary skills like Packmule, Automation Protocol, Redux Chassis, and Reinforced Chassis, you're significantly hindered by how much work you have to put in just to get to playable, and how much work you have to put in to remain at playable.

There's potential here, but it's basically going to require starting from the drawing board here. Giant long tedious crafting lists aren't much fun to deal with, especially when each skill that lets you actually do something is gated by a crafting gate. The armors pack on far too much functionality with far too few skills, and outside of the armors and the Stratagema add-ons, there really isn't much crafting to do.

My suggestions would be to toss out anything that would make this exceptionally tedious - craft gates, superfluous mechanics that leave you open to Destructive Blow and Imps, and so on - and focus more on craftable utility and modular upgrades to a single main suit of armor. Stratagema is the most compelling part of the kit, and being able to flavor your power armor however you want to adapt to any role you need is an awesome gimmick. Avoid the "big drawbacks means big power" approaches - what usually happens there is that either the drawbacks can't be mitigated and the power is worthless, or the drawbacks can be mitigated and the power is overwhelming. Consuming all MP for a single shot, for instance, doesn't mean as much when you can Tap Ley Line and get two shots.

I'll keep an eye on this. This has me excited - I'll need to take a spin at a gadgeteer concept sometime in the future. Hope this was helpful to you.
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SaltedSalmon
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Joined: Sep 04, 2019
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PostPosted: Thu Sep 03, 2020 11:28 pm    Post subject: Reply with quote

CrusaderDroid wrote:

This is crippling. The increased rate of decay makes the Technomancer incredibly vulnerable to repeated attacks, especially acid attacks, that would damage your precious armor. Unless you spend credits specifically to name your armor to make it indestructible, there is a non-zero chance that an enemy player will deliberately hone in on this weakness due to how the class is constructed.

Soon-ish this is not gonna work anymore!

I agree with a lot of the criticism you have but sometimes I feel like you're missing the greater context of it. For example,
CrusaderDroid wrote:

Or, better yet, why are we locking the cool power armor behind a crafting wall? Why can't we just let the budding Technomancer just play with the new ability they purchased and go exterminate some immortal freaks?

This class is supposed to have a sort of restock-craft cycle going on. You can lose the arma, you need to craft it back. Are the prices too high? Yeah. Is the solution giving someone the fancy cool stuff immediately? Not sure.
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Gurandra
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PostPosted: Fri Sep 04, 2020 3:27 am    Post subject: Feedback Replies Reply with quote

I do appreciate the feedback CrusaderDroid. And a number of those are relevant.

Wasteland Connoisseur does give a very impressive bonus. It's a soft reward for not being able to join any Planar Guilds like Opal Syndicate.

I do take your point that the components needed to craft the Arma are a bit too heavy, tho I think simply reducing the number of each you need by a couple should solve the problem. That way you don't have to get Packmule, but probably should get it anyway.

For the Automator, probably just change it so you can degrade it's layers for repairs (heh that rhymes) instead of being able to dust it to craft something. That would still enable it to be meaningful

Items that are in your inventory can still decay and dust upon death. It's why the armor upgrades can actually get dusted or lose conditions when you die.

The enhanced degrade chance is a balancing mechanic, as well as a thematic one. Since in their lore they are scavengers, what they craft happens to be a bit shoddier in terms of durability. You also have to remember that the Arma provide constant boosts without having to cast it, such as classes like Holy Champion and Revenant do. That is really meaningful and a definitely upside to those classes that need to manually activate their bonuses. As a result, the Arma does require you to pay 3 AP to put on and put off. Thematically it's due to being in a mecha, but also as a balance reason. For instance, Indigator gives you HP movement which is really relevant, needless to say. To not incentivize a person to just spec 90 CP into Indigator simply for moving, the total 6 AP cost to take on and take off will most likely negate any benefits you would get by playing this method. In short, it incentivizes players to stick with their preferred Arma of choice.
The Indigator isn't as egregious as you may think, since every time you move you are inflicted with basically Sorcerer's Might. Just in this case, it's one where you cannot heal override it. So after using 70 tile moves, you would be placed under this effect for a grand total of 140 minutes. That's over 2 hours of not being able to be healed, then afterwards you needing to heal. Emergency Provisions doesn't bypass this restriction, rather once you have the ability to heal again, you get 1 free heal. This isn't as great as MP movement, as TLL is much more present an easily accessible. Healing items have to be harvested or crafted with the Assembly-Line or Surgery. The tracking ability has a cost associated with it and most often won't give you many Fresh Tracks. But overall is an ability that allows for deduction to occur most of the time, unless you do get within that 4 hour threshold. But you may just be met with with a Stronghold and you might not know it is one since this ability doesn't give coordinates.

The needing to craft everything is the specific class theme and what gives it identity. It is there as well to reward hard work and investment, as you get tremendous power from your Arma and subsequent ultimate weapons and pets. It does serve as a balance mechanic. As like you said "big cost big reward" (paraphrased) as that is the point of the class. It's a crafting and maintenance based class. It definitely wouldn't be for everyone's taste, but alas that is class design.
Seguing into that, in Arma Strategema you can only get 1 of each of their unique structures. I can understand your reasoning for Kiosk, but it's basically another method of faction logistics. You're using your AP and resources to invest not only in yourself, but your entire faction. That pretty much goes with all of the Strategema options. Barbed-Wire makes it tougher for raids, but mostly it would just mean the raiding faction will have to take care of it and prepare more. In practice, working similarly to a Glyph, just one that will automatically destroy itself. All options have decay as to keep up maintenance for the long haul. But also acting as a method that if you want all of the Stategema options it will cost more AP to sustain.

As in the end, the Technomancer is truly meant to be a Mortal. You can get your items dusted and literally lose your abilities. Your powerhouse builds; Exstinctor and Indigator (meaning Destroyer and Predator in Latin, respectively) lock you from anything other than Mundane. This is both Thematic but also relevant weak point since the best weapons in each are Piercing Damage...which a lot of medium and heavy armors have great soak against. That is a profound meaningful weakness. The enjoyment that comes from the Technomancer is the personal accomplishment of crafting these awesome tools and maintaining them. The Technomancer isn't influenced by any Elder Power, just their own wit. Praesidium may seem "magical" but it's really me just spinning an interesting concept of defense gain while working within the framework of Nexus. I guess I can see how Technomancer may seem misleading, but I thought it sounded cooler than Machinist lol. Tho Machinist would work too.

Oh! I almost forgot, the CP investment does seem really high, but you have to remember you basically skip T2 so you have a lot more CP to work with. You only need Mortal Skills, and Structural Engineering and Mastersmith account for 90 CP, so you technically only need to grab 1 more Mortal Skill if you so wish desire. I made a number of theoretical builds and the CP invested is roughly the same as any other endgame T3.


Last edited by Gurandra on Fri Sep 04, 2020 3:41 am; edited 1 time in total
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Gurandra
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PostPosted: Fri Sep 04, 2020 3:36 am    Post subject: Oh some shtuff I forgot @w@ Reply with quote

also the idea that things take up weight in your inventory is also just fun for me. You're literally crafting a physical loadout :3. So you are also hindered by space. In my opinion, not enough classes in Nexus Clash really play out like a RPG. In a lot of classes you really don't have to make meaningful choices in what you want to spec in, as you can just get it all D:. So, with this class, even if you could get everything, you are still limited by physical space. Essentially, what I want to do is make Inventory management relevant in Nexus Clash (yes Packmule does help, but it isn't a panacea. It just means that you can craft back-up Arma or also other Arma you may want to use as a secondary option).

But yeah Minmax Chassis should probably not have it that you can lose let's say 15 MP and add it back to MP. A do nothing skill lol. But The other use for Minmax Chassis, is if you wanted to, gain more MP for Obfuscation Protocol. Since the max damage is based off your cap. I know Obfuscation Protocol looks really scary and it is, but it's not so much AP efficient aside from the first attack. It and Lock-On make it that you cannot get stonewalled by super high EHP targets, like Seraph. It's also why Lock-On costs a lot. As to be honest, that build of the class doesn't need much more damage. It's really not meant to be efficient.

But just in case it didn't really come across, I genuinely mean it that I really appreciate your feedback. After all, you spent your precious time reading what I wrote up and gave extensive and meaningful feedback, and a lot of good criticism (even if I didn't address it all). In the end, just the fact people love the concept is enough for me honestly.
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Badziew
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Joined: May 18, 2017
Posts: 234

PostPosted: Fri Sep 04, 2020 11:37 am    Post subject: Reply with quote

How about some plain, mundane, mortal names like Mechanic, Master Craftsman, or Engineer?

Or maybe follow Latin theme to its logical conclusion and use a Latin term for class name too?
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Kandarin
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PostPosted: Thu Mar 04, 2021 2:12 pm    Post subject: Reply with quote

We don't have plans to re-theme the game in this way.
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