Asha'man skill

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Black Heart
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Asha'man skill

Post by Black Heart » Thu May 08, 2003 8:32 pm

Been thinking about were I want to go with the Asha'manskill and think he will end up being a melee mage with a lot of skill switching and the removal of most if not all his summoning skills and most of the curses

As I continue to play test one threw act one things will become more clear as to what I would like to do and any suggestions as always are more than welcome place them here or in the mod concept forum on my site
Sometimes we win with greater firepower, through sheer numbers or more powerful weapons, but for the most part it is knowledge that defines our victories. Know something and it has lost its power over you.

The Shadow Has risen!!!! Warped Tiles

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Re: Asha'man skill

Post by Voodoo_Sun » Mon May 26, 2003 5:59 pm

Well its great to see a WoT mod. I've been reading the series since it started (damn guy writes sooo slow! lol. I wnat mroe now! lol) And its one of my favorites. (have you read the song of ice adn fire series by george rr martin. good stuff too)
and ways...

asha'man skills You need the blow up guys skill. When they free rand and they make people explode. Its an asha'man classic. lol. please say you will have it.

maybe also some weapon enchanting skills.

red fire threads a la rand and sammuel fight??

lightning bolts maybe

anyways looking forward to your mod
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Rakh
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Re: Asha'man skill

Post by Rakh » Wed Jun 25, 2003 5:58 pm

Give them the sorc`s enchant skill for one, some of the "blow up" skills of the sorc would also be nice. And Sword Mastery of some kind would be nice, just without the crit chance. That belongs on a warder :)

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Re: Asha'man skill

Post by reiyo_oki » Thu Oct 30, 2003 10:57 pm

here's a list of some of my ideas for this area:

Enchant
Telekinesis
Sword Mastery (w/o Critical Hit bonus)
Energy Shield
Gateway (Free Town Portal, but costs lots of mana)
Firewall
Fire Ball
Earthquake (Shockwave with larger radius, and high dmg to ground creatures)
Berserk
Lightning
Chain Lightning
Thunder Storm (Blizzard, not original TS, just does Lightning damage instead)

Reality is different for each person; What one person sees, another does not. It's all a matter of perspective. This is my reality, I'll live it as I choose.

"Qui desiderat pacem, praeparet bellum"
"Who desires peace should prepare for war."
- Vegetius De Rei Militari III

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Re: Asha'man skill

Post by the daeth of rats » Mon Nov 17, 2003 4:57 pm

give em al of the sorcs fire skills, some of the druids moves, make 'em earth thpguh, and some of the necromancer bone skills, make them earth to. for the lats thing, give em some meele skillz- sword mastery, bash, etc. give em an instant kill move (the bowing up fire attack thingy from dumai's well- also, if you can code it, when the ashaman uses that, have the merc barf, just like rand and some other gus did
SQUEAK

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Re: Asha'man skill

Post by Fortitude » Tue Nov 18, 2003 12:48 am

Re: The Exploding Enemies skill,

Having an insta-kill skill seems a little too over powered for me. So how about a skill like the putrid defiler(Act V monster that infects other monsters with worms that leap out when the host dies), but instead of a worm coming out when they die make it an instant Corpse Explosion.
Happiness is a beltfed weapon

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Re: Asha'man skill

Post by reiyo_oki » Tue Nov 18, 2003 2:58 am

actually, you could keep the skill from being TOO powerful by making it consume life, as well as mana. Maybe have it consume 75% of the caster's Total life, making consecutive casting very dangerous...well deadly actually, but i won't go there....

Reality is different for each person; What one person sees, another does not. It's all a matter of perspective. This is my reality, I'll live it as I choose.

"Qui desiderat pacem, praeparet bellum"
"Who desires peace should prepare for war."
- Vegetius De Rei Militari III

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Dante
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Re: Asha'man skill

Post by Dante » Sat Dec 06, 2003 10:31 pm

Personal Thoughts:

I think it's extreamly stupid to put a Health reducer as well as mana on skills (since this is after sadin was cured).

Definate sword skills, wouldn't be an asha'man without em.

If your into graphic changing make the necro in a black suit with the sword and dragon badges.

definate fire and earth skills.

no summoning

that gateway/TP idea is pretty cool

Make it so he can only use swords

And add an asha'man hireling in act IV where there isn't one (Tyreal could sell them)

These are just a few of my many ideas. Keep at it. This mod WILL ROCK!
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Re: Asha'man skill

Post by Cow_DestroyerX » Wed Jan 07, 2004 7:44 pm

if u do an instant-kill skill:

does not work on super uniques
costs 100% Total mana
fire-lightning elemental dmg
monster does not drop items
no xp
only useable twice per game (save & exit, reenter = twice more)

something like that

and remember that rand carries an axe and could be considered an Asha'man




need to find all other books before and after 7&8 so im not all informed

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Re: Asha'man skill

Post by reiyo_oki » Wed Jan 07, 2004 9:17 pm

[quote=Cow_DestroyerX";p="147987"]
does not work on super uniques. For this effect you could give the creatures in question immunity to burning damage (but I have no clue whatsoever how to do this)
[/quote]
no way to do this, as far as I know anyway
[quote=Cow_DestroyerX";p="147987"]
costs 100% Total mana
[/quote]
easy
[quote=Cow_DestroyerX";p="147987"]
fire-lightning elemental dmg
[/quote]
again, easy. However, I would suggest using Burning damage instead, easier to do the killing, and makes the no xp part work.
[quote=Cow_DestroyerX";p="147987"]
monster does not drop items
[/quote]
I'm sure this is possible, but I don't know how to do it. I expect you would need to find a way to modify the "Find Item" TC, and duplicate it so that you could use a blank TC table.
[quote=Cow_DestroyerX";p="147987"]
no xp
[/quote]
only way of doing this that I know of would be to use "Burning" damage rather than fire damage, since anything killed by burning damage gives no experience
[quote=Cow_DestroyerX";p="147987"]
only useable twice per game (save & exit, reenter = twice more)
[/quote]
impossible as far as I know, maybe give it an effect that would reduce the player's current hp to 1 after each use. This would prevent abuse of the skill. Maybe add a VERY long poison duration, but the poison should do only one damage or something. Also drop the player's resistances to 0, as well as their defense.

Reality is different for each person; What one person sees, another does not. It's all a matter of perspective. This is my reality, I'll live it as I choose.

"Qui desiderat pacem, praeparet bellum"
"Who desires peace should prepare for war."
- Vegetius De Rei Militari III

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Re: Asha'man skill

Post by Cow_DestroyerX » Wed Jan 07, 2004 9:58 pm

those r some really good ideas i almost feel the urge to
make a "Path of Daggers" mod :firedevil: except im kind of a :n00b: at
makin entire game mods

but i think im gonna try it when i get home
if im successful ill start postin my progress....somewhere
that would be kinda cool to make a mod/game for each book with diff quests and everything


to do the immunity to supers make an element that all supers would be totally immune to.....


Possible skill properties:

100% Total Mana
reduces current life by 90%
20 min. cast delay :?: (reduces number of castings)
-10000% mf
-10000% xp
poisons caster 50 dmg/sec
maybe make it a radius effect, like set at 15 yds :?:
or kills all monsters on screen
kills mercs/summons
kills friendly players
within 12 yd rad
does not work on PvP


its alot of stuff but would prevent the skill from being abused or even used except as a last ditch effort

maybe add

kills caster (-100% hp)

and call it: BURNOUT which is self-explanatory

animation would be live corpse explosion on player 8-O
or gigantic war cry/nova followed by Diablo 1's apocalypse and live corpse explosion on all characters and minions and monsters on screen

does 90% dmg to supers

goin off with "psycho modding fever"

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Re: Asha'man skill

Post by Buggo » Fri Jan 09, 2004 8:52 pm

Insta-kill in PvP? :D

How about Diablo 1 Apocalypse spell? That would be pretty good for a Dumai's Well effect.

/Buggo

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Re: Asha'man skill

Post by Black Heart » Sat Jan 10, 2004 9:32 am

I agree that it may be a bit extreme!!!!
We have to remember as to pvp this mod is not supported for any type of realm play being it is 1.10 witch currently is not playable on realms.
Sometimes we win with greater firepower, through sheer numbers or more powerful weapons, but for the most part it is knowledge that defines our victories. Know something and it has lost its power over you.

The Shadow Has risen!!!! Warped Tiles

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Re: Asha'man skill

Post by jt101275 » Tue Jan 13, 2004 12:33 am

I think the Ashaman skills should be split up like this

Fire Skills
Holy Fire(re name)
fire Bolt
Inferno(re naem Balfire)
Fire Ball
Fire Wall
Enchant
Meteor
Burnout(or whatever you r gonna call it)
Flame Mastery


Lightning & Earth Skills
Holy Shock(re name)
Static Feild
Nova
Lightning
Chain Lightning
Lightning Mastery
Energy Sheild
Thunder Storm(looks like lightning Blizzard)


Combat
Sword Mastery
Dubble Swing
Bash
Zeal(re name)
Conversion

Hope the Ideas can benifite you some how-ME
Strike Hard
Strike Fast
Kill Lots

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jt101275
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Re: Asha'man skill

Post by jt101275 » Tue Jan 13, 2004 12:41 am


An idea for the Burnout or whatevr skill

Reduces foe life by 70%(goes up by 5% per skill lv)
No experience gainded
-50% charecter Health(goes up 7% per skill lv)
-90% mana
cool down time 2.5 min(goes up 30 sec every skill lv)


Strike Hard
Strike Fast
Kill Lots

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