I had some ideas on how to tweak scouts.
Remove staff, whip, sword.
Add bow training (just a generic name for the skill, come up with something fancy later) as a novice skill.
point blank shot at j-man
mystical arrow at master.
tweak rapid shot.
What bow training does is allows the scout to receive a bonus to the distance he can and shoot bows by one room. At master level the scout can see two extra rooms away and shoot. He can also see two wilderness rooms away provided he is not in a forest; he will still only be able to ambush one wilderness room away though. So essentially the scout will start out seeing 5 rooms instead of the current max of 4 and later he can see 6 rooms.
In addition to this it allows a combat perk for the scout position wise. As long as the scout is using a bow and not a melee weapon he can position himself on the third rank with nothing on the second rank between him and his pet or player on the front row. However, to do this the pc/npc in front of him has to be at least two sizes larger than the scout to keep the scout from being flanked.
so a possible group for some scouts would look like
1:1 gorilla 1:2------- 1:3 human merc
2: 1 ------- 2:2------- 2:3 --------
3:1 human scout 3:2 ------- 3:3 sprite scout
point blank shot - This allows the scout to do extra damage to targets closer to them with arrows. Mechanically arrows would do double damage to targets in the same room as the scout. Rooms directly adjacent would do 1.5x damage. After that its normal damage. This does not stack with ambush and it can not be used in adjacent wilderness rooms. In the same wilderness room you would only do 1.5x damage.
Rapid shot tweak - The scout has become so proficient with the bow that he can shoot far faster than normal. Essentially, in addition to what rapid shot already does, the scout will be able to shoot extra arrows in between rounds of combat that can not be dodged or shield blocked, though armor effects them normally. They can not be dodged or shield blocked due to the fact that they are coming so fast at the target, they do not have time to react. Cabal skills which allow for arrows to be blocked or their damage asorbed do still apply however.
When learned at expert the scout has a chance of shooting one arrow in between combat rounds. At master he has the chance of two. Essentially it works like specialization speed, only between rounds. It would max out at two except for sprites, who could shoot 3 arrows in between rounds at gm. This however costs mana. The scout can toggle rapid on and rapid off. Rapid off will still let them perform the normal rapid shot skill already in place, rapid on will automatically spend the mana needed to shoot arrows in between rounds. I'm thinking a normal scout with clever wisdom would spend about 2% mana an arrow. I also think it should be a dex based skill. Meaning that if your dex is under 19 you will not get any extra attacks between rounds and your dex has to be at least 23 to get 2 attacks. Sprites get 3 attacks between rounds when their dex is 25 due to the natural speed of the race.
Mystical arrow - master level scouts become able to instill each arrow with arcana energy. The scout can choose to spend mana to give each arrow they fire a magical energy attack type. The list would be something like flaming bite, shocking bite, freezing bite, light, negative energy, sonic, shocking bite, and deadly wrath. It takes mental energy to instill these arrows with power. The scout chooses the damage type upon activating the skill and may change the attack type at any time or cease imbuing arrows with energy.
I'm thinking it would take a regular scout with clever wisdom something like 7-8% per arrow fired and it works in conjunction with rapid shot as well, meaning the arrows fired between rounds would have these properties too.
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