Somewhere in the modding threads above, I saw actionjack (spelling?) our modding character class master asking how you could get someone to do two actions in a round. Do it by adding the following text to the info file of the specific power of the character…which I found in the More Darkest mod tacked onto Wyrd Reconstruction…
.is_continue_turn true .per_turn_limit 1
combat_skill: .id “wyrd_reconstruction” .level 0 .heal 1 9 .launch 34 .target @1234 .effect “MD Very Weak Bleed 1” .generation_guaranteed true .is_continue_turn true .per_turn_limit 1
combat_skill: .id “wyrd_reconstruction” .level 1 .heal 1 11 .launch 34 .target @1234 .effect “MD Very Weak Bleed 2” .is_continue_turn true .per_turn_limit 1
combat_skill: .id “wyrd_reconstruction” .level 2 .heal 1 12 .launch 34 .target @1234 .effect “MD Very Weak Bleed 3” .is_continue_turn true .per_turn_limit 1
combat_skill: .id “wyrd_reconstruction” .level 3 .heal 2 15 .launch 34 .target @1234 .effect “MD Very Weak Bleed 4” .is_continue_turn true .per_turn_limit 1
combat_skill: .id “wyrd_reconstruction” .level 4 .heal 3 17 .launch 34 .target @1234 .effect “MD Very Weak Bleed 5” .is_continue_turn true .per_turn_limit 1
Used as it is here, when the Occultist has “Wyrd_Reconstruction” selected as a power, he can use it “for free” once, and then may use any other power he has selected (of the remaining three), or he can move. While I don’t use it on the Occultist build I like to play with (I replace skills with evoker and mesmer skills), I do use it on other classes I think are under powered, with powers that are rarely used. For example.
combat_skill: .id “take_aim” .level 0 .type “ranged” .atk 95% .dmg -80% .crit 0% .launch 4321 .target 1234 .is_crit_valid True .is_continue_turn true .per_turn_limit 1
Take Aim now is a free skill used at the start of a turn, I would call it something like “Derringer_Blast”, and with the Highwayman buff removed (I’ve played with it still build into the attack). I envision the Highwayman pulling a derringer out of nowhere, firing a shot, and then following it up with Grapeshot_Blast or Pistol_Shot from the pistol in his other hand. I think it adds a lot to the Highwayman build, generally making the class slightly more versatile. Now you get a weak attack, but can also follow it up with a move forward or backwards. If you don’t like the concept of a “free skill”, then add “Hellion Exhaust 1”, a half strength “Hellion Exhaust” that lowers max + min damage by -10%, dodge by -7%. Repeated use still stacks up a disadvantage. Either way I’ve not found it game breaking.
Other examples of how I’ve used it:
combat_skill: .id “flashing_daggers” .level 0 .type “ranged” .atk 90% .dmg -66% .crit 5% .launch 432 .target 23 .is_crit_valid True .effect “GR Bleed Debuff 1” .is_continue_turn true .per_turn_limit 2
Here the ~ is removed in between .target ~23, making the attack not longer hitting both position 2 AND 3 in the enemy rank, however now the attack can be double stacked against a single target twice.
combat_skill: .id “flashing_daggers” .level 0 .type “ranged” .atk 90% .dmg -85% .crit 2% .launch 432 .target 234 .is_crit_valid True .effect “GR Bleed Debuff 1” .is_continue_turn true .per_turn_limit 3
This is a funner variant I think, widening the attack into rank 4, and being able to use it three times, with damage raised to -85% and crit down to 2%. It isn’t overpowered in my opinion, but can get repetitive in combat.
combat_skill: .id “gods_illumination” .level 0 .heal 1 2 .launch 4321 .target @1234 .is_continue_turn true .per_turn_limit 1
This is my “Healing_Hand” added to the Vestal in place of “gods_illumination”, it is a free “gods_comfort” strength heal at the start of the Vestals turn, giving the Vestal a little extra healing. In place of an often unused attack Gods Illumination, now you get a healing specialist. The graphics don’t match on my build, but I’m not a very sophisticated modder, and only really mod the official classes, and then only slightly…otherwise I tend to make classes that continually break my game.
To Judgement, I usually play with an effect that heals everyone in the entire party 1 HP, and I add to the Vestals Mace bash, though there I add a +20% healing buff to self.
From the Mod Darker Dungeon, I use the following…
combat_skill: .id “dazzling_light” .level 0 .type “ranged” .atk 80% .dmg -90% .crit 1% .launch 34 .target ~1234 .is_crit_valid True .effect “Weak Stun 1” “Dazzling Light 1”
combat_skill: .id “dazzling_light” .level 1 .type “ranged” .atk 85% .dmg -90% .crit 1% .launch 34 .target ~1234 .is_crit_valid True .effect “Weak Stun 2” “Dazzling Light 1”
combat_skill: .id “dazzling_light” .level 2 .type “ranged” .atk 90% .dmg -90% .crit 2% .launch 34 .target ~1234 .is_crit_valid True .effect “Weak Stun 3” “Dazzling Light 1”
combat_skill: .id “dazzling_light” .level 3 .type “ranged” .atk 95% .dmg -90% .crit 3% .launch 34 .target ~1234 .is_crit_valid True .effect “Weak Stun 4” “Dazzling Light 1”
combat_skill: .id “dazzling_light” .level 4 .type “ranged” .atk 100% .dmg -90% .crit 3% .launch 34 .target ~1234 .is_crit_valid True .effect “Weak Stun 5” “Dazzling Light 1”
This creates a widened stun across the whole enemy party, that on a really good roll will stun 1 or 2 weak monsters. Its a nice light AOE, for when the Vestal isn’t involved in combat. I might get to cast it once at the start of any combat. I think it makes for a very interesting addition to the class.
For the Hellion’s basic attack, I make the following change…
combat_skill: .id “wicked_hack” .level 0 .type “melee” .atk 65% .dmg -66% .crit 3% .launch 21 .target 12 .is_crit_valid True .is_continue_turn true .per_turn_limit 6 .effect “Hellion Exhaust1” .generation_guaranteed true
Wicket Hack now becomes a close range weapons flurry, striking spaces 1 & 2, but quickly tires the Hellion out. Its heavy use will see damage potential plummet, used 6 times in a turn damage will be down 60% and dodge down 42%, so use with caution. I also have tried increasing damage to -55%, and adding a 2 stress per use, which.
I’ve shown you how it can be used creatively in a number of different areas. It will be interesting to see how mods change as a result of this information being a little more spread around.
If anyone wants to contact me, my e-mail address is Uberpenpal@yahoo.com
Enjoy,
Uberpenpal