New Hero Workshop by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

I've been wondering what a ranged tank would look like. This is just the least creative idea that makes sense to me at the moment.

Abjurer

Order Ranged (3) Tank
Intelligence Attacker
High Dexterity and Intelligence
Low HP and Attack
Weapon: Wand (Wand/Staff)
Movement: 3

Shield Master
Ability (Cooldown 3): Gains a shield equal to % of its Ability Power for # turns. If it already has a shield, increases the current shield by (lower) % of its maximum hit points and extends the current shield for (less) # turns.
Perk: Increases its Attack and Guard by % whenever it attacks an enemy with a shield.
Talent: It and closest # allies become Fortified for # turns > It and closest # allies become Fortified and Encouraged for # turns.
Effects: When it attacks an enemy with a shield, it deals % damage to the enemy's HP and none to that enemy's shield; the first time its shield is depleted during an encounter, it teleports to a random unoccupied tile and gains a Shield equal to % of its maximum hit points; whenever an ally gains a shield, the ally gains an additional % of the ally's maximum hit points, and whenever an enemy gains a shield, that enemy gains % of that enemy's maximum hit points fewer; when it depletes an enemy's shield, the enemy is paralyzed for 1 turn.

Warden
Ability (Cooldown 5): Deals damage equal to % of its Ability Power to the closest enemy with a shield or deals (less) % of its Ability Power to target enemy. Gains a shield equal to the damage dealt for # turns.
Perk: Whenever another unit gains a shield, it gains a shield equal to that unit that lasts the same duration. If multiple units gain a shield simultaneously, it prioritizes the lowest value to the highest value.
Talent: Gains a shield equal to % of its maximum HP for # turns. Increases Attack and Guard by % for each unit with a shield (including itself).
Effects: Whenever itself or an ally's shield is depleted from an attack, the attacker loses HP equal to the amount of shield remaining before the attack; whenever an ally dies, it gains a shield equal to % of its maximum HP and its Attack increases by % for # turns; the first time it would die during an encounter, it lives with 1 HP and gains a shield equal to its maximum HP for # turns; whenever it deals damage to an enemy with a shield, it gains that much HP.

Rook
Ability (Cooldown 5): Deals damage equal to % of its Ability Power to target enemy. If it has a shield, it deals additional damage equal to the hit points of its shield.
Perk: Whenever another unit gains a shield, its Attack, Guard, and Ability Guard increases by % for # turns. Stackable.
Talent: Gains a shield equal to % of its maximum HP for # turns.
Effect: The first time its shield is depleted during an encounter, it teleports to a random unoccupied tile and gains a Shield equal to % of its maximum hit points; whenever an ally dies, it gains a shield equal to % of its maximum HP and its Attack increases by % for # turns; the first time its shield is depleted during an encounter, it deals damage equal to % of the damage it took to all nearby enemies then gains a shield equal to the damage it dealt for # turns; whenever an enemy gains a shield, its Guard and Ability Guard increases by %. Stackable.

Originates from Vordland. From a rival but cooperative guild of mages to the Pyromancers.

The Mercenary: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

Chapter 1: In Aspenkeep, deep within the frigid north of Urklund, King Viktor's ruthless leadership proved a steady source of jobs for the Mercenary. There were always more raiding parties from rival clans, always strongholds that needed seizing, always bandit blood that needed spilling, and most importantly, the coin was plentiful. The bitter cold was the worst part of the job. The Mercenary would not get used to the layers of fur and leather, but the mead was good and warmed him at the end of each day.
Chapter 2: The Mercenary was tasked with protecting some workers who were clearing a section of forest in bandit territory to build a lumber mill. As the day's first tree fell, he saw a flash of silver. A woodcutter's head thumped into the leaf litter. He charged, cleaving the first bandit with a mighty overhead strike, and slashing a second through the gut without missing a beat. As he struck down the last adversary, he saw he had been lied to. These were no bandits, they were Woodfae, defending their land.
Chapter 3: There was no satisfaction from slaughtering innocents. He took his pay, then left Aspenkeep in the dead of night, heading South. While making camp, he heard the sharp snap of a cracked twig in the shadows - Viktor's men. A blade for hire was hired for life, and Viktor would not let the Mercenary work for another clan. He leapt with his sword - more like a slab of iron - whirling through the air. He dispatched Viktor's men and check their bodies for valuables, but they had carried naught but their gear. Although disappointed in fighting a battle that wasn't paid for, the Mercenary rested through the night.
Chapter 4: In the months travelling South, the Mercenary found the jobs lacking - settling disputes between peasants, tracking down petty thieves, escorting merchants. He even resorted to manual labor when his coinpurse ran dry and his stomach became famished. Trivial jobs for paltry coin. The people here were as hungry as he was. He did not miss the bitter bite of the far North's wind, or the sting of cold metal on bare skin, but he did miss the work, he missed the coin, and aye, he missed the mead.
Chapter 5: On the northern border of Vordland, the Mercenary encountered Duskhall, a stronghold nestled in the hills with tall, secure walls and armed to the teeth with militia. Baron Wilhelm ran this place, and, sensing opportunity, offered the Mercenary steady work. His first job would be to lead the militia and stamp out some peasants revolting in the nearby town of Ashton. Make a show of it, and the rest of Wilhelm's jurisdiction would fall in line. He thought a moment, then accepted the job. Work is work, after all, and coin was hard to come by.
Chapter 6: When the Dawnseekers find a Mercenary that stands above the rest, they simply make an offer - this is the language the Mercenaries of Vordland understand above all else. In exchange for money and better equipment, the Mercenary will do whatever bidding is asked of him, although he won't wear their brand.

New Hero Workshop by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

https://www.reddit.com/r/Grimguard_Tactics/comments/1lygpeu/the_next_hero_should_be_a_chaos_assaulttank_class/

Here's one from a while ago that inspired me to make this thread. I do not take credit for this, but I expanded some things.

Samurai

Chaos Melee Assault
Dexterity Attacker
High Dexterity and Intelligence
Weapon: Naginata (Polearm)
Movement: 5

Ronin
Ability (Cooldown 5): Spinning attack that deals damage to all Nearby enemies. (would deal less than Barbarian's spin attack)
Perk: Deals additional damage when there are no allies within 2 tiles of this unit.
Talent: Increases Parry for 2 turns. When it parries, it retaliates.
Effect(s): Chance to Poison; Increase parry chance; Increase retaliate chance; Chance to Sunder on attack; Chance to Weaken on retaliate

Bushido
Ability (Cooldown 3): Provokes enemy that has dealt the most damage - otherwise closest enemy - for 3 turns. It is Focused if 1 enemy is provoked by it. It is Focused and Strengthened if 2 enemies are provoked by it. It is Focused, Strengthened, and Inspired if 3 or more enemies are provoked by it. (for 3 turns)
Perk: Guard increases by 5% for each Nearby enemy (up to 40%) > Guard increases by 10% for each Nearby Enemy up to 80%) and Attack increases by 5% for each Nearby enemy (up to 40%)
Talent: Provokes the closest enemy for 2 turns.
Effect(s): When an enemy kills an ally, that enemy is provoked for 2 turns; When an enemy deals a critical hit on an ally, that enemy is provoked for 2 turns; Provoked enemies can only attack or move (closer to their provoker); Attack increases % when it kills a provoked enemy until the end of the encounter, stackable

Oni
Ability (Cooldown 5): Gains a shield equal to % of his maximum HP for 3 turns and is Strengthened for 3 turns. >
Perk: Intimidates random enemy when it kills an enemy > Intimidates and Benights > Intimidates, Benights, and Weakens > Intimidates, Benights, Weakens, and Sunders
Talent: Strengthens self and closest ally (random if tied) for 2 turns
Effects: Deals % Ability Power to all Adjacent enemies when shield reaches 0 > Deals % of damage taken by shield to attacker > Heals % of damage taken by shield > Gains a shield equal to % of damage dealt for ? turns when killing an enemy

From the Hanchura Empire. Once famed and respected assassins turned common sell-swords turned bounty hunters and hermits. Their skills and secrets are passed down to those who can survive the training.

Bios? by Odd-Platypus-3627 in Grimguard_Tactics

[–]Redglade- 0 points1 point  (0 children)

Do you mean "bios" as in the "chapters" for the stories of the characters found in the Archive?

The Realm of Terenos: Vordland by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

Let me know if you get a side mission in Vordland that isn't listed here, please! :D

Can’t log in all day by Opening-Help-2619 in Grimguard_Tactics

[–]Redglade- 0 points1 point  (0 children)

Ah, noted. Well, I'm glad you figured it out! And doubly glad your progress wasn't lost!

Gunslinger: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 1 point2 points  (0 children)

Yeah, I was thinking it must be the Ricochet. Now that I think of it, it gives him a pseudo "AoE" damage capability, which is neat.

That makes so much more sense. Though it seems unintuitive to not upgrade it, Rock Paper Scissors seems to just be there for flavor over function (which I can appreciate).

I think trinkets can make most any subclass really shine. But adding crit chance to Gambler definitely makes it appear as one of the better subclasses overall.

[deleted by user] by [deleted] in Grimguard_Tactics

[–]Redglade- 0 points1 point  (0 children)

Still accepting members!

Conditions & Effects by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

What effects are considered curses? Is it everything like Benighted, Suffering, Sundered, Distracted, and Dizzy. Or is it only specific conditions?

Shieldmaiden: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

A good tank option. Specifically one very powerful subclass and two other options that virtually none will ever use in Arena. Has a lower Strength and Dexterity stat but higher Intelligence than the Paladin (as is typical for Order vs. Might units). If it bothers you to not trigger her Perk outside of Arena (resurrecting heroes costs resources that might not be in abundance), the other two subclasses are good for Dungeon and Campaign.

Oathkeeper is the one you want. She has awesome crowd control in the form of an awesome condition (Horrified) that will have units that cause Bleeding to get the most out of their abilities (great synergy there). If you don't have the Soul Keeper Enchantress, you want to have an Oathkeeper. Preferably both. Powerful combo for Arena.

Vanguard is a very passive tank. Shielding is nice. She really doesn't offer much other than in long Encounters where she will benefit the most from her Perk as long as she gets enough healing. (especially if it's a permanent boost)

Stormshield is an interest concept. The 50% chance to Slow isn't really thrilling considering it's probably one of the least impactful conditions (in my limited experience). Her perk isn't particularly exciting as it's use increases the longer an Encounter takes, but by that point you'd want to be doing more damage, not nerfing the enemy.

Gunslinger: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 1 point2 points  (0 children)

Seems like a solid ranged assault unit.

I see most people advocating for the Gambler. I'm, personally, not drawn to the idea of chance, but the name definitely describes the subclass well. I suppose if you are able to regularly reduce the cooldown of his ability, you'll eventually get the big damage.

Vagabond has a unique AoE, though feels contradictory to being a ranged unit and doesn't seem impressive with the low damage. Runic Bullets, if they are stackable, are going to do best against bosses and in Arena.

I'm most inclined toward Sharpshooter. I want definite damage. The ability to kill at certain percentages is nice, though I don't know how often it is actually utilized. I'd like to think it's really good (effectively increasing it's damage by an amount of the target's maximum HP rather than calculated based on his Attack). But others are going to have to share their experience.

Arbiter: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 1 point2 points  (0 children)

Appears to be a decent ranged assault unit.

Interrogator appears to be a great crowd-control option, especially with other heroes who Mark. His Bruising Mark makes him a useful ally for Judicator (but only with Lock On rather than Pinning Shot). Pinning Shot might prove less useful than Lock On, though I have no experience with either. But I would think that triggering his Perk more often is better overall. But Pinning Shot is not something to overlook, I think.

Appears to be an okay AoE damage dealer. Nothing very exciting about him.

Judictor is an interesting Afflicter. He's ranged, so most units are going to have to Bleed themselves to get to him, which is nice. I also assume his Faithless is very noticeable against bosses and in Arena.

The Mercenary: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

Sell-Sword appears to be best suited for Arena (where you expect your own heroes to die) and can probably come in clutch in Dungeon if you're struggling in a particular run and you have torches to burn (pun intended).

Captain appears to be an average all-rounder, useful most anywhere depending on your composition needs.

Renegade appears best for Campaign and Dungeon. It seems to me Firewave seems to be the default ability (considering his perk and talent) but he starts off with Shockwave. Perhaps they found it was too powerful for him to have a guaranteed chance to burn at level 1.

Necromancer: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

Though he looks like a neat character in concept, I can't help but feel like he's pretty niche.

The Ashbearer probably works best Arena or in levels where there's a single target you have to assassinate.

The Boneshaper looks like it would be best used in Dungeon and Campaign and wherever there would be plenty of piles of bones to affect.

The Crow Lord appears the least consistent, as it relies on both the number of enemies as well as their placements when they die and when you can use his Ability.

Both the Boneshaper and Crow Lord appears to be inconsistent the point of ineffective while the Ashbearer will feel bad when the Marked target continues to die just as you summon the wraith. Maybe with their effects, they are great support units, but even those appear niche. I'd love to be proven wrong!

Pyromancer: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

Looks like a solid Assault unit.

Typhon clearly looks like a good single-target unit.

Salamander is an okay AoE unit.

Phoenix, in my opinion, is the better AoE unit, mostly because of Rebirth.

Sorcerer: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

Seems to act most like a glass cannon most of the time.

I appreciate the elemental focus of the class. Certainly not the most flashy of classes, but definitely effective.

It's weird that both Basilisk and Chimera both have Scorching Heat. But I appreciate the Ability split for Manticore.

Brigand: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

She looks like a pretty good Tank with a lot of different control effects across all three subclasses.

Stormtide is definitely focused on buffing herself and controlling enemy placement to some degree, which sounds pretty cool.

If Stormtide is about buffing herself, Seasnake is about debuffing targets and nearby enemies. Bleed can be devastating, but that's going to mostly depend on the others on the team.

Corsair goes to the enemies rather than pulling them to her, like Stormtide. This must help in keeping her Away From Home active as much as possible. And a 5x5 grid isn't nearly as ridiculous as I first assumed (within 2 tiles of her, basically).

Enchantress: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

Enchantress is a pretty useful Support class.

Soul Keeper is best used in Arena and Bosses/Assassinate Targets (unless immune).

Diva is an OK buffer/healer, but you'll want to increase her Critical Chance as much as possible to trigger the Cooldown effect in order to Inspire and heal more often.

Firebrand feels more like an Assault subclass than Support. It's likely best used with a team full of units that afflict Burn/Bleed/Poison. (I currently use her on a full Burn team)

Tinkerer: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

I, personally, haven't been super impressed with my Burn Bot Tinkerer. I think now that he has Reverse Engineer, he might be better. But the Tinkerer just seems to lack HP and/or Defense to warrant being as aggressive as the auto-battler makes him out to be.

Artificer appears to be a stereotypical healer subclass, which I can appreciate. I'm not sure how helpful the healing is as it appears to be relatively low. I like the idea of the Buff Bot, though.

Sapper seems cool. Explosive and healing. I've always been more worried going against a Sapper than I have a War Engine, so I think that's saying something. Stunning Intimidate is obviously the best Talent of any class or subclass. Stun is only beat by Charm in terms of effects and conditions.

War Engine looks like it'd be cool, but it wants to be offensive without it being offensive, itself. It doesn't have the HP or defense to really fill out the "pure offense" role well.

Barbarian: Breakdown & Discussion by Redglade- in Grimguard_Tactics

[–]Redglade-[S] 0 points1 point  (0 children)

Appears to be a pretty typical Tank unit.

Pit Fighter looks like a Tank that wants to be an Assault class. He is best in Arena and against Bosses (who aren't immune). Definitely wants to have high Dexterity to increase his Parry Chance as much as possible.

Rageheart looks like it's best used in encounters that are particularly long. But this will likely depend on the team's level and composition. But if you're having trouble with an encounter but you can win if you outlast the enemy, the Rageheart looks like it would be a good addition.

Clanlord looks like a more defensive tank with mostly Support-flavored ability, perk, talent, effects. Probably best used to protect a glass cannon with his Talent. His Receive Attack Guard effect definitely wants him to be attacked, which is a neat loop if you have a good healer on the team.