AEther Operators

AEther Operators

Experiment addon based on Tourist example mod an Glutton Mod:
- Add class AetherOperator and subclass TechPaladin based on Celestial/Sun talents.
- Add new skill 'Deep Scan' what can give all talents that target posses except internal/item.
- Some rework and icons to Tourist skills.


AEther Operators on Steam's Workshop
See addon usage in the character's vault.
3
Your rating: None Average: 3 (1 vote)
Name Module Version Required Released File
initial 1.2.3 2014-10-04 12:57
tome-aether-operators.teaa

Dunno if anyone's still paying attention...

Interesting class

Thanks to Deep Scan, it's grotesquely overpowered if one plays with the Everything Is Unique mod (assuming once can survive to level 8.) But it's still...just plain neat when you do. Even without the Unique mod, a trip to Anglowen is like a trip to the candy factory, and I'm guessing adventurer/Ziguranth parties are still rich veins of power. :)

All in all, though survivability to level 8 is definitely an issue with the Unique mod, I'm having a lot of fun just accumulating mounds and mounds of powers. I think I even got a prodigy or two. The passives alone are enough to make a dilettante giddy.

Okay....

...now that I've gotten a good grasp of just how powerful this class is, I'll offer some thoughts. My techpaladin character (Bob the Sightseer, on my character page) can wipe the floor with pretty much anything. If I didn't have to go through the quests and the like, I have no doubt that my level 33 techpaladin could win the game in a walk. I doubt he'd even notice the final bosses. At worst, a mana clash could disable enough sustains that he'd have to reapply them before going back into the thick of battle.

I'm currently scumming the slimepits by holding down the 5 key (pass a turn) and letting elite boss slimes just kill themselves on me without doing any damage that isn't healed instantly, all in hopes of getting that Eye and awakening the golem. In other words, this class is beyond unbalanced. I'm basically running on a bunch of sustains, using Illuminate to clear out the riff-raff, and not facing anything remotely close to an actual threat. I get the feeling it was developed to just be a fun class to play, so I'm not complaining because, well, it's a fun class to play.

Nevertheless, a few thoughts: 1) Perhaps a limit on how many powers a character can have at one time? If you want to preserve some of the fun, allow the character to pick which powers s/he wants to keep and which s/he wants to dispense with. 2) Increase the level of the Deep Scan spell. It's definitely up there with the highest powers. Level 24+ doesn't seem unreasonable, especially since the other powers and abilities won't make it easy for a player to get that far. 3) Perhaps some caps would be in order. Say, a cap on health per level (or even a cap on health from constitution.)

Mind you, I'm not complaining. As I said, it's a lot of fun. It's a bit tedious going through the powers (one runs out of hotkeys right quick) because the magic screen has a notable lag once you start accumulating talents. But, as I said, I suspect you intended this to just be a fun time for all, and, in that, you've succeeded.