While working on my necromancer I noticed something, beyond the tidal wave of necromancer masteries, no ones done a humorous one yet. SO necromancer scrapped, I bring you the Arlequin! By no means close to release, but it’s getting fleshed out enough to post something.
A humorous mastery based on, as you may have guessed, the stock characters of the Harlequinade! Expect toe stomping and head bonking - literally, I’ve managed to fit both of these into the Arlequin’s fighting chain - as well as being able to teleport in a poof of smoke accompanied by a “Puh” sound and the majestic cry of a party horn, only to reappear in a show of sparks and crackles!
The Arlequin’s skills will be based upon showy techniques that tend to cause more effects, such as slowing enemies, stunning or confusing them, more than damage, but that’s not to say they’re all de-buff. An experienced Arlequin can breath fire, or advance their at first damageless Flash and Awe skill (the teleport above) into Shock and Awe, a skill that’s somewhat electrifying. And since I love summons the Arlequin will have one, oOonce I figure out how to make an entity perfectly invisible. Based on the Zanni, which at times carried a wooden sword, the Arlequin will be able to summon the mythical wooden sword to help club their enemies to death. Advancements in this summon grant it bleeding damage in the form of splinters, then eventually the invisible entities will get dual wielding, so twice the Zanni Swords for half the summons!
The Arlequin’s class description reads: The Arlequin is the great-grandfather of the Nightblades, it’s said… by them. Nightblades typically pretend they don’t exist to be honest - but the elegant, mystical, majestic Arlequin knows the truth of it! Sword magicks, the art of seen and then, suddenly, unseen, they got it from the Arlequin, and don’t let anyone tell you different! I mean, who cares about “facts” and “history” anyways? The Arlequin is here to entertain, not bore you with such silly things as facts! The Arlequin lives for the show, and the show is bloody.
And it’s dual-classes are: Soldier - Hedgeknight. Demolitionist - Pyrotechnician. Occultist - Pantaloon (for now). Arcanist - Hedgemage. Shaman - Sacred Clown.
I’ve a video of Flash and Awe in action but I haven’t the slightest clue on how to do that. Just imagine a “Puff b’dweeeeen…” sound and you basically got it.
So what do you think? Does Grim Dawn have room for a humorous mastery among all the necromancers? Any idea’s on more circus/funny skills to add? I’m open to suggestions!
-Skills complete-
Flash and Awe/Shock and Awe (teleport) stuns and confuses + shock damage.
Dance of Misdirection/Toe Step Tango/Slapstick (attack replacer + two chance attacks) Weaker in damage than other attack replacers but it allows dual-wielding swords, daggers, maces, and scepters, the traditional fool weapons of choice, and causes enemies to fumble their attacks. Toe Step Tango causes threat and slowed movement, while Slapstick causes slowed attack plus a knock down chance.
Dragon’s Breath/Bellow Lungs (line damage) fire damage, then dot + chance of fear. Probably the Arlequin’s strongest attack. Might add a transmuter and see if I can make it ice, chaos, or something. Ice breath is cool, right?
-skills to go-
Summon Zanni Sword/Splinters/attack skill (multi summon and it’s buffs) progress! I finally got them completely invisible so it looks like they’re floating. For some reason I had to switch to the female pc mesh and just slap invisible texture on everything that said TEX to get something fully invisible and not just mostly.
Needs some passives, maybe an aura that gives defense rating or dodge. Infectious Dancing.
I’d say all in all 30% done.
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