Tree of Savior Forum

My crazy idea for a class: Siegemaster

Hey there! I’m new to ToS, but I love how varied the classes seem, and I love the game in general. I’m a creative guy and I like to theory-craft a ton of things (you should see my theory-gods for Smite). One of my ideas was for an artillery class. Something that would be deadly when he was supported, but needed his team to keep him alive long enough to stay in the fight. And so I present, the Siegemaster!

Siegemaster: weak in combat alone, but comes equipped with one of three different types of cannons, each with its respective power and abilities. Siegemasters can only carry one cannon into battle, but it can be exchanged at a Squire’s tent. These cannons make up the bulk of a Siegemaster’s abilities, but he does have a few defensive capabilities, constructing barriers as well as a tower that archers, mages, or other ranged characters can use to gain immunity from melee attacks, but still be susceptible to ranged attacks.
Cannon types:

Mortar: Heavy damage and medium range, the mortar is capable of wiping the map of weaker enemies and decimating the larger ones. Its accuracy leaves much to be desired, however, especially at longer ranges, and if the target is moving. It’s extremely effective against bosses, due to their larger size, and the quick reloads make it an extremely effective weapon. Mortars fire in an arc over the battlefield, avoiding defenses of enemies as well as barriers.

Howitzer: Lighter damage than the mortar, but it makes up for it with lethal accuracy and armor-stripping penetration. With rounds that can smash through lines of weak enemies without trouble, and ignore some of the larger enemy’s armor entirely, the Howitzer is great for picking off the enemies that could cause havoc otherwise. They take much longer to reload than the mortar, requiring extra care due to how the gun is constructed, but the accurate, destructive shots that a howitzer is capable of more than make up for the length.

Hwacha: A barrage based weapon that launches rocket propelled arrows, this weapon is devastating against large masses of weak enemies, and can rival the mortar in pure damage against larger ones. The barrage of arrows acts as a short DoT, with a quick duration allowing for relatively precise shots over a varying area. With the longest reload of all three, the Hwacha requires skill and well-placed shots in order to be completely effective. Grouping up the enemy before unleashing the full salvo is also extremely effective.

Primary skills:
Cannonade: Begins the construction of the Siegemaster’s cannon. While the canon is assembled, the Siegemaster is rooted to the spot with it, leaving him extremely vulnerable. However, the Siegemaster’s auto-attacks are now replaced with cannon fire, with a short CD for reload. It can be canceled at any time, but requires time to disassemble the gun.

Barricade: Similar to the Quarrel Shooter’s Pavise, the Barricade is a basket filled with stones, soil, and other items. It impedes enemy movement and attacks, providing the Siegemaster with some defensive cover, so that he may fire in relative safety. Maximum of 5 can be placed.

Signal Tower: A construct of the Siegemaster, the Signal Tower requires a few seconds to be constructed, but afterwards provides an immunity from most ground based targets. While inside the tower, melee attacks are transmitted to the tower instead of the player inside it. After taking enough damage, however, the tower can and will be destroyed, and the player within it will be greatly injured. These towers also provide an expanded view of the map around them, allowing allies to call out where defense or retreat is necessary.

Bombardment: Reduces the reload time of all three kinds of cannon by 25%, but greatly reduces the accuracy and damage. The cooldowns for switching to different weapon types is also increased. Lasts for 5 shots.

(Different cannons affect the skills of the Siegemaster, and varying on the type of cannon he has determines the ammunition he will load into it.)

Ammunition skill 1:

Mortar:Bomb Shot: Heavily explosive shell that explodes on contact with an enemy or the ground. Minor splash damage, but it is much more effective against singular targets.

Howitzer: Miné: a strong, but singular projectile of solid steel. It can rip through lines of enemies, or cause a reduction of armor to the larger ones.

Hwacha: Singijeon: Powerful arrows that are equipped with a small pressure plate behind the bladed tip. Depending on the range, the different arrows explode with varying power. At longer ranges, the explosions are very small, yet at shorter range they are quite devastating.

Ammunition skill 2:

Mortar: Carcass: A shell filled with many toxic chemicals and flammable substances, this shell spews out deadly smoke and flame on impact. Enemies who walk into the smoke are poisoned as well as set aflame, and the poisonous smoke remains for several seconds.

Howitzer: Hot Shot: A medium range round that requires double the load time of the other types of rounds, Hot Shots require the Siegemaster to heat the regular rounds white hot. When fired, the half molten round goes out and begins setting the targets it passes on fire. On larger targets, the round impacts and sticks to the target, setting the target on fire and reducing their armor.

Hwacha: (couldn’t think of a good name, any suggestions?): A wide, long spear that replaces a majority of the arrows, reducing the area of effect and making accuracy much more important, but each individual spear can pin weaker enemies to the ground and heavily reduce the armor of stronger enemies, as well as slowing them.

Ammunition skill 3:

Mortar: Fusillade: A small canister of light explosives is loaded into the barrel of the mortar, which opens up in midair and rains 5 explosives down in the target area. The explosives are somewhat powerful, but are a fifth the power of a single mortar round. Good for clearing small groups of rather powerful enemies.

Howitzer: Spider Shot: A single heavy ball with multiple chains attached to the end, the Spider Shot is destructive to enemies in the forward area. The main ball is just as powerful as the Miné, while the chains twirl about behind it, slashing enemies as they pass by. Smaller enemies will be lacerated and likely killed, while much larger enemies will become entangled in the chains, rooted in place for a small duration. The chains make the aerodynamics of the ball unstable, so the accuracy is reduced and the shot may wander from side to side.

Hwacha: Salvo: The Siegemaster double stacks each tube on his Hwacha, greatly increasing the amount of arrows launched upon firing, but greatly reducing the range. Enemies within the area are hit multiple times, causing severe damage to smaller enemies and a medium bleed on larger ones. The reduced range is not an impediment to the Hwacha, despite the fact that enemies will be dangerously close to the Siegemaster himself, due to the raw damage that the arrows can do to enemies.

So, let me know what you think! Viable, insane, cool, or just weird?

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Wow… that was quick…

And yeah, I think of stuff like this all the time. I have a few ideas for a copy/paste of the Centurion, just in different classes and with different roles, and a PvP mode that would be really up the alley of ToS.

when deployed, can the siegemaster move without having to pick up the cannon?
the towers dont seem like a good idea on a boss fight, since you cant move lol.
maybe an auto-turret or some like that would be a good idea.

I didn’t want to go auto-turret, since it would make it a liiiittle OP to have him just dropping them around all over the place, and since the Siegemaster is more of a powdermonkey and not really based on magic, I don’t think it would work with him making automated cannons.

For the towers, they aren’t built for boss fights. They’re better off for defending against mobs of enemies, and for getting a view on the incoming hordes. You can get off of the towers just like you can get on, so it’s not like you’re stuck on them, but I see your point.

As for being able to walk away from the cannon… I was inspired by the Sadhu, a little. Projecting himself as a weapon, the Sadhu is pretty powerful, and I wanted to have a kind of reverse of that. Instead of leaving yourself defenseless and fighting with your spirit, you leave yourself defenseless while dropping rounds on the enemy. I suppose you could leave the gun, like to save yourself, but if you don’t get back onto it, it could disappear, and making these are expensive at the Alchemists.

auto-turrets wouldn’t be op, imagine having to deploy your cannon every time just to kill 3 or 4 monsters? i’m imagining these auto-turrets dealing single target damage, just to help out for a limited amount of time.

the towers would be probably better for mages, since a lot of spells have casting time.

what if your allies could use your cannon? like a cleric for exemple

Auto-turrets would be better for a mage, I think. Something similar to the Siegemaster, but in mage form, because something like that would need to be magic based. the tech they have in ToS doesn’t look capable of any steampunk-level of turrets, so I think Autoturrets would make a cool addition to a construct mage.

I’ll agree with that, but it’s really for anyone. Archers can get up there and just rain shots down, or Mages with the increased viewing area can use the safe position to cast their spells unimpeded. I like your thinking…

Nah, don’t think that would work very well. The Siegemaster would be kind of similar to the Sapper with his Claymore. He can detonate it and set it because he knows how. That’s kind of what I was going for with the Siege; he knows how to operate his cannon, and he is built around his cannon, so it would only make sense that he is the one to operate it.

I think if you have a skill to use it, like an ammunition skill, you could use it, since you have the ammo to load into the gun and the ability to aim it, you could use it, but someone without the ammunition skill would be useless if he were on the gun, since he wouldn’t know how to load it. That way, you could base your entire squad around the cannon; one guy is the defensive type, setting down a Pavise and the Barricades, maybe even the tower, as well as the cannon, while everyone takes turns on the gun depending on what the situation calls for.

Hey there, i actually really like the idea of “big guns” of this character, the barrier sounds good if hes a “turret” based character, but the tower? no so much, i think it would be nice if he had at, maybe high lv a kind of special mount where you can place the cannon you have selected, some kind of mobile cannon to ride on (aka: a tank lol) with personal hp, so it wont be too op, when the tank hp reachs 0, you cant move or atack and starts taking damage to your hp, so you would have climb out of it and fix it with a skill of the class. the more damaged the tank is, the longer it takes to fix it, and the tank cant take damage unless the rider is in it, or else it would be bad, in some pvm aspect and in a really pvp aspect, monsters and players could bash down the tank and break it making it useless…holy crap i think im starting to develop another class here, i should stop lol, well big guns, i like 'em.

This is what I love about game forums. All these crazy ideas (art and concept wise) that maybe the developers didn’t even consider. I hope IMC allow us to create (or at least be the inspiration of) a class in future updates, just as MOBAs champion/heroes contests.

On topic, I like the idea behind being incredible aggresive in combat, at the cost of needing help to survive. Everything should be balanced in order to promote teamplay (personal opinion). However, there will always be lone warriors that would never accept a class that cannot go and grind solo.

PS: bonus points for the skill names. For a lot of us foreigners, English is not our native language, so these words are original and appealing!

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Quoting myself to make an addition (if this goes against any guidelines, by all means delete this post): this class should have a “tinkering” skill that allow the improvement of your turrets, at the cost of being a channelling ability. That concept is in line with the idea of being overpowered while rejecting all kind of defense against attacks.

Cheers!

I wanted to try the mount for a while, and I was thinking about how to make it work, maybe a faster construct time? maybe able to fire on the move? But in the end, I scrapped it because of how realistic Tree is. A cannon firing from the back of one of those creatures would cripple it for life. As for a machine, there’s no evidence of any steampunk level of technology that would allow it, like I was telling the other person above.

I DO have a replacement for the tower, which an Entrenchment ability, digging an area kind of like the Mage Walls where you take reduced damage and are almost immune to AoE attacks, but it restricts movement to only the areas that have been dug out. The tower was really for being able to see for longer distances, calling out where enemies are in a PvP environment or in a PvE with a slippery enemy. More for team strategy than anything, kind of like the Base Camp for the Squire. I thought about adding in a teleport feature, but it wouldn’t have made as much sense.

@Zinox Thanks for the consideration! I love theory-crafting and coming out with new ideas, and stuff like this is just a small portion of what I’ve thought of. I’ll post my next idea here in a little while, ad I hope it’s as well received as this one!

Of course there will always e the people who want to solo everything, and beaters exist in every game, but Tree looks like it caters to both sides of the coin, the lone wolves and the team-based fighters. I just saw that they were adding in powder weapons and immediately thought: Hey, cannons, why not? And with most of the skill names, I just ripped old naval and field artillery ammunition names off of Wikipedia. I looked at ToSBase to see the different classes, and I knew I had to at least compare to the beauty of the names there, so I did my best to use the weirder types of cannonade weapons.

I actually like that idea… a lot really! But I would change it around to be something more of a double edges sword. Like in over-stocking the weapon with powder to make the rounds much longer in range, but with the chance of having the area around the gun, AKA you, set on fire or blown up. That would fit in with the historical relevance as well as not being OP.

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