Thaumaturge – The Totem Specialist

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Author: Cleric

Last revision: 5 Sep, 2022 at 02:40 UTC

File size: 926.72 KB

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Description:
Introducing the Thaumaturge

The Thaumaturge is a conjurer with a wide variety of skills focused specifically on Totems and their manipulation.

The script extender and LeaderLib are so that the totems can have a few element-specific effects without dozens of extra skills or working with DOS2’s scripting suite. These tools let me write code much easier and much faster than hacking around the tools in the editor.
Shared Resources is for cross-mod atluses and effects. It helps cut down on issues regarding universal statuses and UI elements not showing up.

Skills

The Thaumaturge has various tools at it’s disposal for improving and manipulating totems. This makes totems an investment and a worthwhile one. What will become apparent is that the Thaumaturge ramps up – the longer a fight, the more they will contribute. Totems were once dispensable cannon fodder, but now they can be the core of a team – whether magic or physical.
All skills are available at Summoner Skillbook Vendors. If activated after talking to a vendor for the first time, their inventory will need to refresh (~60 minutes or upon level up).
Additionally, there is a new vendor named Cleric the Cleric who will sell skillbooks from any of my class mods you’ve installed! Their locations are listed in the shared resources mod description.

Infusions
Infusions can only be cast on totems. There are four on a single turn cooldown. On top of infusion access, memorizing an infusion when you know Elemental Totem (it does NOT need to be memorized) allows you to summon infused totems for essentially 1 less AP (like summoning an Incarnate on an elemental surface). Infusions are the backbone of the Thaumaturge’s potency and totems can only be affected by one at a time.

  • Artillery – Increased skill targeting range and Huntsman. Gains access to two ranged skills to supplement auto attacks.
  • Revitalizing – Increased Hydrosophist. Can cast a skill that heals in an AoE as well as restore/improve magic armor. Cannot use auto-attacks.
  • Arcane – Increased ability scores (pyro/warfare, etc). Gains access to an element-specific AoE spell, but cannot attack normally.
  • Guardian – Increased Geomancy. Can restore armor to an ally and apply deflecting barrier. Also has increased health, and can cast Cover on an ally to share 50% of the damage the ally takes. Cannot use auto-attacks.

Auras
Auras can be applied to a totem to make them passively supportive. Totems can only have one aura at a time.

  • Totemic Refreshment – Releases a healing nova when applied, and the totem grants regeneration to nearby allies.
  • Totemic Empowerment – Totem grants might and fury to allies.
  • Totemic Protection – Totem grants protection and retaliation to allies.

Utility & Damage
While personal damage is not the focus of the Thaumaturge, they have a couple options to utilize any investment in Intelligence and other abilities. Their utility skills allow the Thaumaturge to keep up with the pace of combat.

  • Sacrifice Totem – Destroy a totem to release a powerful AoE heal at their location. Uses the summoner’s stats for healing.
  • Totemic Crescendo – Target totem releases an AoE spell on death. The damage type depends on the totem, but the damage is based on the summoner’s stats.
  • Totemic Resonance – All totems in the target area release AoE spells. The damage type depends on the totem, but the damage is based on the summoner’s stats.
  • Resurgent Totems – Increases the health and armors of totems in an area. Whenever Resurgent is applied to a totem, their lifespans increase by 1 turn (six seconds out of combat). All infusions and infused totems summons come with Resurgent already (so their initial lifespan is 4 turns!).
  • Totemic Step – Teleport a totem on a 1 turn cooldown.
  • Totemic Embodiment – Channel the totem! You are immobile and any skill that starts with "Totemic" can affect you (or automatically affects you if not targeted). Their descriptions will reflect this, so there should be no confusion on what skills work on you!

Source? Source.

  • One Source: Supercharge Totems – Apply Supercharged to all totems in the area. Any mod that changes Supercharger affects how the status from this skill functions, so be aware for compatibility purposes.
  • Two Source: Mass Totemic Crescendo – Same as Totemic Crescendo, but affects all totems in the target area.
  • Three Source: Bolt of Creation – Fire a bolt at a totem that bounces to two totems near the first. Summon a Wood Totem at each location. If you are Totemic, you can be targeted.

Tips and Tricks:

  • Elemental Totem is absolutely required. There’s no way around that. As such this mod only adds three new Starter skills instead of 4. To make up for that, the Novice (level 4), and Master (level 16) tiers have additional skills bringing the total of added skills to 16.
  • The Thaumaturge makes a good secondary role to an Incarnate Summoner. Once the Incarnate is out and infused, Summoners either have to pretend to be another class or are stuck buffing. This gives those Summoners a reasonable, in-house option to continue to use their AP efficiently and effectively.
  • The Thaumaturge is a full build. Especially without Lone Wolf, you are going to be using every AP you can get your hands on. There’s no time to mess around with Hybridizing if you want to be an effective Thaumaturge. The AP requirements and investment is also basically the only thing keeping the class even remotely in check, and only barely.
  • Thaumaturge Novas (the AoE spells that are released by various skills) scale off your Intelligence, Level, and "Relevant Ability". If you’re in a physical team, summon physical totems and pump warfare with additional ability points if you want to be effective with Resonance and Crescendo. Hydrosophist makes the Novas released by Sacrifice and Refreshment more effective. Novas cast by Arcane Totems are based on the Arcane Totem’s stats.
  • AoE buffs are very nice, making a human’s Encourage racial skill more beneficial than normal, and the later in the fight it is used, the more totems that might be affected by it! Same for skills like Mend Metal, Soothing Cold, and Steam Lance. Firebrand will only affect Artillery infused totems, since they are the only ones that continue using weapon attacks. Auras like Vampiric Aura, Evasive Aura, and Guardian Angel can futher increase your totems’ survivability.

Compatibility Issues

There is one major issue with Summon Rework Core. Due to how that mod handles summoning skillbook vendors, my mod is unable to populate those vendors with skillbooks. They are compatible otherwise, but you need to place Thaunaturge BELOW Summon Rework Core to get skillsbooks to populate. I have reached out to the creator to help work on a possible fix or patch, but there is no guarantees with a mod a few years old like that.

Credits and Thanks
Credits to Larian and ArenaNet. While not directly part of this mod, several buff Icons are from Guild Wars 2.
Credits to Authors Lorc, Skoll, Delapouite, Zeromancer for their icons uploaded to game-icons.net
Thanks to Laughing Leader and Norbyte for their tools that make adding things to this game that is was NOT built to do.
Thanks to Laughing Leader (again) and Doctor Beetus for their assistance in my unending barrage of questions.

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Cleric - Shared ResourcesSteam Workshop
LeaderLib - Definitive EditionSteam Workshop