VDragunov
Terrarian
"[Name of Nurse] may help heal your body, but I can make you embody healing." [Proceeds to never sell any item that remotely relates to healing] — Witch Doctor.
Well I want to have that quote make some sense, and since the Witch Doctor relates mostly to jungle/summoner stuff (vial of venom being an exception, so I guess mats are ok), here's to a long list of lifesteal options...!
The following suggestions should be taken in individually, as a general "brainstorm" towards the topic, because having it all would probably be too much.
Vampire Fangs - A material sold by the Witch doctor for 5G, you need to have either the vampire knives or the Scourge of the Corruptor in your inventory, they're used to craft the following items:
Parasite Arrows: 75/100 wooden arrows, 1 shroomite bar, 1 vampire fang; they heal for 5% the damage done, otherwise, their stats are similar to chlorophyte ammo.
Parasite Bullets: Same as above, just change the wooden arrows for musket balls.
Soul Snatcher Staff: 20 Chlorophyte Bars + 7 Vampire Fangs. Summons a white soul that shoots a white non-piercing-projectile with xeno-staff-like speeds; the projectile heals the player for 10% of the damage dealt by the minions. Damage-wise, it's meant to be a bit inferior to the xeno staff, in order to compensate for this bonus.
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Cresnik Bars: Created by mixing vampire fangs with chlorophyte bars, they're meant to be the summoner counterpart to spectre's mage, shroomite's ranger & beetle's melee.
Tiki and Spooky armor already do that but let's just ignore 'em because they don't have tools.
Cresnik Chesplate: two minion slots. 9 defense points.
Cresnik Leggings: +30% summon damage. 8 defense points.
Cresnik Crown: +20% summon damage. 8 defense.
Cresnik Helmet: one minion slot. 8 defense.
Set effect (W/ Crown): Minion damage heals the player with the lowest health by 5% of the damage dealt.
Set Effect (W/Helmet): Minion attacks don't add piercing inv frames, but respect them. (Similar to luminite bullets).
Yes, I know the Stardust Dragon makes both effects broken into oblivion, but have you seen what mages can do with the spectre hood and a bubble gun/razorpine?
As for the bar-themed tools: Shroomite gets the fastest digging tool, spectre gets painting tools, so why not give cresnik weaponry? I mean, Cresnik itself is a reference to a vampire that eats vampires, as a species, that's about as combat-oriented as you can get... it also fits the witch doctor theming because they're created throughvoodoo shamanistic magic.
These weapons are meant to follow the "summoner is meant to be played impure" archetype by being melee, ranged and mage, but they're also meant to be
specially useful for summoners because of their alternate fire, which does deal summon damage.
Cross Scythe: The melee weapon, it works just like a death scythe, but it's alternate fire summons a scythe sentry that teleports towards targets between it's range and spins to damage them.
Unlimited Fireworks: The ranger weapon, a bow that fires a volley of 4 arrows close to each other (so… like the tsunami), the alternate fire summons a portal that actually shoots the arrows for you, yet it still deals summon damage.
Kazıklı Bey: the mage weapon, even though it looks like a lance, it actually shoots stakes in a manner similar to the Sky Fracture. It's alternate fire summons a vampire sentry that shoots the stakes at nearby targets for you, it's rate of fire is compensated by the fact that each stake fired still eats your mana, despite doing summon damage.
Just like staves, these weapons are meant to have low base damage because summoners kinda drown themselves in damage buffs.
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Though vampire fangs could just as well be farmed from enemies in the jungle similar to how ectoplasm is acquired in the dungeon, by this point in the game both things should be annoyingly easy for the player, so having the Witch Doctor sell items that relate to healing sounds fitting.
Also, the Soul Snatcher staff could be made with Cresnik Bars, that'd be a neat option as well, as it'd fit even more the Castlevania reference I tried to pull with it.
Intended to add more content before posting, but I pressed enter by accident, F.
Well I want to have that quote make some sense, and since the Witch Doctor relates mostly to jungle/summoner stuff (vial of venom being an exception, so I guess mats are ok), here's to a long list of lifesteal options...!
The following suggestions should be taken in individually, as a general "brainstorm" towards the topic, because having it all would probably be too much.
Vampire Fangs - A material sold by the Witch doctor for 5G, you need to have either the vampire knives or the Scourge of the Corruptor in your inventory, they're used to craft the following items:
Parasite Arrows: 75/100 wooden arrows, 1 shroomite bar, 1 vampire fang; they heal for 5% the damage done, otherwise, their stats are similar to chlorophyte ammo.
Parasite Bullets: Same as above, just change the wooden arrows for musket balls.
Soul Snatcher Staff: 20 Chlorophyte Bars + 7 Vampire Fangs. Summons a white soul that shoots a white non-piercing-projectile with xeno-staff-like speeds; the projectile heals the player for 10% of the damage dealt by the minions. Damage-wise, it's meant to be a bit inferior to the xeno staff, in order to compensate for this bonus.
-----
Cresnik Bars: Created by mixing vampire fangs with chlorophyte bars, they're meant to be the summoner counterpart to spectre's mage, shroomite's ranger & beetle's melee.
Cresnik Chesplate: two minion slots. 9 defense points.
Cresnik Leggings: +30% summon damage. 8 defense points.
Cresnik Crown: +20% summon damage. 8 defense.
Cresnik Helmet: one minion slot. 8 defense.
Set effect (W/ Crown): Minion damage heals the player with the lowest health by 5% of the damage dealt.
Set Effect (W/Helmet): Minion attacks don't add piercing inv frames, but respect them. (Similar to luminite bullets).
As for the bar-themed tools: Shroomite gets the fastest digging tool, spectre gets painting tools, so why not give cresnik weaponry? I mean, Cresnik itself is a reference to a vampire that eats vampires, as a species, that's about as combat-oriented as you can get... it also fits the witch doctor theming because they're created through
These weapons are meant to follow the "summoner is meant to be played impure" archetype by being melee, ranged and mage, but they're also meant to be
specially useful for summoners because of their alternate fire, which does deal summon damage.
Cross Scythe: The melee weapon, it works just like a death scythe, but it's alternate fire summons a scythe sentry that teleports towards targets between it's range and spins to damage them.
Unlimited Fireworks: The ranger weapon, a bow that fires a volley of 4 arrows close to each other (so… like the tsunami), the alternate fire summons a portal that actually shoots the arrows for you, yet it still deals summon damage.
Kazıklı Bey: the mage weapon, even though it looks like a lance, it actually shoots stakes in a manner similar to the Sky Fracture. It's alternate fire summons a vampire sentry that shoots the stakes at nearby targets for you, it's rate of fire is compensated by the fact that each stake fired still eats your mana, despite doing summon damage.
Just like staves, these weapons are meant to have low base damage because summoners kinda drown themselves in damage buffs.
-----
Though vampire fangs could just as well be farmed from enemies in the jungle similar to how ectoplasm is acquired in the dungeon, by this point in the game both things should be annoyingly easy for the player, so having the Witch Doctor sell items that relate to healing sounds fitting.
Also, the Soul Snatcher staff could be made with Cresnik Bars, that'd be a neat option as well, as it'd fit even more the Castlevania reference I tried to pull with it.
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