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Everything posted by JerekKruger
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Something I noticed: in the text of the update we are told that Nalpazca Monks have "increased Wound cap while under the effects of drugs", but in the actual video we're told that they "generate Wounds while receiving benefits from drugs". The latter sounds like a passive accumulation of Wounds whilst your Monk is drugged up which is, potentially, really good. Either way, the Nalpazca sounds a lot more interesting than it originally did, although it still doesn't tempt me as much as the other two Monk subclasses. EDIT: just noticed Max spotted this too. My bad
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Yeah, we'll have to wait and see to know exactly how much of a penalty it is, it just feels like a big one. That's true. If it's a spell that you would cast anyway then it saves you a cast and the time it would take to cast. Not a bad ability. For non-tanky Wizards I suspect it'll be less good. Honestly recovery is probably as good as any other option. Obsidian just have to make sure they explain what it is and how modifiers affect it more clearly. Or your Athletics skill perhaps?
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I find that unlikely. Both Swift Strikes and Flagellant's Path used Wounds in Pillars whereas Skyward Kick was per encounter. This is a good point. In which case I'd guess the red cross symbol is simply the "per encounter" symbol. It might even be a placeholder. Hmm... that is odd. My initial though was "Mortification is a new name for Wounds", but the subclass descriptions from earlier in the video still mention Wounds. I'm still inclined to think that Mortification = Wounds and the fact that both are mentioned is simply down to this being a work-in-progress. We don't know that they are freshly created. The character creation jumps several steps and clearly this character has been levelled several times (what with being a high level Monk/Wizard). Also it could simply be that for testing/demonstration purposes it's useful to change the way wounds work, so that you don't have to spend time being hit to use your abilities. That's the main reason I suspect that the first category are Wound abilities and the second are per encounter. I might be wrong of course.
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A few things I noticed whilst rewatching the update more carefully: Flagellants Path now does Burning damage rather than Crushing. At 2:07, when we see the Monk's abilities, Skyward Kick is next to what I assume is the Empower symbol, and is therefore a per encounter ability rather than an ability requiring wounds. This means that, at the moment, Stunning Blow is being changed to an ability requiring wounds making it a lot better than in Pillars. There's no sign of the Feign Death icon on the Rogue's ability tree, which for me is great as having one of the Rogue's highest level powers be the ability to pretend to be dead (regardless of how powerful it might have been) was disappointing. A third level of Wildstrike for Druids will no doubt be welcome.
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The extra bonuses that specialist Wizards get nice* but I'm still not sure whether they are worth losing access to two other schools. I wonder why Obsidian went with removing access to two schools rather than AD&D's one school. * The Evoker's and Illusionist's look to be the best, the Conjurer's could be very good depending on how good their familiars are, the Enchanter's needs to be able to clear more than just Hobble to be worth it in my opinion and as cool as the Tramsuter's sounds I suspect it won't be great. Delay is the best I can come up with, though it's still not great.
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My only concern with the Shattered Pillar is that they have a lower maximum wound cap, and that might mean there are Monk abilities they can't use. Hopefully this isn't the case, and instead they simply get less from abilities like Turning Wheel due to not being able to stack as many wounds. Otherwise I have to say the Shattered Pillar looks like my Monk of choice.
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Heh sorry, was just joking. I suspect no one has directly answered your question because the answer is "yes, definitely!" In the hands of an decent player this group will not only handle PotD, it'll destroy it. This isn't to say you'll find PotD easy yourself, since it'll be your first try, but generally speaking using a full custom party with well built characters make PotD fairly easy. That's the reason I restrict myself to the in game companions, and why a lot of the better players here run solo, or at least use fewer than the full compliment of companions.