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gkathellar

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Everything posted by gkathellar

  1. This is a cool concept! Good to see less-explored niches. Unless something has changed, Moon Godlike probably isn't worth it, as their heal scales very poorly.
  2. That's ... hard to do, given the way progression tables work. Not impossible, I believe, but a major pain in the ass. Just thinking about how many conditionals you'd have to add to every single spell gives me a headache. Edit: Overthinking it.
  3. Multiclassing is fine for new players - just be aware that you'll be getting a greater number of lower level abilities. 1) They don't. You switch to a set of dual-wielded "paws" when you shift (if you're a fury or stormspeaker, your paws are two-handed, incidentally). 2) Negatory. 3) Nope. 4) Stuff that helps your defense/spellcasting. You'll be shifting for heavy melee, so you want your gear to emphasize the other side of things. Griffin's Blade is an easy choice. 5) There's a good Fighter/Lifegiver up on the build list, actually. But I think it's a mix of things. Druid is complicated, hence the lack of builds in general. Many people want to play it first and foremost as a caster, so there's that. Druid lacks the obvious defensive or offensive synergies of something like wizard or cipher, since shifting is more "I have this can of melee that I can open on command," than "here have some stats." Finally, all of the fighter subclasses are incompatible, to some degree, with shifting.
  4. Troubadour all day every day. Skald can be made serviceable, and is quite fun on the right build, but gets awfully close to being objectively inferior.
  5. The biggest problem, to my mind, is Enchanting: it has virtually all of the self-buffs, but very little else, so it's the school you can't afford to lose and will never want to specialize in. I'm tempted to say it should go entirely, with some other spell-shuffling besides, and the number of banned schools reduced to one. Hell, maybe drop Evocation too, and have a triumvirate of Spells What Summon Stuff, Spells What Change Stuff, and Spells What Deal In Intangibles.
  6. I've been thinking that part of the problem with specialist wizards is a lack of role definition, so I created a spreadsheet breaking down wizard spells by school for reference purposes. Maybe it'll be of use to someone.
  7. Generally, ascendant vs. soul blade is a choice of what you want to do, not which is strictly better (good job, Obsidian! :D). An ascendant's is to hit mass focus and then rapidly toss out their very strongest powers before Ascended goes down. Most Soul Blades want to attack-attack-attack, using a couple of significant buffs and strong cipher passives but otherwise focusing on killing things with swords. It's not as much of an issue as you'd think, since primary attacks still benefit from offhand recovery times. Something slow and hard-hitting in your main hand and something fast with lots of cool passives in your off-hand will still work very nicely. That said, "two-handed weapons are a waste of time" is an overstatement. It depends on the build and the weapon in question. Dual Wield is generally better, but there's wiggle room.
  8. Shattered Pillar is more weapon centered because they need to use weapons to gain wounds. I was hoping for a more creative solution than just number adjustment honestly. Pretty sure fists count as melee weapons for this purpose. I'm not ruling out the possibility that I'm mistaken, since it's been a while since I've touched one, but I think I'm right about this. Anyway, it's a numbers problem, and its needs a numbers fix. Tacking on geegaws won't get rid of the problem, because the issue is systemic.
  9. It's worth noting that a paladin Watcher will have a slightly easier time of getting him to +1 than others. When you report to Clario over on Port Maje, there's a paladin-only response that he likes a lot. That, combined with good choices in the Port Maje and post-Port Maje talks, will put him well on his way to +2. Food for thought.
  10. For the sake of argument, let's accept the premise that multiclass characters are intrinsically friendlier to roleplaying (it's an absolutely absurd premise, but let's accept it for the moment). Shouldn't players be rewarded for roleplaying? Don't we want mechanical incentives to engage with the narrative and characters? It seems to me that the OP's premise leads to the exact opposite conclusion.
  11. Either abandon the "wound-spender" archetype altogether and put their cap at 10, or allow them to generate wounds off of abilities but adjust the numbers involved. Incidentally, why do you say Shattered Pillar is more weapon-centered? AFAICT it is exactly as good with weapons as any other monk, which is to say, pretty good. If anything, some single-class SP builds will specifically want to use fists for their high base damage and speed. Dirty Fighting, I guess?
  12. It'll show up if you reforged it. There was a bug at release, but it was fixed a while ago.
  13. Spirit Lance is still good for a bunch of builds for a bunch of reasons, but it also doesn't come in until level 13.
  14. The big-ticket items for Priest of Skaen are Escape, Finishing Blow, Shadowing Beyond, and not having to spend any points on Minor Avatar. To me, that all points to paladin or fighter, or maybe monk or barbarian, with a few dips into priest spells where the really good stuff shows up. Those will help increase the mileage you get out of Skaen's granted powers.
  15. There's a good Contemplative of Skaen here. The Shaman build linked above is pretty phenomenal, as well. But yeah, I'd not multiclass Skaenpriest with Rogue, because it's a mini-rogue as is, and its special tricks will be of greater use to one of the other martial classes who can't duplicate them (or with Chanter, but that's practically a given, since Chanter is good with everything). It's understandable if that's not a satisfying answer, since Rogue/Skaenpriest feels like a natural combination, but in the words of the sages: them's the breaks.
  16. It's also pretty much normal for CRPGs in general, including the Infinity and Aurora Engine games, which were ultimately extremely successful. In general, these games don't sell like hotcakes immediately, and so it becomes a question of how well they do over the course of 1-5 years. 200k in three or four months is a pretty solid, standard number.
  17. Even if chants didn't boost your spells, the point is that they do helpful things in the background, such as passive AoE damage, healing, defense boosts, etc. That's useful. Is it as useful as being a full caster? Maybe, maybe not - it's a different playstyle, but a functional one with its own virtues.
  18. Getting unlimited spells at 19th level was cute, but it was never the reason why the combination was good at every level. Phrases present one of the few strong ways for a caster to improve their action economy, are an effective compliment to caster classes that otherwise lack an abundance of passive abilities, and can help fill the holes in spell lists. In addition, invocations and spells alternate really naturally, tending towards a pattern of "Invocation, Spell, Spell, Invocation, Spell, Spell," with the chanter's infinite-but-time-reliant resources synchronizing excellently with a caster's lengthy-but-abundant spell resources. That's not to say that Chanter/[Caster] is the One Multiclass To Rule Them All, but it's a very natural combination that tends towards a very specific variation on caster playstyle. Hel-Hyraf also helps with AR for your spells, and summons in general can be a godsend to the solo player.
  19. AFAIK, only crew members that participate in fights have a class listed, because it's not a relevant question for the rest.
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