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A few questions for the backers.


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First of all, thank you for all of you backers that donated cash to bring this great game to life. I really do appreciate it. Unfortunately, I didn't learn about this game until after kickstarter, so I'm dependant on your good will and experience to theory craft my party. I've got plenty of money and time right now: just no Beta key. ;( Having said that, I have a few questions.

 

1. Does the Chanter phrase that adds fire effects to weapons affect a monks unarmed strike?

 

2. I see a lot of forum negativity around the Paladin Combat Only passive fields. From what I've read, you have to activate the field before you charge in, which delays the impact of the field on the initial attack. Is it game breaking or are Paladins still a good tank? How much do you sacrifice to just rush in and then activate the effect when you've established the front line? Do you think that it will change before launch?

 

3. How big of an impact does interrupt have? It seems like people are exploiting it, some are dumping it, and some are just avoiding it. Is this something I'm going to want to have for a couple of members of my party?

 

4. Do passive Paladin fields stack? If I have two Paladins as tanks, will their accuracy bonuses add additional accuracy on top of each other? How big of an accuracy bump do you get for Zealous Focus? Also, I think those fields are only three meters. How big can you make them with a high intellect score?

 

Thanks again for your help. I would have loved to get into the Beta, but I missed it and would love to be educated about the game mechanics when the game launches.

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1. Yes, but it's now a much higher level ability than previous

 

2. It's annoying and requires you to let the enemy see you before you attack so you get the accuracy bonus on your first hit. Trivializes attacking from Stealth. Otherwise yeah, they can still be a good tank.

3. It's broken at the moment, we won't know until the final backer beta comes out (if they do another one) because they changed how it works. It's not super useful on classes that aren't always dropping consistent damaging attacks.

4. No they don't stack. You can have all of the different auras up at once though.

If you want a beta key, PM me and I can buy one for you.

Edited by Sensuki
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Sensuki basically covered it but I will go into more detail on interrupt.  What interrupt does is it temporarily delays the effected targets current action.  In other words it is not like old D&D where if you interrupted a spell the spell was lost, in Eternity you have simply delayed the spell and extended the cast time.  Pretty much anything can be interrupted as well, including melee attacks and so on.  The key things to remember with interrupt!

 

1: It is best for characters that attack often and quickly, as more attacks means more chances to interrupt. 

 

2: Slower harder hitting weapons or attacks (such as abilities specifically marked as getting interrupt bonus) will cause a larger interrupt "delay" than lighter hitting attacks.  So a guy who gets hit by a dude wielding a two handed mace will suffer a longer interrupt period than someone who gets interrupted by a person using a rapier. 

 

3: Interrupt doesn't really stack, or at least it won't in the final version.  Meaning if two guys hitting the same enemy both score an interrupt only the greater interrupt duration will apply.  An interrupt can be "refreshed" but it has to hit, score the interrupt, and have a interrupt penalty greater than the current penalty on the targets action.

 

The reason it is broken right now is not how it mechanically works, but that the interrupt bonus characters are getting is much larger than intended and just making it crazy easy to score interrupts pretty much all the time.

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If you want a beta key, PM me and I can buy one for you.

That is really generous, Sensuki. Kudos man.

"Good thing I don't heal my characters or they'd be really hurt." Is not something I should ever be thinking.

 

I use blue text when I'm being sarcastic.

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It's still very generous, as I did not have a way to get into this wonderful beta without help. I really do appreciate it.

 

Now I've got to figure out who's the sixth member of the party with a fighter, paladin, monk, druid, and chanter. My original idea of having a Ranger as six was blown out of the water after a couple of hours of real playtime and the realization that I don't like Beast Master micro managers.

 

I haven't tried Wizard, Rougue, Priest, Cipher or Barbarian yet. Advice on what's best between those five classes would be helpful.

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Wizard - Ranged AoE standard attack, using the blast talents with implements. Spells are mainly AoE damage, Crowd Control, group debufs and a few personal buffs. They've got spells suitable for doing damage to pretty much anything and any one but you'll get the best effect from stacking the secondary effects of spells together and exploiting them. ie reduce enemy reflex then hit with reflex targeting spells. Spells available to target any defence and can do pretty much any damage type.

Rogue - Crazy damage against a single target, but squishy so flank with them. Need to either target enemies that have debuffs on them from the wizard, priest or Cipher or use own debuf abilities to hit an enemy once theres a debuff on them get something like 25-50% extra damage from sneak attacks.

Cipher - High damage spell caster with decent single target melee and ranged damage and spells that hit single targets or small groups hard. Lots of fun to play most spells target enemy will, limited number of spells but unlimited castings if you keep damaging the enemy with your weapons. Some nice spells to charm/control enemies and some great single target debufs, mental binding is a must have.

Priest - Average to decent melee fighter with the God specific buffs, can act as a secondary tank if needed. Spells are buffs, edurance healing and a few debufs and moderate damage spells. Have so nice OH **** spells for getting allies out of danger along with some cast and forget healing spells.

Barbarian - Melee AoE specialist lots of health and can be fairly mobile. They don't have the defences to act as a tank and are a poor secondary tank however give them some Int and send them in after the tanks have engaged the big boys and they'll do a lot of damage to all the enemies near by. Very very good at cleaning up small to moderate size groups that have been distracted by another character. Have enough health and endurance to survive alot of hits, but they will get hit ALOT more than a Paladin, Fighter, Chanter or Priest.

Edited by aeonsim
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After some testing I've started to favor a priest over the chanter. I don't get what all the hype is about with the chanter. Maybe the Chanter was better before the flaming weapons level nine nerf, but I don't love it now. The Priest provides way more buffs, extreme versatility, aoe healing, and is a better 4th man on the front line than the Chanter is.

 

Also, I wanted the Ranger in the backline as a single target damager. From what I can tell, they are inept at that job due to their dependance on a pet. I should thank R.A. Salvatore for turning the Ranger into a Beastmaster. What I am starting to realize, is that a Rogue is pretty inept as a melee character, but is an extremely effective ranged damage dealer. I think I can speck the Rogue out to be a single target ranged damage dealer(Ranger).

 

Anyway, thanks Sensuki. You saved me several restarts when the game launches to figure out what I'm figuring out right now.

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The rogue can make an excellent melee fighter just not a tank, you need to bring them in after the enemy is distracted and you need to micro them to make sure they're always targeting someone with a debuf, or applying them them selves. They can if played carefully go one on one with an enemy from the start but you need to micro them and be using the correct weapon types to deal max damage as they're all about killing the other guy before they get too hurt them selves.

 

The chanter is nice as it's the first really good Bard style class they do a good job mixing their core idea with fun mechanics. Their chants have a large area of effect and provide some cool utility/buffs/debuffs and there invocations when they can be cast are very powerful. I think there may be a bit of a bug with chants in the current build as I've noticed very uneven accumultion of chant points. The start working fine but after the first invocation it seems to take them an awfully long time to start there next chant.

Edited by aeonsim
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I'll look into that bug, aeonsim.

 

Most of my encounters are usually over shortly after the third chant, so I'll have to deliberately delay killing stuff to try and reproduce it.

Edited by Sensuki
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I'll look into that bug, aeonsim.

 

Most of my encounters are usually over shortly after the third chant, so I'll have to deliberately delay killing stuff to try and reproduce it.

You could try on PoD :p, but yeah it's something I've noticed seems to be happening but too busy to reproduce it with timings this week.

 

Also it maybe associated with the chanter not being ordered to attack any one after casting an invocation.

Edited by aeonsim
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