I was thinking about starting such a thread, and there it already is
After taking a look at the presented subclasses I find majority of them quite interesting, and will briefly note down the first impression on each of them.
Since we don't know the numbers behind them, plus they are subjected to changes, this preemptive evaluation is going to be approximate at best. But here we go anyway:BARBARIAN:1. Corpse Eater - Targets unconscious enemies to devour their flesh and gain power. Powers cost more to use.
- we don't know what "power" exactly, but I suppose it's the power to use abilities (as in the previous system). And since there are no "power_sources" in the new system, it will likely allow barbarian to recuperate resources required for usage of abilities of: paladin, rogues and fighters as well.
- in Deadfire health and endurance have been mixed into a single pool; meaning that healing will become much more important.
- a corpse-eater could easily prolong the fight for a long time if he had access to Lay on Hands or Unbending. Especially if corpse-eating would restore not only rage, but also discipline/zeal.2. Berserker - Has a more powerful Frenzy, but attacks can damage friends as well as foes while Frenzied.
- it could be an interesting idea to have a frontline of 2-3 such berserkers. It's ok if they end up carnage-hitting each-other, provided that they multi-class into a tankish fighter or monk. Also giving them weapons with Penetration just slightly lower than their AR should help vs them killing themselves.3. Mage Slayer - Gains spell resistance and can disrupt enemy spells, but cannot use potions or scrolls and beneficial spells have shorter durations.
- interesting, will the shorter duration of beneficial spells lead to higher HPS with healing over time abilities?
- how good or bad this subclass gonna be, completely depends on numbers and on the enemies we will face. CHANTER:1. Beckoner - Summoning invocations are cheaper and summon more creatures, but the creatures are weaker.
- thinking of body blocking
- weakness to enemies with AoE
- good vs enemies that would waste their charms/dominates/directed stuns on these summoned creatures
- synergy with priest's spark2. Skald - Offensive invocations are cheaper and melee crits grant phrases, but all other invocations are more expensive.
- think of such skald/barbarian focused on HoF and Seven Nights
- think of such skald/mage-slayer played like interrupt barbarian (with min MIG / max PER,DEX) who is also able to spam: Killers Froze Stiff and The Lover Cried
- another variant would be to mix this skald with a control-freak variant of wizard with DAoM and Merciless Gaze; together they would make a great cc-offtank. 3. Troubadour - Phrase linger is 50% longer, Brisk Recitation as a modal that increases the rate of phrase elapses, but shortens linger. All invocations are more expensive.
- a great chanter subclass, focused on either dealing damage via DoT chants, or on keeping as many simultaneous buffs as possible.
- has a built-in synergy with any class that is able to buff own MIG and especially INT. Thinking of Minor Avatar. Not to mention that priest of Eothas gets access to storm spells, and those provide a great setup for chants like Dragon Trashed, because they do provide a solid reflex malus, plus stun the enemies, allowing to kill them overtime remaining almost unscratched. CIPHER:1. Ascendant - Powers and Soul Whip are more effective when used at Max Focus, but Focus drains quickly if left at Max for long.
- am a bit dissapointed that it doesn't just increase your might or damage coefficient, because it could be great to arrive to max focus, and then start casting spells from your second class
- other than that it's a great subclass, and I actually fail to see how it's penalty is a penalty at all, because cipher never wanted to idle at max focus anyway, because in PoE1 Soul Whip turns off once you achieve max focus
, as simple as that; and thus I wonder what "Soul Whip is more effective when used at Max Focus"
- another thing is: "focus drains quickly if left at max" - but than it quickly becomes below max - and thus immediately stops draining, no?2. Beguiler - Illusion powers are more powerful, but Soul Whip suffers when used against targets that are not vulnerable to Sneak Attack.
- we were not yet presented with a list of "illusion powers". Looking at PoE1 it will probably include "Phantom Foes", "Secret Horrors" and "Fractured Volition". If so - this subclass will end up strictly worse than pure cipher. On the other hand if Illusion powers also include charm and dominate stuff - now we talking.3. Soul Blade - Offensive cipher that can dump Focus into a Soul Annihilation melee attack for extra Raw damage. Shred powers have reduced Focus cost. Lower Max Focus.
- the question is: will this extra raw damage count towards focus generation?
- and yeah, here again, everything depends on what are the exact numbers; we have no other way to estimate how good or bad this subclass is. DRUID:1. Fury - Shift into storm blights and gain bonuses with elemental spells. Cannot cast Restoration spells.
- restoration spells are going to be much more important in Deadfire than in PoE1, so these bonuses with elem. spell better be good.
- we don't know if shifting in a storm blight comes with any immunities; nor if there are bosses that deal related damage types.
- we don't know if druid can cast spells while shifted in these blights; nor what are the blight stats.2. Lifegiver - Rejuvenation spells are cast with increased Power Level but cannot cast Summon spells.
- that's pretty awesome; solo aside, druid's summoning spells never seemed useful enough on the PotD difficulty, so we just get a bonus to healing department.3. Shifter - Druid can shift to any animal form, once each, per combat and heals damage each time they shift back. Cannot cast spells while shifted.
- this means that we won't be able to shift for defensive purpose; and the only idea is to deal damage in melee.
- we will need a list of stuff that affects the shifted form. And most important: will bonuses to unarmed damage affect it's dps.
- think of Ascendant cipher or Soul Blade, who shifts -> deals lots of damage -> generates a lot of focus and unloads his powers once the shift ends -> summons Firebrand -> ... FIGHTER:1. Black Jacket - Bonus weapon proficiency, reduced Recovery when switching weapon, but lacks Constant Recovery.
- a great subclass for anyone who is focused on burst and alpha-strikes.
- it's interesting to test it with dual-pistols (or other firearms if possible; especially arquebuses and blunderbusses)
- it's also interesting to check it's synergy with Soul Blade and Shattered Pillar when pistols are in dual-club mode2. Devoted - May only be proficient in a single weapon. Higher Penetration and crit damage with that weapon. Suffers Accuracy penalty when using other weapons.
- there are [weapons with high-damage, low-penetration] and there are [weapons with low-damage, high-penetration]; taking this subclass might provide the possibility to have it all.
- has potential to either be boring if numbers are low, or broken otherwise; needs a careful fine-tuning.3. Unbroken - Bonuses to Engagement and Disengagement Attacks, but lower Stride.
- these bonuses mean little. On other hand if this subclass would influence enemy targeting preferences... it would be another story.
- also, what's Stride? (it's capitalized, so I guess it's not just movement speed?) MONK1. Helwalker - Begin all combats with Wounds, gain Might for every Wound. Wounds require more damage to acquire.
- getting up to 10 extra Might is great; especially for DoTers and characters that have high base damage, but not so high damage coeficients.
- in update #40 video video we see that this monk starts with just 1 Wound. That's kinda low.
- in the same video, this monk is shown to take 5% extra damage per wound. So the extra Might comes at a kinda great cost.2. Nalpazca - Drug effects last longer and Wound cap is increased while under the effects of drugs. Penalties while not under the effect of drugs.
- the most interesting thing about this subclass, is that it is able to get Wounds over time, simply by being under effect of drugs. This might be useful for some squishy ranged character - who actually doesn't want to get hit a lot.
- unfortunately we don't know yet how useful Deadfire drugs are going to be. Their PoE1 v3.0+ analogs were not that tasty.3. Shattered Pillar - Gain Wounds by inflicting damage with melee weapons (fists or otherwise). Lower Max Wound cap, does not gain Wounds from receiving damage.
- that's a superb idea, and has huge dps potential with dumping all wounds into torment's reach spam.
- we'll have yet to see is abilities do count towards Wounds gain, or only auto-attacks are take into account
- there is a potential synergy with carnage, as well as high dps of ascendant/soul blade/assassin/streetfighter/devout
... to be continued
Edited by MaxQuest, 21 September 2017 - 08:27 AM.