ToME: the Tales of Maj'Eyal

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PostPosted: Mon Jan 22, 2018 11:46 am 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 351
Does anyone know what skills are in the superiority tree and did you ever unlock it?
Does anyone like combat veteran last talent and to a lesser extent the third?

Here is a proposition of "rework" (superiority is more of a scrap everything but the name).

Quote:
Techniques/superiority

Duelist
Passive. Your superior mastery of weapons shines the longer the fight goes on. After hitting an enemy with 3 successive attack, each further attack reduce their armor by x and their physical resistance by y.

Clean hits
Passive. Your attacks have x% chance to inflict offbalance and an extra y physpower.

One against the world
Sustain. The threat of numerous enemies energise you. For each enemy in range x you gain y% global speed and z% chance to avoid damage entirely. Drain stamina.

Overwhelming force
Active. Big cd. You drop all restraint and overwhelm your enemy. Every consecutive hit reduce their global speed by x% and damage by y%. Last z turns. Every time you kill someone while this is active, refresh the duration. You lose all defense while this is active.


Quote:
Technique/combat veteran

Quick recovery : keep as is
Fast metabolism : keep as is
Remove the other two

battle scars : years of combat have toughened your body, you gain x% chance to resist poison, bleed, and wound

juggernaut : bring back here since removed from superiority! But tweak numbers and make it passive


Hoping this sparks some discussion and even changes :)

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PostPosted: Tue Jan 23, 2018 2:53 am 
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Wyrmic

Joined: Fri Jan 04, 2013 3:20 am
Posts: 288
why would you leave fast metabolism as-is?


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PostPosted: Tue Jan 23, 2018 7:28 am 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 351
It's simple and useful early.
I thought about adding some heal mod but then it felt like a perma higher first racial.
Yes, there isn't much point to put it above 1/5 but it's not the only talent for which it is the case.

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I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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PostPosted: Tue Jan 23, 2018 11:59 am 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1280
Location: Halifax, Nova Scotia, Canada
Fast Metabolism could always do something else, or it could be folded into Quick Recovery (or rather Quick Recovery could be folded into it).

I personally wouldn't mind seeing Unending Frenzy kept - just changed to be more useful. Maybe it could help reset cooldowns, or maybe it could play into specific class skills - such as triggering Relentless Fury on Berserkers without actually putting the talent on Cooldown (kind of like how Rampage works on Cursed), Archers could trigger Escape, Arcane Blades could cast Earthen Barrier, Sun Paladin's could put on a Suncloak, Wyrmics could let loose a Bellowing Roar, Shadow Blades could throw out Illuminate, and.... Bulwarks and Marauders could do something.

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Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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PostPosted: Tue Jan 23, 2018 12:45 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 351
Problem with unending frenzy is that it's an effect on kill which is... not helpful when you're in trouble. Effect on kill in general are hard to make worthwhile.
I feel like this tree is really about passive "quiet" buffs which pull their weight even if you're not noticing. Quick recovery is always overlooked for example, but 1-2 in it really help stam class.
Fast metabolism could scale of CON (i know some will HATE that idea ^^)

_________________
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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PostPosted: Tue Jan 23, 2018 2:25 pm 
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Sher'Tul

Joined: Wed May 22, 2013 2:39 am
Posts: 1280
Location: Halifax, Nova Scotia, Canada
Kill on effects aren't 'deemed' to be useful, but that doesn't mean they are useless. They definitely also show their usefulness when you have situations that result in you having to kill a tonne of things with little possibility of retreating - Grush'nak's entrance and level switch overs for example. Technically kill of effects are still 'passive' benefits too, they are just linked to an action triggering them.

The bigger problem with Unending Frenzy is that a little gain on stamina isn't enough of a payoff to make it worthwhile to drop talent points into - especially for a capstone talent. Most Stamina based classes don't really worry about stamina as much these days either. If they did more it wouldn't be as bad.

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Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.4.8 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist


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PostPosted: Tue Jan 23, 2018 10:07 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5752
I don't have much of an opinion on these categories/talents in general, but I'd like to add this:

Not every ability has to be able to get you out of a tight spot.
This usually comes up with damage negation talents with people expecting all of them to be able to stop one shots or they are useless.
However, all these other abilities which give partial protections, or life/resources on kill (or similar) actually help keep you from being in a tight spot in the first place.

So sure, Unending Frenzy doesn't give you stamina when you have run out. But how did you run out of stamina? Likely from using stamina to kill things...

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