ToME: the Tales of Maj'Eyal

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PostPosted: Wed Feb 14, 2018 9:47 pm 
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Thalore

Joined: Thu Jul 27, 2006 2:50 am
Posts: 157
Currently all of Alchemist Golem's damaging physical abilities are charges that are unable to be used in melee range. This means it has 3 charge attacks, so all physical damage they get after an initial usage is bump attacks. This makes their physical tree much less effective damage wise than the arcane tree.


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PostPosted: Wed Feb 14, 2018 11:52 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 645
Location: Middle of Nowhere
I agree, especially considering they all have fairly high cool downs as well. 10, 10, and 15 turns. The longest cool down also does the least damage... the daze component might be nice if alchemist damage wasn't basically all AoE, making it hard to single out targets that are not dazed.

IMO: Remove range limit on the first one and reduce cool down; possibly reduce damage, I can't really say how it's going to stack up with the 1.6 combat changes. For the second attack, either remove the min distance or increase the max. Range 5 is really low for a gap closer. Reduce cooldown. For the last... reduce cooldown, remove the min range and scrap the AoE daze in favor of a stun to the primary target. Increase damage.

Then golem might be ok-ish ;P


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