ToME: the Tales of Maj'Eyal

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 Post subject: Re: Midnight (v1)
PostPosted: Wed Aug 28, 2013 3:30 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 410
Location: Snowscape
Moon Paladin thoughts again: I was able to finish the Fens and kill the boss, but only because after clearing the the first levels went back to Gates of Morning and bought myself one more infusion (and the Restful Night is on automatic of course). Got killed some dungeons after, but that was due to not paying much attention to a pack of rares :P.

My only "complaint" is that the class plays as a pure mage (in the beginning at least), relying solely on the moonbeam. Being a paladin, I was expecting to have also some active melee outputs, for flavour at least.

As for the Starslinger - tried one, it looks more balanced, but here I also share Crim's sentiments that the class is bound to using slings. Well, of course it is a "slinger" and such, but having some more options to fool around with is always good and just one path for talent development - not so much.

These are just my gut feelings with very little actual playing, so I might be quite wrong. Just let me say that it is a really great start. And the looming sigils sound very nice :)

Cheers!

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 Post subject: Re: Midnight (v1)
PostPosted: Wed Aug 28, 2013 4:56 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Actually I play my moon paladin the opposite. Wax or Wane (whichever is first) can actually do some really nice damage with just 2 points in it. Its just the energy generation that kills me.


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 Post subject: Re: Midnight (v1)
PostPosted: Wed Aug 28, 2013 5:48 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
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Hm, I was using Wax as a filler between the moonbeams, but the cost and cd are a bit harsh at the beginning (and probably I was lacking accuracy/dexterity). I was thinking more towards some stamina or stamina/negative hybrid talent, to make use of Restful Night as the Starslinger talents do.

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 Post subject: Re: Midnight (v1)
PostPosted: Wed Aug 28, 2013 6:29 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Maybe you could have moon paladin be similar to Stone Warden, how many of the talents resource cost is split between equi / mana, only have it split between negative and stamina.

Obviously you'd want some exclusives so if you are out of one resource but have a decent amount of the other, it dosent cripple you


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 Post subject: Re: Midnight (v1)
PostPosted: Thu Aug 29, 2013 1:51 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5923
So resource management at early levels sucks, and you want another resource to manage? :?

So Celestial Aegis isn't doing enough to make Moon Paladin able to survive?
Do Moon Paladin need to be tougher? Or more reliable damage output?

I hadn't expected anyone to try playing Moon Paladin as a caster to start with...

What other weapon options would people want for Star Slinger? You can do sling+shield and sling+dagger. I could squeeze in some caster options?

Would Disciple of Dusk be a better negative generation resource to start with? (or something similar cos I feel its too similar to Weapon Folding at the moment)

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 Post subject: Re: Midnight (v1)
PostPosted: Thu Aug 29, 2013 5:42 am 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
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Location: Snowscape
HousePet wrote:
So resource management at early levels sucks, and you want another resource to manage? :?

:) Kind of. It's because Restful Night restores Stamina and that goes unutilized and wasted.

HousePet wrote:
So Celestial Aegis isn't doing enough to make Moon Paladin able to survive?

Never put more than one point in it myself, so I don't know. Will have to test it. And I was not using it because I start to put points in Armour after /if killing the Tidelady boss. Will have to test it.

HousePet wrote:
Do Moon Paladin need to be tougher? Or more reliable damage output?

I'm voting for the damage

HousePet wrote:
I hadn't expected anyone to try playing Moon Paladin as a caster to start with...

And it seams perfectly logical that way :). Everybody is weird in her own ways, I guess.

HousePet wrote:
What other weapon options would people want for Star Slinger? You can do sling+shield and sling+dagger. I could squeeze in some caster options?

Not tested enough, can't say atm.

HousePet wrote:
Would Disciple of Dusk be a better negative generation resource to start with? (or something similar cos I feel its too similar to Weapon Folding at the moment)

Also can't say much here - haven't played much with anorithils actually.

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 Post subject: Re: Midnight (v1)
PostPosted: Thu Aug 29, 2013 8:24 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5923
Disciple of Dusk is in Celestial/Night... Anorithils don't have it. :P

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 Post subject: Re: Midnight (v1)
PostPosted: Thu Aug 29, 2013 10:56 am 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 410
Location: Snowscape
HousePet wrote:
Disciple of Dusk is in Celestial/Night... Anorithils don't have it. :P

Boo to me for ignorance :) Sorry.

EDIT: Done my homework, Discipline of Dusk - some darkness damage and negative gain on hit. Probably it can work better, for sure it won't raise questions for more talents/resources toggling and will force weirdos like me to play it as a melee class :mrgreen:

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 Post subject: Re: Midnight (v1.1)
PostPosted: Sat Aug 31, 2013 3:04 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5923
Updated:

Now with Celestial/Sigils.
Buffed Celestial Aegis slightly.
Changed Moon Paladin to have Chants instead of Hymns. (lest they become unbalanced and fall into darkness)
Reworked Chants (and Hymns a little). Should make it slightly harder to decide which one to go with. And since you can swap them instantly, there is an extra benefit for training all of them. Each point spent increases the category mastery by 0.01. So its equivalent to spending a category point if you sink 20 points in.
Also buffed Sunburst: Added 100% extra fire damage over 5 turns.

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 Post subject: Re: Midnight (v1.1)
PostPosted: Sun Sep 01, 2013 12:45 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2263
Are dwarf moon paladins supposed to start in Reknor, as mine did? It was easy then to progress, but I died in Bellows.

Will try again without dwarf, to see what everyone is talking about the Fens...

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 Post subject: Re: Midnight (v1.1)
PostPosted: Sun Sep 01, 2013 1:05 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2263
ok, just tried thalore moon paladin, got to lvl 6 easily. But staves are much better than knives initially, due to spell power increase.

I"m enjoying this, so I'll try some different combos.

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 Post subject: Re: Midnight (v1.1)
PostPosted: Sun Sep 01, 2013 5:40 pm 
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Higher

Joined: Wed May 02, 2012 11:34 pm
Posts: 45
jenx wrote:
Are dwarf moon paladins supposed to start in Reknor, as mine did? It was easy then to progress, but I died in Bellows.

Will try again without dwarf, to see what everyone is talking about the Fens...


For one thing: Only human and elf celestials start in the east, also racial starting zones override class starting zones (a dwarf archmage starts in Reknor, not Angolwen)

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 Post subject: Re: Midnight (v1.1)
PostPosted: Sun Sep 01, 2013 11:28 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2263
ok - getting the hang of this. I'm running a skellie moon paladin and it is very powerful. Perhaps op, but I'll have to see.

One bug - Moongate sometimes causes me to swap positions, but sometimes I stay in the same spot. I can't see any pattern though :(

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 Post subject: Re: Midnight (v1.1)
PostPosted: Sun Sep 01, 2013 11:39 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2263
Worked out the Moongate bug. If you target directly onto an enemy npc, you don't move. If you target to an empty square, you do move.

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 Post subject: Re: Midnight (v1.1)
PostPosted: Mon Sep 02, 2013 12:10 am 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2263
Another bug: Two Moons with a shield offhand generates a lua error every time.

Code:
error = "Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /data-midnight/talents/celestial/lunar-combat.lua:181: attempt to index local 'weapon' (a nil value)\
stack traceback:\
\9/data-midnight/talents/celestial/lunar-combat.lua:181: in function </data-midnight/talents/celestial/lunar-combat.lua:159>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>\
  At [C]:-1 \
  At [C]:-1 error\
  At /engine/interface/ActorTalents.lua:173 useTalent\
  At /mod/class/Player.lua:715 automaticTalents\
  At /mod/addons/rest_tweaks/superload/mod/class/Actor.lua:117 act\
  At /mod/class/Player.lua:285 act\
  At /engine/GameEnergyBased.lua:126 tickLevel\
  At /engine/GameEnergyBased.lua:62 tick\
  At /engine/GameTurnBased.lua:46 tick\
  At /mod/class/Game.lua:1054 "
seen = true
reported = true

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