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ToME: the Tales of Maj'Eyal • View topic - [1.6.7] Bristlebarb - Thorn class

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Thu Apr 16, 2020 5:52 pm 
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Wyrmic

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PostPosted: Fri Apr 17, 2020 11:47 pm 
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Wyrmic

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PostPosted: Sat Apr 18, 2020 12:35 pm 
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Sher'Tul Godslayer

Joined: Sat May 15, 2010 9:17 pm
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Heh. Awesometoss or old-school beyond the flesh. Slayers used to have the thing where you could dance around something without breaking wild speed for stupid amounts of damage, too, and it was also just sorta' passive. Bbarb's interaction there is super reminiscent.


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PostPosted: Sat Apr 18, 2020 3:54 pm 
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Uruivellas

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1) belt and lantern of undeath both let you breath underwater, but no other options yeah. Considering you don't need that to do Nur and you could always wait until after to do Antimagic Quest if you wanted to do it, I don't think i'll change anything.

2) bumping with weapons used to work fine but it's quite possible i - up something when changing thorn fists, i'm gonna look into that. I did leave main hand slot open because i wanted people to be able to use a weapon for bump/stat stick if they wanted.

3) what pin doesn't care about pin besides spydric poison and daze again ? oh, and implode. yeah, that can add up, and is always annoying when it happens.

4) balance feedback, good ! i haven't have time to try root in real game yet, so thanks for giving me a heads up ;) i am quite aware some number changes will need to take place.

5) finally someone see (or at least tells me) how strong that is ! my mid game is a lot of shielding torque --> path of pain --> movement inf on the path of pain. Thorny presence used to only be once per global turn, maybe i'll nerf it back to that state ? Thorn Walker shouldn't be nerfed that way though, or it loses a lot of interest. Maybe a cap at 5-10 per global turn ? Taking wintouched to wait faster is amazing imo, i want more out of the box combos like that in ToME :p

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PostPosted: Sat Apr 18, 2020 4:23 pm 
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PostPosted: Sat Apr 18, 2020 7:14 pm 
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Really fun and relaxing experience, in particular the most comfortable alt SWL clears I ever had! Currently in the East with a krog on insane, so far gearing has been much easier since between antimagic and fewer slots there are much fewer decisions to make. Krog's stun also rounds out the list of debuffs thorns inflict very nicely.
Not sure if this is intentional, but Drakeblood Strike deals Thorn damage on this class, gets to fairly large hits at high thorns.
I've only been using Root to wait in more dangerous situations, anything below unique dies to bumping (or just to retaliation or thorn walker in passing) often without my hp moving at all, even with Slow Wrath constantly sustained simply because the damage and pen is too good to miss out on. Uniques and bosses take slightly longer but once they get Thorn Rot and all their stats are 50 lower they are a lot less dangerous.
I've been mostly coasting on bumps and Drakeblood Strike, but most of the actives are very nice in the situations where I'd need them (like the swap or a third silencing talent). I'm not yet sure when Pincushion would be worth it, maybe if it also took less time to use with higher talent level?


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PostPosted: Sat Apr 18, 2020 7:52 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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oh, dominate is a big one, yeah.


yeah, BB playthrough are FAST since you don't read 2/3 of the loot. first full run with them i won 1h faster than my previous fastest run ever ^^
every weapon/unarmed attack will deal thorn damage if you don't have a melee weapon equipped, the only way to deal a different dam type is to use elemental fury and the like.
everything still dies to bumping easile early/mid game, in the east it should change quite a lot normally ? at 5/5 the thorn weapon is worse than pretty much any T5 2h and a number of T4.
Pincushion was more useful before Root. Slow wrath giving huge dam and pen gives a way to deal with resilient enemies. Before, when you were bricking on a tough enemy Pincushion being able to build damage infinitely helped a lot. Other use is tagging that annoying range hiding behind melees. Since it stacks, the damage goes up more than you'd think with level, but yeah, maybe something else would be nice with more points.

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PostPosted: Mon Apr 20, 2020 3:33 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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As everyone who used it expected, here is the "Root OP pls nerf" patch !

0.10.2 :
- Nerf : Thorny Presence is back to its previous state, it can only proc once per global turn rather than everytime you act
- Nerf : Strength of the Earth heal is halved and thorn gain is greatly reduced
- Nerf : Weathering Rock bonus save and armor reduced by ~30%
- Nerf : Slow Wrath damage boost is halved (pen is unchanged)
- Nerf : Thorn Walker can now only trigger up to 5 times per global turns, putting a cap on movement infusion/path of pain synergy
- Nerf : Blighted Bristle stat reduction reduced by ~20%

the balancing saga continues !

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PostPosted: Wed Apr 29, 2020 1:34 pm 
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Wayist

Joined: Tue Aug 30, 2011 10:05 am
Posts: 19
This is a fun class.

After a few false starts, cruised pretty easily to insane victory. About the only dangerous things were hexes, especially empathetic hex - too hard to stop doing damage if you can't dispel it 8).

Some thoughts :
- It's a bit weird that con is the only stat that matters at all past level 12.
- Thorny weapon is a bit weird in that it also becomes mostly pointless past 12.
- Being forced to take a completely useless generic point in heavy armor irks my OCD
- Most of the stats on the gear you actually can wear don't really do anything.

A suggestion that might add a little bit of interactivity to make gearing more interesting would be to have thorny presence actually make a weapon attack at some low % of weapon damage. That way you care about thorny weapon, procs from rings etc can do something, cunning isn't a useless stat, strength actually helps you, most prodigies are no longer pointless etc etc.

I underestimated the wall talent initially - it actually does massive single target damage ( compared to your other stuff ) in near total safety as the walls expand onto stuff from all directions at once.

Bugs - if you wield a bow ( because you don't care about weapon damage and it has good stats ), there's a lot of errors about combatstats.


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PostPosted: Wed Apr 29, 2020 2:06 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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thanks for the input !

indeed if you wait all the time only defensive stats matters, but if you bump/use wrath talent str and cun still have use !
that said, i want to add some more stat interaction at some point (like wil interacting with regen or dex reducing slow penalty for example), and for bump to be more interesting than rest some of the time (not all the time though ^^)

you don't "lose" a gen point, even if it stops being useful at level 12 you still have more gen points than several vanilla classes ! i understand the feeling but i assure you, you lose nothing ;)

maybe some of the retaliation or passive damage could be based on weapon damage, so you'd have to scale with it rather than just con, good idea, thanks !

Hedge Wall is ridiculously good if it can encircle an enemy. Every wall stun, so even if the duration isn't longer or the damage isn't enough, ALL their talent will be on cd !

I actually did a good part of a run with a bow equipped (and despaired that i hadn't seen that interaction sooner, because now i need to nerf it :p) and didn't see any issue ? You can't use Wrath talents, bump are unarmed attack so work like weaponless bump, nothing else should interact. If you have more info i'm interested.

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PostPosted: Fri Jun 26, 2020 10:28 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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New patch, fixing the regen and a bug nobody notified me for but i'm sure some abused :twisted:

1.0.0 :
- Slightly nerfed Slow Wrath
- Fixed a Path of Pain abuse
- Regen *really* brings you to 50 thorns now

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PostPosted: Sat Nov 28, 2020 10:34 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree

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PostPosted: Sun Nov 29, 2020 12:33 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Ooh, just thought of something else that would be nice: an on-screen indicator of how many charges you have on Patience of the Trees. Prob'ly the easiest way to do that would be to move your charge count into a temporary effect, which would buy you a display in the buffs bar for free and even take care of the expiration timer for you.

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PostPosted: Sun Nov 29, 2020 7:32 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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