Search found 31 matches
- Thu Jul 16, 2020 12:25 am
- Forum: Addons
- Topic: [1.6.7] Animist v1.0.0 - Casual Stance Tuesday
- Replies: 14
- Views: 14062
Re: [1.6.7] Animist v1.0.0 - Casual Stance Tuesday
I think this class has some central design problems, and I'm not sure what can be done about it without substantially reworking the concept. I've played a character building Very Non-Optimally to get a grasp of how it works, and the results seem bad. (I'm about to get very critical, so I feel like I...
- Thu Dec 31, 2015 6:23 pm
- Forum: Addons
- Topic: Assassin - Complete Rogue Rework v1.8
- Replies: 101
- Views: 79981
Re: Assassin - Complete Rogue Rework v1.1
Thoughts so far: 1) Most importantly, the class is a lot of fun. You're mobile and there's some really cool options. 2) Throwing knives seem to be counted as melee strikes for the purposes of on-hit stuff--poison ivy enemies poison you, for example. Pretty sure bows and slings don't do that. 3) Is t...
- Fri Dec 04, 2015 10:40 pm
- Forum: Addons
- Topic: Prowler v2.3.5 Hybrid Wilder Rogue
- Replies: 73
- Views: 54079
Re: Prowler v1.4.2 Hybrid Wilder Rogue
If Elemancy has each of them as separate talents, then I'm only likely to pick up one because a) they last five turns and cooldown in 10, b) take a turn to activate, and c) cost Equilibrium (where costs stack in ways other resources don't). That makes using more than one impractical, even if they do...
- Fri Dec 04, 2015 8:13 am
- Forum: Addons
- Topic: Prowler v2.3.5 Hybrid Wilder Rogue
- Replies: 73
- Views: 54079
Re: Prowler v1.4.2 Hybrid Wilder Rogue
Clearly you now need an Eccomancy tree dealing entirely with dolphin-related skills. I think you might want to build Elemancy the same way Arcane Surge was built in the Nullpack add-on: first talent gives you access to all of the elements and improves the weapon damage bonus, while the other skills ...
- Sat Nov 28, 2015 8:18 pm
- Forum: Addons
- Topic: Prowler v2.3.5 Hybrid Wilder Rogue
- Replies: 73
- Views: 54079
Re: Prowler - Hybrid Wil/Cun/Dex with Stealth and Mindstars
Oh, okay, Shred's fine if it starts giving additional hits, hadn't gotten to that point. Increase on range on Pounce is good, 3 starting range is painful for an approach skill, also like the cost reductions. I actually think the way Dex was was fine, because what you got out of Dex was significantly...
- Sat Nov 28, 2015 1:01 am
- Forum: Addons
- Topic: Prowler v2.3.5 Hybrid Wilder Rogue
- Replies: 73
- Views: 54079
Re: Prowler - Hybrid Wil/Cun/Dex with Stealth and Mindstars
Early thoughts: 1) The Equilibrium costs on the unique trees are way, way higher than pretty much every Equilibrium tree. This isn't too much of an issue to start, but between Psiblades and Natural Attunement, you hit 43 passive Equilibrium from the start. Level 10 or so adds Fungus to that and brin...
- Fri Nov 06, 2015 7:45 am
- Forum: Addons
- Topic: The Firmamancer: Celestial Weather Mage
- Replies: 17
- Views: 9889
Re: The Firmamancer: Celestial Weather Mage
The class concept is very interesting. Taking the whole cycling concept of the Celestial classes and adding movement to that is cool. And you made the fuck-off huge lightning signature spell Indignation, which I can only applaud. I, who stand in the full light of the heavens, command thee... Only ac...
- Thu Oct 29, 2015 12:36 am
- Forum: Addons
- Topic: The Emblazoned - Fire/Darkness and More
- Replies: 17
- Views: 10047
Re: The Emblazoned - Fire/Darkness and More
I did actually play Witherer! And I definitely see how that'd result in some caution with Vim DoTs, because that class's start is just painful. If the point of Dancing Flame is to give you a at-zero-Vim option, why not just make Suffering 0-cost, same as Drain? With its low cooldown, that lets Suffe...
- Wed Oct 28, 2015 6:59 am
- Forum: Addons
- Topic: The Emblazoned - Fire/Darkness and More
- Replies: 17
- Views: 10047
Re: The Emblazoned - Fire/Darkness and More
I've barely dipped my toe in this so far, but I have sort of complex feelings about a basic concept here. See, I've always viewed Vim as sort of a high-risk high-reward resource. The signature features of the resource are the lack of regen and the "kill to gain Vim" and "kill with Vim...
- Sun Oct 11, 2015 1:05 am
- Forum: Addons
- Topic: Midnight (v1.13)
- Replies: 314
- Views: 158805
Re: Midnight (v1.12.1)
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- Sat Oct 10, 2015 3:58 pm
- Forum: Addons
- Topic: Midnight (v1.13)
- Replies: 314
- Views: 158805
Re: Midnight (v1.12.1)
Last update broke the "send to Zigur" option for Anorithils; they step on the warp, get an error, step off it, step on it again...
- Fri Oct 09, 2015 5:08 pm
- Forum: Addons
- Topic: The Blighted - New Afflicted Class
- Replies: 18
- Views: 11252
Re: The Blighted - New Afflicted Class
Still in the middle of playing, but I just want to say I'm glad to see this worked on again. It's a fun class! (And not just for the head-exploding flavor text.) Out of curiosity, though... Before, you said something about changing Justice's +armor, as well as adding +spellpower somewhere for the un...
- Thu Oct 08, 2015 1:10 am
- Forum: Addons
- Topic: [1.4.0] Stoic class revamp
- Replies: 60
- Views: 52033
Re: [1.3.0] Stoic class revamp
I checked, and I'm seeing the same damage for the Dynamic Combat skills whether I turn Draw Stance on or off, both in the tooltips and in combat damage; in both cases, it's roughly double with an off-hand compared to when I remove my off-hand weapon. If there's a code segment intended to ignore the ...
- Wed Oct 07, 2015 3:53 am
- Forum: Addons
- Topic: [1.4.0] Stoic class revamp
- Replies: 60
- Views: 52033
Re: [1.3.0] Stoic class revamp
I think you might want to check the "move until the end of the ice" part on Icedrill; I just used it in the Halfling Lab and teleported to the edge of the map instead. (Without gaining vision over any of the space in-between, apparently.) It was still skill level 1 and I had Blindsight on,...
- Tue Sep 29, 2015 2:10 am
- Forum: Addons
- Topic: Deathknight v1.8 - Hybrid Necrotic Melee
- Replies: 116
- Views: 243923
Re: Deathknight v0.5 - Hybrid Necrotic Melee
Pretty early in playing, but one thing I want fixed ASAP: Soulforge as formulated really shouldn't be a Sustain. When Soulforge activates instantly, deactivates instantly, and has 1 cooldown, you just activate it, cast, and then turn it off 99% of the time. The constant toggling gets pretty annoying...