Warrior revisions
Posted: Thu Sep 16, 2010 5:11 pm
Warriors are sadly lacking in ToME 4. I played a Fighter through all four orc prides, but switched to an Archmage when I was balked by the no-fourth-orb bug.
At high levels, my Archmage had just as much health since he had enough stat points to max Con after finishing with Magic and Will, and had enough generic points to get 5/5 Health. The Archmage also had better defense, both melee and ranged, due to Blur Sight and Feather Wind. Stone Skin also put the Archmage's armor around what I had with the Fighter, though I don't recall the exact numbers. And that includes the 40 armor and 40 defense bonus of a maxed out Shield Wall.
I don't even want to try playing a Berserker. Browsing their trees, and thinking about how much trouble I had on my Fighter in the Orc Prides, I can't imagine a Berserker having much of a chance. Yes, they do more damage, but dealing damage was never my Fighter's problem. The problem was surviving the storms of magical and elemental damage I had to wade through.
Here are some of my thoughts on giving Warriors (especially Berserkers) a fair shot at endgame content:
1) Drastically reduce the cooldown of Rush. It's 40 turns currently, and needs to be down around 5-10, especially for the Berserker. He's berserk. He should be in a near constant state of charging recklessly into hordes of enemies and trampling them.
2) Perfect Strike seems useless to me. I never had problems with aim, mostly due to Weapon Combat. A huge bonus to attack for only a handful of rounds is a big waste of talent points, unless there's something about the talent or the Attack stat that I'm missing.
3) Quick Recovery and Fast Metabolism need to be buffed. They don't do enough to keep Warriors where they belong: in the middle of a brawl.
4) Include some sort of life-leeching mechanic, either on some artifacts, a new ego weapon, or as a Warrior talent. Or preferably all three. Vampiric weapons made ToME 2 melee lots of fun. Maybe replace Perfect Strike with such a talent. Berserkers in particular will need this, as their only defense is a lot of health, which, as it turns out, is no more health than a Fighter or Archmage can have. (I'm not sure on that last point; do Berserkers get more health per level than other classes?)
5) If Berserkers don't get more health per level than other classes, that needs to change. They don't have a shield wall, they don't attack from range, they can't detect, they have no damage shields, they have no ordinary shields, and no heals. All this means they should have a mountain of hitpoints. Like double what an Archmage can get, I'd say.
6) Warriors need some way of mitigating non-physical damage. I think a talent that applies a certain percentage of their armor value to reducing incoming elemental damage would fit. Armor should reduce some damage types besides purely physical. Really, if somebody is going to douse you with a flamethrower or throw a bucket of acid on you, you'd definitely rather be wearing a set of plate mail than a T-shirt and jeans. Lightning damage should probably go right through any armor, though.
7) Include a new type of ego shield: "of [damage type] Reflection." Have it bounce back (a fraction of?) single-target damage spells of the appropriate damage type. Put on your Mithril Shield of Blight Reflection before tangling with orc Blood Mages.
I'm sure I'll think of plenty more. I'd love to hear what other people think on the subject, especially on the subject of warrior survivability in the endgame. They do pretty well before the Far East.
A final note: I'm not calling for the balancing of classes against one another. I'm perfectly fine with Archmages being easy mode and the other classes being more challenging. But playing through to the blue wizards on my Archmage made me realize that I was probably doomed if I tried the fight with a Warrior. Same goes for the jeweler quest, but that's been discussed already.
At high levels, my Archmage had just as much health since he had enough stat points to max Con after finishing with Magic and Will, and had enough generic points to get 5/5 Health. The Archmage also had better defense, both melee and ranged, due to Blur Sight and Feather Wind. Stone Skin also put the Archmage's armor around what I had with the Fighter, though I don't recall the exact numbers. And that includes the 40 armor and 40 defense bonus of a maxed out Shield Wall.
I don't even want to try playing a Berserker. Browsing their trees, and thinking about how much trouble I had on my Fighter in the Orc Prides, I can't imagine a Berserker having much of a chance. Yes, they do more damage, but dealing damage was never my Fighter's problem. The problem was surviving the storms of magical and elemental damage I had to wade through.
Here are some of my thoughts on giving Warriors (especially Berserkers) a fair shot at endgame content:
1) Drastically reduce the cooldown of Rush. It's 40 turns currently, and needs to be down around 5-10, especially for the Berserker. He's berserk. He should be in a near constant state of charging recklessly into hordes of enemies and trampling them.
2) Perfect Strike seems useless to me. I never had problems with aim, mostly due to Weapon Combat. A huge bonus to attack for only a handful of rounds is a big waste of talent points, unless there's something about the talent or the Attack stat that I'm missing.
3) Quick Recovery and Fast Metabolism need to be buffed. They don't do enough to keep Warriors where they belong: in the middle of a brawl.
4) Include some sort of life-leeching mechanic, either on some artifacts, a new ego weapon, or as a Warrior talent. Or preferably all three. Vampiric weapons made ToME 2 melee lots of fun. Maybe replace Perfect Strike with such a talent. Berserkers in particular will need this, as their only defense is a lot of health, which, as it turns out, is no more health than a Fighter or Archmage can have. (I'm not sure on that last point; do Berserkers get more health per level than other classes?)
5) If Berserkers don't get more health per level than other classes, that needs to change. They don't have a shield wall, they don't attack from range, they can't detect, they have no damage shields, they have no ordinary shields, and no heals. All this means they should have a mountain of hitpoints. Like double what an Archmage can get, I'd say.
6) Warriors need some way of mitigating non-physical damage. I think a talent that applies a certain percentage of their armor value to reducing incoming elemental damage would fit. Armor should reduce some damage types besides purely physical. Really, if somebody is going to douse you with a flamethrower or throw a bucket of acid on you, you'd definitely rather be wearing a set of plate mail than a T-shirt and jeans. Lightning damage should probably go right through any armor, though.
7) Include a new type of ego shield: "of [damage type] Reflection." Have it bounce back (a fraction of?) single-target damage spells of the appropriate damage type. Put on your Mithril Shield of Blight Reflection before tangling with orc Blood Mages.
I'm sure I'll think of plenty more. I'd love to hear what other people think on the subject, especially on the subject of warrior survivability in the endgame. They do pretty well before the Far East.
A final note: I'm not calling for the balancing of classes against one another. I'm perfectly fine with Archmages being easy mode and the other classes being more challenging. But playing through to the blue wizards on my Archmage made me realize that I was probably doomed if I tried the fight with a Warrior. Same goes for the jeweler quest, but that's been discussed already.