Staff combat talant tree rework idea
Posted: Sun May 13, 2012 11:01 am
Hi, staff combat is an underpowered talent tree, and IMO needs some reworking, because currently it's just not worth taking from alchemist escort
First level, "channel stuff" is surely useful, ranged attack without cooldown have it's uses and it's good for every alchemist, but for any other magic user it's redundant, there are enough better direct damage options for them. Another problem with channel staff is that it's mostly useless to whack enemies with staff in melee, unless you have mana problems. Hybryd classes that decide to switch to staff have their strength and dexterity basically wasted
Second level is same as weapon boosting ones, not the best option to spend generic points if you don't do majority of damage with the staff. Some archmage spending generic points on that = lol. Only hybrids that switched to staffs may take it
Third level... minor defense boost as mana sustain effect with additional drawback... really, there are many ways to spend generic points in some more useful way
Fourth level, at last we have something that encourages whacking with staff, but for 4th level it's just ridiculous, and if you are a typical magic user, you'll not have enough accuracy to use it reliably (and if you are magic user, you try to stay out of melee). Hybrids may take it, but it's still not cool
In short: majority of talents aren't very good even for alchemists, and spending category point + chance to take something else is just a waste
I propose new tree like this:
1) Channel staff, Leave it as it is
2) Leave it as it is
3) Add physical damage to staff (not channelegable, of cause), scaled on strength and accuracy scaled on dexterity. Maybe as mana based sustain. Level 5 should grant an ability to treat staff as two-handed weapon for berserker talents
4) Better melee attack with some bonus effect, ideally bonus effect should vary depending on staff type
This tree will be much more valuable for some classes and will not screw alchemists
And, maybe, add a trainer to Angolwen, it's logical to have staff combat trainer in mage's city
First level, "channel stuff" is surely useful, ranged attack without cooldown have it's uses and it's good for every alchemist, but for any other magic user it's redundant, there are enough better direct damage options for them. Another problem with channel staff is that it's mostly useless to whack enemies with staff in melee, unless you have mana problems. Hybryd classes that decide to switch to staff have their strength and dexterity basically wasted
Second level is same as weapon boosting ones, not the best option to spend generic points if you don't do majority of damage with the staff. Some archmage spending generic points on that = lol. Only hybrids that switched to staffs may take it
Third level... minor defense boost as mana sustain effect with additional drawback... really, there are many ways to spend generic points in some more useful way
Fourth level, at last we have something that encourages whacking with staff, but for 4th level it's just ridiculous, and if you are a typical magic user, you'll not have enough accuracy to use it reliably (and if you are magic user, you try to stay out of melee). Hybrids may take it, but it's still not cool
In short: majority of talents aren't very good even for alchemists, and spending category point + chance to take something else is just a waste
I propose new tree like this:
1) Channel staff, Leave it as it is
2) Leave it as it is
3) Add physical damage to staff (not channelegable, of cause), scaled on strength and accuracy scaled on dexterity. Maybe as mana based sustain. Level 5 should grant an ability to treat staff as two-handed weapon for berserker talents
4) Better melee attack with some bonus effect, ideally bonus effect should vary depending on staff type
This tree will be much more valuable for some classes and will not screw alchemists
And, maybe, add a trainer to Angolwen, it's logical to have staff combat trainer in mage's city