Stone Warden thoughts
Posted: Tue Feb 26, 2013 11:40 pm
I just finished up a run right here with one of these guys(A very, very good run), and I'd like to share some thoughts/ask for some feedback on ideas I've had for them.
-Two shield block.
Two shield blocking kinda needs a nerf. I hate leading off with a nerf, but this is the most standout element of these guys and it is really, really ridiculous.
At first glance, it doesn't look so bad. Stone Wardens don't get Riposte, and Block levels combine to still cap at 5. Combined elements off both shields is really good, but there's nothing really broken about it-Spectral does a similar function.
The problem is combining the Block values. It's way too good. It really, really needs to just take the highest. (Or halve both values...but that's more boring. I think it's more interesting as take highest.)
I was chopping off 540~ damage with my chosen shields-and could hit 700 if I had ever seen a need to. Even Atamathon can't really put a major dent in that kind of a barrier(the damage I took was Arcane, Light and a rare Physical crit that got through the barrier).
Just using the highest gives you a really good Block; It lets you hit L5 Block faster than most characters, and gives you much better element controls than most classes(since the elements would still combine), and you still could get 300-350 by using a heavy Block oriented shield along with a more elementally oriented one. It'd still be really good.
It's just way too good, right now. I could have easily made it better than I did. It does take until L30 to really get going, but it made Block the second turn consuming skill that I've set to autocast-and walked over any bosses that didn't get around my element blocks.
-Stone Alchemy.
Does this need to be locked? These guys have some interesting locked Class categories and a lot of good Class abilities to invest in, even without unlocks. They also run really low on Generic options, even if you unlock this. I guess it's a way to keep Celestial/Light from becoming a fixture, but there seem to be some players that are skipping unlocking any Class category for that instead, which is really boring. (And not entirely unfair, given the unlock categories are a little weak. I'll get to that.)
-Earthen Vines.
I admit; I didn't use this much, so I would really like feedback from someone who did. I 5/1/1/1'd the tree and never remembered it was there.
My general opinion on this is iffy, though. Yes, it's your mobility...but it's reliant on a status check succeeding, which runs by both Pin and a stat check that requires the first skill to be heavily leveled to be remotely reliable. And it's...not really required mobility-I barely used it, as mentioned.
What I'd kinda like to see is the entire tree get more support oriented. Eldritch Vines is pretty weak-you don't need much resource restoration outside of the Eldritch Stone barrier, unless you're going more heavily mage, and the latter two skills don't scale very well, but have excellent L1s.
I'd kinda like to see the Stone Vines get added damage/effects based on each, as such. Eldritch Vines could add Arcane damage and a small (3%?) chance to do 2-3 turn Silence every turn, Rockwalk could add Nature damage and poisoning, and Rockswallow could cause you to heal a small fraction of your Stone Vines damage.
With the effect being closer to 100~ damage a turn and some support status/healing, it feels more like an overall tanking tree, instead of something that pins enemies outside of your melee range and forces you to constantly use Rockwalk/Swallow to reach them.
I'd really like someone who has tried harder to make something of the tree than I to comment on this, though.
-Advanced categories.
Stone is sorta iffy, but that's somewhat self-fixing-with Earth's buffs in SVN, a more magic oriented Stone Warden, going heavily into Earth/Stone, is a lot more possible. Basically, it's already fixed for Stone, just not in 1.0, I think.
The other two still have issues, though.
-Eldritch Stone(the category)
Stone Spikes is an...okay status attack, running off...moderately okay spellpower that won't reliably status anything, and non-100% status chances.
For leveling up a (high investment) tree, you don't actually get a lot of payoff. Relative to nearly any other high investment tree in the game, Spikes just...isn't impressive. At L3 across the board, you get 400~ DoT damage(both halves of which can be resisted via Cut/Poison resistance), and 350 direct damage. None of which appears to be able to critical hit, that I was able to see in the code. Disarm and Silence are excellent statuses, but with 6 turns and only a 50-50 chance to even try them, it's less of a lockdown and more of a nice bonus.
Basically, when you compare it to Eldritch Slam, it looks pretty bad. Which is really weird for something that takes a Category point and 10+ Class points to get going.
There's a lot of ways you could improve it, though. It really ought to spellcrit, regardless, though given a Stone Warden's low critical hit rate, that's not a solution alone.
Having each skill grant an L5 bonus would be an interesting way to make the category more distinctive, though. Stone Spikes could lower enemy Movement speeds(Disable's a good status) for six turns with a similar rate as the other status, at L5. Poisoned Spikes could grant a chance for Crippling Poison at L5. Eldritch Spikes could temporarily lower enemy resistances at L5, while Impaling Spikes could simply grant a range bonus to the entire skill as you level them(+1 per two talent levels).
It's already basically a potpourri status skill-may as well go all the way with it.
-Deeprock
Deeprock suffers from one easy to miss, but fairly notable, downside.
It boosts physical damage and physical resistance penetration, but, despite being a physical fighter, Stone Warden doesn't hit in Physical; Many lategame artifact shields hit 100% for a non-physical element, and all of their weapon multiplier talents hit for Arcane or Nature.
So, the physical buffing skill doesn't actually buff their physicals! It buffs spell heavy builds, sure, but they already get Crystalline Focus, since you can't really have a spell heavy Stone Warden without Stone.
My thought for this category is to have the first skill(Deeprock Form) additionally grant Physical Power on leveling, merge Volcanic and Boulder Rock into one skill(Most people don't seem to be leveling Boulder Rock), and have a tier 2 or 3 skill (Living Rock?) that passively boosts Nature and Arcane damage and damage resistance penetration.
Since this class has no easy way to boost either, and there's not a lot of equipment that boosts either, this would be an excellent addition, and would make Deeprock Form quite good, I think.
-Random bugs/comments
A few things I noticed;
A: Resetting Elemental Split with Nature's Balance got me a nice stack overflow at one point, when both pairs were out at the same time. If I had to guess, this had to do with two of the Stone Halves having their special Power Core barrier up and in each other's radius, at the same time. This should probably be prevented or modified in some way.
B: The Rain of Spikes skill(gained on your Crystalline Half by leveling Power Core) seemed anemic when I looked at the code. When I look at the in-game description, it's listed as doing single digit damage over six turns at endgame(At Level 1, admittedly), though, which is way worse than what I thought I saw in the code. Not sure if the description is messed up, or the skill.
(Also, I think Power Core in general reports that it boosts the two talents it grants by modified talent rounded to nearest, but actually boosts them by raw talent or modified talent rounded down. Not certain on this, I just recall L2 not giving L3 to the Power Core talents, though it says it does.)
C: If you use Eldritch Stone(the talent, the barrier) and then Elemental Split, your splits will have the barrier, which can promptly blow you up. I also had the messenger from Last Hope, in Reknor, aggro me because he showed up the wrong time in the fight. Maybe this shouldn't hurt allies.
D: Stone Warden's Life Modifier is missing from their description when you go to make one. (It's +2. This isn't surprising anyone. But, still.)
-Overall, an extremely fun class with a few minor problems.
I enjoyed the heck out of it, even if it was kinda easy due to autoblocking eight elements for 540 towards the end.
-Two shield block.
Two shield blocking kinda needs a nerf. I hate leading off with a nerf, but this is the most standout element of these guys and it is really, really ridiculous.
At first glance, it doesn't look so bad. Stone Wardens don't get Riposte, and Block levels combine to still cap at 5. Combined elements off both shields is really good, but there's nothing really broken about it-Spectral does a similar function.
The problem is combining the Block values. It's way too good. It really, really needs to just take the highest. (Or halve both values...but that's more boring. I think it's more interesting as take highest.)
I was chopping off 540~ damage with my chosen shields-and could hit 700 if I had ever seen a need to. Even Atamathon can't really put a major dent in that kind of a barrier(the damage I took was Arcane, Light and a rare Physical crit that got through the barrier).
Just using the highest gives you a really good Block; It lets you hit L5 Block faster than most characters, and gives you much better element controls than most classes(since the elements would still combine), and you still could get 300-350 by using a heavy Block oriented shield along with a more elementally oriented one. It'd still be really good.
It's just way too good, right now. I could have easily made it better than I did. It does take until L30 to really get going, but it made Block the second turn consuming skill that I've set to autocast-and walked over any bosses that didn't get around my element blocks.
-Stone Alchemy.
Does this need to be locked? These guys have some interesting locked Class categories and a lot of good Class abilities to invest in, even without unlocks. They also run really low on Generic options, even if you unlock this. I guess it's a way to keep Celestial/Light from becoming a fixture, but there seem to be some players that are skipping unlocking any Class category for that instead, which is really boring. (And not entirely unfair, given the unlock categories are a little weak. I'll get to that.)
-Earthen Vines.
I admit; I didn't use this much, so I would really like feedback from someone who did. I 5/1/1/1'd the tree and never remembered it was there.
My general opinion on this is iffy, though. Yes, it's your mobility...but it's reliant on a status check succeeding, which runs by both Pin and a stat check that requires the first skill to be heavily leveled to be remotely reliable. And it's...not really required mobility-I barely used it, as mentioned.
What I'd kinda like to see is the entire tree get more support oriented. Eldritch Vines is pretty weak-you don't need much resource restoration outside of the Eldritch Stone barrier, unless you're going more heavily mage, and the latter two skills don't scale very well, but have excellent L1s.
I'd kinda like to see the Stone Vines get added damage/effects based on each, as such. Eldritch Vines could add Arcane damage and a small (3%?) chance to do 2-3 turn Silence every turn, Rockwalk could add Nature damage and poisoning, and Rockswallow could cause you to heal a small fraction of your Stone Vines damage.
With the effect being closer to 100~ damage a turn and some support status/healing, it feels more like an overall tanking tree, instead of something that pins enemies outside of your melee range and forces you to constantly use Rockwalk/Swallow to reach them.
I'd really like someone who has tried harder to make something of the tree than I to comment on this, though.
-Advanced categories.
Stone is sorta iffy, but that's somewhat self-fixing-with Earth's buffs in SVN, a more magic oriented Stone Warden, going heavily into Earth/Stone, is a lot more possible. Basically, it's already fixed for Stone, just not in 1.0, I think.
The other two still have issues, though.
-Eldritch Stone(the category)
Stone Spikes is an...okay status attack, running off...moderately okay spellpower that won't reliably status anything, and non-100% status chances.
For leveling up a (high investment) tree, you don't actually get a lot of payoff. Relative to nearly any other high investment tree in the game, Spikes just...isn't impressive. At L3 across the board, you get 400~ DoT damage(both halves of which can be resisted via Cut/Poison resistance), and 350 direct damage. None of which appears to be able to critical hit, that I was able to see in the code. Disarm and Silence are excellent statuses, but with 6 turns and only a 50-50 chance to even try them, it's less of a lockdown and more of a nice bonus.
Basically, when you compare it to Eldritch Slam, it looks pretty bad. Which is really weird for something that takes a Category point and 10+ Class points to get going.
There's a lot of ways you could improve it, though. It really ought to spellcrit, regardless, though given a Stone Warden's low critical hit rate, that's not a solution alone.
Having each skill grant an L5 bonus would be an interesting way to make the category more distinctive, though. Stone Spikes could lower enemy Movement speeds(Disable's a good status) for six turns with a similar rate as the other status, at L5. Poisoned Spikes could grant a chance for Crippling Poison at L5. Eldritch Spikes could temporarily lower enemy resistances at L5, while Impaling Spikes could simply grant a range bonus to the entire skill as you level them(+1 per two talent levels).
It's already basically a potpourri status skill-may as well go all the way with it.
-Deeprock
Deeprock suffers from one easy to miss, but fairly notable, downside.
It boosts physical damage and physical resistance penetration, but, despite being a physical fighter, Stone Warden doesn't hit in Physical; Many lategame artifact shields hit 100% for a non-physical element, and all of their weapon multiplier talents hit for Arcane or Nature.
So, the physical buffing skill doesn't actually buff their physicals! It buffs spell heavy builds, sure, but they already get Crystalline Focus, since you can't really have a spell heavy Stone Warden without Stone.
My thought for this category is to have the first skill(Deeprock Form) additionally grant Physical Power on leveling, merge Volcanic and Boulder Rock into one skill(Most people don't seem to be leveling Boulder Rock), and have a tier 2 or 3 skill (Living Rock?) that passively boosts Nature and Arcane damage and damage resistance penetration.
Since this class has no easy way to boost either, and there's not a lot of equipment that boosts either, this would be an excellent addition, and would make Deeprock Form quite good, I think.
-Random bugs/comments
A few things I noticed;
A: Resetting Elemental Split with Nature's Balance got me a nice stack overflow at one point, when both pairs were out at the same time. If I had to guess, this had to do with two of the Stone Halves having their special Power Core barrier up and in each other's radius, at the same time. This should probably be prevented or modified in some way.
B: The Rain of Spikes skill(gained on your Crystalline Half by leveling Power Core) seemed anemic when I looked at the code. When I look at the in-game description, it's listed as doing single digit damage over six turns at endgame(At Level 1, admittedly), though, which is way worse than what I thought I saw in the code. Not sure if the description is messed up, or the skill.
(Also, I think Power Core in general reports that it boosts the two talents it grants by modified talent rounded to nearest, but actually boosts them by raw talent or modified talent rounded down. Not certain on this, I just recall L2 not giving L3 to the Power Core talents, though it says it does.)
C: If you use Eldritch Stone(the talent, the barrier) and then Elemental Split, your splits will have the barrier, which can promptly blow you up. I also had the messenger from Last Hope, in Reknor, aggro me because he showed up the wrong time in the fight. Maybe this shouldn't hurt allies.
D: Stone Warden's Life Modifier is missing from their description when you go to make one. (It's +2. This isn't surprising anyone. But, still.)
-Overall, an extremely fun class with a few minor problems.
