Merge marauder, berserker, and bulwark
Posted: Mon Jan 20, 2014 6:11 pm
I'm approaching High Peak with a marauder, and since the class relies so much on Bloodthirst, it plays a lot like a berserker. The only thing even vaguely roguish about it right now is the Poisons tree, which marauders probably shouldn't unlock--since they don't rely that much on Cunning, Battle Tactics and Bloodthirst are so much better. On the other hand, the only things berserkers have that marauders don't are (a) more hit points; (b) the two-handed weapon trees, unlocked, and (c) some locked trees--none of which would be game-breaking, as far as I can tell, to let marauders unlock too, if they wanted to.
This makes the separating the classes seem arbitrary. And since merging those classes would leave only the shield skills to distinguish the bulwark from them, why not combine all three in the spirit of a melee archmage? (Call it the Weaponmaster, maybe.) You'd end up with:
Birth Stats:
120 HP, +2 Life Rating, +5 str, +2 dex, +2 con
Class trees:
techniques / combat techniques - 1.3 mastery
techniques / combat veteran - 1.3 mastery
techniques / dual techniques - 1.2 mastery
techniques / dual weapons - 1.2 mastery
techniques / shield defense - 1.3 mastery
techniques / shield offense - 1.3 mastery
techniques / two-handed maiming - 1.3 mastery
techniques / two-handed weapons - 1.3 mastery
cunning / dirty fighting - 1.3 mastery
techniques / archery training - locked, 1.1 mastery
techniques / battle tactics - locked, 1.3 mastery
techniques / bloodthirst - locked, 1.2 mastery
techniques / superiority - locked, 1.3 mastery
techniques / warcries - locked, 1.3 mastery
cunning / tactical - locked, 1.2 mastery
Generic trees:
techniques / combat training - 1.3 mastery
techniques / conditioning - 1.3 mastery
techniques / field control - 1.3 mastery
techniques / mobility - 1.3 mastery
cunning / survival - 1.3 mastery
I really don't see what would be bad about going this way. Since the two-handed/dual weapon/shield trees obviously can't all be used simultaneously, having all of them available unlocked wouldn't be that much stronger than having any particular pair. You'd be more capable of adapting to variations in equipment drops--particularly early on, before you've put enough points in a given fighting style to be locked into it--which strikes me as a huge benefit. Being able to orient your build around whatever cool weapon or shield you happen to find would make the early game noticeably less predictable and more fun. And it'd be cool to have the option of switching between fighting styles in different situations, or using high-level combinations the existing three classes didn't allow, like shields and Tactical or dual weapons and Superiority.
Compared to a berserker or bulwark, you'd get Dirty Fighting unlocked for free and more places to spend your generic points; compared to a marauder, you'd trade access to Thuggery for more life per level, slightly higher masteries in your locked trees, and more options. This seems like a fair trade. (You wouldn't have passive status resistance, but that's okay--you could get it from Shield Wall or Berserker, if you wanted, which makes weapon choice a more interesting tradeoff.) Perhaps more importantly, losing Thuggery frees up a ton of generic points, which in my view is the biggest problem with the existing marauder: they can't really explore their other generic trees--which are weaker but more interesting--much less seriously consider going antimagic, unlocking harmony/an escort tree, etc.
Thoughts?
This makes the separating the classes seem arbitrary. And since merging those classes would leave only the shield skills to distinguish the bulwark from them, why not combine all three in the spirit of a melee archmage? (Call it the Weaponmaster, maybe.) You'd end up with:
Birth Stats:
120 HP, +2 Life Rating, +5 str, +2 dex, +2 con
Class trees:
techniques / combat techniques - 1.3 mastery
techniques / combat veteran - 1.3 mastery
techniques / dual techniques - 1.2 mastery
techniques / dual weapons - 1.2 mastery
techniques / shield defense - 1.3 mastery
techniques / shield offense - 1.3 mastery
techniques / two-handed maiming - 1.3 mastery
techniques / two-handed weapons - 1.3 mastery
cunning / dirty fighting - 1.3 mastery
techniques / archery training - locked, 1.1 mastery
techniques / battle tactics - locked, 1.3 mastery
techniques / bloodthirst - locked, 1.2 mastery
techniques / superiority - locked, 1.3 mastery
techniques / warcries - locked, 1.3 mastery
cunning / tactical - locked, 1.2 mastery
Generic trees:
techniques / combat training - 1.3 mastery
techniques / conditioning - 1.3 mastery
techniques / field control - 1.3 mastery
techniques / mobility - 1.3 mastery
cunning / survival - 1.3 mastery
I really don't see what would be bad about going this way. Since the two-handed/dual weapon/shield trees obviously can't all be used simultaneously, having all of them available unlocked wouldn't be that much stronger than having any particular pair. You'd be more capable of adapting to variations in equipment drops--particularly early on, before you've put enough points in a given fighting style to be locked into it--which strikes me as a huge benefit. Being able to orient your build around whatever cool weapon or shield you happen to find would make the early game noticeably less predictable and more fun. And it'd be cool to have the option of switching between fighting styles in different situations, or using high-level combinations the existing three classes didn't allow, like shields and Tactical or dual weapons and Superiority.
Compared to a berserker or bulwark, you'd get Dirty Fighting unlocked for free and more places to spend your generic points; compared to a marauder, you'd trade access to Thuggery for more life per level, slightly higher masteries in your locked trees, and more options. This seems like a fair trade. (You wouldn't have passive status resistance, but that's okay--you could get it from Shield Wall or Berserker, if you wanted, which makes weapon choice a more interesting tradeoff.) Perhaps more importantly, losing Thuggery frees up a ton of generic points, which in my view is the biggest problem with the existing marauder: they can't really explore their other generic trees--which are weaker but more interesting--much less seriously consider going antimagic, unlocking harmony/an escort tree, etc.
Thoughts?