[b41] Arcane Blades can clear now!
Posted: Mon Jul 09, 2012 7:37 am
http://te4.org/characters/10195/tome/13 ... 55a1a94601
General thoughts;
-Arcane Blades in b41 have a strong start and finish, but the mid and mid-lategame are rough. They tend to rely on a lot of synergistic support skills in the end, and early on they can ride on having, well, a decent spellset at first, but the inbetween period is a problem. It takes them forever to get good saves, too, due to their incredibly scattershot focus(Strength for Physical Save, Magic for Magic Save, and Cunning for Mental Save); This makes the midgame even more dangerous. I died no less than three times due to this combination of iffy saves and so-so raw power, all three times barely getting clipped by status/damage just long enough to drop despite my decent raw HP.
(The fourth time I was an idiot and moved twice in view of one of those switch guarding sets of Corruptor/Necromancers in Rak'shor. I exploded. Sadness, never play half asleep.)
-They do a lot of damage with a physical, but so does a Berserker-they do more damage than a Berserker, in fact, if built up pretty well(More than a Mindslayer's physical, even), but the main damage is range 1, and they're only as mobile as you invest them to be(And constantly leak Mana every attack). Fortunately they have enough points to splash around for a few support abilities. I went with Earthquake and Flameshock there, which helped out against crowds quite a lot, especially once the stats got going. And of course, they generally should build their primary two(or three, if you go Stone, as Earthen Missiles does a *lot* of damage.) spells, as well, which even with the worse cooldown, are still a big help.
-Arcane Blade statistics are, eventually, hilariously good. Check out the Physical/Spellpower on that one(Granted, the Staff is equipped, but even without it it's still impressive). They particularly can run everything, to varying degrees, off Cunning. Just have to invest enough Class points. This is part of why they have a lousy midgame, though, since they don't really have good stats until they invest that ton of Class points.
-I am under no delusions that that build was optimal. In particular, I am not sure about Inner Power(I got good milage out of the stats, particularly since having all the saves I could get was good, especially once my saves actually got good. But it was not very impressive until very late.), and I really could have used Rush at high levels(Getting to enemies with just Phase Door is a surprisingly large pain.). Still, not a lot of things I really regret.
-Stone is great here. Earthen Missiles, Earthquake and Crystalline Focus all work really well for Arcane Blade.
-Upon playing this class, you will develop an unique and impressive hatred for Dreads. You may think you don't like Dreads now, but after playing an Arcane Blade, you will understand.
So yeah, that was a lot of fun. Decent class now, neither massively strong nor cripplingly weak.
General thoughts;
-Arcane Blades in b41 have a strong start and finish, but the mid and mid-lategame are rough. They tend to rely on a lot of synergistic support skills in the end, and early on they can ride on having, well, a decent spellset at first, but the inbetween period is a problem. It takes them forever to get good saves, too, due to their incredibly scattershot focus(Strength for Physical Save, Magic for Magic Save, and Cunning for Mental Save); This makes the midgame even more dangerous. I died no less than three times due to this combination of iffy saves and so-so raw power, all three times barely getting clipped by status/damage just long enough to drop despite my decent raw HP.
(The fourth time I was an idiot and moved twice in view of one of those switch guarding sets of Corruptor/Necromancers in Rak'shor. I exploded. Sadness, never play half asleep.)
-They do a lot of damage with a physical, but so does a Berserker-they do more damage than a Berserker, in fact, if built up pretty well(More than a Mindslayer's physical, even), but the main damage is range 1, and they're only as mobile as you invest them to be(And constantly leak Mana every attack). Fortunately they have enough points to splash around for a few support abilities. I went with Earthquake and Flameshock there, which helped out against crowds quite a lot, especially once the stats got going. And of course, they generally should build their primary two(or three, if you go Stone, as Earthen Missiles does a *lot* of damage.) spells, as well, which even with the worse cooldown, are still a big help.
-Arcane Blade statistics are, eventually, hilariously good. Check out the Physical/Spellpower on that one(Granted, the Staff is equipped, but even without it it's still impressive). They particularly can run everything, to varying degrees, off Cunning. Just have to invest enough Class points. This is part of why they have a lousy midgame, though, since they don't really have good stats until they invest that ton of Class points.
-I am under no delusions that that build was optimal. In particular, I am not sure about Inner Power(I got good milage out of the stats, particularly since having all the saves I could get was good, especially once my saves actually got good. But it was not very impressive until very late.), and I really could have used Rush at high levels(Getting to enemies with just Phase Door is a surprisingly large pain.). Still, not a lot of things I really regret.
-Stone is great here. Earthen Missiles, Earthquake and Crystalline Focus all work really well for Arcane Blade.
-Upon playing this class, you will develop an unique and impressive hatred for Dreads. You may think you don't like Dreads now, but after playing an Arcane Blade, you will understand.
So yeah, that was a lot of fun. Decent class now, neither massively strong nor cripplingly weak.