spiralrazor wrote:My thoughts up to level 21
The class is extremely slow to start out at lower levels...the enchant weapons tree is pretty much the only draw of the class and all the early points seem weak until you get to the 4th skill
I cant see any reason why you would make enchant armor a starting tree, yet still lock it off at lvl 10 anyway.
(1) My own feeling is, that having armour forging locked at level ten indeed slows down progress maybe a bit too much. That talent tree doens't get useful until your mid-teens at all, and maybe I should have it start at level 1 as well. The reason, I didn't lock it away at all is that in my believe you shouldn't need to unlock core class talent trees with a category point, moreso if a class only has a few core class talents. <-- need more feedback here
(2) About the slow start: If you go for twohanded weapons or shield offense, you actually have a pretty balanced start setting somewhat equal to bulwarks or berserkers and can put the class-points you get until level ten to very good use. If you however spare points to invest into dual-techniques later on, progress during the first ten levels might indeed be odd. I locked dual-techniques away because of the immense offensive potential they offer, especially in combination with enchant/forging mechanisms, but wanted to leave the option in to specialize into them by sacrificing a category point (so, a race choice like cornac would allow for a dual-spec immediately from level 1 on upwards). I am up for more feedback however, if dual-techniques should be available for free from level 1 on upwards.
spiralrazor wrote:Also, there is no option to make a ranged weapon enchanter and since you can get dual weapons at lvl 10, theres no reason to stick with 2 handers UNLESS you lock yourself to greater weapon focus. the actual Forge knight attack talent line works fairly well, and has pretty much everything you need for melee.
I would have to say that for sheer versatility, that Enchanter still wins here...also enchanter can spit out AOES left and right with Magic Weapons tree and still does good damage bumping.
(3) Locking the class into a pure melee position is a fundamental design option. HousePets Enchanter is envisioned as a mage-hybrid, who excels both at range and at melee, and being a subclass of the mage tree it makes sense that it gets lots of AoE and magical range attacks. The Forge Knight is modeled after the melee warrior variants (Berserker, Bulwark) and as such shouldn't have access to range attacks. Two-Handed stack better with the Forge Knights line of combat skills (Searing Assault and Infernal Impact), as their damage output is linked to the mainhand weapon only and Fearless Cleave and Death Dance (Two-Handed Assault Talents) also stack pretty well with enhanced (forged) Two-Handers. I can't tell however if that keeps up with Flurry and the like from the Dual-Techniques Tree in the slightest.
(4) Easier said then donespiralrazor wrote:Fix the above ranged oversight, and make the talent values from tier 1 to 4 a little more even, and it seems good to go..

(5) Ranged Combat is mostly a no-go for this class - it is envisioned as a melee class. Options for circumventing ranged combat are integrated in the form of talents provided by forged weapons, so a bit luck dependant. They mainly come in the form of Blindside and Bone Grab - skills, that enable you to overcome distances to draw your opponents into melee combat, or Slime Spit and Acidic Spray, to lure them to you. Not sure if more needs to be done, relying on feedback here, too.