Martyr
Moderator: Moderator
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- Halfling
- Posts: 113
- Joined: Wed May 23, 2012 1:19 am
Re: Martyr
Escorts are unable to move through or around flags. Is this known? I'm not sure whether to call this a bug or a feature. Its nice to have some way to cool their heels.
Re: Martyr
Escorts can never pass through any summons.smithfield wrote:Escorts are unable to move through or around flags. Is this known? I'm not sure whether to call this a bug or a feature. Its nice to have some way to cool their heels.
Damn escorts
Re: Martyr
Seventeer is right.
A few little display improvements.
v0.1.11
A few little display improvements.
v0.1.11
- Manic Speed effect has the right name
- Scorn effect description doesn't error out
- Scorn effect description displays damage like other DoTs.
Re: Martyr
A few little improvements.
v0.1.12
v0.1.12
- The damage inflicted by warning lights properly credits '<Martyr's> warning lights' in the log.
- Guiding Light checks if you're in the area as soon as it spawns or you move, rather than waiting for a new game round to begin.
- Scorned rounds the tooltip numbers.
Re: Martyr
v0.1.13
- Guiding Light functions correctly if you move into two overlapping zones of the same color.
Re: Martyr
b0.20 - Updated for ToM'E 1.7!
- Flags never try to run away
- You can hop over your flags (only flags) using Lancer's Charge
- Executioner's Onslaught uses the new RemoveEffects framework
- Manic Speed uses the new free_movement attribute, which should fix any lingering turn weirdness related to it.
- Guiding Lights uses the new removeEffect functionality
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- Cornac
- Posts: 42
- Joined: Wed Oct 07, 2020 10:17 am
Re: Martyr
Have been very interested in this class since reading nsrr's comment.
Looks great so far.
Looks great so far.
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- Cornac
- Posts: 42
- Joined: Wed Oct 07, 2020 10:17 am
Re: Martyr
Just finished an Insane Adventure run with this beautiful class and made many notes while playing. Balance, flavor and gameplay feel great with this one.
I'd say it was the smoothest playthrough for me yet, but not really because the class felt overpowered, just consistently good, with nice mobility tools.
The way the class plays changes a lot along the way, even at the end I often felt like having many options. Difficult fights felt exciting and there were several fights I had to stop and consider my options thoroughly.
My plan was to go with Cun=Str early game (going Sword and Board), and from 25 on Wil>Cun>Str>Dex, dual Mindstar and with Adept and Superpower.
The first 4 levels don't feel good due to having no body armor and no weapon/dagger mastery. I first wanted to play a quick one in EoR, but went over to AoA as the early game (first orc dungeon) was stupid. I probably could have done it if I had juggled Flags all the way over to the boss. Never tried it again in EoR after learning the class properly, but the AoA early game was bad too. Finding a Warrior Escort (->Vitality) and a Shielding Rune felt pretty key. As soon as my second Dungeon I started feeling strong.
I really liked the flags. Early game they felt essential, it was fun having to juggle them around for a few levels (for vaults), they were great at blocking choke points, especially once reaching level 8 and being able to shoot trough them. They stayed relevant all throughout the playthrough. They often pulled enemies away from me, but it was actually not bad once I added a Movement Infusion.
My problem with them is Triumphant Flag and to some extent Aura of Confidence. They imply that Flags are also supposed to be an option for damage. The only thing that scales for the Flags is the talent level of their mutated hand and many defensive stats. They don't get any stat increases and thus Triumphant Flag makes pretty much no difference in their power level.
There's not really any incentive to invest more than 1 point into Executioner's Onslaught.
Champoin's Focus only takes off late in the game but is good fun then.
Lancer's Charge works with only 2 tiles distance when going diagonally.
When theorizing the character I was hoping that Tainted Bullets will be a strong but slow trade off for not having high Dex but going for high Wil, but they actually are pretty weak. I was lucky with gear and had high increased Mind damage and 70% pen in ~T3 dungeons, but the Bullets felt weak all game long, including end game (120+ Mindpower). I doubt Writhing Speed would have changed my opinion.
Slipping Psyche is a lot of fun. The flat DR is strong and I relied a lot on it, especially in T2s. I survived some situations I felt I shouldn't have, but I wouldn't call it OP, as high damaging classes like Marauder were still a huge treat. It was more like an untypical shift in evaluating threads (in a good way).
Guiding lights are okay. I barely triggered them in a useful way up until mid game. It always feels good stepping into one, especially with Warning Lights. I like the idea that they always spawn away from you. It rarely makes it worth to go out of your way just to step into them, but having a Movebuff up one can just dip into them. Opening a battle from afar to have a light spawn at the enemies and then charge/sword teleport into it, or knocking enemies into a light and then charge after them feels amazing.
Jolt Awake started saving me frequently from around the Prides on, loved it.
Unnerve was fun. I took it on 25 with Adept, so I only know the fully invested version. It's very strong on single targets. The Aoe version though is where the most fun lies. Okay dot with very strong debuffs. It's a lot of fun to dump Insanity to launch another Aoe Unnerve.
Final Moment is great. Its damage was at times very strong, but mostly fairly balanced I feel. For me, it shines in utility mostly though. Cut Time and Cut Danger (Cut Danger in conjunction with Champion's Focus) to dump Instanity. Cut Space is super fun and useful, so is Cut Fate. Like Share Pain, the Sword becomes really strong against huge enemy groups (due to more Cut Time proccs).
I didn't pick Revelation. It sounds very fun, but didn't quiet fit into my build.
Share Pain is a lot of fun. It is stupidly strong on big enemy groups and often has no CD if you take some damage. Resonance Field was always up thanks to Overflow, strong but rather necessary. I just wonder how I'd survived without taking this category. Memento Mori fell off a bit towards the end, but still real nice and fun. I didn't take Runaway Resonation, neither felt worth in mid nor endgame. Looks good on paper though.
I like Polarity. Deeper Shadows sounds wonderful on paper, increasing consistency and power.
Tried Athamathon once, I dealt very little damage and died eventually. Linaliil killed me quickly too. Probably gonna try them again at some point, I have enough gear to swap and adjust for the fights.
Is it normal that user add-on classes do not have access to the Vault? That's fine I guess, just wondering, as the Vault Room didn't generate in this character's Fortress.
Does Insanity have decimal numbers? Sanity Bonus sometimes does and doesn't work at 40 Insanity.
Swapping Sling and Shots was tedious because I invested late into Dex. I guess that happens with many classes. I don't mind keeping gear for prodigies, but for something you change frequently at times it was mildly annoying.
Thanks for your work, it was heaps of fun! Now onto the Demolisher. Looks great at first glance too (amazing concept again)!
I'd say it was the smoothest playthrough for me yet, but not really because the class felt overpowered, just consistently good, with nice mobility tools.
The way the class plays changes a lot along the way, even at the end I often felt like having many options. Difficult fights felt exciting and there were several fights I had to stop and consider my options thoroughly.
My plan was to go with Cun=Str early game (going Sword and Board), and from 25 on Wil>Cun>Str>Dex, dual Mindstar and with Adept and Superpower.
The first 4 levels don't feel good due to having no body armor and no weapon/dagger mastery. I first wanted to play a quick one in EoR, but went over to AoA as the early game (first orc dungeon) was stupid. I probably could have done it if I had juggled Flags all the way over to the boss. Never tried it again in EoR after learning the class properly, but the AoA early game was bad too. Finding a Warrior Escort (->Vitality) and a Shielding Rune felt pretty key. As soon as my second Dungeon I started feeling strong.
I really liked the flags. Early game they felt essential, it was fun having to juggle them around for a few levels (for vaults), they were great at blocking choke points, especially once reaching level 8 and being able to shoot trough them. They stayed relevant all throughout the playthrough. They often pulled enemies away from me, but it was actually not bad once I added a Movement Infusion.
My problem with them is Triumphant Flag and to some extent Aura of Confidence. They imply that Flags are also supposed to be an option for damage. The only thing that scales for the Flags is the talent level of their mutated hand and many defensive stats. They don't get any stat increases and thus Triumphant Flag makes pretty much no difference in their power level.
There's not really any incentive to invest more than 1 point into Executioner's Onslaught.
Champoin's Focus only takes off late in the game but is good fun then.
Lancer's Charge works with only 2 tiles distance when going diagonally.
When theorizing the character I was hoping that Tainted Bullets will be a strong but slow trade off for not having high Dex but going for high Wil, but they actually are pretty weak. I was lucky with gear and had high increased Mind damage and 70% pen in ~T3 dungeons, but the Bullets felt weak all game long, including end game (120+ Mindpower). I doubt Writhing Speed would have changed my opinion.
Slipping Psyche is a lot of fun. The flat DR is strong and I relied a lot on it, especially in T2s. I survived some situations I felt I shouldn't have, but I wouldn't call it OP, as high damaging classes like Marauder were still a huge treat. It was more like an untypical shift in evaluating threads (in a good way).
Guiding lights are okay. I barely triggered them in a useful way up until mid game. It always feels good stepping into one, especially with Warning Lights. I like the idea that they always spawn away from you. It rarely makes it worth to go out of your way just to step into them, but having a Movebuff up one can just dip into them. Opening a battle from afar to have a light spawn at the enemies and then charge/sword teleport into it, or knocking enemies into a light and then charge after them feels amazing.
Jolt Awake started saving me frequently from around the Prides on, loved it.
Unnerve was fun. I took it on 25 with Adept, so I only know the fully invested version. It's very strong on single targets. The Aoe version though is where the most fun lies. Okay dot with very strong debuffs. It's a lot of fun to dump Insanity to launch another Aoe Unnerve.
Final Moment is great. Its damage was at times very strong, but mostly fairly balanced I feel. For me, it shines in utility mostly though. Cut Time and Cut Danger (Cut Danger in conjunction with Champion's Focus) to dump Instanity. Cut Space is super fun and useful, so is Cut Fate. Like Share Pain, the Sword becomes really strong against huge enemy groups (due to more Cut Time proccs).
I didn't pick Revelation. It sounds very fun, but didn't quiet fit into my build.
Share Pain is a lot of fun. It is stupidly strong on big enemy groups and often has no CD if you take some damage. Resonance Field was always up thanks to Overflow, strong but rather necessary. I just wonder how I'd survived without taking this category. Memento Mori fell off a bit towards the end, but still real nice and fun. I didn't take Runaway Resonation, neither felt worth in mid nor endgame. Looks good on paper though.
I like Polarity. Deeper Shadows sounds wonderful on paper, increasing consistency and power.
Tried Athamathon once, I dealt very little damage and died eventually. Linaliil killed me quickly too. Probably gonna try them again at some point, I have enough gear to swap and adjust for the fights.
Is it normal that user add-on classes do not have access to the Vault? That's fine I guess, just wondering, as the Vault Room didn't generate in this character's Fortress.
Does Insanity have decimal numbers? Sanity Bonus sometimes does and doesn't work at 40 Insanity.
Swapping Sling and Shots was tedious because I invested late into Dex. I guess that happens with many classes. I don't mind keeping gear for prodigies, but for something you change frequently at times it was mildly annoying.
Thanks for your work, it was heaps of fun! Now onto the Demolisher. Looks great at first glance too (amazing concept again)!
Re: Martyr
Thank you for this detailed feedback!
I'll be looking how strong and weak various talents are.
Addons should still let you use the vault unless you have edited them yourself.
Insanity can have decimal amounts in theory, but you shouldn't ever run into them.
I'll be looking how strong and weak various talents are.
Addons should still let you use the vault unless you have edited them yourself.
Insanity can have decimal amounts in theory, but you shouldn't ever run into them.
Re: Martyr
v0.3.0
- Remove crazy scaling on Executioner’s Onslaught
- Start with Weapon Mastery, Armor Training, and mail armor for early game balance reasons (but still a dagger)
- Tainted Bullets can crit and stacks higher (but a purely ranged Martyr should still be a bad idea)
- Flag stats scale with your willpower, Aura of Confidence has a higher damage multiplier.
- Aura of Confidence is visible as a bubble around your flags.
Re: Martyr
v0.3.1
- Sling Practice lets you equip items using the higher of DEX or STR
- Lowered damage done by Cut Space and Cut Time at lower levels
- Lowered life slightly.
Re: Martyr
v0.3.3
- Reduced Duration of Aura of Confidence
- Reduced the amount of feedback recharge you could get from many small hits
- Reduced the amount of feedback recharge you could get from large damage spikes