Stone Warden Discussion

Everything about ToME 4.x.x. No spoilers, please

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Dekar
Spiderkin
Posts: 559
Joined: Wed Jan 26, 2011 3:47 pm

Stone Warden Discussion

#1 Post by Dekar »

I only played them a little, but here is was I think so far:

Dual shields are new for ToME and interesting, especially the combined block allowing you to get a high block amount shield and combine it with a resistance shield for a specific zone allows a far more fluent gameplay than using a single, outdated shield just to block one or maybe 2 non physical damage types

While the -50% movespeed from Stone Vines makes you approach things differently, its lame that you can instantly turn it off and on, for example to run away. If the movespeed malus and vein power would build up and down when toggled, it could become a real core skill for the class to build around. If that is desireable is a different point. :P
They also become pretty good at pinning everything in view once leveled, something I didnt expect from trying them at skill level 1.

I dont like that they have so many trees with 1 base talent and 3 talents to improve it, Stone Spikes are probably the worst offender, as they just pile more effects and damage on top. I hope its at least incredible powerful for spending 20 points on a single 12 cooldown talent (what may cause probably with one shotting players when Guardians use it).
Elemental Split at least get real new mechanics from the passives: switching places, damage shield, healing and removing effects from you and more.

To me its really unclear if the shield skills use physical or spell crit: They say it is a spell, but it attacks with a shield, then deals arcane damage based on weapon damage. I think it didn't proc spellpower on crit from an item.

Eldritch Slam should use the icons from your shields for its particles instead of the generic shield. ;)

belmarduk
Halfling
Posts: 110
Joined: Thu Oct 27, 2011 6:45 pm

Re: Stone Warden Discussion

#2 Post by belmarduk »

If you could turn eldritch vines on and off instantly, you could simply click the button every round to keep enemies permanently pinned with no negative effect.

OmniNegro
Wayist
Posts: 23
Joined: Thu Nov 02, 2006 1:38 am

Re: Stone Warden Discussion

#3 Post by OmniNegro »

You can turn it on and off instantly, but a turn must pass for the actual pin to work, or the slow to be removed. So it is somewhat deceptive. You have to watch carefully to see these things, but they are observable if you want to try.

SW is balanced pretty well in reality. I like the class. I am somewhat perplexed by what stats I should aim for at what levels though. But time will tell that tale.

hamrkveldulfr
Halfling
Posts: 84
Joined: Wed Apr 13, 2011 6:43 pm

Re: Stone Warden Discussion

#4 Post by hamrkveldulfr »

I love duel shield wielding, I have been looking forward to it since B-14 or so! I do think it is somewhat strange that they have three different trees based only on buffing a single skill, but I guess they are supposed to play defensively, and that attempts to limit them to a reactive, strategic role. Stone vines is incredible, I don't see what more you could ask from that tree. It does damage, debuff, regen, crowd control, limited mobility, a good damage/set up skill, and a good healing skill. Deep rock gives you new skills for your new form, just like the reavers skill. The stone shards is a bit weird, but if they were just different rock cones, it would make the wardens feel like stone wyrmics.
Darkgod does always listen to suggestions though!

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