Yeah, starting in a robe would definitely help with feeling like you're playing the class "wrong". It puts them in sort of an interesting position, of course. I wonder at how much damage mitigation they have without armor. Guardian Unity is good damage reduction, as long as you take a moderate hit directly to your hitpoints. Banish and all the rest help keep them out of scrums. Anything that boosts speed lets you get out of bad situations. Stasis has Time Shield, stun, and removal. Fateweaver can reduce between 1 and 3 attacks per turn by a percentage. Invigorate has a weak/moderate heal (though I feel like you'll mostly be saving it for the cooldown reduction). I guess they'll have problems with instant travel spells? Or maybe ranged flurry effects? Anything that does a lot of small hits will flood Fateweaver and bypass Unity.
I have no idea where you'd fit it in, but giving them some sort of parrying effect would be interestingly swashbucklery.
It's been a while since I've played a robey class. I'll try and keep an eye on the sorts of egos and artifacts that seem useful, and whether there are an obvious gaps that might help with this.
edge2054 wrote:
As to Weapon Manifold. Basically each of the three passives has a percentage chance to fire. When you hit all of these get checked, even if the talent is on cooldown. If the check 'procs' the code checks to see if the talent is on cooldown or not. If it's on cooldown, it helps your other two folds cooldown a bit. If it's off cooldown, it instead fires an effect.
I'd love some suggestions on making the talent clearer. But the intent is, as was mentioned up thread, to benefit from multiple hits in one turn without actually having multiple explosions each turn.
Okay, that makes a lot of sense. Maybe something like "If an effect would be triggered" rather than "is"? That...might help. By the way, is it 14% for each one independently? Or is it 14%, and then a 1/3 chance of each? More drastically: "Each Fold has an 8 turn cooldown. If a Fold is triggered while on cooldown, it will reduce the cooldown of the other two Folds by one turn. Otherwise, it has the listed effect: "
Oh, also, typo: Folds is inconsistently capitalized.
It's an interesting mechanic, anyway. Have you done any math to work out the effective proc rate? One issue with the various Guardian talents is they're flurry-like, but not actual flurries: Wardens get a lot of actions per turn, but any clones won't actually count towards their cooldown reduction. Actually, Wardens don't have any ability to rapid fire arrows, do they? I guess Arrow Echoes lets you get additional shots in, assuming it's not a clone shooting them.