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Does that mean that we will fight Yetis with Psionic Powers?!
Hey luckmod, so I was doing some snooping on this addon and in the coding of the class itself, it restricts itself only to the Thalore race. I am not sure why. What you could do is go into the coding and erase that bit of text which frees it to all races that have the Wilder classes accessible.
On another note, I feel that this class is a great idea, however could use quite a bit of improvement.
For the Generics, you have the Call of the Wild, which is great, except there is not much need for its' meditation skill since the Antimagic generic which has the Antimagic shield is pretty much the only skill which needs an on-going supply of equilibrium. Thus I think Antimagic should trade places with Conditioning, since Constitution is something that this class has a very limited amount of stat points to waste on, having to focus on Dexterity, Willpower, and Cunning. Which brings up another point: Brawlers tend to focus more on dexterity for attack speed, and try to ignore strength. Dexterity is where their DPS comes in to play.
Another thing I'd like to mention is about the talents. I do not believe there is much use in having Finishing moves, since you will mostly rely on Pugilism instead. I feel Finishing moves should be replaced with the Wild-Gift/Mucus talents because that would help generate equilibrium, and its' acid splash+oozewalk combo would definitely help later on in the game for survivability, and also adds a cool tactical advantage.
These are just things I've happened to come across from experience in-game, I'm nothing near an expert, so if I've said anything wrongly please correct me. The things I've stated may also make the class too overpowered, so edit with caution.
I don't know if it has to do with the module version or not because I can roll a Riven. Do you need to have an oozemancer first?
I bow to thee, oh Dark one, for i shall play the vital organs out of that.
None of the 10 Sher'tuls above has any shield on them!
You can bet on it!
Will it comes with new classes? the steampunk touch of this content make me feel like some kind of engineer class would fit well!
Well, this looks pretty awesome. Can't wait!
... and poisons. Two things to survive even on a nightmare.
Having one 'crippling poison' damage source on a dagger and any other two poisons active makes your venomous strike devastating. So common batte is:1 jump to target,2 stun it for totally great increase of crit chance from backstab,3 flurry it to apply poisons 4 finish them off with a venom strike.
Bug fixes and tidying up. Hopefully this should do it, just wish I could get Steam upload to work...
- Reordered a few Mania talents
- Buffed Spurred by the Voices a little
- Changed Mindgazer to a generic tree
- Changed initial stats to str/cun only
- Fixed bugs with Psychic Leech not leeching
- Fixed bug with grappling not causing attunement
Late, but:
Will get out 1.3 soon, should fix a few bugs and balance things!
Knowing that this update isn't right around the corner is almost depressing. The sheer volume of this update sounds grand!
I can't wait to play as the (non-crazy) orcs.
Fighting against a Sher'Tul to save the world from amakthel is not what I expected but this is going to be awesomer than simply retaking the east. :D
I wonder if this might end the whole "Orcs are dangerous and need to be exterminated!" thing. :/
No idea who Ureslak is though.
that all sounds awesome keep it up!
Shut up and take my money
This teaser has me properly curious.
MUST PLAY NOW!
Hotfix. Will rebalance a few things and probably redo Mania in the near future.
- Fixed lua error with Spurred particles
- Deathblows doc improved
- "death punch" -> "mortal blow"
- Hate regen from grappling now shows up in the hate bar
I like what was done. Been playing The Enchanter and I'm now lvl 20. Having the ability to further increase your staff helps a lot and I like how it is over all built. By just using the staff I'm doing 100+ and I'm not having to much of an issue. Bladestorm is great for treasure chest's baddies. I really like this build. I have not run into any issues yet. Thank you for this addon!
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Count me in, DG :)
Yeah, he was definitely inside a vault. I'm still very new to the game and have always been able to clear vaults without much issue, so I don't think I was giving them the proper respect. Thanks for the tips, folks!
I will look up the tools and examples necessary for creating add-ons as soon as I post this, but it still may be a good idea to post a link to them in the post announcing the contest.
Some people with great ideas may be unsure as to how easy it is to create new content. Having an easy way to check this may be useful.
Really, Flurry is one of the hardest hit talents, or THE hardest hit talent.
Stack some +damage on hit and you can dish out 1000+ damage by level 15-20, depending on your luck on gears. Later in game, each piece of gear can give you 40+ damage. I think I've seen some gers that have some crazy +100 damage on them.
Of course, you will have to balance offensive with defensive too. And having at least 2 movement skills are essential as well(unless you have 1 that is 100% reliable). In TOME4, many deaths are from when you cannot run away from the bad situations quickly enough.
Little slow to respond and haven't played in a while due to real life getting in the way. I have to say thanks again for all the tips and advice. Haven't got to try putting any of them in practice just yet though.
Wasn't even considering Flury being enhanced by other stealth based abilities which is a colossial derp on my part. ><
As for classes so far Necromancer is one of my favorites (Except for friendly fire which is a monumental pain) and tenetively toying with Moonmage/cleric/whateveritis which is turnign out to be pretty fun. Archmage was fun as well but I never liked summoner that much and can NOT explain why really.
Maybe I'm a bit strange but I enjoyed the zone my self. Only got to do it once and to me it really painted a bigger picture of the orcs and the length they were willing to go to protect their own intrests and species. It was dark, it was disturbing, and it was fun.
The creatures there would do Shub-Niggurath proud which is worth bonus points to me.
It also gave me something to point my P&P DM to and say 'Look it's been done in a game why can't I do it in character?' reguarding the creation of a near limitless army produced by magicaly tortured 'assistants' that could be recycled by necromancy after expiration for twice the effect. >.> <.<
If people are so bent out of shape by an area just add a 'censor' option to the game settings to allow people to turn off the zone without it effecting other player's games. A designer and writer should NEVER have to fear people's reaction to their work and if there is negetive reaction the best middle ground is one that doesn't change your vision or ideas.
I'm tired so the level of sense I'm making might not be on the upper teirs at this point but yea... sad to see the zone go really.