Post by ImperialRedDragon on Mar 6, 2007 22:17:48 GMT -5
So yeah, Void Stepping is awesome, just like Water Breathing and Cloak of the Tornado, more classes are getting free movement it seems. I think Void Stepping, like Water Breathing, can be left on, but you don't regen MP while it's active, so when you run out, you die (I think that's how Water Breathing, but I haven't done much research). Void Walkers, man, they're expensive, but they're the kings of traveling. DC's are awesome now, Seraphim used to be the stars, but they kinda suck now. DC's are just pure coolness now, I'm really glad I decided to make one.
Post by ImperialRedDragon on Mar 6, 2007 22:34:53 GMT -5
You cheeky bastard. But yeah, there are a lot of nerfs in this update, but a lot of killer advantages. I'm really surprised Void Walkers got a new skill, but their innate attacks got nerfed.
Void Walking is just an innate buff to Stepping of the Corner, so they're both always on. And you don't regain AP if you log off on a void square.
But since Void Walking and Cornerstep are both innates, neither requires MP. So although you don't regain AP if you log off on Void, you DO regain MP. Which Void Walkers need truckloads of for Dead Baby Breath and stuff.
EDIT: And you're right about Water Breathing; Elementalists now own Valhalla, with SIGNIFICANTLY less expenditure of CP than the Void Walker.
And if I write a Purgatorio-raiding Void Walker, I might want to think hard before buying Dead Baby Breath, as it won't hurt Liches or Revenants, which, both being Neutral, are probably abundant in Purgatorio.
Last Edit: Mar 6, 2007 23:07:42 GMT -5 by iamrisen
Post by ImperialRedDragon on Mar 6, 2007 23:12:33 GMT -5
Ah, so that's how it works. Personally, I only have one demon, a Dark Oppressor, as I hate being a Pariah, so I never make it past tier 2 and Wyrm Masters are bleh. I never did much research on Void Walkers. One thing that is important to me is Eternal Soldiers. Everyone says they're powerful enough, but are they? Way of Fire is good and all, and they have decent accuracy, but the fact that their armor, their main selling point was nerfed to hell and the fact that they're generally ignored makes them worthy of a buff. I like the Way of Antitoxin skill, but the thrown weapons skill is useless, as Divine Champions and Advocates are the only classes that ever really buy the thrown weapons tree. You have Dark Oppressors and Liches with Terrifying Aspect, which raises their innate dodge to the exact same level as an Eternal Soldier, then DO's get their dodge bonus in Stygia, while the ES, the one whose purpose is to have incredible dodge, speed, accuracy, etc... is starting to fall behind classes that aren't even meant to be combatant.
iamrisen said:
EDIT: And you're right about Water Breathing; Elementalists now own Valhalla, with SIGNIFICANTLY less expenditure of CP than the Void Walker.
And if I write a Purgatorio-raiding Void Walker, I might want to think hard before buying Dead Baby Breath, as it won't hurt Liches or Revenants, which, both being Neutral, are probably abundant in Purgatorio.
Yeah, Elementalists can get almost anywhere in Valhalla in under ten AP, so that makes them amazing. They also have their Earthquake AoE, which sucks now, but it used to be amazing, like 75 damage per, it was super-powerful, but it was nerfed to hell. Breath of the Dead Child is great, in spite of it's uselessness against Liches and Revenants. They're easy enough to kill, since they lack an innate armor, and I'm not sure how it's going with the nerf, but Breath could almost one-shot any class.
Wyrm Masters are, indeed, bleh. All of their pets except Tentacles deal Fire damage, which can not only be soaked with mundane armor, but is totally useless against either an Elementalist or Infernal Behemoth who knows what he's doing. Tentacles deal Bludgeon, and only 6 per strike at that. Pack Masters are okay, but only in larger numbers than you're likely to see them summoned.
I've got a Dark Oppressor in training right now, and I'm having a royal bitch of a time getting him through T2. My fastest-advancing character is a Wizard in training that I'm making into a straight-up crafter/enchanter. All four crafting trees, Alchemy, all three Enchants, booyah. If I could figure out a way to get him Way of the Armorer, I'd be set.
Yeah, the Way of Earth gimp put a hurtin' on our good friend the ES. Accurate Hand is garbage (although Void Walkers use the Throwing tree too), and Whirlwind has always sucked. One good thing about Accurate Hand, though: if you feel like going grenade-happy, you can lay down some pretty ridiculous AoE damage.
One nice thing about the ES has always been that his skillset is really "flat"; all of his stuff except Storehouse costs a measly 30 CP, so he can be beefed fast and cheap.
I am waiting for the day that grenades become craftable with a degree of anticipation that mere words cannot describe.
Post by ImperialRedDragon on Mar 6, 2007 23:45:50 GMT -5
My DO leveled pretty quickly through tier 2, he's kind of idealized, though. My Wizard is new, but he's almost at level 20, which proves how effective crafting is. My ES is part HtH (Mostly for the dodge bonus) and small arms, and is getting Whirlwind for in-character purposes. I really encourage neutral combat classes to have a ranged tree, as none of them can actually fly (Except Revenants who can't attack in bat form anyway) and are thus unable to attack flying opponents. I didn't take that problem too seriously until recently, when my Rev was almost killed by a flying shooty IB.
I almost forgot about Void Walkers and Whisper needing thrown weapons, but on a mundane level, thrown weapons kinda suck, since you can only use thrown weapons of any sort once, which is a pain.
You're definitely right about ESes having relatively cheap skills, most of them end up with a good amount of excess CP, which is good for saving for future updates, or in some cases, buying a crafting tree for their weapon of choice. I've never been much on melee weapons, as swords do less damage than guns, and are less accurate than ranged weapons, and are affected by mundane dodge. At least with an HtH backup, you get extra dodge and have less to worry about with crafting.