![]() ![]() ![]() Wizard: I think they got a few spells with higher damage now, can make nice damage dealers, but they also have nice debuff. Fighters are constant damage while Rogues are burst and debuff. ![]() Then I realized that I was playing a Expertise Fighter (my favorite DnD 3.5 build) and that if I invested in stealth and mechanics it could replace a rogue (without doing as much burst damage though and no in-combat invisibly, nor escape, nor dirty fighting…) but with more defensive potential. So I made a dual wielding Fighter with high Dex and using fast weapons. I haven't tried a "normal" monk yet though.Ĭipher: A two-handed weapon with a shirt on and I was surprised by how well he survived melee (no defense buff on).įighter: Looking at BB Rogue, I wanted to make something that was hitting as fast as her. I wanted him to hit things super-fast with his fist, but I picked the wrong enemy to face-off I think. Monk: I tried to make a interrupt build monk, it was a failure lol. Chanter got their best invocation nerfed (too much *sniff*), but their buff/debuff chants still rocks. Druids are still overpowered (slightly) and their spiritshift got better (and I know they also got a wildstrike buff but it's not in the BB). Paladin: I had better success with it than in previous build, yet it doesn't seem to have changed, go figure.Ĭhanter/Druids: Still the kings of classes. I never take a 6th party member and leave the BB party members as built by the devs. I made a Paladin, Monk, Chanter, Druid, Cipher, Wizard, Ranger, Barbarian and Fighter so far. I play on normal so every opinions is based on that difficulty. Having a Wizard walk in his own slicken pool means his caused his own downfall. The Wizard's spell Rolling Flame bounce off walls if it can't go in a straight line for all of the spell length. There are scrolls that increase lore for a time, could be handy for some stat checks or using higher level scrolls. Ranger pets show up in the party layout re-org window (think TOEE) so you can position it where you want. ![]() I discovered a few things this build too: Speaking of art, I think some of the FX was toned down and I find the Wizard's fireball mushroom fire-cloud amusing. There was more portraits and apparently more are being touched up (if they don't make it at release they will come with the expac). There are still a couple of bugs here and there that are pretty obvious, but the rest are under the hood and stuff most people won't even realize are happening. I need to try two new options that disable some combat related stuff (auto-attacks and stopping on engagement), I'm not sure how they behave but stopping on engagement might solve a tiny problem I have with the AI (aka pit-stop at a nearby enemy when you are asking them to go elsewhere). Unnoticeable change: memory footprint was greatly reduced. Outside of not using their class abilities, party members are kind of autonomous (most of the time, I've seen a few quirks there too, especially with ranged characters). react better, party members and enemies). Outside of that, pathfinding is much better even if it still has its quirks. They also made a tiny change to pathfinding that ended up in a huge exploits, going by the release notes, that exploit shouldn't be possible so it should be fixed. There was quite a few changes in this new BB and there some that are also missing because it takes a few days to release one (and they had a problem) so we don't get the latest bugfixes in this crunch time period (for example, there was a balance pass earlier this week but it's not in the BB). Did my usual making classes to face off against Medreth and his goons (it's a group of NPCs right beside where you spawn in the beta, the best place to test stuff). ![]()
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