Red Star Defiant Suggestions

Started by Knight Of Pentacles, October 11, 2015, 07:18:50 AM

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Knight Of Pentacles

Quote from: Purify PotionThe defiant has learned to "purify" the magics within certain potions. They are similar to his own concoctions,their connection to the Weave severed.

Each distillation costs an "x" amount of XP and gold.

See Invisible --> Distilled Ethersight Brew
Clarity --> Distilled Mindward Brew
Darkvision --> Distilled Nighteye Brew
Camouflage --> Distilled Camouflage Brew
One With the Land --> Distilled Wildwalker Brew

Quote from: Active Ability Fighter PerksDispel should have atleast one use per rest.

Sharpen should have atleast one use per rest and an extra use at level 8

Healing should have multiple uses per rest or a cooldown timer. It should also have a purging effect similar to a lesser restoration, remove curse, and remove blindness.

Apocryphal Misconceptions

Glancing over the perks, I do agree that there should be some kind of purging effect for 1/day or so.

Zango_Unchained




I think it should be noted that we are holding this beside ascetic and seeing certain things that "have to happen" like restoration, seeing invis. But I think we have to understand that unlike that app only class, this class is open to everyone at any time. And that it cannot be held to the same standard as ascetic.

I feel at level 8 you should be able to choose between a daily use of see invis or invis and that you should have brews that grant ultravision per rest.
As well as a restorative effect being tied to the heal.

I think the good fix here is that you just have it so it can use all its fighter abilities 1 per day.

I feel these are more reasonable changes to make as opposed to other options.

Knight Of Pentacles

Heal definitely needs to give lesser restoration on use.  Maybe even make the healing ability separate of dispel, purge, and sharpen.

Monster Within

Having played one and messing around with it:

I think they definitely need a better damage mitigation option than damage immunity.   5/1  DR to go on par with any other fighter with blur potions is pretty mandatory, as a lot of quests seem balanced around the damage from the npcs being mitigated by dr and other buffs. A concealment brew (separate from the DR) would also be nice.   Some of these are buffs that are pretty central for getting through the harder quests.

Hell, even a buff to the +1 AB +1 AC brew would be good.  Other fighters get bless, aid, divine favor, shield, barkskin, and so on... amounting to  something like +4 AB +6 AC?    +2 AB/+3 natural AC wouldn't be super unreasonable, I think.  Maybe even separate them, give the ac once +3 natural and give the +2 AB it's own brew.

When it comes to mind spells-  Immunity to mind spells forever would be way too strong. But +3 will is far too little to be worth a brew slot, even with  iron will and a decent wisdom score  these guys are pretty damn vulnerable to any sort of mind effect.  +5 or +6 on the brew would be my suggestion...  (OR have one of the fighter_perk  options be a version of clarity that lasts for a turn or so)

When it comes to healing -   RSD and ascetics lack one HUGE thing about those "oh shit" moments when you go down or are about to go down:  Your party cannot dogpile you with crystals and wands. I understand this is part of the flavor of "rejecting magic" but as a whole, the RSD lacks a significant amount of survivability, if their only options for healing are herbs and a single burst heal every 10 minutes.  I would suggest buffing the regen rate of herbs for  ascetics and RSD,   or possibly allowing multiple herb uses to stack up to a certain limit (Maybe 3 or 4) ONLY if they come from different sources.  (IE: No superstacking yourself with herbs, but this allows your party to "Dogpile" heal you when you're in trouble.


When it comes to the perk itself :  These should all really have separate cooldoesn, or at least, some of them should.  Dispel/purge could go together,  but having to choose between being able to pierce DR or heal (and only being able to heal once every 10 minutes) is  extremely underwhelming!  The healing at least should be like once/turn  and absolutely separate from sharpen.


Also, something that would be great is if  ascetic/RSD had their durations for  "Use poison" and coating weapons with alchemists' fire buffed.  Maybe buff the DC for throwables in general for them too?

 

Zango_Unchained

Having put a considerable amount of time into the class, and played a long term ascetic I have some more suggestions to offer for this class.



Suggested Changes:

Increase potion amounts at all level brackets by one. So level 1 -2 level 5 -4 level 8 -6

Give it passive slow regen as an aspect of the class at 1 hp per 2 rounds and that streak of the lizard stacks with this.

Give it base 10 sr with the potion amplifying this to 16

Increase physical DI to 20% by the potion or give the class a passive 5% or remove the DI and give the class a 5/1 soak potion that disallows the use of armor greater than leathers.

Enable the class to get tokens akin to ascetics which do the actions of his/her fighter perks. The heal should be on a timer like it is currently with a separate timer to allow for the purge/dispel/sharpen

Also perhaps attach a warning that this class phenotype is not friendly to new players. With a recent surge in new players taking this is most definitely a very taxing route for someone with little experience in magicless pcs.



Potion ideas:

Assassin's grip: 1d6 sneak attack

Dark bane: +3 against negetive energy 10% negative DI which stacks with the counter corpse potion

Oakskin: +2 natural ac +15% acid immunity -15% fire immunity

Iceskin: +2 natural AC When hit you have chance to chill your foe dc 10 + level divided by 2 -15% fire immunity

Magmaskin: +2 nat AC 1d4 fire shield -15% cold immunity

Potions which give both benefits and negatives would help make the class be able to "spec" better into certain roles. Instead of its current "take these four potions never change" motif.

Make new potions discover-able through out the server akin to monk stances. These potions recipes can either be consumed by mages with a lore check to get a scroll or two, or consumed by RSDs or Ascetics to get either a stance or a potion.





 

el groso

The separate cool down timer for the healing ability is a change that this kit REALLY needs. Seriously.

Aside from that urgency, two brews that I really would like to see available (something along those lines):

* Cloaking of the Chameleon - +4 hide/ms (+2 for small races), +2 bluff.

* Dive of the Whale - +5 EFUSS Swimming Skill, +2 tumble, underwater breath-holding boost, armor does not deter swim speed.

Charnelist

A totally unnecessary but cool flavorful option:

A 1/day level 8 perk command
-Grants the benefits of every single brew
Lasts 1 turn
After the duration ends, ALL brews are disabled until rest.