Viewing 15 posts - 31 through 45 (of 55 total)
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  • #258838
    Anonymous
    Inactive

    I agree on the not enough divine talents

    #258840
    Anonymous
    Inactive

    Now I could see a case for choosing EITHER Advanced Armor Training or Masterful Defense (Tier I).

    John
    What about light armored characters? Both those talents are useless to them.

    Okay so this may have been answered, but there are plenty of light armors with Bulk, so Advanced Armor Training is not useless *shrug*. It might not be *as* useful but it’s still useful.

    John

    #258841
    Anonymous
    Inactive

    Am I alone in thinking that a small bump to the talents for arcane and divine are in order also, to balance out the experts getting to break the rules?

    I think Divine could use a “1 Weapon of starting nation” but no, no other talents are needed since you’re gaining 2 talents that give full casting.

    #258845
    Anonymous
    Inactive

    Expert – No Change
    Martial – Additional Skills: Choose any four Combat or Physical skills.
    Arcane – ??
    Divine – ??

    and yeah Devin , this thread is really for long term 1.x types of suggestions, I dont know if they ever can be implemented, without something
    Sorry. Both the threads we have going on are similar and I’m tired.

    Why do you feel Martial, Divine and Arcane should get a sixth skill?

    I just feel that all the Archetypes should get the same number of skills, it’s just their distribution that’s different. For me it’s a ‘balance’ thing.
    Arcane: Lore
    Divine: Social / Combat
    Expert: Any but Arcanum/Combat
    Martial: Combat / Physical

    John

    #258847
    Anonymous
    Inactive

    Continue on then..

    BTW, someone mentioned there were not enough Divine talents..

    how do the rest of you feel about that?

    There are 18 Arcane and 20 Devout Talents in the main book.

    There are 16 Arcane and 14 Devout Talents in CoH.

    I’m not seeing a ‘lack of options’ but the devout sometimes require a specific god so that eliminates some from selection.

    John

    #258850
    Anonymous
    Inactive

    I think talents for Arcane and Divine would put it more in line with Expert and Martial though.

    How so?

    Arcane and Divine get 2 Talents (Prestidigitation/Casting)
    – Arcane get 2 weapons and 1 armor (Fitting their main purpose)
    – Divine get 1 weapon and 1 armor (They need 1 more national weapon)
    Experts get 2 Talents (Skill)
    – Experts get 3 weapons and 1 armor (Fitting their roles)
    Martial get 2 Talents (Advanced Armor Training, 1 of Three Choices)
    – Martial get around 10-12 weapons/armor/shields (Fitting their main purpose)

    #258856
    Anonymous
    Inactive

    34 Devout talents. How many are available to each god? How many are worth the talent?

    Vaerdos found most lack luster that weren’t Adaptions talents.

    #258862
    Anonymous
    Inactive

    34 Devout talents. How many are available to each god? How many are worth the talent?

    Vaerdos found most lack luster that weren’t Adaptions talents.

    “Worth the talent” is something that applies across the board, not just Devout Talents. There are many arguably useless talents. And Devout Talents, by their nature, are going to be God Specific, everything else about Divine Worshipper’s is. Adaptations generally aren’t and it’s one of the few ways Divine Casters get to adapt their spells.

    John

    #258869
    Anonymous
    Inactive

    That’s my point. After you separate the talents from gods that I can’t take, and the fact that most Devout talents are lack luster, you aren’t left with much in the way of options. Like I said, when I built Vaerdos, I couldn’t find 5 devout talents that I wanted and with superior skill selection I went expert.

    #258875
    Anonymous
    Inactive

    Devout Talents I don’t find worthless:
    1) Adaptation: Delay Strain
    2) Adaptation: Extended Range
    3) Blessed Vitality
    4) Counter Spell
    5) Exotic Spell (Situational if they ever exist)
    6) Learn Spell (Who doesn’t want more?)
    7) Sanctified Body
    8) Smite Infidel
    9) Unshakeable Dogma (Good against Enemy of my Enemy, etc.)
    10) Fortify Ward
    11) Adaptation: Transferrable Binding
    12) Arcane Recovery
    13) Blessed Devotions
    14) Personal Remnant (OMG!!)

    So you’re telling me you couldn’t find 5 you like from that list?

    John

    #258896
    Anonymous
    Inactive

    he probably doesnt qualify for a good portion of those talents

    #258898
    Anonymous
    Inactive

    I think talents for Arcane and Divine would put it more in line with Expert and Martial though.

    How so?

    Arcane and Divine get 2 Talents (Prestidigitation/Casting)
    – Arcane get 2 weapons and 1 armor (Fitting their main purpose)
    – Divine get 1 weapon and 1 armor (They need 1 more national weapon)
    Experts get 2 Talents (Skill)
    – Experts get 3 weapons and 1 armor (Fitting their roles)
    Martial get 2 Talents (Advanced Armor Training, 1 of Three Choices)
    – Martial get around 10-12 weapons/armor/shields (Fitting their main purpose)

    the ability for Experts to break the rules is RIDICULOUSLY good comparatively

    adding learn spell divine to divne archtype and spell affinity to arcane, makes a good recompense to fix that gulf of disparity

    #258910
    Anonymous
    Inactive

    What rules are experts breaking that’s so ridiculous?

    #258911
    Anonymous
    Inactive

    he probably doesnt qualify for a good portion of those talents

    Sounds like a character problem not a rules problem to me. There’s plenty of talents if like that I don’t qualify for.

    John

    #258914
    Anonymous
    Inactive

    What rules are experts breaking that’s so ridiculous?

    the ability to select 2 skill talents before selecting anything else AND ignoring all requirements

Viewing 15 posts - 31 through 45 (of 55 total)
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