![]() There's a weird bug where I don't always get an "accept" button visual, but that might predate the patch. The class is still perfectly playable and my Cipher character still has the highest damage total in the party, just from her blunderbuss, Soul Shock, and Ectopsychic Echo, but there are a lot of levels where the other party members are getting fancy new tools and the cipher is pretty much doing the same thing they were doing before. ![]() My replay party is at level 9-10 right now, so things might change once I get the high level powers like Amplified Wave. Net result is ciphers now basically get all their good tools by level 5 or so and have to keep using that toolbox through level 10. This middle-game slump has always been an issue for ciphers, really - the rank 4 and rank 5 powers have always been kinda lackluster, and the level 1,2, and 3 powers were always a cipher's staples - but these changes plus the prior nerfs to Mental Binding have really brought it into focus. ![]() bosses, now it costs more than you gain back. Tactical Meld and Borrowed Instinct used to be great for boss fights, but now by the time you've got the focus for them, the wizard and the priest have already dumped three or four major debuffs each the cipher's extra debuff is superfluous. Body Attunement lasts only 15 seconds but costs 40 focus - before, it was a good way to raise your focus gain vs. Puppet Master costs three times as much as Whisper of Treason for the same 10 second's worth of charm-type effect. The problem is that because of the higher focus costs, a lot of the middle-game cipher powers just aren't worth the time cost to gather the focus for them any more. I went over this in another thread ( ) but basically they've lost their "wow" factor you end up using your early level powers through most of the midgame too. The cipher changes are both not as big a deal as they might seem, but also kinda painful, too. I can, generally, only use it on weak ass enemies and at that point taking one out of the game early is kind of redundant as they don't last more than a few second anyway. The one thing everyone's been crying about. Personally I can't believe they did such a big overhaul and didn't improve stealth. looking forward to the flexibility a 5th spell will bring. Stopped me mixing my tactics up and using high level spells. ![]() I was at the point where I was spamming first level spells with the wizards ring and laying waste to everything. I think nerfing the per encounter spell uses was probably a good idea. I looked at the change log and not one of the things that had bugged me recently had been addressed. How does the public feel? do you prefer the declutter? you just know? By all means categorize them but more submenus I feel is just creating extra work for me. Never really got stressed having to figure out which one was per encounter or per rest. Feel like time was wasted that could have been used fixing more important things.įrankly I preferred being able to see all the things I could use and cast on display. I didn't feel it was necessary and wasn't up on my to do list. at the same time, with appropriate gear and resting bonuses, we rare miss any perception, intellect or resolve dialogue options.Personally the update to the UI is jarring. such flexibility allows us to change party members w/o suffering a loss in overall combat efficacy. Stick a flail in his hands and he is a beast in combat.Īm not needing to respec to play this character equal dominant in support, melee combat or as a ranged damage-dealer dependent on spells. Our current potd run for 3.0 is using the following priest as our main: the thing is, we made a dwarven priest who is very effective as a tank in spite of relative low health and endurance. we got an all-priest party that is a bit too powerful to be fun. Wanna play a melee combat priest or a ranged combatant? maybe you prefer pure support? perhaps a balance 'tween support and combat? heck, the offensive spell casting repertoire o' a 3.0 priest is considerable, particular if you like to set things ablaze. is tough to have a broken spread as virtual any mix is gonna have advantages, particular with a class as flexible as the priest.
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