![]() ![]() ![]() If accuracy = enemy deflect, you only "hit" 50% of the time. The Hearth Orlan converts hits to crits 10% of the time. The orlan has an actual offensive advantage and the islander weapon set gains us little save making our the job o' our support characters a bit easier? We do put hatchet and shields on most casters, but they also do not need a third weapon set. which is what it is kinda the point.įor gunner builds with weapons that have long reload times, the extra weapon set is fantastic, but it provides us with little additional advantage on most characters. is it a huge leap in damage? 'course not, which is why it is balanced.Īnd it is silly to say that orlan racial ability offers no offensive advantage when you already conceded that it does offer an advantage, albeit a small one. we take the orlan hands down with no reservations precisely 'cause it does aid in increasing damage output. islander adds a +0 to the equation based on our gameplay. hell, particular with a rogue, Gromnir is actively attacking occupied or partial/complete disabled foes. Hearth Orlan has no offensive advantage vs island aumaua, and a huge defensive liability.Īn advantage we have no need for? why on earth would we feel the need to switch to hatchet and shield? our striker/dps characters exist to inflict hurt- do damage as fast as possible, and a hatchet and shield does not aid us at all in achieving that goal. Versus the aumaua having a spare weapon slot to switch into a hatchet and shield, providing 17 to 29 Deflection. Even if we consider max benefit a tie, aumaua isn't conditional and wins. Which isn't conditional on having a teammate attack with you. That's the orlan offense, compared to a flat x1.07 damage for aumaua. Basically like changing the hit range from 50-100 to 50-95. Edited Apby scrotiemcbĬonverting 10% hits to crits isn't that great of an ability. I'm hoping the Moonies see a bit of a nerf so these little dudes become a more valid min-max option (it wouldn't take much). +3 Deflection simply isn't all that much, less than a talent, and you're looking for at least one talent worth of racial goodness in min-max picks. Unfortunately, everything these +3 Deflection tanky dudes can do, Moon Godlike can do better, which makes them a solid but always second-best choice. The honorable mention goes to the most overrated racial choice, the wild orlan. Dunno if it's worth doing, but it is best at something. Death godlikes are good at dealing finishing blows. There are paladin abilities which care about dealing the finishing blow. Could become a serious option in future if friendly AoE rules change.ĥ. ![]() However, with friendly fire AoE working as it currently does, burn DR is an unnecessary precaution. Can be an interesting choice in parties where friendly fire spell damage is expected. ![]() A little hampered by the underpoweredness of classes for which it shines.Ĥ. Also allows up to three firearm volleys before reloading even once (four with a talent), which is a bit of a novelty but at least attempts to compete with Wood Elf for dedicated gunner. The Might is nice, but the extra weapon slot is surprisingly excellent, allowing a slot for your firearm of choice to open things up, a quarterstaff or pike to beat on foes with from relative safety, and a shield and hatchet is things go south and you're engaged in melee somehow. The dark horse min/max pick for melee DPS types. Distant Advantage sounds like what it is, giving Accuracy to anything ranged, making this the go-to class for your squishy ranged DPS types. Racial so powerful it demands consideration for nontank roles. Silver Tide as an ability is roughly on par with Constant Recovery in terms of keeping Endurance up, and in a similar way allows you to go Might (+healing) to improve both tank survivability and damage, even if not Fighter. When in a tank role, this is the Godlike which lives up to the moniker. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |