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So we don't know all the changes yet but if you want a good bet on the most OP classs in any RPG pick rogue. Be it a pc/ console game or any tabletop dog you'll be right 90% of the time or more. The other 5% is split between wizard and hunter.

What it wont be 99% of the time is your fighter type character with a giant axe that should split trees.

How I think dos should scale
Barbarian / melee fighter - most risk
Rogue - high risk but sneaky and dodgy. Rogue should only be highest dmg if they are at risk because lower life. Don't get me started on all the games where rogue can be the best dmg and tankiest at the same time.
Wizard / hunter - low risk. Away from the direct battle. More utility options.
Knight / paladin / cleric- high risk but high dmg mitigation.

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Originally Posted by Irons
First Aid is 30% HP

From my testing intelligence improves the healing but the improvement isn't that big.

/Edit: The % makes it particular strong vs bosses

Int shouldn't affect healing, however Hydro spec is more likely to influence it.

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Originally Posted by Deadknight
Originally Posted by Irons
First Aid is 30% HP

From my testing intelligence improves the healing but the improvement isn't that big.

/Edit: The % makes it particular strong vs bosses

Int shouldn't affect healing, however Hydro spec is more likely to influence it.
INT doesn't affect healing at all - at the moment anyway. Only your points in Hydro as the description says.

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Warrior was the most powerful class in EA with the rage + whirlwind + executioner combo.
Now that executioner has been nerfed with some arbitrary "can only proc once by turn" restriction (which honestly is very poor game design), mage is probably the new best one. But then they also heavily nerfed aero, hydro and all surface mechanics.

Best is to just wait for the final game.

Last edited by RandomTobias; 13/09/17 06:43 AM.
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Originally Posted by RandomTobias
Now that executioner has been nerfed with some arbitrary "can only proc once by turn" restriction (which honestly is very poor game design)
Speaking as a game designer, though not for this game, it's a pretty straightforward example of sensible game design. It's very similar to Great Weapon Master from 5E, without the added damage rider in exchange for additional flexibility since you can spend the action points on anything or just save them.

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Either limiting it to once per turn or to halfing the effect were the healthy nerf options for it, so no idea what should be bad game design about that the change.

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It is better than Cleave is in the vast majority of dnd.

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I find limiting it to "once per turn" is a rather mild nerf and totally acceptable balancing. Once per fight would be worse but also ok.

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It's supposed to give you AP when you kill enemies. It shouldn't matter whether you kill the enemies this turn or the next.

The restriction feels completely artificial and just put in place because some people found it too powerful.

As it is there is no point getting this talent if you're playing a character with AoE damage, which is all classes except rogue.

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It was to powerfull, mainly because there is so much AoE damage. It was game breaking and a must have trait at the unlimited state.

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1 man cheese class (could work for 2,3,4 size party I guess using same build):
Bow-mage, elf
Glass cannon
Stun/ice/water arrows and bombs for surfaces/effects
Get Adrenaline, use flesh sacrifice
Hydrosophist for rain and ice hail
Aerothurge for both electric stuns and teleports
Necro for blood rain

Use rain, use electric stuns, once electric runs out freeze opponents. Cast blood rain or use water bomb/arrow, repeat stuns and freeze again. Repeat combo again. Keep everything but yourself wet.

Use teleport (and teleport gloves for 2 teleports?) to throw enemies back who escape back into surfaces. Also nether-swap if needed. Obviously doesn't work on opponents immune.

Last edited by D00med; 14/09/17 04:26 AM.
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I've played with following Team.
Ranger
Wizard
Conjurer
Enchanter

This works fine for me in the adventure Mode.
In the Classic Mode it is a little bit hard, but possible.

I think every constalation will be strong, when you can play the class.

Next try for me will be three close combat classes and one Healer.

Think the Ranger is a very powerfull class.
The conjurer is at begining a powerfull class, but in the higher gameplay i think he is to low.
The wizard is powerfull too. His firespells makes great damage.

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So what would be best Origin for Rogue min-max?

Fane or Sebille?

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