Originally Posted by KaelanBG


Originally Posted by Altros
You could sink combat points into vitality to still get an HP increase but then you miss out on your schools.


Constitution gives a large amount of HP in the current build, and it's very easy to find +CON pants on vendors once you get to around Lv6. You also occasionally see +CON rings, and there's a unique one with +2 in one of the EA dungeons.

I don't agree with the bit about tanks being weak at all. I think 2H tank is actually the strongest class in the game by far right now. They benefit very much from being immune to CC while their armor is still up. Rage + Adrenaline + Warlord + Phoenix Dive + Crushing Blow/Whirlwind/Battering Ram is immensely powerful. Crushing Blow in particular is an incredibly strong skill right now.

The second-to-last fight in the EA is 5 Lv8 enemies and a Lv10. My Lv6 Warrior killed the Lv10 and 4 of the Lv8s in a single turn, and left the last one knocked down. His last Crushing Blow on the final boss did 1182 damage. He had 30 STR and 100% ACC against everything. My mages can't come anywhere remotely close to that. I think only a Ranger's Snipe could go anywhere near that, and even then it would cost 2 more AP, and only hit a single target.

They might be weak for you if you build them defensively. Currently, I think tanks are most effective playing offensively with 2H weapons. You use teleportation to cluster enemies together, have the tank run/phoenix dive in the middle and kill/knockdown everything, Battle Stomp if you need to clear a surface (or have a mage Bless you if the enemies can make cursed surfaces) and use Armor/HP to tank the attacks of whatever survives, with mages/rangers far away on CC/healing/support. If it's a prolonged fight, you can get armor back by having 3~4 characters that can cast Fortify/Armor of Frost supporting 1 or 2 tanks.

We're also effectively playing without actually doing much with any of the Source Point skills right now. I imagine those will have a big impact on class balance in the final version.


For class balance, something needs to be done about archers. There's actually no reason, from a min-max standpoint, to play anything other than an archer in this build.

Attributes: Finesse (literally nothing else)
Combat Abilities: Huntsman, 1 point into Warfare
Civil Abilities: Sneak
Talents (outside of the usual All Skilled Up and Bigger and Better): Arrow Recovery, Guerilla
Skills: Blood Oath (elf racial), Snipe, First Aid, Tactical Retreat, Rage

You can solo the entire game with that build. It even leaves you a free skill slot with the default amount of memory points. The only times you should take damage is from enemies that have been hard-coded by the game to see through sneak. (Which, by the way, is a horrible way to try and balance sneak. It makes zero sense for me to run through a door into the corner of a room and sneak just to watch some random knight beeline straight for the room and hit me with a grenade with pinpoint accuracy.)

With everything stacked, Snipe will 1-shot literally everything except the last boss unless you're grossly underleveled for the fight. Fully buffed from sneak with height advantage: +25% damage from blood oath, +50% damage from Guerilla, +X% damage from Huntsman, +100% damage from Snipe's effect, guaranteed critical from Rage. Easily over 1000 damage. Afterwards, you simply wait in sneak for cooldowns to be off. Rinse repeat.