Hatchling Cockatrice EA-N A S I R Posted September 19, 2016 Share Posted September 19, 2016 1. Classes: Tinkermages are still the strongest class, but for a different reason. Turrets are weaker, but Charge Weapons is one of the strongest abilities in any Spiderweb game ever, considering that it's basically free to use and free to access, and mean that Tinkermages will usually just deal twice as much damage as other classes. They lack area attacks compared to some other classes, but scarabs offer better versions of player AE's anyway. Additionally, Tinkermages continue to have a good passive defense skill, so they are sturdy against most attacks (poison and acid less so). (Update for v1.0.1: Charge Weapons doesn't last as long, so it is less convenient, but it is still incredibly powerful.) Blademasters still have Call of the Frenzy and other good buffs (and Sharpshooter Spray) so they are still great. They remain the most enduring class against ST attacks, but continue to be less well protected against physical/poison/acid area effect attacks, due to their passive defense skill focusing on Parry. Shadowwalkers are still basically Tinkermages without their OP ability. They do continue to have the best passive defense skill, which makes them the most consistent at surviving against all attacks. They do have some alternate ways to rack up damage and manipulate the battlefield, but they don't have turrets, either. Sorcerors remain a niche class, with lots of AE attacks, a reliance on vitality renewal and ability recharges, some inconsistently situational ability to do that on their own, and a weakness to physical attacks. Their bladeshield ability has improved somewhat (it sometimes gives you a free action when you use it) so they may be a bit better than in Av2. Finally, Shamans have been nerfed. This isn't immediately apparent, or expected, or probably intentional -- Shamans have always been an interesting but weak class, due to their variety of abilities (summons, heals, buffs, and personal magic resistance) but their significant weakness to physical damage. In Av3, the shaman gains some more interesting abilities in an MT bless/regen field and the chance to auto-heal, recharge, or sanctify the party each round. Unfortunately, this last ability replaced the shaman's passive defense skill, which gave them extra HP and great defense against all non-physical attacks. Shamans, thus, are now by far the weakest class against all forms of attack. "at least by healing the rest of your party they can make sure they're the first to die" -- Lilith (Update for v1.0.1: Shamans now have their HP bonus back, but at the cost of their bonus to magical damage. They are now less squishy (but still the squishiest); on the other hand, they are now the weakest attackers. They are a bit more usable in a supporting role now, but their lack of resistance to all damage types is still the biggest problem any class faces.) 2. Torment is not as painful as it used to be, but it is more interesting. Changing Torment to not just create piles of powerful HP was great. 3. Although I'm enjoying the game a lot, the beginning didn't have very much energy, and if I hadn't played the first two games, I don't think there would have been much to draw me in. I know not every opening can be G4's, but, eh. 4. Some quite smart use of NPCs from previous Avadon games. Quote Link to comment Share on other sites More sharing options...
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