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Posted

To the people complaining about the Critical Hit: Necromancer. My work here is done. :grin:

I agree that the pickaxe is pretty nuts, but everything else is decent (though I, personally, would tweak it). I know some people don't like the QM having to decide the terrain type, but really that's just a matter of how you imagine the battlefield; if you've built the scene of the enemies attacking the party, then you should have a fair idea of what the ground's like anyway. :wink:

Bedroll: I'm not sure if it should remove negative effects, but otherwise great.

Magic Compass: I'd say give a 1/6 chance of being removed permanently (yes, I know, another die roll :sceptic: ), otherwise it returns in 3 Rounds.

Magnifying Glass: As others have said, I think this should either apply one of the 3 at random or else have a 1/2 chance to apply each.

Also, PLEASE tell me this class will be the reward for Byblos' Quest. :drool:

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Posted

Necromancer can easily have their Critical Hit nerfed down to nothing, though, by simply getting stunned or slowed - here, the only way it goes down if they purposely do it to reap more treasure.

Posted (edited)

Necromancer can easily have their Critical Hit nerfed down to nothing, though, by simply getting stunned or slowed - here, the only way it goes down if they purposely do it to reap more treasure.

They can't--if they don't have the requisite tool, nothing happens on the SHIELD. Leaves it in the h

ARGH. Forum ate my post AGAIN. :hmpf_bad:

EDIT:

They can't--if they don't have the requisite tool, nothing happens on the SHIELD. Leaves it in the hands of the dice. Frankly, all of the Expert Classes are kinda nuts; most Expert Class players will be dealing upwards of 100 Damage on Critical Hits anyway.

Also, since this, like Regulator (though I really, really hope that Hybros, Tarn, and Tensi get a second chance to earn it) is a one-and-done class, it can afford to be a little more powerful than other classes, a la Winged Warrior--though do note that I also agree that the Pickaxe is nuts. (Perhaps it can remove an immunity from the enemy?)

Also, to the people complaining about Enhancement: Mystic Knight. Yes, they have to use Ether, but they don't get a level cap on their enhancements, either--and at Expert level, a Mystic Knight can enhance more than an Artisan (particularly if they have Ether-increasing Artifacts and start as a Mage).

Edited by Flipz
Posted

It only expands to "possesed" tools - so if you only have the pickaxe, it only uses the pickaxe shield. :classic:

I already changed that according to Scuba's suggestion.

Posted (edited)

In case it gets missed: what does everyone think about the Pickaxe removing one of the enemy's immunities or temporarily disabling all of an enemy's immunities (i.e. for 1-3 Rounds)?

Edited by Flipz
Posted

It seems a little OP. But in any case - I want in :drool: I was waiting for you to use Fashionista ever since you previewed it :grin::wub:

Posted

Enhancement is essentially waiting to be abused in the Fields. A lucky player could easily reach extremely high WP if the die roll in their favor. Perhaps a temporary enhancement would work better? Enhancement increases a weapons WP by one and stays on until the end of a battle. That seems a little more fair.

Guess you haven't heard of Mystic Knight then, huh? :laugh:

I agree that seems a little too powerful - under no circumstances should a hero be able to get a shard of adamantite that easily. Or any of those treasures, frankly. I do like how there's a choice between Critical Hit power and predictable (or useful) SHIELD-rolls, but since all of the Toolkit rolls are overall good, couldn't I buy 100 shovels and get a 100x multiplier on my Crits?

Posted

Guess you haven't heard of Mystic Knight then, huh? :laugh:

I agree that seems a little too powerful - under no circumstances should a hero be able to get a shard of adamantite that easily. Or any of those treasures, frankly. I do like how there's a choice between Critical Hit power and predictable (or useful) SHIELD-rolls, but since all of the Toolkit rolls are overall good, couldn't I buy 100 shovels and get a 100x multiplier on my Crits?

I read it as "number of different tools", personally. :shrug_confused:

Posted (edited)

Done, love it, save me a spot on whatever quest awards this class. Please. I need it. :wub:

Save one for Heckz too! :grin_wub:

I got an idea for the Pickaxe, how about getting a bomb instead of a gem? A smoke bomb for Dark Monsters.

Edited by Eric Su
Posted

Save one for Heckz too! :grin_wub:

I got an idea for the Pickaxe, how about getting a bomb instead of a gem? A smoke bomb for Dark Monsters.

That's a great idea--it also makes more sense for the Artisan, since their only use for gems would be imbuing or selling. Additionally, it allows them to have a symbiotic relationship with Cannoneers, since it provides an easy source of ammunition for them.

Posted

Bombs are practically worthless, though. Cannoneers can make them on their Miss rolls. :wacko:

Military Grade bombs, then? (Though bombs in general NEED NEED NEED a buff.)

Posted

Military Grade bombs, then? (Though bombs in general NEED NEED NEED a buff.)

Compare to Dig It! and tell me that makes any sense. :laugh:

Posted

I got an idea for the Pickaxe, how about getting a bomb instead of a gem? A smoke bomb for Dark Monsters.

Compare to Dig It! and tell me that makes any sense. :laugh:

:thumbup: Makes perfect sense.
Posted

:thumbup: Makes perfect sense.

No Shield roll should produce a 10 gold bomb and that be it. Basic class, maybe. Expert class, no. :tongue:

Posted

I thought you were referring to the fact that 'Dig it!' creates a mine. Just buff the bomb created with the Pickaxe and the two fit with each other.

Oh, no, I meant as in it wouldn't make sense to have a trap that deals 100 damage and the a bomb that deals a tenth of that.

Posted

Cannoneers and Alchemists already xreate bombs/arc items. I don't think that Artisans should make bombs either. First off, IT MAKES NO SENSE. Its an artisan :hmpf: Art. Not war. :hmpf:

Posted

Oh, no, I meant as in it wouldn't make sense to have a trap that deals 100 damage and the a bomb that deals a tenth of that.

Nerf the mine, buff the bomb, makes sense.

Cannoneers and Alchemists already xreate bombs/arc items. I don't think that Artisans should make bombs either. First off, IT MAKES NO SENSE. Its an artisan :hmpf: Art. Not war. :hmpf:

artisan noun - a worker in a skilled trade, especially one that involves making things by hand.

Making bombs in a high medieval fantasy setting seems like a pretty skilled trade to me.

Maybe instead of making straight bombs, Artisans could make items that buff other heroes' equipment. Sharpening better blades, making better arrows, improvising better bombs, crafting enhancements for better wands, polishing better shields -- all sound like things that an artisan in the medieval sense could do better than the average blacksmith or tools vendor.

:hmpf: Art. Not war. :hmpf:

By the way, The Art of War. :tongue:
Posted

Making bombs in a high medieval fantasy setting seems like a pretty skilled trade to me.

Maybe instead of making straight bombs, Artisans could make items that buff other heroes' equipment. Sharpening better blades, making better arrows, improvising better bombs, crafting enhancements for better wands, polishing better shields -- all sound like things that an artisan in the medieval sense could do better than the average blacksmith or tools vendor.

Remember that we are talking about how the Artisan could use the pickaxe here. Skillful as they might be, I don't think even an Artisan could use a pickaxe for that. :tongue:

I want to stick with excavating something. If it's not from the enemy, it might be something off the terrain, like in the shovel's case. Maybe a different amount of gold depending on the type of soil, if you guys think the treasures are too much.

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