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+2 con (16)
+1 cha (12)
-1 str (16)
+1 dex (10)
-1 fire weakness (2)
-1 elect weakness (0)
=Remove eq cost on Perspective.
=Add eq-less GLANCE GROUND when perspective is in trees.
=Add emotes to the things heard from both elevations.
EDIT: My formatting got wonky. Anyways, that brings them to the same stat number total as Elfen, and removes some of the lulzy weaknesses. Depending on how much the sleep penalty is, it may be up for going down a level?
Looks like an interesting skillset! I'm glad to see it's mechanically similar to aquachem (and by extension I'll assume the yet-to-be-released specs).
One reason I'm glad to see this similarity is that the flaws in Aquachem
are also present in Wildewood. Hopefully fixes to one spec can be adapted
to the others.
I'll start with a bit of a disclaimer... I love the new skillsets and
the flexibility that they promise to mages and druids. I just think that
there needs to be a number of fundamental changes before taking aquachem or
wildewood is a vastly inferior choice to going guardian, wiccan or bard for 1v1
combat (I think I read that enabling 1v1 combat is the purpose of these new skills).
What are these fundamental weaknesses I hear you ask? Basically,
choosing Aquachem or Wildewood means you will need to fight with all the offensive
disadvantages of melder tertiaries and few of the offensive and defensive benefits
available to melders and the traditional non-melder casters (guardians and bards).
- Lack of passive hindering.
- Mists, sheens,
spores and branches are* less effective than a meld - fair enough, this is
intended in the design. Mists, sheens etc. are* also significantly
weaker than the passive disruption available to bards, guardians and wiccans
(ents, songs, activated abilities with a passive tick like badluck and hypnotic
pattern). A monk, guardian, bard or artied warrior is* able to build to
a kill quite easily against these new skillsets.
- Poor active and passive defence
- Illusions, Totems and
their mage and druid spec defences were balanced around complementing a meld.
Compare what's available in Totems, Stag, Crow, Illusions and Phantasms
to what's available to a guardian (cloak, timeslip, puella, puer, hermit,
starleaper, hangedman, aeon, entire healing skillset,
OhGodDontGetMeStartedOnRitualsAndCosmicSpecsOrIllBeHereAllDay), wiccan (drawdown, maiden,
mother,nightkiss,full,drink), bard (maze, illusoryself, most of acrobatics).
These active and passive defensive abilities available to guardians and
bards are what allow them to be competitive 1v1 and there is nothing comparable
available in aquachem or wildewood.
- Poor offensive hindering
- The steadily building offence
available with runes, dreamweaving and the psionics specialisations works well
in a meld. Fighting a melder requires knowing when their offence has
built to a point where you need to get out and them trying to hold you in place
for the kill. An aquachem or wildewood user has to try to secure a kill
using the same tertiaries, however they have none of the hindering available to
stop their victim from leaving. If a tk aquachem gets me to 8 vessles
I'll wait for trip stun to wear off, stand, plaugh and walk away to cure while
they're waiting 6 seconds for superstratus to come back. If they were
using aquamancy, I'd have to deal with currents, jellies, tsunami, whirlpool,
swimming etc. Likewise for telepathy, dreamweaver tiredness or a runist
working towards deathprophesy. Compare these situations to a guardian who
is ready to fling their death tarot, a wiccan who has you at low mana or a bard
who has you loaded with aurics. You have to deal with with ents, songs,
carcer, aeon, hangedman, fall, tentacles, p5, etc. if you want to get away.
- Predictable offence
- Another problem with the steadily
building offence mentioned in the point above is its predictability.
Guardians, wiccans and bards tend to be a constant threat. Thought needs
to be given to each attack against them to make sure it isn't going to get you
killed (e.g. attacking with speed down v.s. researcher using aeonfield, attacking at the wrong
point of inqui against a celestine, with ecto against a nihilist, just before
earache wears off against a bard). When fighting against tp, tk,
runes or dw, it's fairly easy to judge whether you need to stay in or bail out.
This means you can be far less defensive when fighting against the new
* I've only fought with and against aquachem so can only speak with
direct experience about it. Applying these thoughts to wildewood is
speculation based on reading the ab files.
no 100% Divinus attack?
I find the really poor, very broad comparisons being drawn between bards/wiccans/guardians and aquachemancers to be 1) horribly off topic and 2) generally misleading and in some situations, blatently false.
Oops wrong thread.