Quote (Paparick @ May 17 2011 09:35pm)
By disallowing the use of charms, you are removing a power augmentation factor for his weapon of choice (dex/str mods).
Maybe just remove the ability to cast?? Then what about heals??
Any decent player now should have the heal capability at all times
Bad idea anyway -- hope this is trashed before it hatches
I looked over your comments in previous post... I have a revised edition to the stats... and an alchemist loses Intelligence when they
can not use a weapon, so their damage is reduced just as is the Weapon specialist... but now we have abilities that augment damage
Maybe there would be better weapon abilities for the weapon speciallist than the samurais?
As for healing goes, I have seen many games where melee characters do NOT heal... so what is the difference... I know you have
backup heals on your build, and I normally build my fighters / sammy / paladin with healing items... but then having a powerhouse
melee in a group would mean that another build will hopefully heal... if not, then
maybe use Fish / Comfreys on this character... at
least then, there maybe some use for fish in this update after all.
Weapon SpecialistThe Weapon Specialist focuses on the ability to specialise in every melee weapon available, the determination to excel in hacking down mobs
of minions with ease. The gracefulness that comes from dancing with these weapons make no other class compare. The might of the heavier
weapons make quick work of the foes that fall to their knees. Who needs the effects of sorcery when you can get satisfaction of looking your
opponent in the eyes when face to face, might, braun, and charisma while disecting your opponent with your own skill is by far the best satisfaction
you will ever come to know.
Weapons: All Types
Armor: Chains, Plate Mail
Charms: None
Starting Stats:Stength:
75... Dexterity:
55... Intelligence: 5... Vitality:
40Guild Points:100 (Pass) / 1 (Fail)