Something I
ended up skipping on was to do a more in-depth take on the classes I recommended
for this roleplay. It was a combination of work, exercise and eating away at
the hours I had to sleep in before work again that made me take the shortcut.
So let’s do a look at some features of interest for the classes I recommended,
in random order.
Barbarian – The Barbarian’s automatic ability, Carnage, gives
you an AoE on your normal attacks, which further emphasizes its role as a
damage dealer.
Frenzy –
Activated self-buff well suited for damage dealing, though with risks as it
hides your health and endurance for the duration. I recommend picking up this
ability because of the simple reason alone that it is a version of this that is
the cross-class Talent and thus a Paladin could have learned it.
Savage Defiance
– Self-heal. Could be taken as a redirected form of Lay on Hands.
Bloodlust –
A passive ability that gives you increased speed (attack and movement) after downing
two enemies. Works as a variant of abilities like Inspiring Triumph and The
Black Path.
Thick
Skinned – More defenses. Works as a variant of Faith and Conviction.
Threatening
Presence – AoE Sickened status effect on enemies when stationary. Could be taken
as a variant on Bleak Walker ability The Black Path, which inflicts AoE Terrify
on kill.
Barbaric
Shout – AoE Terrify ability. See above.
Dragon Leap
– Dragon Leap is most interesting due to its description, which mentions the
Barbarian drawing upon “spiritual energy” to perform the attack.
Rogue – The Rogue’s automatic ability is Sneak
Attack, which allows for bonus damage against unaware enemies and against
enemies suffering from a negative status effect. The Rogue cross-class talent
is a version of the Sneak Attack.
Shadow Step
– Most Rogue abilities are centered around inflicting status effects to trigger
Sneak Attack and do not lend themselves to comparison for Paladin abilities
easily. Neither does Shadow Step, as it is a form of teleportation, but it does
work as a form of magic.
Ranger – The cross-class talent for Rangers is the
Wounding Shot, so this is worth considering picking up for the sake of RPing.
Marked Prey
– Works similarly to Sworn Enemy, increasing damage against a target, though Marked
Prey has a time limit.
Heal
Companion – Works as a variant of Lay on Hands.
Revive
Companion – Works as a variant of Reviving Exhortation.
Fighter – In a sense, one could almost consider the
Fighter a “selfish Paladin”. Instead of group support, they have a variety of
self support abilities. The cross-class Talent for the Fighter is a version of
their Constant Recovery, which is a continuous self-heal that lasts for 45
(plus or minus the Intelligence duration modifier) seconds from combat start.
Constant recovery works both because it is cross-class and that it can be taken
as a variant of Lay on Hands.
Disciplined
Barrage – Increases one’s own accuracy for a while. Could be taken as a variant
on Sworn Enemy that works on a time limit, but not only against one enemy.
Confident
Aim – Converts some Grazes into Hits, at a slightly higher rate than Zealous
Focus does, but only for the Fighter himself. Nice when coupled with Gallant’s
Focus.
Guardian –
Works as a variant on Zealous Endurance, increasing ally Deflection rather than
Damage Reduction.
Vigorous
Defense – Boosts the Fighters defenses for a short period of time. Can work as
a variant of Faith and Conviction.
Unbending –
Converts some damage taken to Endurance. Works as a variant of Lay on Hands.
Critical
Defense – Converts some Critical Hits to Hits and Hits to Grazes, similar to
what Zealous Endurance does.
Unbroken –
A self-revive that I think puts the case quite well for the Fighter having some
magic in their repertoire. Works as a variant of Reviving Exhortation.
No comments:
Post a Comment