Weapon Requiring
Fire Magic
Lacks any reuse time 1 attacks.
Ranged passably power efficient damage, higher rank spells are less efficient.
Excellent AoE both short and long range with fairly short reuse times, once again higher ranks start to get longer reuse times.
Good power regen tool in Flesh to Flames.
Major problem being that higher rank fireballs have very long reuse times thus you can't touch interesting abilities without either using them as main attacks or spending a lot of time standing around with no attack to use (or just sticking with 3 types of warmbolt to fill attacks).
Staff (Pairs with fire magic or Battle chemistry)
Decent basic attacks, no clever tricks offensively but enough variation to be moderately interesting to use offensively. Has a reasonably power efficient basic attack.
Excellent defensive abilities to be used paired with something else.
Conceivably can be used as the filler attacks for fire magic or battle chemistry but the range discrepancy and awkwardness of having your main and filler attacks on different bars reduce the encouragement.
Sword
Currently the only attack type with any major interaction with the rage system (having 2 rage reducers on reasonably short cooldowns).
Currently the most nuanced and interesting of the purely offensive abilities even completely ignoring combos since all of the attacks serve slightly different roles.
Currently precision pierce doesn't serve much purpose as all effects that add damage to it add armour damage making it essentially just a second less effective finishing blow, if it used the same mechanics as mind rend it would be an interesting choice to incorporate.
Wind strike bonus damage can be used on other skill types (panic charge is excellent for this)
Deer/Pig/Cow
Clearly intended to be worse than average.
The high power cost of their basic attacks makes agroing more than one enemy often suicide even with comparatively decent gear.
Defensive abilities cost power and since you'll run out of power long before you run out of health in any circumstances in which you're not chugging power potions like they're going out of fashion they serve little purpose other than looking pretty on your bars.
The damage reduced by armour mechanic makes these skills completely incapable of killing bosses and tough enemies (or oddly enough, snails)
Werewolf
Similar to other animals but slightly less punishing.
Bite is a very slow way of getting through a tough enemy's armour needing backing with some other offensive ability type to not just die first.
Pouncing rend is somewhat like cobra strike of unarmed but with a much longer reuse time losing the lockdown effect.
Haven't had an opportunity to test pack attack in its intended role, may allow large groups of werewolves to deal with bosses, though by a similar number unarmed users could have completely neutered them.
Weapon Boosted
Battle Chemistry
Contains mostly low damage AoEs with long reuse times and some minor healing. From equipping the flask. Notably even a full combination of these isn't enough to kill even fairly weak enemies like goblins without having equipped a damage boosting item.
All flask abilities take a strangely long time to activate which is painful for a short range AoE.
Mutagens contain excellent buffs, however as 1 minute timers they can easily be maintained without ever having Battle Chemistry active during a fight (Second heart is fairly anaemic compared to other power regen mechanics).
The golem can provide enormous amount of power regen or large amount of healing, however seems to have problems about actually activating abilities when playing the animation (perhaps trying to use them from out of range or use them on inappropriate targets), bomb toss seems particularly bad for not activating properly (this may be the Owner is in Combat criteria).
Unarmed
Used as a secondary attack contains only a moderately damaging weak CC (kick), although sacrificing a shield also provides a low damage low power filler attack.
Used on its own totally unarmed it has a decent stun and the ability to almost completely stunlock any target without armour.
Unfortunately the two knockback abilities interact poorly with being a primarily melee range attacker, particularly if they're found in the midpoint of combos (which don't allow non-unarmed skills to be used as filler whilst there's a gap)
At least a couple of combos are decntly within the school of get bonuses for doing whatever I was going to do anyway (Barrage, punch, punch + the punchmaster pillar)
Weapon Agnostic
Mentalism
Spammable basic attack ignores armour but is painfully power inefficient and not particularly high damage.
Ranged attack is a good supplement to virtually any of the non-ranged weapon types.
Panic Charge is an excellent AoE but often not quite enough to kill targets and with a reasonably long reuse time.
Psi-waves are very powerful stacking up to 3 times per person and being group affecting. Even if you never use its other abilities mentalism is therefore a +9 damage boost to all attacks or a +18/tick power boost with minimal upkeep for you and anyone travelling with you.
A passable healing ability without a strange delay.
Psychology
Psychoanalyse requires either getting lucky (a weakness that is either your other attack type or a non-combat skill you have reagents for) or actively switching skills mid-combat to make use of. However if it's a useable weakness with an available high damage skill it can trivialise tough fights. Since monster vulnerabilities stay the same until they die this can allow preparation after a death to a tough monster (unfortunately carrying gear to boost this new skill is unlikely).
Strike a Nerve, painfully power inefficient, kind of low damage, still a ranged attack if you don't have another one. Though an overly long re-use time to actually kill things at range.
Cause Terror, a short CC you probably only want to use from melee lest the target bring back friends.
TMAYM, a longer but melee range cc, painful to use with current targetting based on the amount of time it takes to kick in which is generally at least one or two more enemy attacks (then being difficult to tell if you're retargeted to the right new enemy)
Pep-talk, a heal with a painfully long delay before it kicks in with current targeting this is impractical to use on others and slow to use on yourself compared to healing consumables.
Thoughts
Currently my only major complaint is fire magic needing to use 6 flavours of boring fireball in order to have a reasonable attacking ability but I thought it might be useful to show my overall understanding of the skills.
Also that battle chemistry bombs are notably weak.
I'm unsure how intended buff switching or mid combat skill switching is as both seem kind of interface awkward but highly effective.
Fire Magic
Lacks any reuse time 1 attacks.
Ranged passably power efficient damage, higher rank spells are less efficient.
Excellent AoE both short and long range with fairly short reuse times, once again higher ranks start to get longer reuse times.
Good power regen tool in Flesh to Flames.
Major problem being that higher rank fireballs have very long reuse times thus you can't touch interesting abilities without either using them as main attacks or spending a lot of time standing around with no attack to use (or just sticking with 3 types of warmbolt to fill attacks).
Staff (Pairs with fire magic or Battle chemistry)
Decent basic attacks, no clever tricks offensively but enough variation to be moderately interesting to use offensively. Has a reasonably power efficient basic attack.
Excellent defensive abilities to be used paired with something else.
Conceivably can be used as the filler attacks for fire magic or battle chemistry but the range discrepancy and awkwardness of having your main and filler attacks on different bars reduce the encouragement.
Sword
Currently the only attack type with any major interaction with the rage system (having 2 rage reducers on reasonably short cooldowns).
Currently the most nuanced and interesting of the purely offensive abilities even completely ignoring combos since all of the attacks serve slightly different roles.
Currently precision pierce doesn't serve much purpose as all effects that add damage to it add armour damage making it essentially just a second less effective finishing blow, if it used the same mechanics as mind rend it would be an interesting choice to incorporate.
Wind strike bonus damage can be used on other skill types (panic charge is excellent for this)
Deer/Pig/Cow
Clearly intended to be worse than average.
The high power cost of their basic attacks makes agroing more than one enemy often suicide even with comparatively decent gear.
Defensive abilities cost power and since you'll run out of power long before you run out of health in any circumstances in which you're not chugging power potions like they're going out of fashion they serve little purpose other than looking pretty on your bars.
The damage reduced by armour mechanic makes these skills completely incapable of killing bosses and tough enemies (or oddly enough, snails)
Werewolf
Similar to other animals but slightly less punishing.
Bite is a very slow way of getting through a tough enemy's armour needing backing with some other offensive ability type to not just die first.
Pouncing rend is somewhat like cobra strike of unarmed but with a much longer reuse time losing the lockdown effect.
Haven't had an opportunity to test pack attack in its intended role, may allow large groups of werewolves to deal with bosses, though by a similar number unarmed users could have completely neutered them.
Weapon Boosted
Battle Chemistry
Contains mostly low damage AoEs with long reuse times and some minor healing. From equipping the flask. Notably even a full combination of these isn't enough to kill even fairly weak enemies like goblins without having equipped a damage boosting item.
All flask abilities take a strangely long time to activate which is painful for a short range AoE.
Mutagens contain excellent buffs, however as 1 minute timers they can easily be maintained without ever having Battle Chemistry active during a fight (Second heart is fairly anaemic compared to other power regen mechanics).
The golem can provide enormous amount of power regen or large amount of healing, however seems to have problems about actually activating abilities when playing the animation (perhaps trying to use them from out of range or use them on inappropriate targets), bomb toss seems particularly bad for not activating properly (this may be the Owner is in Combat criteria).
Unarmed
Used as a secondary attack contains only a moderately damaging weak CC (kick), although sacrificing a shield also provides a low damage low power filler attack.
Used on its own totally unarmed it has a decent stun and the ability to almost completely stunlock any target without armour.
Unfortunately the two knockback abilities interact poorly with being a primarily melee range attacker, particularly if they're found in the midpoint of combos (which don't allow non-unarmed skills to be used as filler whilst there's a gap)
At least a couple of combos are decntly within the school of get bonuses for doing whatever I was going to do anyway (Barrage, punch, punch + the punchmaster pillar)
Weapon Agnostic
Mentalism
Spammable basic attack ignores armour but is painfully power inefficient and not particularly high damage.
Ranged attack is a good supplement to virtually any of the non-ranged weapon types.
Panic Charge is an excellent AoE but often not quite enough to kill targets and with a reasonably long reuse time.
Psi-waves are very powerful stacking up to 3 times per person and being group affecting. Even if you never use its other abilities mentalism is therefore a +9 damage boost to all attacks or a +18/tick power boost with minimal upkeep for you and anyone travelling with you.
A passable healing ability without a strange delay.
Psychology
Psychoanalyse requires either getting lucky (a weakness that is either your other attack type or a non-combat skill you have reagents for) or actively switching skills mid-combat to make use of. However if it's a useable weakness with an available high damage skill it can trivialise tough fights. Since monster vulnerabilities stay the same until they die this can allow preparation after a death to a tough monster (unfortunately carrying gear to boost this new skill is unlikely).
Strike a Nerve, painfully power inefficient, kind of low damage, still a ranged attack if you don't have another one. Though an overly long re-use time to actually kill things at range.
Cause Terror, a short CC you probably only want to use from melee lest the target bring back friends.
TMAYM, a longer but melee range cc, painful to use with current targetting based on the amount of time it takes to kick in which is generally at least one or two more enemy attacks (then being difficult to tell if you're retargeted to the right new enemy)
Pep-talk, a heal with a painfully long delay before it kicks in with current targeting this is impractical to use on others and slow to use on yourself compared to healing consumables.
Thoughts
Currently my only major complaint is fire magic needing to use 6 flavours of boring fireball in order to have a reasonable attacking ability but I thought it might be useful to show my overall understanding of the skills.
Also that battle chemistry bombs are notably weak.
I'm unsure how intended buff switching or mid combat skill switching is as both seem kind of interface awkward but highly effective.
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